[go: up one dir, main page]

50% found this document useful (2 votes)
302 views42 pages

Superline 03 - Blast From The Past

Uploaded by

Athabaska
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
50% found this document useful (2 votes)
302 views42 pages

Superline 03 - Blast From The Past

Uploaded by

Athabaska
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/ 42

■■■ BLAST FROM THE PAST ■■■

SUPERLINE
Contents Issue 3
Introduction.....................................2 October, 2005
www.roninarts.com
Because You Demanded It!.............4
Written by: Michael Hammes,
Eye Robot .........................................7 Steve Kenson,
Summary....................................................................7 and Rory G. MacLeod
Set-Up..........................................................................7 Editing and Development by:
Philip Reed and
Adventure..................................................................7 Michael Hammes
Follow-Up................................................................10 Cover by: Zach Howard
Rewards....................................................................10 Interior art by:
Ig Barros
Supporting Cast...................................................10 David Hamilton
The Significance of High Layout by: Philip Reed

Ability Scores.................................13 Advertisers in this Issue:


Green Ronin Publishing
Converted Villains .........................16
Robot Guard ..........................................................16 Playtesters:
Arctic Blast...............................................................17 Bob Bretz
Mark Gedak
Corruptor.................................................................18 Frederic "Farik" Graves
Alsa the Crone.......................................................18 Aaron Sullivan
Else the Hag............................................................19
Special thanks to Steve Kenson
Ilsa the Harridan...................................................19 for proofing assistance!
Mirage.......................................................................20
Ed.................................................................................20
Superstar..................................................................20 Why the delay?
Mr. Brown.................................................................21 Technically, this issue should
have been out in August.What
That Old Black Magic ....................22 happened, though, was that we
Summary.................................................................22 required extra time to study the
second edition rules so that we
Before You Begin..................................................22 could present you with a usable
Set-Up .......................................................................25 product.We hope you’ll forgive
Adventure ...............................................................26 the delay.

Follow-Up................................................................33
Rewards....................................................................34 Where’s the
T.O.M.C.A.T.S?
Supporting Cast...................................................34
Blue Devil Games’
Open Game License ......................40 T.O.M.C.A.T.S, originally sched-
uled to appear in this issue of
Superline, are being held over
for issue 4. This issue, with the
double-size adventure, just grew
For more M&M Superlink support please too large too fast to fit the
T.O.M.C.A.T.S. We hope you’ll
visit www.roninarts.com/superline and join us next issue!
www.mutantsandmasterminds.com.

■■■ 1 ■■■
■■■ BLAST FROM THE PAST ■■■

INTRODUCTION
Welcome to Ronin Arts’ Superline #3:
Blast From The Past, the third in a series COMIC BOOK SPIRIT
of adventure and rules supplements
licensed under the M&M Superlink ban-
(THE WORLD OF
ner. The gist behind the Superline series
is to present fan-oriented gaming materi-
SUPERLINE)
The world of Superline is Earth as we
al for M&M Superlink in a comic book
know it except with superheroes (and all
format and with comic book spirit. But
that goes along with them). Events that
what exactly does this mean?
have happened (i.e. the American
Revolution, the World Wars, etc.) in the
COMIC BOOK FORMAT real world have happened in the
By comic book format we mean the Superline world, although such events
following: are obviously filtered through, and
impacted by, the existence of super-
heroes.
■ The releases are formatted to current
standard comic book dimensions The world of Superline is largely four-
(6.625 inches by 10.25 inches); each color in nature (see M&M p.146 for an
one can be stored in your standard explanation of this style of play). Of
modern day comic book bag & course, some Grim & Gritty elements will
board. work themselves in (this is Earth after all),
but overall the world is one were good
■ Each release is numbered sequen-
and evil are well defined and almost any-
tially for collecting purposes. While
thing can happen.
each release will be enjoyable, and
perfectly usable, on its own, those
that collect each release will be FAN-ORIENTED (YOU
rewarded with ongoing stories and
events as well as recurring characters MAKE IT HAPPEN!)
and organizations. We encourage you to send us e-mails
■ Each release will feature comic book- of how you used the material presented in
styled art (colored covers, b&w inte- each Superline release in your game.This
rior art). can be anything from a synopsis of how
■ Each release will be issued in both an adventure went (especially its out-
PDF and print formats.While the PDF come) to how you (or someone else)
will always be available, the print made use of a new rule, power, gadget,
edition of each release will be avail- etc.
able only once and in limited quanti- Why? Because we want future releas-
ties. We do reserve the right to es in the Superline series to incorporate
release selected Superline material the input and experiences of the fans. Of
in later trade paperback collections, course, if we use your e-mail we will give
however, once a single-issue print you (and your game group) credit and you
release has sold out that individual will receive a free PDF of the release in
issue will never be reprinted in the which your material appears.
single-issue format. And while we can’t promise you that
we’ll end up using your material, we will
certainly do our best.

■■■ 2 ■■■
■■■ BLAST FROM THE PAST ■■■
Of course, general feedback, sugges- Summary: A paragraph on what the
tions, and criticism are also welcomed. adventure is about.
Oh, and it might help if you knew Set-Up: How the heroes can be intro-
where to send the stuff: roninartspresi- duced to the adventure.
dent@yahoo.com. Adventure: The actual adventure,
including boxed text for such things as
SUPERLINE #3: specific plot points, vehicle statistics, and
villain tactics.
BLAST FROM THE Follow-Up: Options for what might

PAST happen after the heroes complete the


adventure and suggestions for rewarding
(or punishing) the heroes.
WHAT’S IN IT? Supporting Cast: Information and
statistics on minions and other minor
This issue heralds our entry into writing
characters.
material for the 2nd Edition of the “World’s
Main Villain(s): Detailed background,
Greatest Superheroes RPG”. In this issue:
information,and statistics about the major
bad guy(s) of the story.
■ We welcome Steve Kenson as a regu-
lar contributor to the Superline
series. In every issue of Superline ADJUSTING THE
from now on you can expect some
words of wisdom from the master-
ADVENTURES’
mind behind the game.
■ We bring you the converted 2nd
DIFFICULTY
One of the nice things about M&M is
Edition statistics for all of the villains
the ease with which the difficulty of
from the previous issues of
adventures can be adjusted.
Superline. Arctic Blast, Superstar, the
Coven, and yes, even the lowly robot Since everything works on the power
guards from Abducted!, are all pres- point system, all that is needed to create a
ent and accounted for. more powerful supervillain is to add power
points until the supervillain is a match for
■ We have two adventures, including a
the heroes.
multi-session story-arc designed to
let you test drive some of the newest Conversely, if the supervillain is too
ideas in the 2nd Edition including powerful, simply drop the supervillain’s
expanded Hero Point options and power points until the heroes can handle
Gamemaster Fiat. the challenge.
■ An article, written by Rory G. The same can, of course, be done with
MacLeod, discusses the effect of a minions.
character’s ability scores on normal That pretty much covers it. Thanks for
life. You can expect more short arti- purchasing this issue of Superline and
cles in future issues of Superline. enjoy!

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:

■■■ 3 ■■■
■■■ BLAST FROM THE PAST ■■■

BECAUSE YOU
DEMANDED IT!
BY STEVE KENSON
If you’re reading Superline odds are you already know
about the forthcoming second edition of Mutants &
Masterminds. What you may be asking yourself is:
“why a second edition?” (If you’re not asking that
then, by all means, feel free to skip over these
comments and move on to enjoying the rest of
this fine issue of Superline).
When I signed on with Green Ronin
Publishing as Mutants & Masterminds Line
Developer, the first item on my agenda was
putting together a new edition of the game
for a re-launch of the line. As they liked to
say on comic book covers, the reason was
“because you demanded it!”
That’s right, whether you know it or not,
you, the M&M fans, demanded we do a sec-
ond edition of the game. Perhaps not quite
so directly as saying “Green Ronin, please
do a new edition of M&M!” (although there
were a few requests like that). Instead, the
demand for a new edition came in the form of
interest in and sales of the game, along with
feedback in e-mail, on our forums, and in per-
son at conventions.
In essence, Mutants & Masterminds started
off as something of an experiment, to see if a
d20-based superhero RPG could be successful. More
than that, M&M was perhaps the biggest departure
from the d20“standard” that had ever been done at the
time: there were no character classes, only a brief nod to
levels, no prestige classes, no attacks of opportunity and,
most of all, no hit points or rolling multiple dice for dam-
age. In short, we had no idea whether or not the d20
community, or the wider RPG community, would
accept the unusual blend of ideas in M&M.
Of course, as it turned out, fans respond-
ed to M&M, and how! Interest in the
game picked up and new fans steadily

■■■ 4 ■■■
■■■ BLAST FROM THE PAST ■■■
signed up on the Atomic Think Tank So, what has changed in M&M 2e?
forums at mutantsandmasterminds.com. That’s by far the most often-asked
New products for the game did well, and question. Unfortunately, it’s also the
our M&M Superlink program really start- most difficult to answer, because the
ed to take off, with third-parties offering changes are small, numerous, and far-
support for the game, including things reaching, spread throughout the game.
like the publication you’re reading right It’s difficult to point to any one single
now! Wizards of the Coast even included change as the most central and most
a variant of the M&M damage system in important. Many fans will find the
their Unearthed Arcana sourcebook, one game hasn’t really changed all that
of only two pieces of third-party Open much at all: the core concepts are all
Content to be included in that book out still firmly in place, and character stats
of all of the d20 Open Content pub- will remain quite familiar to anyone
lished! who has played the first edition of
So, if M&M was so successful, why do M&M, or another d20-based RPG, for
a second edition? Why rock the boat? that matter.
The game was popular, so it must have Instead of trying to cover all of the
been good enough, right? changes, upgrades, and small improve-
Well, yes, but “okay” or “good ments in the new edition, there are the
enough” isn’t really good enough (so to ones you, the M&M players and fans,
speak) to take the game line to the next demanded, through your questions and
level.We took a chance with M&M and it feedback. Let’s take a look at those
paid off, but now if we wanted to build items, and how the Second Edition
on the game line, we needed to start addresses them.
treating it like a game line, rather than
an experiment that just happened to do ■ Attack & Defense Trade-Offs: A
well.We needed to take everything we’d common concern with the power
learned about what worked in M&M, level limits in M&M 1e was it led to
and what didn’t, and make the game a certain sameness in character
clearer, cleaner, better, faster, and more design: if everyone maxed out to
fun.Then we needed to follow it up with the limits, their traits were all the
quality support and build upon a new, same. M&M 2e offers some varia-
more solid, foundation, and that’s exact- tion in this by allowing you to lower
ly what we’re doing. a character’s limit in one area to
By the time you read this, Mutants & raise it in another, related, area. In
Masterminds Second Edition will soon be particular,you can “trade-off”attack
available at your favorite game retailer, or bonus for damage, or defense
direct from Green Ronin. The new, full- bonus for toughness, or vice versa.
color, 256-page rulebook adds an addi- This allows for more variation with-
tional 60 pages of material along with a in the same power level: you can
complete, top-to-bottom revision of have characters who hit hard, but
M&M game system.I liken it to taking the aren’t too accurate (the hulking
M&M engine apart and putting it back brutes), along with the super-accu-
together again so it runs smoother and rate but not especially hard-hitting
more efficiently. In some cases we need- (the martial artists and weapon-
ed to replace defective or inefficient parts masters). Characters can be super-
with newer and better ones. In others, it tough but slow (the archetypal
was just a matter of cleaning off the dirt “tank”) or incredibly nimble mov-
and polishing the chrome, maybe filing ing targets who need to be because
off some rough edges here and there, to they’re not incredibly tough (skilled
get everything humming along. “super-normals,” for example).

■■■ 5 ■■■
■■■ BLAST FROM THE PAST ■■■
■ Trait Benchmarks: “So, how match and build your own fight-
good is a rank 10 skill? How ing styles, as many as you want!
smart is my Intelligence 22 char- Since the 2e feats are designed
acter?” One thing many M&M 1e with the option in mind, it also
players wanted was a yardstick adds a lot of flexibility without a
for measuring the capabilities of lot of additional complexity (like
their characters. The second edi- adding a completely new set of
tion provides this with “bench- rules for martial arts would do).
marks” for ability scores, skill
ranks, and bonuses. Now you’ll ■ With Great Power...: The effect
know an ability score of 20 makes of player feedback on the Powers
a character among the best in a chapter of M&M 2e can hardly be
nation, or that 5 ranks in a skill is measured. No other part of the
a basic professional level of train- game underwent so much refine-
ing. The benchmarks make it ment and development as super-
much easier to translate charac- powers based on the questions
ters from real-world terms into and feedback we received. We re-
M&M game stats; if the GM wants arranged power categories,
a “world-class” scientist, he improved and refined things like
knows he’s looking someone range and duration, consolidated
with 13-15 ranks of skill, and effects and game terms, and
probably a skill bonus of +20 or heavily tuned up all of the game’s
more. powers.

■ Extended Searching: An ■ User Friendly: We’ve also made


example of a rule expansion that M&M 2e more “user friendly,” in
grew out of player questions is particular more “Gamemaster
the expanded Search rule, for friendly” by including not only
handling uses of the Search skill hero archetypes, but villains
over a large area. The basic rules archetypes, supporting cast char-
for the skill worked just fine for acters, animal and creature
the human scale of searching, but archetypes, sample vehicles,
M&M characters have capabilities headquarters, and two sample
like ESP and Super-Speed, allow- adventures to make your pre-
ing them to cover a lot of ground. time “out of the box” as easy as
Requests for ways to handle possible.
these kinds of sweeping searches
led directly to a second edition
... and that’s only scratching the
rule, giving Gamemasters a new
surface! You can find weekly previews
guideline for handling them.
and updates on mutantsandmaster-
minds.com as we count down to the
■ Fighting Styles: “What about release of the Second Edition, with
martial arts in M&M?” was an additional information on the Atomic
often-heard question. M&M 2e Think Tank forums. This year, the
responds by providing fighting World’s Greatest Superhero RPG
styles, collections of combat feats comes into its own. Stay tuned
designed to simulate different because, as they say, we’re just getting
martial arts and combat tech- started and there’s plenty of fantastic
niques. Because they’re put stuff in store!
together out of existing feats in
the game, it’s easy to mix-and-

■■■ 6 ■■■
■■■ BLAST FROM THE PAST ■■■

EYE ROBOT
BY MICHAEL HAMMES
Summary
Building Anticipation
Sometimes digging up the past
can bring all kinds of problems, Geraldine’s station has been hyping this
especially when the digging con- show for some time.They have used an inten-
cerns one of the city’s most notori- tionally vague ad campaign covering all the
ous bygone arch villains. Now, as a major media (print, television, radio), saying
long-dormant mechanical terror only that Geraldine will uncover the last secret
threatens to destroy the city, who of one of the city’s most notorious supervil-
better to stop this danger from the lains.
past than the heroes of the present? In addition to capturing the imagination
of the average citizen, this ad campaign
Set-Up should also pique the heroes’ interest. In fact,
Over forty years ago a supervil- if possible, the GM should take the extra step
lain calling himself Doc Mechano, of mentioning Geraldine’s upcoming show
who was a disenfranchised scientist prior to running this adventure (i.e.while they
with a bent for all things robotic, ter- are having downtime during or after another
rorized the heroes’ city. adventure) so that they are in front of their
After Doc Mechano and his televisions when Geraldine opens the facility.
mechanical marvels were finally Should the heroes try to find out ahead of
defeated and his lab destroyed the time what Geraldine is planning they will
threat was believed ended come up empty. Only Geraldine and her pro-
(although, in true comic book fash- ducer know exactly what is going on and they
ion, his body was never recovered). won’t say anything for fear of being beaten to
In the four decades since the the story.So,unless the heroes force the infor-
demise of Doc Mechano the arch vil- mation from her (which would certainly not
lain has slowly become something be very heroic),there should be no way for the
of an urban legend. Rumors of his heroes to know the subject of her show (con-
being alive continue to surface, as sider this a plot device designed to further
do rumors of secret storage loca- pique the heroes’ interest) until the day she
tions and laboratories that he sup- goes live.
posedly scattered all over the city.
These rumors have all proven false,
Adventure
until now.
The adventure begins when the
Recently Geraldine Rivers, a well-
heroes settle in along with the rest of
known local investigative reporter, has
the city to watch Geraldine’s show.
managed to dig up some information on
Having heard the hype, it’s time to see
the existence of one of Doc Mechano’s
what exactly is going on.
hidden storage facility. Located in an
abandoned subway tunnel (or an aban- The question of which supervillain the
doned industrial complex, warehouse, show will focus on is quickly answered as
ship, etc.if the heroes’city doesn’t have a a montage of Doc Mechano and his
subway), the storage facility will be robots battling various heroes fills the tel-
opened by Geraldine tonight on prime- evision while Geraldine’s voice narrates
time television to an eager public. the history of the supervillain.

■■■ 7 ■■■
■■■ BLAST FROM THE PAST ■■■
Suddenly, the montage
Villain Tactics
ends Geraldine, eerily silhou-
Doc Mechano’s long-dormant robot is intended etted against a brick wall,
to be the sole opponent of the heroes during this announces that she is live
adventure and has been designed to be challenging from the secret underground
enough that the heroes should need more than one location of Doc Mechano’s
attempt, suffering some temporary setbacks in the hidden vault.
process, before they will be successful in stopping it. Taking a moment for a
As a result, prior to combat with the heroes, the dramatic pause, Geraldine
GM should take the time to become familiar with continues, stating that it is
the robot’s many capabilities and develop a strategy behind this very ordinary
for maximizing its many options against the heroes. brick wall that the last secret
As a general guide, the robot is programmed to of one of the most notorious
use its radiation beam as its primary weapon. arch villains is located. She
However, it is equally adept at all manner of melee then motions to a couple of
combat including overruns and grappling that it can workers with sledgeham-
use to deal with multiple opponents or those that mers to come from off-cam-
resist its Blast. era and break down the wall.
Defensively, the robot is extremely tough and As the men go to work,
difficult to hit and its broad-ranging visual capabili- Geraldine marvels at the
ties make it very difficult to visually impair or sneak genius of a man who would
up on it. hide his greatest secret
In addition, the GM should keep the following in behind nothing more than an
mind: ordinary brick wall. Her nar-
ration is cut off as the wall
■ The robot’s four legs provide it with enhanced suddenly comes crashing
stability. down in a pile of dust and
■ As an automaton construct, the robot is bricks.
immune to mental effects and interaction As the camera focuses on
skills; it automatically fails Inteligence and the opening, there is nothing
Charisma checks. but dust to see. But then, as
■ The robot is of huge size and takes up a 15-foot the dust begins to settle, the
space. While not a problem for medium-sized distinct sound of machinery
individuals, the robot does have a 5-ft. area starting up can be heard, ris-
attack against small or smaller opponents. ing to an ominous hum as a
bright red light appears in
■ The robot has a base movement speed of 40
the darkness.
feet. While not particularly impressive, it is
faster than most medium-sized individuals. For a moment everything
is silent except the hum and
■ The robot has a 10-foot reach, giving it an
then a red beam shoots out
advantage in melee combat against most
and the screen goes fuzzy as
medium-sized individuals.
someone screams.
■ The robot has an effective Strength for carrying
Obviously, it’s time for the
capacity of 44. This means that the robot can
heroes to get involved.
throw the average car up to 50 feet.
Unfortunately, they most
likely won’t know exactly
Note: Although the robot is a mindless automa- what is happening, or even
ton, it is a not a minion but a full-fledged character where it is happening, until
in its own right; the robot is not subject to the min- the robot makes its way to
ion rules. the surface.

■■■ 8 ■■■
■■■ BLAST FROM THE PAST ■■■
Once on the surface, the robot ram- Of course things rarely work out the
pages through the city, causing the maxi- way one expects in an adventure, so here
mum destruction possible, arbitrarily are some suggestions on how the GM can
melting things with its radiation beam, deal with the situation should the heroes
stepping on vehicles and crushing them, have too easy a time with the robot (the
throwing cars, punching holes in building GM can consider these complications and
walls, knocking over power lines, ripping reward hero points accordingly):
out hydrants, etc. The robot will not stop
until the heroes stop it. ■ Distract the heroes by increasing
Although not programmed to specifi- the danger to bystanders or the city
cally seek out citizens as targets, it is (“Oh no! It’s heading for the
inevitable that the robot’s rampage places dam!”).
people in danger. Before the heroes move ■ This particular robot was not the
to confront the robot directly, and while only thing in the storage facility.
they are battling it, they will have to deal One or more other identical robots
with keeping the locals safe. Some possi- or some robot minions (see
ble dangers include: Supporting Cast for statistics)
now emerge.
■ Downed power lines that leave indi- ■ While the robot was the only thing
viduals trapped or are about to fall in that particular storage facility, its
on someone. activation has sent out a signal to
■ A building collapsing because the activate more robots (either identi-
robot melted its base, is tearing it cal models or the robot minions
apart, etc. from the Supporting Cast sec-
■ People trapped in vehicles the robot tion) in other hidden storage facili-
is about to crush or throw. ties throughout the city.
■ Panicky crowds, looters, over-
whelmed police and military, etc. Conversely,if the heroes are having too
difficult a time with the robot, the GM
All this of course adds to the challenge may have to provide them with a way to
as the heroes will probably spend as much defeat it after they’ve suffered a couple of
time trying to save the innocents as they setbacks or three (these are suitable for
do battling the robot (the GM may want the inspiration aspect of using hero
to reward such acts of heroism with hero points):
points, as per the standard rules).
■ A remote shutdown module in the
robot’s storage facility or in Doc
Are You Getting This? Mechano’s old lab.
At the GM’s option, while the ■ The appearance of one or more
heroes battle the robot Geraldine guest heroes to aid the player heroes
Rivers and her camera crew film (these do not defeat the robot; it is
everything, broadcasting it live via the player heroes’ job to do that).
their broadcast van.Of course,in doing ■ The robot simply shuts down by
so, she places herself and her crew in itself. After 40+ years in storage, its
danger and the heroes should have to power supply was low. As the power
come to her aid at least once during wanes, each round (or minute) the
the encounter (the GM can consider robot’s traits (abilities, skills, powers)
this a complication and reward hero are reduced by 1 until the robot
points, as per the standard rules). shuts down completely.

■■■ 9 ■■■
■■■ BLAST FROM THE PAST ■■■
Follow-Up Miss Rivers in the future.
Depending on the amount of Once the immediate aftermath has
destruction the robot causes prior to its been dealt with, the heroes will no
defeat there may be some serious clean- doubt be interested in learning whether
up to take care of. People will need to be Doc Mechano has any more surprises
brought to hospitals, businesses guard- hidden in the city; it is up to the GM to
ed against looters, temporary shelters decide the answer to that question and
arranged, emergency personnel guided whether Geraldine helps them out in
through the rubble, etc., all of which the this or not.
heroes can help out in. Rewards: This is basically an all-or-
Assuming Geraldine Rivers survives nothing adventure; either the heroes
the whole experience, she will be more destroy the robot or the robot destroys
famous than ever (“No publicity is bad the heroes (and the city, and the coun-
publicity!”). Furthermore, although she tryside, and the next city, etc.). As a
is technically responsible for unleashing result, defeating the robot gets each of
the robot through her actions, she did the heroes 1 power point.
nothing illegal. The most she will get in If the fight proves particularly diffi-
trouble for is trespassing on city proper- cult because the heroes are severely
ty; she’ll gladly pay the fine and take the overmatched by the robot and can only
probation. Her success inevitably defeat the robot after coming up with a
emboldens her further and the heroes great plan they are each awarded 2
can expect to see and hear a lot more of power points.

SUPPORTING CAST
Eye Robots, Minion
These are fairly powerful but smaller versions of the larger Eye Robot used in this
adventure and are intended to bolster the main robot should the heroes be having too
easy a time with it.These robots follow the minion rules.
The robots appear as medium-size versions of Doc Mechano’s Eye Robot except that
they have only two arms and two legs.

Power Level: 8 (97 points)


Minion Rank: 7
Abilities: Str 20, Dex 10, Con —, Int —, Wis 10, Cha —
Skills: Notice 4 (+4)
Powers
Blast 5 (radiation beam) (Power Feats: Incurable)
Immunity 30 (Fortitude effects)
Protection 10
Super Senses 4 (radar blindsight)

Combat: Attack +5, Damage +5 (radiation beam or unarmed), Defense +5,


Initiative +0
Saving Throws: Toughness +10, Fortitude —, Reflex +0, Will –
Totals: Abilities –20 + Skills 1 + Feats 0 + Powers 56 + Combat 20 + Saves 0 =
97

■■■ 10 ■■■
■■■ BLAST FROM THE PAST ■■■
Geraldine Rivers, Investigative Reporter
Geraldine Rivers is a well-known local investigative reporter. In her weekly
“Geraldine Investigates” show she has covered everything from government corrup-
tion to the sale of tainted meat. Her relentless search for the truth and her “ambush”
style of interviewing has earned her as many enemies as admirers.
Relentless and utterly fearless, Geraldine lets nothing stand in the way of getting
her story. Although she can be a valuable source of adventures and information for
the heroes, she does nothing without getting something in return (i.e. an exclusive
interview, being live on the scene, etc.). And, the idea of uncovering a hero’s secret
identity makes for quite a story . . .
Geraldine is an educated, intelligent, and statuesque African-American woman in
her early 30’s who always dresses in the latest fashions.

Power Level: 0 (40 points)


Abilities: Str 9, Dex 12, Con 12, Int 17, Wis 14, Cha 15
Skills: Bluff 4 (+6), Computers 2 (+5), Diplomacy 4 (+6), Gather Information 8
(+10), Intimidate 2 (+4), Knowledge (business) 2 (+5), Knowledge (civics) 2 (+5),
Knowledge (current events) 8 (+10), Knowledge (history) 2 (+5), Knowledge (popu-
lar culture) 2 (+5), Knowledge (streetwise) 2 (+5), Notice 4 (+6), Perform (acting) 2
(+4), Search 4 (+7), Sense Motive 8 (+10), Profession (reporter) 8 (+10),
Feats: Equipment 1
Equipment: cell phone, digital recorder
Combat: Attack +0, Damage -1 (unarmed), Defense +0, Initiative +1
Saving Throws: Toughness +1, Fortitude +1, Reflex +2, Will +5
Totals: Abilities 19 + Skills 16 + Feats 1 + Powers 0 + Combat 0 + Saves 4 = 40

Doc Mechano’s Eye Robot


Quote: Whirrr! Zzzzap!
First Appearance: Superline #3.
One of Doc Mechano’s machines of destruction, the Eye Robot was constructed
and hidden in its secret storage facility prior to the arch villain’s defeat over 40 years
ago.
The Eye Robot was part of the arch villain’s plan to place his robots in strategic
locations all over the city. Why the Eye Robot was not activated during the final bat-
tle between Doc Mechano and the heroes that defeated him is anyone’s guess, but the
Eye Robot lay deactivated for over 4 decades in its hiding place until it was awakened
by the actions of the investigative reporter Geraldine Rivers.
As with all of Doc Mechano’s robots, the Eye Robot is nothing more than a pro-
grammed construct designed to cause chaos and destruction, not stopping until it
has been destroyed.
The Eye Robot appears as a large metal ball with segmented arms and legs radi-
ating from its body. The lower hemisphere sits on the four legs while the rotating
upper hemisphere has a large red “eye” in its center and holds the four arms. When
fully erect, the robot stands some 25 feet tall; it weighs 28,000 lbs.

Power Level: 11 (189 points)


Abilities: Str 34, Dex 10, Con —, Int —, Wis 10, Cha —

■■■ 11 ■■■
■■■ BLAST FROM THE PAST ■■■
Skills: Notice 12 (+12)
Feats: All-Out Attack, Ambidexterity, Fast Overrun, Improved Aim, Improved
Critical 2 (unarmed and radiation blast), Improved Grab, Improved Grapple (due to
Additional Limbs), Improved Overrun, Improved Pin, Power Attack, Takedown Attack
2 (move 5 feet between each attack)
Powers
Additional Limbs 3 (4 arms, 4 legs total)
Blast 12 (radiation beam) (Extras: Autofire 3 [autofire interval 1, maximum bonus
+10]; Power Feats: Improved Range 1 [rank x 25 feet], Incurable)
Growth 8 (Power Feats: Innate; Flaws: Permanent), Immunity 30 (Fortitude
effects)
Protection 8 (Extras: Impervious)
Super Senses 12 (radius 2 [all visual senses], radar blindsight, darkvision, infravi-
sion, low-light vision, ultravision, ultra-hearing)

Combat: Attack +10 (–2 due to size included), Damage +12 (radiation blast or
unarmed), Defense +10 (–2 due to size included), Initiative +0
Saving Throws: Toughness +12 (+4 from size included), Fortitude —, Reflex
+0, Will —
Totals: Abilities –22 + Skills 3 + Feats 12 + Powers 148 + Combat 48 + Saves 0
= 189

■■■ 12 ■■■
■■■ BLAST FROM THE PAST ■■■

THE SIGNIFICANCE
OF HIGH ABILITY
SCORES
BY RORY G. MACLEOD
It’s easy enough to see the in-game, Super Strength has another signifi-
mechanical benefits of high ability cance beyond a mere change in appear-
scores in an M&M Superlink game.Each ance. The hero can exert an extreme
ability score has its own provinces in the amount of force on any object he touch-
game, areas that are directly affected by es. When he first acquired his high
a high score in one of the standard six Strength score, the hero would have had
abilities. This article does not discuss to get used to manipulating fine objects,
those effects, as they are well docu- especially those that a common man
mented in the main rules. Instead, we could break fairly easily, such as glass.
will discuss other tangential effects, Imagine the kitchen of a new hero, try-
such as how the high ability score ing to learn how to hold cups, glasses,
affects the character’s ability to function and bowls without breaking them.
alongside the common man, and other This need for finesse extends to deal-
out-of-combat effects of these scores. ings with non-powered people as well.
You will also find some additional notes We all touch other people for a variety of
on keeping these high ability scores con- reasons in our daily lives, and heroes are
cealed in the hero’s secret identity. no different. High strength heroes are no
different, and must learn how to interact
Strength with normal folks without badly bruis-
What does an increased strength ing them at a touch.
mean to the hero? This is an area that is
most evident in a comparison between a Dexterity
superhero and the common man. Few So, your hero has a high Dexterity
people can even lift their own body score, but what does this mean? The
weight, much less a ton or more! good news is that Dexterity is a trait that
Many superheroes with a high few non-powered people will notice . . .
Strength score will look more muscular until the hero moves. A hero with a high
and have more of a physique than the Dexterity score hero moves very grace-
common man. This may be a side effect fully, with more purpose, and is sure-
of the super strength itself, or it could be footed. This high Dexterity is obvious to
the result of the hero’s workout regimen, the common man, unless the hero goes
or a combination of the two. In any out of his way to seem otherwise.
event, the high Strength score will likely The high Dexterity hero is quick, has
have an effect on the superhero’s superior reaction time, excellent reflex-
appearance, even when in his secret es, and can bob and weave his way
identity (if he has one). though just about any sort of mundane
hazard. The hero could probably run

■■■ 13 ■■■
■■■ BLAST FROM THE PAST ■■■

Constitution
What does a high Constitution score
mean to the hero in his daily life? He
likely never gets sick or injured, has
superior stamina, and can drink anyone
under the table. He can work longer and
harder than non-powered folk, can
remain without sleep for days on end,
through and sure can take a punch!
a crowd of peo- Constitution is an ability score that is
ple and not easiest to conceal as a super power. It is
touch any of not something that is readily obvious,
them, unless they but there are ways in which a hero with
are tightly packed. a high Constitution score can stand out
He can catch some- from his non-powered peers. The above
one who trips examples are some of the ways in which
before they fall. He a high Constitution hero can reveal his
is the fastest guy superior ability. The good news is that,
on the track team, for a hero with a high Constitution score,
and best gymnast, it is not all that difficult to conceal, espe-
and the best shot on cially if he is willing to do a little acting
the target range. from time to time. Acting like everyone
A hero with a high else does in the same situation (faking a
Dexterity who is trying to cold once in a while, drinking the normal
maintain a secret identity probably amount before getting drunk, doubling
doesn’t have much to worry about in over when punched in the gut) is the
terms of giving it away with his powers, best way to keep the high Constitution a
unless the hero is consistently put in sit- secret.
uations where his superior agility, reac-
tion time, and quickness come into play. Intelligence
This is rare in non-powered life, save for How does a high Intelligence score
policemen, firemen, and professional set the hero apart from his other mortal
athletes for the most part. peers? He has a superior ability to rea-

■■■ 14 ■■■
■■■ BLAST FROM THE PAST ■■■
son, impeccable logic, and computer-like secret identity, and chances are, with a
memory. The hero can retain vast stores high Wisdom score, he already knows
of information, deal with complex how to do this.
mathematical, logical, and scientific
concepts (possibly all three at once!), Charisma
and is likely knowledgeable on a wide What does a high Charisma score
variety of subjects. really mean? The hero with a high
Heroes with a high Intelligence score Charisma score leads others with ease, is
may have difficulty relating to the com- looked to for guidance, and commands
mon man. These characters are often in respect or awe wherever he goes. He
their own little world, dealing with some has a powerful presence, and what they
complex problem as they walk down the call a magnetic personality. While he
street or pursue their daily life. These may or may not be physically attractive,
heroes do well to have as their ‘day job’ a the hero with a high Charisma score
profession that suits a high Intelligence. attracts others to him by whatever
Even in this case, a high Intelligence hero means available.
may stand out among his peers as the It is terribly difficult for a hero to deal
brightest, most innovative, and a genius. with a high Charisma, probably on par
It is difficult to conceal a high with learning how to deal with super
Intelligence score, but the clever hero Strength. Characters with a high score in
can do so merely by trying to act dumb Charisma attract others (or at least gain
in situations where the superior intellect the confidence of others) with amazing
comes into play. Some heroes with a ease, often even when the hero is trying
high Intelligence have no affinity for the to keep to himself. Combine this with
common man, and have a difficult time superhuman levels of attractiveness and
pulling off dumbing themselves down. you have the makings for a very busy
hero in his personal life and relation-
Wisdom ships. Having a high score in Charisma
Having a high Wisdom score has evi- can even be something of a weakness in
dent applications within the Mutants & this regard, as the hero must fend off
Masterminds game, but what affect suitors, friends, hangers-on, lackeys, and
does this high score have on the hero’s the like at every turn.
life? He draws from a wealth of experi- There are ways to guard against the
ences, has an indomitable willpower, pitfalls of a high Charisma score, but
and has a superior sense of right and they are a bit of work. Disguise always
wrong. Wisdom is a combination of works, and the hero can willfully down-
willpower and worldly knowledge, but is play the aspects of his personalities that
notorious difficult to codify. The hero come from his high Charisma score.
rarely makes mistakes in his personal Acting like a jerk when in his normal
life, is a source of advice for his friends, persona is a good example of such a
and knows how to get things done. method.
Luckily, Wisdom is one of the easiest
abilities to conceal in a secret identity. Work with your GM to come up with
The wise hero already knows he must be creative ways to use or avoid using your
careful, and Wisdom is not one of those super abilities while maintaining a
ability scores that jumps right out, much secret identity. This is a hidden potential
in the same way that a high Constitution source of fun for you and the other play-
does not really reveal itself unless the ers while your characters are out of cos-
hero chooses to do so. The hero must tume!
simply ‘act like everyone else’ in his

■■■ 15 ■■■
■■■ BLAST FROM THE PAST ■■■

CONVERTED VILLAINS
BY MICHAEL HAMMES
In this section we bring you the con- This is easily noticeable when com-
verted Mutants and Masterminds: paring the hero archetypes from 1st
2nd Edition statblocks for the villains Edition and 2nd Edition. One finds that
from the adventures found in the first the 2nd Edition hero archetypes tend to
two issues of Superline. be more effective in combat (compare
One thing to keep in mind when look- the Gadgeteer, Mimic, and Mystic arche-
ing at (and subsequently using) these types for quick reference).
conversions for your Mutants and As a result, GM’s should take a look at
Masterminds 2nd Edition adventures the converted villains and make sure that
is that in 2nd Edition Attack and Defense the villains’ Attack and Defense bonuses
bonuses are independent of ability scores are up to par with those of the heroes.
and purchased separately. Since it is very likely that the heroes have
Whereas in 1st Edition a physically their combat abilities and saving throw
weak (low Strength, low Dexterity) char- modifiers maximized for their Power
acter would have had to spend signifi- Level, and the same is not true with some
cantly more power points to be as effec- of the converted villains, the GM should
tive in combat as a physically strong (high feel free to increase/maximize the con-
Strength, high Dexterity) character, in verted villains’ appropriate bonuses and
2nd Edition they could spend the same modifiers so that the villains will repre-
number of power points and be equally sent an appropriate challenge.
effective.
■■■■■■

ROBOT GUARD
First Appearance: Issue 1, Abducted!
Power Level: 9 (130 points)
Abilities: Str 20, Dex 16, Con —, Int —, Wis 12, Cha —
Skills: N/A
Feats: N/A
Powers
Drain 6 (all ability scores at once)
Flight 6
Immunity 30 (Fortitude effects)
Snare 6 (Power Feats: Reversible)
Super-Senses 6 (accurate visual senses, radius visual senses)
Combat: Attack +10, Damage +5 (unarmed), Defense +13, Initiative +3
Saving Throws: Toughness +11, Fortitude —, Reflex +5, Will +5
Totals: Abilities –12 + Skills 0 + Feats 0 + Powers 79 + Combat 46 + Saves
17 = 130

■■■ 16 ■■■
■■■ BLAST FROM THE PAST ■■■

ARCTIC BLAST
(DR. YUSSUF SIDDIREM)
First Appearance: Issue 1, Cold
Front
Power Level: 12 (180 points)
Abilities: Str 10, Dex 16, Con 12,
Int 30, Wis 14, Cha 12
Skills: Computers 12 (+22), Craft
(electronic) 12 (+22), Craft 12
(mechanical) (+22), Drive 4 (+7),
Disable Device 12 (+22), Knowledge
(technology) 12 (+22),
Knowledge (physical sciences)
12 (+22)
Feats: Accurate Attack,
Assessment, Attack Focus
(ranged), Inventor, Master Plan,
Precise Shot
Powers
Device 15 (battlesuit, hard to lose)
Device Powers
Blast 12 (cold beam) (Extras:
Autofire; Power Feats:
Ricochet)
Alternate Powers - cold beam
Create Object 11 (ice shapes) (Extras: Duration 1 [Continuous], Power
Feats: Environmental Control 2 [Hamper Movement - one-quar-
ter], Innate)
Snare 12
Immovable 2
Immunity 9 (life support)
Protection 12
Super-Senses 13 (blindsight [radio, extended, radius], darkvision, direction
sense, distance sense, infravision, radio, time sense)

Combat: Attack +12 (+13 ranged), Damage +0 (unarmed), +12 (cold beam),
Defense +12, Initiative +3
Saving Throws: Toughness +13 (+1 out of armor), Fortitude +5, Reflex +7,Will
+6
Drawbacks: Normal Identity (full round –4 points)
Totals: Abilities 24 + Skills 19 + Feats 6 + Powers 75 + Combat 48 + Saves 12 –
Drawbacks 4 = 180

■■■ 17 ■■■
■■■ BLAST FROM THE PAST ■■■

CORRUPTOR (VIRGIL JOHNSON)


First Appearance: Issue 1, A New Drug
Power Level: 9 (125 points)
Abilities: Str 12, Dex 14, Con 14, Int 16,Wis 14, Cha 14
Skills: Bluff 8 (+10), Drive 2 (+4), Gather Information 4 (+6), Knowledge (physical sci-
ences) 8 (+11), Knowledge (streetwise) 6 (+9), Sense Motive 8 (+10), Notice 4 (+6)
Feats: Improved Initiative, Second Chance (mind control saves),Taunt
Powers
Boost 9 (ability scores) (Flaws: Personal)
Device 6 (syringe gun)
Device Powers
Drain 9 (Intelligence) (Extras: Poison, Range [Normal]; Power Feats: Slow Fade 3 [20
minutes])
Immunity 3 (disease, exhaustion, poison)
Super-Senses 1 (scent)

Combat: Attack +9, Damage +1 (unarmed), Defense +9, Initiative +6


Saving Throws: Toughness +2, Fortitude +2, Reflex +4,Will +12
Totals: Abilities 24 + Skills 10 + Feats 3 + Powers 40 + Combat 36 + Saves 12 = 125

■■■■■■

ALSA THE CRONE


First Appearance: Issue 1, The Witching Hour
Power Level: 13 (210 points)
Abilities: Str 12, Dex 14, Con 18, Int 16,Wis 16, Cha 18
Skills: Concentration 8 (+11), Craft (artistic) 8 (+11), Intimidate 8 (+12), Knowledge
(arcane lore) 12 (+15), Notice 4 (+7), Sneak 4 (+6), Sense Motive 8 (+11)
Feats: Artificer,Elusive Target,Fearless,Fearsome Presence 8,Minions 8 (fanatical),Ritualist,
Startle
Powers
Blast 13 (eldritch blast)
Force Field 13
Magic 13 (Mind Control)
Alternate Powers – magic
Flight 3 (50 MPH)
Insubstantial 4 (incorporeal)
Invisibility 8 (all visual senses)
Mind Control 13
Telepathy 13
Super-Senses 8 (communication link [Elsa Ilsa, mental]. darkvision, magical awareness
[accurate, extended, radius]

Combat: Attack +10, Damage +1 (unarmed), +13 (eldritch blast), Defense +10, Initiative
+2
Saving Throws: Toughness +13 (+4 without Force Field), Fortitude +8, Reflex +6, Will
+10
Totals: Abilities 34 + Skills 13 + Feats 30 + Powers 78 + Combat 40 + Saves 15 = 210

■■■ 18 ■■■
■■■ BLAST FROM THE PAST ■■■

ELSA THE HAG


First Appearance: Issue 1, The Witching Hour
Power Level: 12 (191 points)
Abilities: Str 12, Dex 16, Con 14, Int 18,Wis 18, Cha 16
Skills: Concentration 8 (+12), Craft (artistic) 8 (+12), Intimidate 8 (+11), Knowledge (arcane
lore) 12 (+16), Notice 8 (+12), Sense Motive 8 (+12)
Feats: Artificer, Assessment, Improved Initiative 1, Master Plan, Minions 8 (fanatical), Ritualist,
Startle
Powers
Force Field 12
Illusion 12 (visual and auditory) (Flaws: Phantasms)
Magic 12 (Paralyze)
Alternate Powers – magic
ESP 8 (visual and auditory)
Flight 3 (50 MPH)
Possession 6
Shapeshift 3
Super-Senses 8 (communication link [Alsa Ilsa, mental].darkvision, magical awareness [accu-
rate, extended, radius]

Combat: Attack +6, Damage +1 (unarmed), Defense +12, Initiative +3


Saving Throws: Toughness +12 (+2 without Force Field), Fortitude +4, Reflex +5,Will +14
Totals: Abilities 34 + Skills 13 + Feats 22 + Powers 72 + Combat 36 + Saves 14 = 191

■■■■■■

ILSA THE HARRIDAN


First Appearance: Issue 1, The Witching Hour
Power Level: 11 (176 points)
Abilities: Str 12, Dex 14, Con 16, Int 14,Wis 20, Cha 16 32
Skills: Bluff 10 (+13), Concentration 8 (+13), Craft (artistic) 8 (+10), Knowledge (arcane lore)
10 (+12), Notice 8 (+13), Sense Motive 8 (+13)
Feats: Artificer, Minions 8 (fanatical), Ritualist, Startle,Taunt 20
Powers 9+22+26+24
Force Field 11
Magic 11 (Telekinesis)
Alternate Powers – magic
Animate Objects 7
Comprehend 11 (read, speak and understand all languages, speak to and understand all
animals, plants, machines, and objects)
Flight 3 (50 MPH)
Obscure 11 (visual)
Mental Blast 6
Super-Senses 8 (communication link [Alsa Elsa, mental].darkvision, magical awareness [accu-
rate, extended, radius]

Combat: Attack +6, Damage +1 (unarmed), Defense +8, Initiative +2


Saving Throws: Toughness +11 (+3 without Force Field), Fortitude +4, Reflex +4,Will +11
Totals: Abilities 32 + Skills 13 + Feats 20 + Powers 74 + Combat 28 + Saves 9 = 176

■■■ 19 ■■■
■■■ BLAST FROM THE PAST ■■■

MIRAGE (MALCOLM GRIFFIN)


First Appearance: Issue 2, Late Show
Power Level: 11 (213 points)
Abilities: Str 10, Dex 14, Con 14, Int 16,Wis 18, Cha 18
Skills: Bluff 8 (+12), Concentration 12 (+16), Drive 2 (+4), Escape Artist 2 (+4),
Intimidate 8 (+12), Knowledge (popular culture) 8 (+10), Notice 8 (+12)
Feats: Assessment,Defensive Roll 2,Equipment 2,Evasion,Second Chance 2 (illusion,
mind control), Sidekick 10, Startle,Taunt
Powers
Illusion 11 (all senses) (Extras: Linked [Mental Blast 11]; Power Feats: Progression 3
[50-ft. radius])

Equipment: Heavy Pistol (+4 damage)


Combat: Attack +5, Damage +0 (unarmed), Defense +10, Initiative +2
Saving Throws: Toughness +4 (+2 flat-footed), Fortitude +8, Reflex +8,Will +16
Totals: Abilities 30 + Skills 12 + Feats 20 + Powers 91 + Combat 30 + Saves 30 =
193

■■■■■■

ED
First Appearance: Issue 2, Late Show
Power Level: 10 (149 points)
Abilities: Str 30 (20), Dex 14, Con 30 (20), Int 6,Wis 10, Cha 6
Skills: Notice 4 (+4)
Feats: Power Attack
Powers
Enhanced Constitution 10
Enhanced Strength 10
Impervious Toughness 10
Strike 10 (Extras: Penetrating)
Super Strength 10 (Heavy Load: 800 tons) (Power Feats: Shockwave)

Combat: Attack +10, Damage +10 (unarmed), Defense +10, Initiative +2


Saving Throws: Toughness +10, Fortitude +10, Reflex +2,Will +5
Totals: Abilities 16 + Skills 1 + Feats 1 + Powers 71 + Combat 40 + Saves 20 = 149

■■■■■■

SUPERSTAR (SUMMER NAKAI)


First Appearance: Issue 2, Sore Loser
Power Level: 10 (123 points)
Abilities: Str 12, Dex 16, Con 14, Int 14,Wis 12, Cha 16.
Skills: Acrobatics 4 (+7), Balance 4 (+7), Bluff 8 (+11), Drive 2 (+5), Escape Artist 2
(+5),Gather Information 4 (+7),Notice 4 (+5),Perform (singing) 8 (+11),Sneak 4 (+7)

■■■ 20 ■■■
■■■ BLAST FROM THE PAST ■■■
Feats: Improved Initiative,Taunt
Powers
Blast 10 (mega scream) (Extras: Area [burst]; Power Feats: Ricochet)
Alternate Powers – mega scream
Deflect 10 (ranged attacks) (Extras: Ranged)
Disintegration 7
Paralyze 6 (Extras: Ranged)
Sonic Control 10

Combat: Attack +8, Damage +1 (unarmed), +10 (mega scream), Defense +12,
Initiative +7
Saving Throws: Toughness +2, Fortitude +6, Reflex +7,Will +5
Totals: Abilities 24 + Skills 10 + Feats 2 + Powers 35 + Combat 40 + Saves 12 =
123

■■■■■■

MR. BROWN
First Appearance: Issue 2, Triple Threat
Power Level: 12 (171 points)
Abilities: Str 10, Dex 10, Con 10, Int 20, Wis
NEW FLAW
28, Cha 10 Poor Copies
Skills: Computers 12 (+17), Craft (electron-
This flaw applies only to
ic) 8 (+13), Knowledge (technology) 8 (+13),
the Duplication power with
Notice 8 (+17), Pilot 4 (+4), Sense Motive 4
the Progression power feat.
(+13)
Your duplicates are not
Feats: Assessment, Eidetic Memory,
nearly as strong as the origi-
Improved Initiative 2, Master Plan, Second
nal. Any duplicate you create
Chance (mind control)
is automatically of a lower
Powers
power level than your power
Duplication 12 (Power Feats: Innate, Mental rank in Duplication.
Link, Progression 3 [up to 5 duplicates]; Flaws:
Each duplicate you create
Poor Copies)
is one power level lower than
Mental Blast 12 your power rank. So a hero
Alternate Powers – mental blast having Duplication 10 with
Force Field 12 (Extras: Linked [Immunity this flaw creates a power
19 (life support, mental level 9 duplicate. Each addi-
effects)] tional duplicate reduces the
Super-Senses 8 (blindsight, mental aware- power level of all duplicates
ness [accurate, extended, radius]) by one further power level.
Combat: Attack +5, Damage +0 So a hero with Duplication
(unarmed), Defense +10, Initiative +8 10 capable of creating multi-
Saving Throws: Toughness +12 (+0 with- ple duplicates could create
out Force Field), Fortitude +4, Reflex +6, Will two power level 8 duplicates,
+21 three power level 7 dupli-
Totals: Abilities 28 + Skills 11 + Feats 6 + cates, etc.
Powers 74 + Combat 30 + Saves 22 = 171

■■■ 21 ■■■
■■■ BLAST FROM THE PAST ■■■

THAT OLD
BLACK MAGIC
BY MICHAEL HAMMES
O, Father Nanna, the city was made into ruins
Its walls were breached; the people groan
In its lofty gates, where they used to promenade, dead bodies lay about
In its boulevards, where the feasts were celebrated, they lay scattered
Ur – its weak and its strong perished from hunger
Mothers and fathers who did not leave their homes were overcome by fire
O Nanna, Ur has been destroyed, its people have been dispersed.

-Sumerican Lament

Summary ■ The Amulet of Nanna. A large


Amar-Sin, the last high priest of a gold disk on a heavy gold chain that
long-destroyed Sumerian city-state of features a recumbent crescent
Ur, has returned to the world. He seeks moon (the symbol of Nanna) float-
four ancient artifacts that he needs in ing over the Great Ziggurat.
order to perform a magical ritual that ■ The Prayer Stela of Nanna. A
will restore the glory of his homeland roughly 1-foot square arched stone
and plunge the world back into the slab featuring a cuneiform prayer to
Bronze Age. Fortunately, his first stop Nanna.
will be in the heroes’ city. ■ The Winged Disk Tablet. A small
clay tablet that features the winged
Before You Begin . . . solar disk (a sun with the spread
This adventure is more complex than wings and tails of a raptor).
previous adventures in the Superline ■ The Sacrificial Bowl of Nanna. A
series. It not only features multiple flat-bottomed gold bowl ham-
encounters that span the globe and a bit mered with the recumbent crescent
of investigation, but also will most likely moon of Nanna on its side and the
require the heroes to seek assistance Great Ziggurat on its bottom.
from others.
Because of this, rather than being The four treasures are plot devices.
placed in lots of boxes across the various While they bestow no magical benefits
pages, important information that the upon their owner, they are nonetheless
GM needs to be aware of while running magical, as they cannot be destroyed; no
the adventure has been summarized in matter how powerful the heroes are they
this section. lack the means to destroy the treasures.
The Four Great Treasures Of Ur: This is to prevent the heroes from simply
Amar-Sin needs the artifacts known to destroying one of the treasures and thus
archaeologists as the “Four Great robbing Amar-Sin of the chance to con-
Treasures of Ur”.They are: duct and complete the ritual.

■■■ 22 ■■■
■■■ BLAST FROM THE PAST ■■■
The treasures also cannot be it beyond making a mental note that
removed from Earth (i.e. to another such things exist.
planet or dimension). Any such attempt If later on he gets to an airport and
results in the treasure disappearing from sees these “demons” up close he will
the hero attempting the removal (i.e. as quickly realize that they are nothing
the hero leaves Earth’s atmosphere or more than some sort of magical (he’ll
enters the other dimension) and return- assume any technology he doesn’t
ing to the location whence the hero got understand is magical at first) con-
the treasure from. Please note that this veyance, a ship of the sky.
does not prevent the heroes from hiding If he was then to be taken aboard
or securing a treasure period; it merely and shown the levers, buttons, etc. and
means that they must do so on Earth. receive some explanation of how an air-
How Did He Know Where To Find plane works, he would have no trouble
It?: Another plot device is that Amar-Sin understanding that this is actually a
can “feel” the presence of the treasures. very complex device. And, if he was so
Although based on his Magical inclined, given his high intellect he
Awareness Super-Sense, it extends far would have no more trouble than any-
beyond the scope of that power. one else learning how to fly an airplane.
This “feeling” acts much like a com- That’s not to say that he will have no
pass in that the priest can sense in which trouble adjusting, but rather that his
direction a treasure lies but he cannot main problem will be in trying to deter-
determine distance, best route to get mine what a piece of modern technolo-
there, obstacles, traps, etc. gy he encounters for the first time does.
Under no circumstances can the For example, a thug tries to mug the
heroes block this power. No matter high priest with a gun. If this is the first
where and how a treasure might be hid- time that Amar-Sin has seen a pistol he
den, Amar-Sin will be able to sense its will have no clear idea of what the shiny
location. metal object pointed at him does. He
Welcome Back: How would Amar- will, however, understand that the indi-
Sin adjust to a world changed by four vidual holding it is being aggressive and
millennia of civilization’s progress? How that the metal object is obviously being
could an individual that disappeared held at him in a threatening manner,
during the Bronze Age and returned which no doubt makes it some form of
during the Information Age possibly weapon. So, while the high priest won’t
cope? Quite well, actually. know exactly what a pistol does, he will
While the high priest would certainly readily recognize it as a weapon under
find such things as computers, cars, these circumstances.
handguns, etc. interesting, Amar-Sin Another example is the ubiquitous
would neither find them frightening (he security cameras hidden behind opaque
is not only fearless but also a powerful ceiling domes. While Amar-Sin would
spellcaster fully confident that he can certainly see the strange and shiny dark
defend himself) nor really be concerned domes, unless told what they are the
with them beyond how they aid or hin- high priest would have no idea that they
der his goal. contained security cameras that are able
For example, Amar-Sin sees an air- to track his every move.
plane flying overhead. He might assume The GM should keep the above infor-
that this is some sort of demon, but mation in mind when playing Amar-Sin
unless the “demon” actually interacted and his revenants as, depending on the
with him (i.e.attacked), he would simply circumstances, the heroes may derive
let it fly by and not concern himself with some advantage from his lack of knowl-

■■■ 23 ■■■
■■■ BLAST FROM THE PAST ■■■

Villain Tactics
Amar-Sin is a powerful spellcaster As Amar-Sin is extremely weak in
who will let nothing and no one stand melee combat, once combat begins he
in the way of returning Ur to the glory it prefers to bombard the heroes with his
once knew. As a result, although he substantial spell powers from a dis-
doesn’t commit violence for the sake of tance while directing his revenants to
violence, he has no problem killing melee. Amar-Sin isn’t afraid to melee,
those who oppose him if that is the and can in fact be quite effective with
only way to achieve his goal. some of his spells, but he knows that he
This also means that, unlike other is better from a distance.
villains, Amar-Sin has no intention of Amar-Sin has a vast array of spells at
surrendering and, especially once he his disposal; he undoubtedly has some-
has begun his ritual, if he cannot escape thing for every hero (and if he doesn’t
then he will gladly fight to the death to then the GM should give it to him). As a
achieve his goals; surrender is not an result, beyond wanting to stay out of
option. melee combat, there is really no set
The GM should keep in mind that battle plan that he has.
Amar-Sin is quite cerebral and will do The GM should keep in mind that,
everything he can to turn an encounter while Amar-Sin does have a wide array
to his advantage.This includes: of magic at his disposal, he can only
cast and maintain one spell at a time.
■ Using his Master Plan feat prior to Thus he could not, for example, turn
every encounter with the heroes invisible and remain so while firing a
after the first (once he’s met the Mental Blast.
heroes the first time, he knows While during the first encounter
they aren’t going to quit until they with the heroes Amar-Sin will not
stop him). know anything about them and will
■ Using the Assessment feat to get thus have to guess as to which spells
an idea of the heroes’ capabilities are the most effective against which
and planning for subsequent heroes, before subsequent encounters
encounters using that informa- with the heroes the GM should take
tion. another look at Amar-Sin’s spells and
■ Having his revenants available determine which spells do the most
whenever possible (although they damage to which heroes based on
may be hidden). This is pretty what worked and didn’t work during
much any time he isn’t out in pub- previous encounters.
lic (wouldn’t want to attract The GM should not be afraid to
unwanted attention) or flying a make Amar-Sin and his revenants as
long distance (since the revenants tough and effective as possible; the
can’t fly). heroes will have several chances to test
■ Unless mind controlled or other- his abilities, recover, gather resources,
wise influenced, he will not make and plan prior to the final encounter.
a mental error (i.e. a long-winded Assuming he can summon them,
speech about how he will crush Amar-Sin always retains two revenants
the heroes or get mad and just by his side to intercept any heroes clos-
start throwing spells in a fit of ing to melee. He sends the remainder
rage, etc.). out to battle with the heroes.
Continued on next page . . .

■■■ 24 ■■■
■■■ BLAST FROM THE PAST ■■■

Villain Tactics (Continued)


The revenants are very effective in that Amar-Sin can always summon them
melee, especially if they team up and use again.
aid actions (for an explanation of the aid In addition to adjusting Amar-Sin’s
action, see the standard rulebook), and tactics, the GM should also adjust the
completely ineffective in everything else. revenants’ tactics. If they were unable to
Their tactics are simple: strike from a hid- hurt a hero, Amar-Sin is not going to have
ing place whenever feasible and close to them waste their time going after that
melee with the heroes as fast as possible. hero again. On the other hand, if they
Although capable of independent were very effective against another hero,
thought, they are completely beholden to Amar-Sin may send even more revenants
Amar-Sin and do whatever he tells them. against that hero in order to get him out
Since they are already dead, they ask for of the fight even faster.
no quarter and give no quarter knowing

edge of modern technology. Of course, be a period of transition as the heroes


such an advantage would be short-lived prepare for the next encounter with
since Amar-Sin learns quickly from his Amar-Sin (i.e. recuperation, investigat-
mistakes; he won’t make the same mis- ing, ally recruiting, travel, etc.).
take twice. The adventure does not place a time
Gamemaster Fiat: The adventure limit on these periods of transition; no
can be summarized as a series of five matter how long they take and what
separate encounters with Amar-Sin. The activities they engage in, the GM should
first four encounters cover his attempts allow the heroes the opportunity to par-
to gain the four treasures and the final ticipate in the next encounter with the
encounter sees the heroes trying to pre- high priest, simply assuming that Amar-
vent the completion of the ritual. Sin requires the same amount of time
In order for the adventure to unfold for travel (if the heroes have access to
as written, it is assumed that Amar-Sin Teleport or can otherwise travel really
will escape from every encounter with fast the GM may wish to give Amar-Sin
the heroes prior to the final encounter.In the same sort of power as an alternate
other words, no matter what actions the Magic power in order for the adventure
heroes take prior to the final encounter to develop as written), recuperation, etc.
they cannot ultimately prevent the high
priest from obtaining the four treasures Set-Up
and going to Ur with them. Amar-Sin has arrived in the heroes’
Since the heroes can be very city, drawn by his inner compass to the
resourceful, it is very likely that the GM Amulet of Nanna on display at the
will have to make use of GM Fiat during Museum of History. On his journey to the
one or more of these encounters to heroes’ city he has done his best to
ensure that the adventure doesn’t end maintain a low profile (in a world of
prematurely. For more information on strangely dressed super heroes, a bare-
the concept of Gamemaster Fiat and the chested bald man wearing a skirt is real-
awarding of hero points to the heroes ly not that unusual) by keeping his use
for its use see the standard rulebook and of magic to a minimum.
the rewards section of this adventure. Having located the museum the high
Transitions: Between each priest waits that night to retrieve the
encounter with Amar-Sin is assumed to amulet. Given his ignorance of modern
security measures, Amar-Sin simply

■■■ 25 ■■■
■■■ BLAST FROM THE PAST ■■■
walks up to the front door and melts (using his
Corrosion alternate Magic power) his way
through the front door. This immediately triggers
the alarm. The flashing alarm lights and sirens
cause the high priest to hesitate a moment, but he is
too close to his goal to back away
now so he rushes inside.
He doesn’t get very far
before encountering a
pair of security guards.
Before the security
guards can do more than
order the high priest to
stop Amar-Sin disappears
(using his Invisibility alter-
nate Magic power).
Leaving the confused guards behind,
Amar-Sin rushes to the display case to where
the Amulet is kept. There he turns visible
briefly to melt through the display case and
grab the amulet before turning invisible again
and making his way out of the museum.

Adventure
The adventure begins when the heroes
respond to the alarm at the museum.
Responding To The Alarm: Depending on their
response time, the heroes may arrive while the invisible
Amar-Sin is still in the museum, although they are more
likely to arrive after he has already left since he does-
n’t spend more than a couple of minutes in the muse-
um.
If Amar-Sin is still in the museum when the heroes
arrive he will do his best to quietly make his way out
while avoiding the heroes and the guards. Although he
will try to go back out the way he came in, if that way
is blocked (i.e. security guards, heroes, arriving police)
he will look for an alternate exit.
Amar-Sin will only fight if there is no other
choice (although he may try to quietly take out a
lone individual guarding an obvious exit) since
every moment he spends in the museum will only
bring more people to the scene. If it looks like all
the exits are blocked or the heroes have some
way of detecting him the high priest summons his
revenants (he can do so while remaining invisible) and
orders them to attack anyone they see and to smash
up the museum; Amar-Sin hopes to escape in the
resulting confusion.

■■■ 26 ■■■
■■■ BLAST FROM THE PAST ■■■
The GM should also keep in mind Investigate check (DC 15) to allow
that there are plenty of valuable antiq- the heroes to precisely determine
uities in the museum that can be how the doors were “melted”).
destroyed in such a battle and if the ■ He can turn invisible.
heroes are indiscriminate in their use of ■ If the heroes also battled with the
powers, especially explosive radius burglar then the security cameras
powers, they may find themselves less will have captured whatever
than popular at the end of it all. action occurred in the public areas
or near the building’s entrances,
As already stated in the Before You which may provide further infor-
Begin . . . section, if necessary the GM mation on the burglar’s powers as
should use GM Fiat to ensure that the well as provide a close-up of the
high priest escapes, rewarding the revenants.
heroes with the appropriate hero
points in the process. The second thing the heroes might
want to know is what was stolen. This
The Investigation: Once Amar-Sin information can be gleaned by simply
has escaped the heroes might want to looking at the melted display case’s
do some investigating, especially if information card, which says “Amulet of
they arrived after the high priest had Nanna – ca. 2,000 B.C”.
already made off with the Amulet of Beyond this, however, there are no
Nanna or they were unable to detect clues available.
him while he was there.
The first place the heroes might Calling Dr. Theodopolis: At some
want to begin is the security cameras. point during their investigation at the
The security cameras are standard cam- museum the heroes will meet Dr. Lisa
eras with no special technology such as Theodopolis, the head of the museum’s
infrared or low-light vision. They are Middle Easter Antiquities department,
located at all the entrances and in all as she will have been informed by the
the public areas except for the bath- museum director (who in turn was
rooms. There are no security cameras in informed by the security guards) of the
the museum’s offices or its basement. break-in at one of her exhibits and will
Since the high priest has no concept rush right over.
of security cameras he made no effort Highly angered by the loss of the
to disguise himself or hide from them amulet, Dr. Theodopolis is willing to aid
so the cameras show everything from the heroes in any way in its recovery.
the moment Amar-Sin walks up to the She will be able to share the following
museum doors as set forth in the Set- information with the heroes:
Up. From this the heroes will gain the
following information:
■ She does not recognize the bur-
glar, although she can identify the
■ The burglar was a bald, stripped- burglar’s garb and look as being
to-the-waist Middle Eastern man that of the Sumerian priests from
wearing a white, fringed kilt. 4,000 years ago.
■ He is able to melt his way through ■ The Amulet of Nanna is one of the
objects. If the heroes take a closer Four Great Treasures of Ur along with
look at the doors and display case the Prayer Stela of Nanna, the
they will realize that they have Winged Disk Tablet, and the
been corroded rather than melted Sacrificial Bowl of Nanna.
(the GM might require an

■■■ 27 ■■■
■■■ BLAST FROM THE PAST ■■■
■ The four artifacts are significant glar may be looking to gather all four
archaeologically because they were treasures for whatever purpose he has.
the four objects held sacred by the In the meantime Amar-Sin is also on
priests of Ur and used in their most his way to Lord Brixton’s estate, deciding
important ceremonies. to follow his “treasure sense” there.
■ The Prayer Stela of Nanna is in the Welcome To England: Hopefully
private collection of Lord Brixton in the heroes will be wise enough to con-
England. tact Lord Brixton prior to arrival at his
■ An unnamed buyer recently pur- estate; the lord does not like uninvited
chased the Winged Disk Tablet from guests.
a Kensington’s auction in London; Lord Brixton’s estate is located in the
she has no idea who the buyer was. English countryside. It is a classic English
■ The whereabouts of the Sacrificial country manor complete with a car col-
Bowl of Nanna are unknown as it is lection, stables, and staff (the GM can
believed to have been carried off by use the statistics for the Bystander sup-
a Mongolian warlord sometime in porting character archetype from the
the 13th century. standard rulebook if such are needed).
■ She has no idea why someone The heroes will arrive ahead of the
would want the amulet, other than high priest, but with only enough time
to add to add it to a private collec- to interact with Lord Brixton.When hav-
tion or to sell it to a private collec- ing the heroes interact with the lord, the
tor. GM should keep the following in mind:
■ It is rumored that Lord Brixton has
acquired several pieces of his col- ■ Lord Brixton has indeed obtained
lection through questionable some of the items in his collection
means. under questionable means. This
■ Lord Brixton has made monetary questionable activity consisted
offers to the museum in the past solely of buying items that he knew
for the Amulet of Nanna before, but were stolen from archaeological
has always been turned down. She sites; he has never actually com-
believes such things belong in a missioned such a theft nor has he
museum. Still, if pressed, she can’t bought items stolen from a private
say whether he might be involved owner or museum.
one way or another. ■ The Prayer Stela of Nanna is one
such item acquired in a morally, if
Armed with this information the not necessarily legally, question-
heroes should make their next move to able manner. He is in no way
go to Lord Brixton’s estate, either involved in the theft of the amulet.
because they believe that the ■ Dropping by unannounced results
burglar/priest will strike there next or in a frosty reception.The heroes will
because they want to determine have to succeed at a Diplomacy
whether Lord Brixton was involved. check (DC 25) to talk their way past
Assuming that the heroes want her the butler unless they mention that
help, Dr. Theodopolis volunteers to try Prayer Stela of Nanna is in danger,
and track down the unnamed buyer of in which case they are instantly
the Winged Disk Tablet and also see if admitted. If the heroes cannot talk
she can’t find more information on the their way past the butler he asks
location of the Sacrificial Bowl of Nanna them to leave.
since, even if it hasn’t occurred to the ■ If the heroes do not leave, make
heroes, she now believes that the bur- wild accusations about Lord

■■■ 28 ■■■
■■■ BLAST FROM THE PAST ■■■
Brixton’s guilt in the theft of the to run away while Lord Brixton main-
Amulet of Nanna, or are caught tains a safe observation distance.
secretly snooping about the place, In any case, once Amar-Sin has got-
they will get to deal with the local ten away with the stela, the heroes will
authorities. As Lord Brixton is well have to try to locate one of the remain-
connected to the highest levels of ing two treasures and hope to stop the
the government he can call on any high priest there.
aid (including superhero aid) nec- Going, Going, Gone: The heroes
essary to deal with trespassers. should at this point recall that the
■ If Lord Brixton is expecting them, Winged Disk Tablet was recently sold at
and as long as the heroes stay away auction in London to an unnamed buyer.
from making accusations, then If not perhaps Dr. Theodopolis can con-
they will receive a socially proper tact them and ask how things are going
reception. in England.
■ If the heroes explain the danger At this time Dr. Theodopolis still has
facing his stela and offer to help not found any information on the
Lord Brixton accepts their offer. unnamed buyer, but she is tracking
down a rumor that claims the Sacrificial
While the heroes are interacting with Bowl of Nanna has been found.
Lord Brixton Amar-Sin arrives at the Since the heroes cannot head off
estate and makes his move for the Amar-Sin’s next move unless they know
Prayer Stela of Nanna located in Lord where either of the remaining two
Brixton’s library. treasures is located, and the sacrificial
Given that his strategy of sneaking bowl may be an unsubstantiated rumor,
into the museum did not pay off as he they’ll have to obtain the identity of the
had hoped, Amar-Sin has decided that a unnamed buyer of the Winged Disk
frontal assault is the way to go in this Tablet.
case. He sneaks invisibly across the The heroes have two possibilities for
grounds, getting as close to the manor obtaining the identity of the tablet’s
house as possible before summoning his unnamed buyer. If they haven’t gotten
revenants and unleashing them on the on his bad side (and wanton destruction
house. The plan is for him to invisibly of his estate by the heroes counts as get-
steal the stela while the revenants keep ting on his bad side) they could ask Lord
the occupants of the house occupied by Brixton to find out.
destroying everything in sight. If the heroes don’t think of this the
Unfortunately for the heroes, the GM can have Lord Brixton offer to obtain
high priest’s revenants burst into the the information, again assuming that
mansion while the heroes are still talk- the heroes have bothered to share what
ing with Lord Brixton so they will most is going on with the lord and aren’t on
likely not have had a chance to set a trap his bad side.
or otherwise prepare.This should be the With his extensive contacts Lord
start of an interesting battle as the Brixton has little trouble coming up with
smart heroes will no doubt try to reach the name.
the stela before Amar-Sin while the The other option is to go to London
revenants will do everything they can to and break into Kensington’s Auction
stop them. Neither Lord Brixton nor his House as Kensington’s will in no way
staff will involve themselves in any com- provide the buyer’s identity to the
bat (the GM can use the bystander heroes.
archetype from the standard rules if sta- Should they choose to break into
tistics are needed), the staff preferring Kensington’s and be sneaky about it

■■■ 29 ■■■
■■■ BLAST FROM THE PAST ■■■
they will find the following before they ■ Unless the heroes are big celebri-
can come up with the identity: ties or are being expected (they
called ahead), they will have to deal
■ High quality locks (Disable Device with Mr. Butterworth’s security
DC 30) detail. These gorillas-in-suits are
■ High security (Disable Device DC under orders to keep out everyone
35) not on the guest list (the GM can
use the Thug archetype from the
■ A small office network not connect-
standard rules if statistics are need-
ed to the Internet with exceptional
ed).If the heroes try to sneak in and
security (Computers DC 35)
are caught then they will be asked
to leave. Refusing to leave results in
Obviously, should the heroes be the same sort of problems they
caught they will have some explaining would have faced at Lord Brixton’s.
to do.
■ There are many wealthy and/or
When the heroes do finally get the famous people at the party that,
information, the unnamed buyer turns depending on how the encounter
out to be a rather surprising individual: between the heroes and Amar-Sin
the well-known West Coast rapper J- and his revenants goes, will either
Pappy. help make the heroes famous or
West Coast Party: J-Pappy owns a infamous.
spacious seaside mansion in Malibu, ■ While it may ostensibly be a party,
California. While there are always mem- J-Pappy is really trying to do busi-
bers of J-Pappy’s entourage hanging ness. So unless the heroes can con-
around the mansion, the only individual vince him and Mr. Butterworth that
of concern to the heroes other than J- their presence is needed, even if
Pappy himself is his bodyguard, Mr. they called ahead and explained
Butterworth. things already, they will be thanked
On the day that the heroes and for the information after a short
Amar-Sin arrive J-Pappy is busy hosting meeting and asked to leave.
a large party while Mr. Butterworth is ■ If J-Pappy agrees to let the heroes
busy overseeing the hired security. The stay he wants them to stay out of
purpose of the party is to celebrate J- sight as much as possible. It goes
Pappy’s recent supporting role in a without saying that, if trouble does
movie. As a result, in addition to the ensue, that the heroes are expected
usual hangers-on and status seekers to handle it as quietly as possible.
such a party attracts there are a number
of Hollywood celebrities as well as sev-
This time the heroes will have plenty
eral studio executives and directors in
of time to prepare for Amar-Sin’s strike.
attendance.
Unfortunately, given the fact that there
When staging this encounter the GM
are literally hundreds of people at this
should note the following:
party and dozens coming and going
every minute, and the fact that Mr.
■ J-Pappy is not a collector of antiq- Butterworth and his security detail
uities. What he is, is a wealthy man aren’t willing to share information with
that buys things that catch his the heroes, means that there isn’t much
fancy and the Winged Disk Tablet they can do except for wait for Amar-Sin
did just that. In fact, he likes the to arrive.
tablet so much that he keeps it in For his part Amar-Sin suspects that
his personal bathroom. the heroes will probably be waiting for

■■■ 30 ■■■
■■■ BLAST FROM THE PAST ■■■
him. As a result he keeps the mansion ed in recovering the tablet, but rather in
under observation for some time, hop- proving that no one messes with J-
ing to catch a glimpse of the heroes Pappy and gets away with it (talk about
while also watching the people come believing your own hype).
and go and seeing what other security The heroes can get money, use the
measures there are. rapper’s private jet, or even have Mr.
Once he makes his move he does so Butterworth accompany them. Even if
by disguising (using his Morph alternate they don’t need the assistance they
Magic power) himself as one of the might want to take it just to keep J-
guests that has just left the party. While Pappy from trying to get revenge on his
he could try to get in invisibly, the press own.
of bodies virtually ensures that someone We’re Going Where?: At some
will bump into him at some point, which point after crashing J-Pappy’s house
will only raise the heroes’ suspicions. party the heroes should contact Dr.
While morphed the high priest can- Theodopolis (or she will contact them);
not make use of his Comprehend alter- she has finally tracked down the rumor
nate Magic power which means that, about the Sacrificial Bowl of Nanna.
since he doesn’t speak or understand The bowl has been located in the
English, he’ll have to simply nod his way recently unearthed tomb of Tolui Khan
through the party, a clue for very obser- in Mongolia. Dr. Theodopolis has con-
vant heroes. Of course should he be dis- tacted the head of the excavation team
covered and confronted Amar-Sin will there and he is holding the bowl at the
summon his revenants and it will be on. site and keeping any more news of the
This time, in addition to having to be discovery secret while he waits for the
careful of the valuable surroundings, the heroes’ arrival.
heroes will have to deal with throngs of The Dig: This time the heroes will
panicked guests and celebrities running arrive some time before Amar-Sin and
about and getting in the way, being have a proper chance to prepare for his
used as hostages, etc. (the GM can use arrival. The excavation site sits in the
the statistics for the bystander support- open steppe and is nothing more than a
ing character archetype from the stan- set of tents near an underground. The
dard rulebook if such are needed) mausoleum itself consists of an entrance
Also, Mr.Butterworth and his security hall and the tomb proper.
detail will get in on the action and, since Amar-Sin will arrive shortly after
they have no intention of cooperating nightfall, fully expecting the heroes to
with the heroes, it is very likely that be waiting for him. Depending on what
everyone will get in each other’s way. he knows of the heroes’ capabilities at
J-Pappy himself will also rise to the this point he will scout the area either
occasion, grabbing a gun from his desk invisibly or from the air. Once satisfied
and blasting away in anger at those that that he has a grasp on the situation he
would “bust up his crib”. While no one goes into action.
told him to take this risk, the heroes Given the open terrain and the lack
would look rather bad if they allowed J- of people (the archaeologists and their
Pappy to get hurt or worse. staff have no intention of being around
Once the dust has settled, and Amar- for this) it will be the first chance for the
Sin has once again escaped with the heroes to unleash their full powers and
treasure, J-Pappy will be livid.The rapper try to match up with the high priest and
will offer the heroes any assistance they his revenants in open terrain. Although
need to get the individual responsible the heroes will once again see the high
for this “fiasco”. He isn’t so much interest- priest obtain the treasure and escape,

■■■ 31 ■■■
■■■ BLAST FROM THE PAST ■■■
they should be able to gain enough heroes having a chance to stop him.
information from this battle to properly The ritual itself is a plot device that
prepare themselves for the final con- unleashes powers far beyond the scope
frontation. of normal ritual powers. Specifically,
upon successfully completing the ritual
a massive wave of temporal magic will
The Location Of Ur emanate from the Great Ziggurat and
What remains of Ur is located wash over ancient Ur, transforming the
about 200 miles southeast of city and its surrounding landscape to the
Baghdad, Iraq, about 12 miles way they were four millennia ago.
southwest of the city of An This temporal change will also undo
Nasiriyah, and effectively right next all of the advancements in technology
to Tallil Air Base. that have occurred in the last four mil-
lennia. Items such as computers, cars,
cement roads and buildings, polyester,
plastic, medicinal drugs, etc. will simply
The Finale: By now the heroes cease to exist in the areas covered by the
should have enough information (four temporal change (banished to the same
treasures, priest, Ur, Great Ziggurat, etc.) netherworld that held the high priest for
to deduce that Amar-Sin will be heading as long as the temporal magic is in
back to Ur with the treasures to conduct effect). Note that this temporal change
some sort of magical ritual. erases all items younger than four mil-
If the heroes do not come up with lennia whether they were in the area at
this on their own have them consult the time of the change or are brought in
with Dr. Theodopolis who will inform later (so a tank driving into the area
them that this is what she believes he is after the temporal change has occurred
doing. simply disappears).
How the final confrontation shakes It is up to the GM as to whether the
out is up to the GM. The heroes could heroes’ equipment is affected by this
arrive before Amar-Sin, or the high temporal wave, as heroes relying heavily
priest could beat them to it. In any case, upon gadgets or equipment younger
this is a fight to the finish between the than 4,000 years of age (especially bat-
high priest and his revenants and the tlesuits) would be rendered almost com-
heroes with no quarter given and none pletely useless. The GM may wish to
asked by the villains. allow such heroes to spend a Hero Point
The Ritual: If the GM desires, the rit- in order to retain the use of their equip-
ual does not even need to enter into the ment for the duration of the encounter.
adventure. If the heroes are waiting for On the other hand, if the heroes are
Amar-Sin at Ur and defeat him before he assumed to be up to the challenge, the
has a chance to begin the ritual then it is GM could grant additional hero points to
a moot point. If on the other hand the the affected heroes in order to make up
heroes arrive after the high priest, the for the lost equipment.
ritual will be underway. The temporal wave continues to
The ritual itself requires that Amar- spread outward and will return the
Sin assemble the four treasures at the entire Earth to the Bronze Age within 24
top of the Great Ziggurat and then begin hours. Should this happen there will be
the magical incantations. The actual massive famine, sickness, and every-
time for the incantations are not impor- thing else one would expect in such a
tant; the GM should not allow Amar-Sin situation.
to complete the ritual without the

■■■ 32 ■■■
■■■ BLAST FROM THE PAST ■■■
If the GM wishes to include the ritual ■ The heroes have 24 hours (the time
then the following guidelines should be it takes for the temporal change to
used: encompass the Earth) to stop the
ritual; after that, the ritual is com-
■ Amar-Sin begins the ritual by posi- plete and the temporal change is
tioning himself at the center of the permanent.
ziggurat holding the four treasures
while surrounded by his summoned Depending on how previous encoun-
revenant priests. ters with the heroes went the GM can
■ As he starts the incantation the four use the ritual and the Great Ziggurat as a
treasures rise from the high priest’s way to balance out the final encounter.
arms into the air and begin to swirl If the heroes had had too easy a time
around faster and faster, building in with the priest and his revenants in pre-
intensity.No matter what the heroes vious encounters then the Great
do, once the treasures are in the air Ziggurat enhances their powers.The GM
they cannot affect them in any way. should add as many power points as
As the treasures spin the temporal necessary to bring the villains up to
wave begins to spread outward in snuff and give Amar-Sin any new alter-
the manner and with the effects nate powers to his Magic power to make
described above. up for deficiencies discovered in the pre-
■ At this point the only way to stop vious combats.
the ritual is to defeat (render uncon- If on the other hand the heroes have
scious or kill) Amar-Sin. The GM been steadily getting their butts kicked
should consider the ritual equiva- then the magic needed to sustain the
lent to a sustained power; the high ritual weakens the high priest and his
priest needs only a free action to revenants. The GM should subtract as
maintain the ritual as long as he many power points as necessary to give
remains on the ziggurat. the heroes a realistic chance against the
■ The ziggurat is both Amar-Sin’s Amar-Sin and his revenants.
strength and weakness. While on Follow-Up: If Amar-Sin completes
the ziggurat he cannot be involun- the ritual the world is thrust back into
tarily removed from it (i.e. knocked the Bronze Age. It is up to the GM if the
off, teleported, mind controlled, ritual may be reversed and, if that is pos-
etc.). At the same time this means sible, in what manner it may be done. Of
that he is confined to the ziggurat course, if there is a way to reverse the rit-
so, although he can go anywhere on ual, Amar-Sin will know of it as well and
the ziggurat (i.e. to seek cover or he will do everything he can to stop the
close to melee), he cannot leave it heroes. In such a situation the adventure
unless he is willing to abandon the may be reversed with the heroes
ritual. attempting to gather the necessary
■ Due to the magic the heroes also resources and Amar-Sin and his
cannot affect the Great Ziggurat revenants in pursuit.
directly (i.e. no blasting it apart, Of course in such a situation the GM
Earth Control power doesn’t work, should feel free to make Amar-Sin even
etc.) harder to defeat in the final battle by
■ Should Amar-Sin be knocked granting him massive powers (the result
unconscious, killed, or, for whatever of gaining magical powers from the rit-
reason, voluntarily leave the ziggu- ual) and being able to summon even
rat,the ritual stops and the temporal more revenants or other, more powerful
magic quickly collapses. minions (demons are always good).

■■■ 33 ■■■
■■■ BLAST FROM THE PAST ■■■
If the heroes succeed in stopping Upon successfully completing the
Amar-Sin but do not kill him in the adventure the heroes should be award-
process they can expect the high priest ed power points according to the follow-
to try again just as soon as he is able; as ing guidelines:
long as he is alive the treasures and the
world will never be safe. ■ 3 power points for succeeding in
Of course, his defeat could have so the final encounter without having
drained him of magical powers (power to regroup or relying on others for
points) that it could some time before help or
he regains his previous level of power, if ■ 2 power points if they succeed with
ever. Naturally, if the high priest can’t help or after regrouping or
recreate the ritual he’ll be only too ■ 1 power point if they succeed only
happy to seek revenge on the heroes at with help and regrouping and in all
every opportunity. other circumstances
Rewards: Throughout the adventure
the heroes should be awarded hero points
Additional rewards beyond these are
according to the following guidelines:
up to the GM.There might, in fact, be no
other rewards since outside of the ruins
■ 1 hero point for every encounter of Ur and the parties directly involved no
with Amar-Sin prior to the final one may even know that
encounter the fate of the world
■ 1 bonus hero point for every was at stake.
encounter with Amar-Sin where
the GM has to use Gamemaster Fiat
to allow the priest to escape

■■■ 34 ■■■
■■■ BLAST FROM THE PAST ■■■

SUPPORTING CAST
Dr. Lisa Theodopolis
Dr. Theodopolis is the head of Middle Eastern Antiquities at the Museum of
History. She takes her job very seriously and is very protective of her work. She resents
the presence of antiquities in private hands.
Although her position forces her to spend most of her time at the museum over-
seeing exhibits, restorations, and fundraising, this wasn’t always the case and Dr.
Theodopolis retains a number of surprising skills from her days of working in the field;
Dr.Theodopolis would like nothing better than a chance to get back into the action.
Dr. Theodopolis is a diminutive, energetic woman of Greek heritage in her early
50’s.For her daily wardrobe she prefers a comfortable blouse, chinos, and comfortable
shoes.

Power Level: 1 (32 points)


Abilities: Str 10, Dex 12, Con 11, Int 15, Wis 14, Cha 10
Skills: Computers 4 (+6), Craft (electronic) 2 (+4), Craft (mechanical) 2 (+4),
Diplomacy 6 (+6), Drive 2 (+3), Gather Information 4 (+4), Knowledge (history) 12
(+14), Language (Arabic, Farsi), Profession 6 (+8), Search 2 (+4), Sense Motive 4
(+6), Survival 2 (+4)
Feats: Connected
Combat: Attack +1, Damage +0 (unarmed), Defense +1, Initiative +1
Saving Throws: Toughness +0, Fortitude +1, Reflex +2, Will +5
Totals: Abilities 12 + Skills 11 + Feats 1 + Powers 0 + Combat 4 + Saves 5 = 32

■■■■■■
Lord Charles Brixton, The Viscount Shirelane
Lord Brixton is a member of the British nobility and a noted student of antiquities.
Although effectively retired now, he has been a successful businessman and member
of the House of Lords.
Independently wealthy, Lord Brixton spends most of his time pursuing additions
to his world-renowned collection of Middle Eastern antiquities. He is rumored to have
the greatest collection of such antiquities outside of the British Museum. Although
rumors have occasionally circulated that some pieces in Lord Brixton’s collection were
obtained by less-than-legitimate means, nothing has ever been proven.
Lord Brixton is a tall, striking English nobleman in his late 60’s who still maintains
an athletic figure through various sporting pursuits. He is never seen in public with-
out a suit.

Power Level: 1 (55 points)


Abilities: Str 11, Dex 12, Con 12, Int 14, Wis 16, Cha 15
Skills: Diplomacy 10 (+12), Drive 6 (+7), Gather Information 6 (+8), Handle
Animal 2 (+4), Knowledge (history) 10 (+12), Knowledge (civics) 10 (+12),
Knowledge 10 (business) (+12), Language (Arabic), Profession (businessman) 10
(+8), Profession (politician) 4 (+7), Ride 2 (+4), Sense Motive 7 (+10), Swim 2 (+2)
Feats: Attractive, Benefit (status), Benefit (wealth), Connected
Combat: Attack +1, Damage +0 (unarmed), Defense +2, Initiative +1

■■■ 35 ■■■
■■■ BLAST FROM THE PAST ■■■
Saving Throws: Toughness +0, Fortitude +2, Reflex +2, Will +6
Totals: Abilities 20 + Skills 20 + Feats 4 + Powers 0 + Combat 6 + Saves 5 = 55

■■■■■■
J-Pappy
J-Pappy, real name Charles Crawford, is a West Coast rapper famous for his “party
rhymes”. A multi-platinum recording artist, he is currently exploring the world of act-
ing after having recently been in a supporting role in an action picture. He also dab-
bles in song writing.
While he does own a lot of “bling”and “ice”, this is more of a calculated image move
on his part than a desire to actually own such items. He much prefers to spend his
money on unusual artistic items that catch his eye, which is how he came to own the
Winged Disk Tablet.
J-Pappy is a trim and well-groomed African-American male in his late 20’s.
Although he doesn’t possess a great deal of formal education, J-Pappy is very intelli-
gent and a quick learner.While he wears flashy clothing in public, in private he enjoys
relaxing in t-shirt and shorts. He tends to believe his own gangster image and is
known to keep a gun.

Power Level: 0 (30 points)


Abilities: Str 13, Dex 13, Con 12, Int 14, Wis 13, Cha 14
Skills: Drive 2 (+3), Knowledge (popular culture) 8 (+10), Perform (acting) 2
(+4), Perform (singing) 6 (+8), Profession (composor) 4 (+6), Profession (singer) 6
(+7), Sense Motive 4 (+5)
Feats: Benefit (status), Benefit (wealth)
Equipment: heavy pistol (+4 damage)
Combat: Attack +0, Damage +1 (unarmed) or +4 (pistol), Defense +0, Initiative
+1
Saving Throws: Toughness +0, Fortitude +1, Reflex +1, Will +1
Totals: Abilities 19 + Skills 9 + Feats 2 + Powers 0 + Combat 0 + Saves 0 = 30

■■■■■■
Mr. Butterworth
James Butterworth serves as J-Pappy’s chief of security.The man that J-Pappy pri-
vately calls “B-Gun”, and everyone else knows to call “Mr. Butterworth”, is a retired
SWAT officer who grew bored in retirement and decided to take on private security
contracts.
Mr. Butterworth is a very experienced police officer and that training has served
him well in his role as a private security officer. He is currently in his third year work-
ing for J-Pappy and is satisfied with the business relationship he has with his client.
Mr. Butterworth prefers a preemptive approach to personal security and is constant-
ly alert to any developing threats to his client.
Mr. Butterworth is a still athletic Caucasian man in his late 40’s. Impeccably
groomed and always dressed in a suit, Mr. Butterworth is completely humorless and
leaves no doubt as to what his job is.

■■■ 36 ■■■
■■■ BLAST FROM THE PAST ■■■
Power Level: 7 (91 points)
Abilities: Str 13, Dex 12, Con 12, Int 13, Wis 15, Cha 10
Skills: Diplomacy 4 (+4), Drive 4 (+5), Gather Information 4 (+4), Intimidate 8
(+8), Knowledge (behavioral sciences) 4 (+5), Knowledge 8 (streetwise) (+9),
Knowledge 8 (tactics) (+9), Language (Spanish), Notice 8 (+10), Profession (body-
guard) 6 (+9), Search 3 (+4), Sense Motive 8 (+11), Stealth 8 (+9), Swim 2 (+3)
Feats: Assessment, Attack Specialization (pistol), Chokehold, Equipment 6,
Improved Escape, Improved Grab, Improved Initiative, Improved Pin, Interpose, Master
Plan
Equipment: heavy pistol (+4 damage), holdout pistol (+2 damage), pepper
spray (Dazzle + Stun 5), undercover shirt
Combat: Attack +7 (+9 pistol), Damage +1 (unarmed), +4 (pistol), Defense +7,
Initiative +5
Saving Throws: Toughness +3 (+1 without undercover shirt), Fortitude +6,
Reflex +6, Will +6
Totals: Abilities 15 + Skills 19 + Feats 15 + Powers 0 + Combat 28 + Saves 14 =
91

■■■■■■ No Ordinary Minions


Revenants Although they are listed as
The revenants are Amar-Sin’s summoned supporting characters, Amar-
minions.They are the animated corpses of the Sin’s revenants are not subject
ten priests that sacrificed their lives to speed to the minion rules and are
Amar-Sin’s final prayer to the heavens. instead treated like normal
Though their souls have long departed, the non-player characters (due to
magic that animates the revenants allows the Heroic extra for the priest’s
them to retain a vestige of their former intel- Summon power).
ligence, a fact that makes them very adapt- While the GM can simply
able servants and combatants. remove the Heroic extra from
Bereft of personality, desires, or emotions, Amar-Sin’s Summon power,
the revenants have no other purpose than to the GM is encouraged to keep it
serve the desires of Amar-Sin. Being soulless, as it ensures that the heroes
they care not whether they live or die and will not have too easy a time
fight until defeated, never asking to surrender. with the revenants in any
encounter.
The revenants look like desiccated corpses.
Their skin is gray and drawn taut over what Remember that, given their
little musculature they possess. Strangely, one-dimensional nature, a
they do not emit a stench. Their empty eye smart and balanced group of
sockets give no hint of the intelligence that heroes should have relatively
lies within. less trouble with them the next
time around.
Power Level: 10 (163 points)
Abilities: Str 20, Dex 20, Con -, Int 10, Wis 10, Cha 10
Skills: Climb 10 (+15), Notice 10 (+10), Search 10 (+10), Stealth 10 (+15)
Feats: Blind-Fight, Chokehold, Diehard, Fearless, Improved Critical (unarmed),
Improved Grapple, Improved Initiative, Improved Pin, Instant Up, Power Attack,
Teamwork 3

■■■ 37 ■■■
■■■ BLAST FROM THE PAST ■■■
Powers
Immunity 40 (Fortitude and mental effects)
Protection 10 (Extras: Impervious)
Strike 5 (Power Feats: Mighty)
Super Senses 4 (darkvision, low-light vision, magical awareness)
Combat: Attack +10, Damage +10 (unarmed), Defense +10, Initiative +9
Saving Throws: Toughness +10, Fortitude —, Reflex +15, Will +10
Totals: Abilities 10 + Skills 10 + Feats 13 + Powers 70 + Combat 40 + Saves 20
= 163

■■■■■■
Amar-Sin
Quote: “Let the glories of my homeland be reborn!”
First Appearance: Superline #3.
Over 4,000 years ago, as the Elamites breached Ur’s walls and rampaged through
the city, Amar-Sin, high priest of Ur, sent a last prayer asking the gods to spare the city
and its people heavenward.As the temple’s remaining priests sacrificed themselves to
speed Amar-Sin’s prayer to the gods, the high priest suddenly disappeared.
For almost four millennia Amar-Sin was caught somewhere between life and
death, floating unconsciously in an ether where time had no meaning.Then the stars
once again became aligned as they were on the day that Ur fell and Amar-Sin
returned to the world.
At first the high priest was overwhelmed and confused.Ur was millennia gone and
yet he alone had been spared.And then he understood.Ur had been doomed that day,
made to pay for its past sins, but he had been spared so that he might create Ur anew.
And create it anew he would, for the passing millennia had wrought great changes in
the high priest.
Flush with newfound magical powers, Amar-Sin has set out to gather four great
treasures from ancient Ur to use in a ritual that he believes will restore Ur to its
ancient glory.
Amar-Sin is a slender, middle-aged Sumerian in his late 40’s/early 50’s. He is com-
pletely clean-shaven, including his skull. He stands 5’6” and weighs some 110 lbs.
As befits the high priest of a major city, Amar-Sin is a calm and contemplative man
who prefers to think through things before acting. He is well educated and cultured,
an excellent judge of character, and an able planner and administrator.
Unfortunately the high priest is also irrationally obsessed with the idea of return-
ing Ur to its former glory. And, as befits an individual so driven, Amar-Sin is absolute-
ly ruthless when in pursuit of his goal; he does not care how much damage he does
or who he hurts as long as Ur is restored to its rightful place in the world.The fact that
ancient Ur has no business in the modern world doesn’t even enter his mind.
Amar-Sin dresses in the traditional Sumerian priest style with bare-chested torso
and a plain white, fringed kilt worn around the waist. If the weather is too cold, he
wears a heavy, white woolen cloak over his traditional dress.

■■■ 38 ■■■
■■■ BLAST FROM THE PAST ■■■
Power Level: 12 (246 points)
Abilities: Str 12, Dex 14, Con 14, Int 22, Wis 22, Cha 16
Skills: Concentration 10 (+16), Diplomacy 6 (+9), Knowledge (arcane lore) 10
(+16), Knowledge (history) 6 (+12), Knowledge (theology and philosophy) 10
(+16), Notice 8 (+14), Ride 6 (+8), Search 8 (+14), Sense Motive 10 (+16), Survival
6 (+12), Swim 4 (+5)
Feats: Assessment, Attack Specialization 3 (sacred fire blast), Fearless, Master
Plan, Ritualist, Trance
Powers
Immunity 4 (disease, poison, starvation and thirst, need for sleep)
Magic 10 (Mystic Blast)
Alternate Powers – magic
Comprehend 2 (speak and understand all languages)
Corrosion 10
Dazzle 5 (visual)
Drain 10 (any one trait one at a time)
ESP 7 (vision, hearing)
Fatigue 10
Flight 3
Healing 10
Illusion 5 (all sense types, 50 ft. radius)
Invisibility 4 (normal vision)
Mental Blast 5
Mind Control 10
Morph 10 (any humanoid form)
Nullify 10 (all magic powers)
Obscure 10 (visual, 50 ft. radius)
Paralyze 10
Possession 5
Snare 10
Suffocate 10
Telekinesis 10
Protection 10 (Extras: Impervious)
Summon 10 (Extras: Fanatical, Heroic, Horde; Power Feats: Mental Link,
Progression 3 [10 minions total])
Super-Senses 6 (Danger Sense, Darkvision, Detect Magic, Low-light Vision,
Magical Awareness)
Combat: Attack +10 (+16 with sacred fire blast), Damage +10 (sacred fire blast),
Defense +10, Initiative +0
Saving Throws: Toughness +12, Fortitude +4, Reflex +4, Will +16
Totals: Abilities 40 + Skills 21 + Feats 8 + Powers 123 + Combat 40 + Saves 14
= 246

■■■ 39 ■■■
■■■ BLAST FROM THE PAST ■■■
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,
The following text is the property of Wizards of the Coast, Inc. and is independent Agreement with the owner of such Trademark or Registered
Copyright 2000 Wizards of the Coast,Inc ("Wizards").All Rights Reserved. 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
1. Definitions: (a)"Contributors" means the copyright and/or trademark of any Product Identity used in Open Game Content shall retain all rights,
owners who have contributed Open Game Content; (b)"Derivative title and interest in and to that Product Identity.
Material" means copyrighted material including derivative works and
translations (including into other computer languages),potation,modifica- 8.Identification:If you distribute Open Game Content You must clearly indi-
tion, correction, addition, extension, upgrade, improvement, compilation, cate which portions of the work that you are distributing are Open Game
abridgment or other form in which an existing work may be recast,trans- Content.
formed or adapted;(c) "Distribute" means to reproduce,license,rent,lease,
sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 9. Updating the License: Wizards or its designated Agents may publish
Game Content" means the game mechanic and includes the methods,pro- updated versions of this License.You may use any authorized version of this
cedures, processes and routines to the extent such content does not License to copy, modify and distribute any Open Game Content originally
embody the Product Identity and is an enhancement over the prior art and distributed under any version of this License.
any additional content clearly identified as Open Game Content by the
Contributor,and means any work covered by this License,including transla- 10 Copy of this License:You MUST include a copy of this License with every
tions and derivative works under copyright law, but specifically excludes copy of the Open Game Content You Distribute.
Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; crea- 11. Use of Contributor Credits:You may not market or advertise the Open
tures characters;stories,storylines,plots,thematic elements,dialogue,inci- Game Content using the name of any Contributor unless You have written
dents,language,artwork,symbols,designs,depictions,likenesses,formats, permission from the Contributor to do so.
poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, 12 Inability to Comply:If it is impossible for You to comply with any of the
enchantments, personalities, teams, personas, likenesses and special abili- terms of this License with respect to some or all of the Open Game Content
ties; places, locations, environments, creatures, equipment, magical or due to statute,judicial order,or governmental regulation then You may not
supernatural abilities or effects,logos,symbols,or graphic designs;and any Use any Open Game Material so affected.
other trademark or registered trademark clearly identified as Product iden-
tity by the owner of the Product Identity,and which specifically excludes the 13 Termination:This License will terminate automatically if You fail to com-
Open Game Content;(f) "Trademark" means the logos,names,mark,sign, ply with all terms herein and fail to cure such breach within 30 days of
motto,designs that are used by a Contributor to identify itself or its products becoming aware of the breach.All sublicenses shall survive the termination
or the associated products contributed to the Open Game License by the of this License.
Contributor (g) "Use","Used" or "Using" means to use,Distribute,copy,edit,
format,modify,translate and otherwise create Derivative Material of Open 14 Reformation:If any provision of this License is held to be unenforceable,
Game Content.(h) "You" or "Your" means the licensee in terms of this agree- such provision shall be reformed only to the extent necessary to make it
ment. enforceable.

2.The License:This License applies to any Open Game Content that contains 15.COPYRIGHT NOTICE
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 Open Game License v 1.0 Copyright 2000,Wizards of the Coast,Inc.
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- System Reference Document, Copyright 2000, Wizards of the Coast, Inc.,
tions may be applied to any Open Game Content distributed using this Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
License. material by E.Gary Gygax and Dave Arneson.

3.Offer and Acceptance:By Using the Open Game Content You indicate Your Modern System Reference Document,Copyright 2002-2004,Wizards of the
acceptance of the terms of this License. Coast,Inc.;Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles Ryan,Eric
Cagle,David Noonan,Stan!,Christopher Perkins,Rodney Thompson,and JD
4.Grant and Consideration:In consideration for agreeing to use this License, Wiker, based on material by Jonathan Tweet,Monte Cook,Skip Williams,
the Contributors grant You a perpetual,worldwide,royalty-free,non-exclu- Richard Baker,Peter Adkison,Bruce R.Cordell,John Tynes,Andy Collins,and
sive license with the exact terms of this License to Use, the Open Game JD Wiker.
Content.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author
5.Representation of Authority to Contribute:If You are contributing original Steve Kenson.
material as Open Game Content,You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights Advanced Player’s Manual,Copyright 2005,Green Ronin Publishing:Author
conveyed by this License. Skip Williams.

6.Notice of License Copyright:You must update the COPYRIGHT NOTICE por- Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors
tion of this License to include the exact text of the COPYRIGHT NOTICE of any Stephen Kenson,Mark C.Mackinnon,Jeff Mackintosh,Jesse Scoble.
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 Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Publishing;Author Steve Kenson

7.Use of Product Identity:You agree not to Use any Product Identity,includ- Superline #3:Blast from the Pastcopyright 2005 Michael Hammes and Philip
ing as an indication as to compatibility, except as expressly licensed in Reed,published by Ronin Arts.
another,independent Agreement with the owner of each element of that
Product Identity.You agree not to indicate compatibility or co-adaptability

Superline #3:Blast from the Past copyright © 2005 Michael Hammes and Philip Reed,All Rights Reserved. Some artwork copyright Louis Porter,Jr.,Design,
used with permission. 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.
■■■ 40 ■■■

You might also like