MnM2e - Wild Cards - All In.pdf
(
5515 KB
)
Pobierz
All-In
A Wild CArds Adventure Anthology for MutAnts & MAsterMinds
Design
Bill Bodden (
Bugs in the System
), D.T. Butchino (
Shell Games
),
John Polojac (
Spare Parts
), Mark Santillo (
Benefit of the Doubt
)
Editing
Jon Leitheusser
Development
Steve Kenson
Art Direction and Graphic Design
Hal Mangold
Cover Art
Brain Hagan
Interior Art
Brett Barkley, Storn Cook,
Greg Kirkpatrick, and Mike Vilardi
Cartography
Sean Macdonald
Proofreading
The Green Ronin Staff
Green Ronin President
Chris Pramas
Green Ronin Staff
Bill Bodden, Steve Kenson, Jon Leitheusser, Nicole Lindroos,
Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz
All-In
is ©2009 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material
in no way constitutes a challenge to the respective copyright holders of that material. Green Ronin,
Mutants
& Masterminds
and their associated logos are trademarks of Green Ronin Publishing, LLC.
Wild Cards
is the
trademark of the Wild Card Consortium.
The following is designated as Product Identity, in accordance with Section 1(e) of the
Open Game License, Version 1.0a: all character and place names and descriptions,
all novel descriptions and references, hero points, and power points.
The following text is Open Gaming Content: all game stats and information,
except for material previously declared product identity.
Permission is granted to print one copy of the electronic version of this product for personal use.
Printed in the USA
Green Ronin Publishing
3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Email:
custserv@greenronin.com
Web Site:
www.greenronin.com
www.mutantsandmasterminds.com
introduCtion
t
he
Wild Cards
series was conceived as a “shared world” with
many authors, so it’s fitting that the first adventure supple-
ment for the
Wild Cards
Campaign Setting for
Mutants &
Masterminds
is also an anthology with multiple authors con-
tributing their own visions of the
Wild Cards
world, and the
things your characters can do there.
All-In
is a four-card draw of short
Wild Cards
adventures for
the
Mutants & Masterminds
superhero RPG. The adventures fea-
ture a mix of investigation and action and are suitable for a range
of
Wild Cards
games, primarily aimed at characters from power
levels 6 to 8, as detailed in
Chapter 6
of the
Wild Cards
Cam-
paign Setting book.
The material in this book is intended for
the Gamemaster’s use only; players intending to play in these
adventures should refrain from reading them, in order to avoid
spoiling some surprises and challenges.
The GM should read
through each adventure carefully before running it, in order to
become fully acquainted with the story and characters.
Both the
Mutants & Masterminds
rulebook (or the
M&M Pock-
et Player’s Guide
) and the
Wild Cards
Campaign Setting source-
book are needed to use the adventures in this book. Game infor-
mation and background details provided in the
Wild Cards
book
is not reproduced here, so Gamemasters will want to reference it
before running these adventures.
All-In
features the following adventures:
tional. Has Mod Man finally broken down into some computer-
ized simulation of insanity, or is something else going on?
A Word on Continuity
Although most
All-In
adventures make use of existing
Wild Cards
characters, it should be noted that these adventures are “outside” the
existing
Wild Cards
continuity; further revelations in the
Wild Cards
series may contradict material in these adventures, and the events
they describe are not considered “canon” for the
Wild Cards
series.
Of course, there’s nothing to stop you and your players from twisting
around
Wild Cards
history and characters however you like in your
own games, but we just figured we’d make it clear from the outset
what’s “official” and what is not, and these adventures are not.
All-in And PArAgons
As
Appendix IV
of the
Wild Cards
Campaign Setting points out, the
Paragons
setting for
M&M
is fairly compatible with
Wild Cards
in
terms of overall style. This means you can also use the adventures
in
All-In
for a
Paragons
series with a small amount of modification,
depending on the style of
Paragons
game.
Bugs in the System
works virtually unchanged. There may not be
a Jokertown or any other freakish paranormals in the setting, but
a mysterious plague of cockroaches can still lead to a rise in anti-
paranormal violence (if such is known). Regardless, Perry Planet’s
terrible transformation and quest for revenge can exist in most
Paragons
settings, and other paranormals are likely to get drawn into it.
Benefit of the Doubt
might be staged for a paranormal organization like
the Rosemont Center, or a suitable charity, perhaps intended to provide
aid to victims of the Breakout or some other paranormal disaster.
Substitute suitable paranormal celebrities for the major
Wild Cards
characters, but Skylark and Misery can remain the same. Again, scenes
in Jokertown might be less freakish, if there are few unusual-looking
paranormals in the setting, but otherwise things work as written.
Shell Games
requires some modification, depending on whether or
not you want the Turtle to be a character in your
Paragons
setting.
Substitute another paragon as you see fit, perhaps a normally law-
abiding member of Vanguard. Scrounge is still looking to make a
big score using someone else’s powers and name to do it. Without
the Turtle’s shell, you might also want to give Scrounge the ability to
Morph to look like the target he mimics.
Spare Parts
involves Modular Man, a fixture (so to speak) of the
Wild Cards
world. Still, you can make him an android invention of
a paranormal (a true example of para-technology), now bereft of his
maker. Junk Monkey works as a paranormal as written, and you can
use some of the wild card mercenaries in the adventure or substitute
appropriate paranormal characters.
•
Bugs in the System:
In the hot summer months in New York
City, a plague of cockroaches adds to the already oppressive
mood. When residents begin looking for someone to blame
and turning their attention towards Jokertown, the authori-
ties need help. Investigators find a wild card at the bottom of it,
twisted in both body and mind, and hungering for revenge.
•
Benefit of the Doubt:
When financial trouble hits the
Jokertown Clinic, a massive benefit concert seems like just
the thing, but when trouble threatens one of the headline acts,
someone needs to intervene. Problem is, it turns out the trou-
ble is not what it seems, and the real threat may come from
giving the ace headliner a worldwide live television audience!
•
Shell Games:
The Great and Powerful Turtle is back…and
committing petty crimes? When one of the Turtle’s old shells
goes missing and he apparently takes up a new criminal ca-
reer, it’s up to fellow wild carders to sort things out. Has the
man in the metal shell finally cracked, or is it someone else
working on the inside?
•
Spare Parts:
Aces are disappearing, and the culprit appears to
be the long-lost android Modular Man. The characters are just
one faction interested in finding the wayward machine man, and
some are not too particular as to whether or not he’s still func-
2
introduCtion
introduCtion
All in: Bugs in the systeM
Bugs in the systeM
City during one of the hottest summers on record. Roaches
may be common in the city to begin with, but it’s rare that
they cluster together in the light to…steal things. That’s
exactly what’s happening, and the authorities have no clue
how to stop it, other than sending out legions of pest control
workers. Even then, most of them won’t go near Jokertown . . .
Numerous town meetings have been scheduled all over the five
Boroughs. As packed meeting spaces and overflow crowds attest,
the problem is unusually widespread, but the city leaders are calling
for calm and asking for patience in the face of this adversity—that’s
where the characters come in. It could be they’ve been victimized
themselves, or it could be that a shadowy organization no one’s ever
heard of before is asking them to look into things more closely. Ei-
ther way, it’s up to them to get to the bottom of these disturbances;
the search is on for clues to solving this curious mystery.
introduCtion
A joker is indeed behind the city’s troubles, one driven mad with
spite. He seeks petty, jealous revenge on anyone and everyone in
the city, and is using hordes of insects under his control to achieve
his vengeance.
His lair is deep within the bowels of the city—a long-aban-
doned underground subway office into which he and his follow-
ers have tunneled. He stays in this office night and day, and rarely
ventures more than a few feet from it save on rare occasions and
for good reason. He keeps all his newfound treasures in the front
room, while the back room is a waiting area for his many servants.
So far his attacks have been random as he learns how to manage
his new powers. But soon, very soon, those who made his life dif-
ficult will pay . . .
Bugs in the systeM
3
A
n outbreak of cockroaches is sweeping through New York
All in: Bugs in the systeM
foul deeds Afoot
The characters can be brought into this scenario several ways.
with a phone number within the 212 area code. The number is
local to New York. If the PC attempts to trace this number, they
will find that it’s a dead-end. It forwards to several other phone
numbers before it reaches a disconnected number somewhere in
Brazil. The money is legitimate—or at least, is not counterfeit. The
serial numbers are in no way consecutive.
As the characters make their daily reports, they will be urged to
keep their benefactor a secret. The voice on the other end of the
line will not say much otherwise.
The daily payment of $1,000 finds its way to the characters
through numerous anonymous vectors. Perhaps the character
will find a newspaper on their doorstep one morning with an-
other envelope hidden inside; possibly a sealed frozen dinner or
unopened box of cereal already at home will contain the money.
Be creative; these payments should serve to creep the players out
slightly by their insidious nature.
At least one member of the group should be approached in this
way, particularly if they choose not to attend any of the Neighbor-
hood Meetings.
loss of A Prized iteM
The PC literally watches in horror as a ring, a bracelet, a cher-
ished photograph or other object of sentiment is swarmed over
by roaches and dragged to the floor, where it is crammed under a
loose section of baseboard or trim, and disappears into the wall.
The roaches are very fast and rather large for their type, and the
shock of the incident precludes any meaningful attempt to inter-
vene. Subsequent news stories on the radio, television and in the
newspapers relate similar occurrences throughout the city. The
stories mention that officials have called for a series of town meet-
ings all across the city for people to report incidents and learn the
best ways to combat the problem. Award one hero point to any PC
who loses an object in this manner.
A Mysterious BenefACtor
One or more characters receive a letter (or email) without re-
turn address. The letter states, in a matter-of-fact manner, that
the character could gain significantly from a meeting with an un-
named person at a public but discreet location this very night. A
subway station after the last train has departed is the most likely
venue. Though long after closing time, the station is unlocked. As
the character approaches the platform, a figure in a suit and tie
with a black overcoat and hat waits at the appointed place.
neighBorhood Meetings
If the characters attend one of these meetings, they will find a
good-sized meeting room in a public building, filled to overflow-
ing with angry, scared citizens. Nothing this odd has happened to
any of the assembled citizens before, and the possibilities of these
events are the stuff of nightmares for an active mind. The room is
hot and steamy, and it will be weeks before the government-man-
dated date for use of air conditioning to begin. Several obvious
jokers are present. Tempers are beginning to fray, and the event
has a slight edge of hysteria, which builds as it becomes clear that
city officials have no answers.
Sitting behind a table at the front of the room is the city coun-
cil member for this district (Elaine Albertson), representatives
from both the police (Sergeant John Jacobs) and fire departments
(Lieutenant Bob Porter), a liaison from the mayor’s office (Greg
Stenczak), and an unnamed man in a suit who says nothing and
is never introduced. Any questions directed at this person will be
intercepted by one of the city officials, who will answer the ques-
tion to some degree.
A hysterical voice from somewhere towards the back of the
room shouts “Start looking in Jokertown; them freaks are setting
their pets on the rest of us!” Any successful skill check such as
Notice or Gather Information will allow the character to spot the
speaker in the dense crowd; he appears to be a homeless man,
clad in a grimy zippered coat, a stained, light colored T-shirt with
tan plaid trousers and battered brown loafers, with tangled and
filthy—possibly graying—hair. From the reaction of the people
around him, he hasn’t spent a great deal of time recently tending
to any aspect of his personal hygiene. The characters will be easily
able to corner this man after the meeting. See
The Evils of Drink
The representative from the mayor’s office, Greg Stenczak, in-
troduces himself again and makes the following announcement:
“Good of you to come,” the person begins, and it’s dif-
ficult to tell from the voice if the speaker is male or female.
Their appearance is also androgynous, right down to the
not-too-stylish clothes. Even this person’s body language is
neutral.
“We need someone of your…unique talents to help with
an investigation. This pest-control problem may be more
than it seems, and we need to get to the bottom of it quickly
and quietly. If there’s some kind of terrorist group behind
this, we need to know who they are and where to find them
so they can be removed from the general population and
interrogated.”
The person passes the character a thick envelope.
“This is a down payment for your services. There’s a slip
of paper inside with a phone number. Call it from a public
payphone once a day and relay any news you have for us.
For every day you check in, another grand ($1,000) will
find its way to you. We need whatever is behind this dis-
covered so that the appropriate agencies can take over and
eradicate the problem.”
The envelope contains $5,000 in small bills—nothing larger
than a fifty. It also contains a business card-sized slip of paper
4
All in: Bugs in the systeM
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
MnM2e - Corebook Edition.pdf
(32210 KB)
MnM2e - Crooks! 2nd Edition.pdf
(19212 KB)
MnM2e - A Lame Mage Production - Module - Dr Null - Death of Dr Null.pdf
(7336 KB)
MnM2e - A Lame Mage Production - Module - Dr Null - Day of Dr Null.pdf
(7189 KB)
MnM2e - 1e to 2e Conversion Guide.pdf
(48 KB)
Inne foldery tego chomika:
1st Edition
3rd Edition
Zgłoś jeśli
naruszono regulamin