Mutants & Masterminds Hell's Belles.pdf

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S UPERLINE #4
S UPERLINE
Issue 4
December, 2005
www.roninarts.com
Written by: Michael Hammes,
Steve Kenson,
and Philip Reed
Contents
Open Game License ........................2
Introduction.....................................3
Because You Demanded It! .............4
Hell’s Belles ......................................8
Summary....................................................................8
Set-Up ..........................................................................8
Adventure ..................................................................9
Follow-Up ................................................................13
Rewards....................................................................13
Supporting Cast ...................................................13
Big Al’s Used Vehicle Emporium ..17
Panther Cycle.........................................................18
Skull Boat .................................................................19
Wild Weasel Sports Car.....................................22
Gnat Copter............................................................23
Shrieking Crow Jet..............................................24
New Headquarters Features ........25
Improving the Arsenal ..................27
Maximizing Archetypes ................29
Demonic Minions ..........................31
Crisis on the High Seas .................33
Summary .................................................................33
Set-Up .......................................................................33
Adventure ...............................................................33
Follow-Up ................................................................33
Rewards....................................................................38
Supporting Cast ...................................................39
Editing and Development by:
Philip Reed and
Michael Hammes
Cover by: Steve Fastner
and Rich Larson
Interior art by:
Vitor Ishimura
Jake Richmond
Layout and art coloring by:
Philip Reed
Advertisers in this Issue:
Green Ronin Publishing
Ronin Arts
Playtesters:
Lonnie C. Daniel
Mark Gedak
Charles Gray
For more M&M Superlink support please
visit www.roninarts.com/superline and
www.mutantsandmasterminds.com.
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D ECEMBER , 2005
OPEN GAME LICENSE Version 1.0a
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark.The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity.The owner
of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark
owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation, modifica-
tion, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, trans-
formed or adapted; (c) "Distribute" means to reproduce, license, rent, lease,
sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open
Game Content" means the game mechanic and includes the methods, pro-
cedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and
any additional content clearly identified as Open Game Content by the
Contributor, and means any work covered by this License, including transla-
tions and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; crea-
tures characters; stories, storylines, plots, thematic elements, dialogue, inci-
dents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abili-
ties; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product iden-
tity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f ) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open
Game Content.(h) "You" or "Your" means the licensee in terms of this agree-
ment.
8. Identification: If you distribute Open Game Content You must clearly indi-
cate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License.You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13 Termination:This License will terminate automatically if You fail to com-
ply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
of this License.
14 Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
2.The License:This License applies to any Open Game Content that contains
a notice indicating that the Open Game Content may only be Used under
and in terms of this License.You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or condi-
tions may be applied to any Open Game Content distributed using this
License.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000,Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.,
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
Modern System Reference Document, Copyright 2002-2004,Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
JD Wiker.
4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclu-
sive license with the exact terms of this License to Use, the Open Game
Content.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author
Steve Kenson.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author
Skip Williams.
6.Notice of License Copyright:You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to
the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors
Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
Publishing; Author Steve Kenson
7. Use of Product Identity:You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
Superline #4: Hell’s Belles copyright 2005 Michael Hammes and Philip Reed,
published by Ronin Arts.
Superline #4: Hell’s Belles copyright © 2005 Michael Hammes and Philip Reed, All Rights Reserved. Requires the Mutants & Masterminds RPG, Second
Edition, by Green Ronin Publishing For Use. Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin are trademarks of Green
Ronin Publishing and are used with permission.
Designation of Product Identity: All character and unique location names,appearances,and stories,creator names,Superline,and Ronin Arts.Hero Points
and Power Points are Product Identity of Green Ronin Publishing and are used with permission.Mutants & Masterminds is the trademark and Product
Identity of Green Ronin Publishing, used with permission.
Designation of Open Game Content: All game statistics not covered by product identity.
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S UPERLINE #4
I NTRODUCTION
I N T HIS I SSUE ...
In this, the fourth issue of the
Superline series, we bring you the fol-
lowing:
A DJUSTING T HE
A DVENTURES
D IFFICULTY
One of the nice things about M&M is
the ease with which the difficulty of
adventures can be adjusted.
Since everything works on the power
point system, all that is needed to create
a more powerful supervillain is to add
Power Levels (and the standard 15 power
points per Power Level) until the
supervillain is a match for the heroes.
Conversely, if the supervillain is too
powerful, simply drop the supervillain’s
Power Level (and the 15 power points)
until the heroes can handle the chal-
lenge.
The same can, of course, be done with
minions.
The first ever Superline centerfold.
Two more adventures, including one
featuring our lovely centerfolds.
Steve Kenson brings back the
Gadget power.
A passel of short articles covering
everything from used vehicles to
redesigning your headquarters to
making the most of archetypes.
While the adventures are designed in
the spirit and at the pace of superhero
comic books and cartoon episodes, the
GM can easily expand each with a little
work.
Each of the adventures is presented in
the following general format:
Summary: A paragraph on what the
adventure is about.
Set-Up: How the heroes can be intro-
duced to the adventure.
Adventure: The actual adventure,
including boxed text for such things as
specific plot points, vehicle statistics, and
villain tactics.
Follow-Up: Options for what might
happen after the heroes complete the
adventure and suggestions for rewarding
(or punishing) the heroes.
Supporting Cast: Information and
statistics on minions and other minor
characters.
Main Villain(s): Detailed back-
ground, information, and statistics about
the major bad guy(s) of the story.
About the Authors
Michael Hammes has been freelanc-
ing in the role-playing industry since
2001. Starting small, he has steadily built
his repertoire, and reputation, by working
for such companies as Ronin Arts, Alderac
Entertainment Group, Dark Quest Games,
and E.N. Publishing. He is currently trying
to balance his writing schedule with his
role as stay-at-home father. To catch the
latest from Michael’s Imagination, please
visit www.michaelhammes.com.
Philip Reed has been working profes-
sionally in the roleplaying game industry
since 1995. In that time he has worked for
such companies as Atlas Games, Privateer
Press, and Scrye magazine. Today Philip
spends his days at home running Ronin
Arts, writing and designing new games,
and watching DVDs. To learn more about
Philip Reed – and Ronin Arts – please
visit
www.roninarts.com
and
www.philipjreed.com.
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