[go: up one dir, main page]

100% found this document useful (2 votes)
818 views5 pages

Mutants and Masterminds

A mutants and masterminds thing

Uploaded by

Not human
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
818 views5 pages

Mutants and Masterminds

A mutants and masterminds thing

Uploaded by

Not human
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

MUTANTS & MASTERMINDS

FIRST APPEARANCES

`
RUADAN
Ruadàn has come into frequent conflict with the sup-
Real Name: Alastair Breandan de Burgh
posed Norse god of mischief Loki, who has targeted the
Occupation: Adventurer rich mystical history of Ireland in his schemes. As Loki
Ruadàn created by Charlie McElvy for Xion Studios. has begun collecting mystical artifacts across the land,
Art by Sean Izaakse. Ruadàn has taken it upon himself to defend not only
the land, but her rich history and legend, as well as the
Nothing is known about the orphan named Alastair de world—for who knows what evil machinations Loki has
Burgh except he was left orphaned after his parents’ rental planned once he’s amassed those artifacts?
flat caught fire. Neighbors saved the infant when one of
the young men climbed up to the second story balcony
and found him crying on the floor. It’s unknown how the
PERSONALITY
child survived given that his parents died of smoke inhala- Alistair, in both his mortal and mystical forms, is a compas-
tion before the neighbor arrived. He was unable to recover sionate sort who is always looking out for the less fortu-
Alastair’s parents’ bodies, which were both consumed by nate or otherwise disadvantaged. However, others often
the flames. misconstrue his intentions due to his quick-temper, zeal,
Alastair was taken to an orphanage and ultimately adopt- and occasional obstinacy... those traits combined with a
ed by American emigrants, who had taken up residence couple pints of good Irish whiskey, and he’s likely to start
in their ancestral home in Ireland. a barroom brawl almost anywhere.

At some point in his early adult life Alastair (“Alex” to his


adoptive parents) found an ancient burial ground and
POWERS & ABILITIES
accidentally discovered the mythical sword Fragarach, Ruadàn possesses the metahuman strength enabling him
or the Sword of the Air, which granted him multiple to lift/press in excess of 30 tons. In addition, he has mul-
mystical abilities and adorned him in mystical garments tiple metahuman abilities stemming from
and armor. Calling himself Ruadàn, after the Irish mytho- the mystical sword Fragarach. He is
logical figure, and possessing invisibility and near-silent able to draw the weapon from a
movement through the air, Ruadàn strives to fight a mystical dimension, which trans-
new wave of mystical and metahuman evils in Ire- forms his clothing into the
land and occasionally parts of Great Britain along- garb he wears in battle.
side the famed hero Briton. Additionally, Ruadàn
possesses the abil-
ity to control the
winds allowing

2 FIRST APPEARANCES
MUTANTS & MASTERMINDS FIRST APPEARANCES

`
RUADAN PL12
STR STA AGL DEX FGT INT AWE PRE
11 3 5 3 8 1 3 3
POWERS OFFENSE
Unsheathe: 86 points, Activation (move action, -1 point) • 84 INITIATIVE +5
points total Cyclone — Ranged, Cylinder Area, Damage 6
Fragarach: 63 points, Removable (Indestructible, Usable
Sword of the Air +10 Close, Damage 14, Penetrating
only by Ruadan; -12 points) • 51 points
Air Control: Move Object 12 (100 tons) • 24 points Unarmed +8 Close, Damage 11
• Cyclone: Cylinder Area Damaging Move Object 6 Wind Blast +10 Ranged, Damage 12
• 1 point
• Wind Blast: Ranged Damage 12 • 1 point DEFENSE
Invisibility: Concealment 2 (Normal Sight) • 4 points DODGE 10 FORTITUDE 11
Silent Flight: Flight 7 (250 MPH), Subtle • 15 points PARRY 12 TOUGHNESS 12
Sword of the Air: Strength-based Damage 3, Improved WILL 11
Critical, Penetrating 14 • 18 points
Metahuman Strength: Enhanced Strength 8 • 16 points POWER POINTS
Mystical Garments: Impervious Protection 9 • 18 points ABILITIES 58 SKILLS 23
POWERS 84 DEFENSES 25
SKILLS
ADVANTAGES 7 TOTAL 197
Acrobatics 7 (+12), Close Combat: Sword 2 (+10), Expertise:
Irish Myth and History 8 (+9), Insight 4 (+7), Intimidation 6
(+9), Perception 4 (+7), Ranged Combat: Air Control 8 (+10),
COMPLICATIONS
Stealth 8 (+13) Motivation—Patriotism: Ruadàn fights to protect his
homeland of Ireland.
ADVANTAGES Enemy: The Norse god Loki.
Accurate Attack, Favored Environment (Airborne), Languages Power Loss: Ruadàn transforms into and out of his metahuman
2 (English, Norse; Irish native), Move-By Action, Power Attack, form by drawing Fragarach from and returning it to its
Takedown extradimensional sheathe (represented by the Activation flaw).
If he is somehow unable to grasp Fragarach, Ruadàn remains
trapped in his current form.
him to attack an opponent with strong blasts of wind,
gently ease a fragile object to the earth, fly, generate mas-
sive cyclones, and more. He has a very limited ability to Fragarach is a weapon of unknown origin. It can only
control the weather, but his talents in this area may in- be wielded by Ruadàn, is virtually indestructible, can be
crease with experience. His control is most often evident returned to Ruadàn with a thought, and can magically
when provoked to anger or another strong emotion. slice through nearly anything. It has been observed slic-
ing through a six-inch-thick wall of osmium steel with a
Ruadàn has the ability to become invisible for an un- strong swipe from the hands of Ruadàn.
known period of time. Often, when he uses this ability, he
walks on the air, rather than allowing himself to be heard Ruadan is still learning how to use his abilities, and as
by those he may be sneaking up on. such, their full extent has not yet been reached.

SAMSON
“Quantum” was an alien princess from the planet Khaan-
Real Name: Blade Manning
dara, she was gifted with superior physical strength, dam-
Occupation: Mystery-Crime writer/Fantasy writer un- age resistance, and armed with alien technology. When
der pen name Copper Todd. Blade was seven years old, his parents died in the Khaan-
Samson created by Tymm Brown. daran Civil War. After his parents’ deaths he was raised by
Art by James Jansen. family friend Jeffery Mason.

Samson is a legacy super hero. His parents were members Blade, who was already super-powerful and resistant
of the Shepard’s Point supergroup the Vanguards, back in to damage by the time he was in college, worked as a
the early 1980s. His father “The Rocket” possessed cosmic professional wrestler. He worked as a “jobber,” a wrestler
armbands that granted him several powers. His mother whose only role is to lose to more popular or well-known

FIRST APPEARANCES 3
MUTANTS & MASTERMINDS FIRST APPEARANCES

wrestlers. He played the role of the Gravedigger and was After college, Blade began his career as Samson, adopt-
known for his spectacular losses, such as being set on fire, ing the pet name his girlfriend Sara gave him because of
falling from great heights, and so on. Due to his theatric his long hair and superior strength. He started his career
losses, he even began to get a following of his own. Since leaping from rooftop to rooftop wearing a simple cos-
the Gravedigger worked with a mask and never removed tume and helping people. He caught the attention of Di-
it, none of the other wrestlers ever knew rector Nicole Frost of the Department of Metahuman Op-
who he really was. The only person erations (D.M.O.) who recruited him for their Project: Team
who knew was Jeffery Mason, his Omega. He received extensive training with the D.M.O.,
guardian and the owner of the wres- but eventually left the program.
tling federation.
Samson received his father’s cosmic armbands
from Mason and started wearing a costume
designed by Sara. For whatever reason, the
public never puts it together that Blade
Manning and Samson are one and the
same.

Like his parents, he joined the Vanguards


and still assists the D.M.O. and their govern-
ment sanctioned supergroup, the Omega Squad.
He is close friends with Director Frost and several
members of the squad who were also in the pi-
lot program with him.

As Blade Manning, he is a highly successful


crime novelist and attends many book sign-
ings. He also writes fantasy aimed for the
young adult audience, but are immensely
popular with all ages under the pen name
“Copper Todd.”

PERSONALITY
Samson has a strong desire to uphold the
good, which is driven by his desire to live
up to the memories of his parents and
his longtime sweetheart Sara Mason
who passed away due to a congenital
heart defect.

In combat he seeks opponents’ weak


spots and exploits them. He prefers
to take opponents out as quick as
possible with as little property dam-
age and endangerment of bystanders
as possible.

Samson is good natured and approachable


(in both identities). He finds being disarm-
ing the best way to get close to people so
he can observe and understand them bet-
ter. He is a natural profiler and
a bit of a schemer, talents
that not only made him at-
tractive to the D.M.O., but
allows him to have a very
profitable career as a writer.

Samson enjoys playing Soli-


taire. He plays when he’s feeling
reflective, because when Sara was
alive, she would hang over his shoulder
and give him advice on where to place the cards. It was
when they were playing Solitaire that she came up with

4 FIRST APPEARANCES
MUTANTS & MASTERMINDS FIRST APPEARANCES

SAMSON PL12
STR STA AGL DEX FGT INT AWE PRE
10/15* 6 3 3 9 3 4 3
POWERS SKILLS
Cosmic Bracers: Removable (Indestructible, -16 points) • 71 Deception 4 (+7), Expertise (PRE): Acting 2 (+5), Expertise:
points Behavioral Sciences 5 (+8), Expertise: Heroes and Villains 5 (+8),
Cosmic Comprehension: Comprehend 2 (Languages, Expertise: History 2 (+5), Expertise: Profiling 7 (+10), Expertise:
Speak and Understand All) • 4 points Survival 1 (+4), Expertise: Tactics 7 (+10), Expertise: Writer 5
(+8), Insight 6 (+10), Intimidation 5 (+8), Investigation 4 (+7),
Cosmic Energy Control: Array (45 points)
Perception 6 (+10), Persuasion 7 (+10), Technology 1 (+4),
• Cosmic Energy Control: Ranged Damage 15, Accurate 3, Vehicles 1 (+4)
Affects Insubstantial 2 (Full rank), Penetrating 10, Dynamic
• 46 points
ADVANTAGES
• Burrowing: Burrowing 15 (2,000 MPH), Dynamic • 2 points
• Flight: Flight 15 (64,000 MPH), Dynamic • 2 points All-out Attack, Assessment, Benefit 3 (D.M.O. Agency Special
Op), Diehard, Fearless, Improved Critical 4 (Unarmed),
• Space Travel: Movement 3 (Space Travel 3: Other
Improved Initiative, Interpose, Leadership, Luck 2, Move-by
galaxies), Dynamic • 2 points
Action, Power Attack, Startle, Taunt, Teamwork
Cosmic Senses: Senses 26 (Detect Powers (Acute, Extended),
Cosmic Awareness, Vision Counters All Concealment
OFFENSE
(Truesight), Danger Sense (Cosmic Awareness), Darkvision,
Direction Sense, Distance Sense, Infravision, Microscopic INITIATIVE +7
Vision, Vision Penetrates Concealment (X-Ray Vision), Radio, Cosmic Energy Control +9 Ranged, Damage 15, Affects
Time Sense, Tracking 2 (Infravision, full speed), Ultra- Insubstantial, Penetrating 10
hearing, Ultravision) • 26 points
Unarmed +9 Close, Damage 10/15*, Crit.
Mind Shield: Enhanced Will 5 • 5 points
16-20
Enhanced Senses: Senses 5 (Detect Weakness (Analytical,
*With Kinetic Energy Absorption.
Ranged), Extended Vision 1, Extended Auditory 1) • 5 points
Hybrid Physiology: Enhanced Stamina 2, Enhanced Strength DEFENSE
10, Immunity 12 (Critical Hits, Life Support), Impervious
Toughness 6, Regeneration 5 • 47 points DODGE 10 FORTITUDE 12
Kinetic Energy Absorption: Enhanced Strength 5, Fades, PARRY 10 TOUGHNESS 6
Limited to the lesser of effect rank or absorbed energy rank WILL 12
• 3 points
Super-Strength: Alternate Effects of Strength, Array (10 points) POWER POINTS
• Groundstrike: Burst Area Damage 10, Limited: Samson and
ABILITIES 58 SKILLS 34
targets must be on the same surface • 1 point
• Shockwave: Burst Area Affliction 10 (Resisted by Dodge, POWERS 130 DEFENSES 17
Overcome by Fortitude; Dazed and Vulnerable, Prone and ADVANTAGES 21 TOTAL 260
Stunned), Extra Condition, Limited Degree, Limited: Samson
and targets must be on the same surface • 1 point
COMPLICATIONS
• Super-breath: Close Cone Area Damaging Move Object
7, Limited: Damage is Unreliable (roll), Limited Direction: Motivation-Doing Good: Samson tries to live up to the
Toward and Away, Reduced Range (Close) • 1 point memories of his heroic parents.
• Thunderclap: Cone Area Affliction 5 (Resisted and Identity: Samson maintains a secret identity as novelist Blade
Overcome by Fortitude; Dazed and Vulnerable, Stunned Manning.
and Defenseless), Extra Condition, Limited Degree, • 1 point
space, and withstand the pressure in the deepest parts of
design for his insignia; she put two diagonal notches on the ocean. He has his mother’s ability to absorb the kinetic
the ace of diamonds. Now, he plays in order to remember energy of attacks to fuel his strength, and is capable of ad-
her and the times they had together. sorbing even more than she could. Also from his mother,
he has the Khaandaran traits of enhanced hearing and
POWERS & ABILITIES sight. From his father, he possesses the Cosmic Bracelets
that allow him to fly, emit cosmic blasts, and grant him
A human/alien hybrid, Samson has traits unique and en- additional super senses, like the ability to see through illu-
hanced from both races. He has superhuman strength sions, solid objects, and even listen to radio waves, among
and resistance to injury, can survive in the vacuum of other senses.

FIRST APPEARANCES 5
MUTANTS & MASTERMINDS FIRST APPEARANCES

OPEN GAME LICENSE Version 1.0a


LICENSE
of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunc-
The following text is the property of Wizards of the Coast, Inc. and is
tion with a work containing Open Game Content except as expressly
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re-
licensed in another, independent Agreement with the owner of such
served.
Trademark or Registered Trademark. The use of any Product Identity
1. Definitions: (a)”Contributors” means the copyright and/or trademark in Open Game Content does not constitute a challenge to the owner-
owners who have contributed Open Game Content; (b)”Derivative ship of that Product Identity. The owner of any Product Identity used
Material” means copyrighted material including derivative works and in Open Game Content shall retain all rights, title and interest in and to
translations (including into other computer languages), potation, that Product Identity.
modification, correction, addition, extension, upgrade, improvement,
8. Identification: If you distribute Open Game Content You must clearly
compilation, abridgment or other form in which an existing work may
indicate which portions of the work that you are distributing are Open
be recast, transformed or adapted; (c) “Distribute” means to reproduce,
Game Content.
license, rent, lease, sell, broadcast, publicly display, transmit or other-
wise distribute; (d)”Open Game Content” means the game mechanic 9. Updating the License: Wizards or its designated Agents may publish
and includes the methods, procedures, processes and routines to the updated versions of this License. You may use any authorized version
extent such content does not embody the Product Identity and is an of this License to copy, modify and distribute any Open Game Content
enhancement over the prior art and any additional content clearly originally distributed under any version of this License.
identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative 10 Copy of this License: You MUST include a copy of this License with
works under copyright law, but specifically excludes Product Identity. every copy of the Open Game Content You Distribute.
(e) “Product Identity” means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures char- 11. Use of Contributor Credits: You may not market or advertise the
acters; stories, storylines, plots, thematic elements, dialogue, incidents, Open Game Content using the name of any Contributor unless You
language, artwork, symbols, designs, depictions, likenesses, formats, have written permission from the Contributor to do so.
poses, concepts, themes and graphic, photographic and other visual
12. Inability to Comply: If it is impossible for You to comply with any of
or audio representations; names and descriptions of characters, spells,
the terms of this License with respect to some or all of the Open Game
enchantments, personalities, teams, personas, likenesses and special
Content due to statute, judicial order, or governmental regulation then
abilities; places, locations, environments, creatures, equipment, magical
You may not Use any Open Game Material so affected.
or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as 13. Termination: This License will terminate automatically if You fail to
Product identity by the owner of the Product Identity, and which spe- comply with all terms herein and fail to cure such breach within 30 days
cifically excludes the Open Game Content; (f) “Trademark” means the of becoming aware of the breach. All sublicenses shall survive the ter-
logos, names, mark, sign, motto, designs that are used by a Contributor mination of this License.
to identify itself or its products or the associated products contributed
to the Open Game License by the Contributor (g) “Use”, “Used” or “Us- 14. Reformation: If any provision of this License is held to be unenforce-
ing” means to use, Distribute, copy, edit, format, modify, translate and able, such provision shall be reformed only to the extent necessary to
otherwise create Derivative Material of Open Game Content. (h) “You” make it enforceable.
or “Your” means the licensee in terms of this agreement.
15. COPYRIGHT NOTICE
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Used under and in terms of this License. You must affix such a notice to System Reference Document, Copyright 2000, Wizards of the Coast, Inc.,
any Open Game Content that you Use. No terms may be added to or Authors Jonathan Tweet, Monte Cook, Skip Williams, based on origi-
subtracted from this License except as described by the License itself. nal material by E. Gary Gygax and Dave Arneson.
No other terms or conditions may be applied to any Open Game Con- Modern System Reference Document, Copyright 2002-2004, Wizards
tent distributed using this License. of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins,
3.Offer and Acceptance: By Using the Open Game Content You indicate Rodney Thompson, and JD Wiker, based on material by Jonathan
Your acceptance of the terms of this License. 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 Li- Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Au-
cense, the Contributors grant You a perpetual, worldwide, royalty-free, thor Steve Kenson.
non-exclusive license with the exact terms of this License to Use, the Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Au-
Open Game Content. thor Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Au-
5. Representation of Authority to Contribute: If You are contributing
thors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse
original material as Open Game Content, You represent that Your Con-
Scoble.
tributions are Your original creation and/or You have sufficient rights to
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
grant the rights conveyed by this License.
Publishing; Author Steve Kenson.
6. Notice of License Copyright: You must update the COPYRIGHT NO- DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Publish-
TICE portion of this License to include the exact text of the COPYRIGHT ing; Author Steve Kenson.
NOTICE of any Open Game Content You are copying, modifying or dis- Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin
tributing, and You must add the title, the copyright date, and the copy- Publishing; Author Steve Kenson.
right holder’s name to the COPYRIGHT NOTICE of any original Open Mutants & Masterminds Deluxe Hero’s Handbook, Copyright 2013, Green
Game Content you Distribute. Ronin Publishing; Authors Leon Chang, Seth Johnson, Jon Leithe-
usser, Prof. Christopher McGlothlin, M.Ed., Steve Kenson
7. Use of Product Identity: You agree not to Use any Product Identity, in- Ruadàn, Copyright 2013, Charlie McElvy; Author Charlie McElvy.
cluding as an indication as to compatibility, except as expressly licensed Samson, Copyright 2013, Tymm Brown; Author Tymm Brown.
in another, independent Agreement with the owner of each element

6 FIRST APPEARANCES

You might also like