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{Mutants & Masterminds} United Heroes Limited Series
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<blockquote data-quote="MnM_UH" data-source="post: 640631" data-attributes="member: 10023"><p><strong>Issue #1 - "Spark"</strong></p><p></p><p>Scene 1: “The Scoundrel Finds a Clue”</p><p></p><p>**************************************************</p><p>These are the M&M game statistics for The Scoundrel:</p><p></p><p><strong>The Scoundrel</strong></p><p><strong>True Identity Unknown</strong></p><p><strong>150 PP</strong></p><p>PL 10; Init +14; Defense 28; Spd 45 Run; ATK +9 Melee (+2S Dam, Punch), +12 Ranged (+7L Dam, Hellfire Pistols); SV Dam +1, Fort +4, Ref +15, Will +1; STR 14, DEX 20, CON 12, INT 12, WIS 12, CHA 14; Hero Points 5.</p><p><strong>Skills</strong>: Acrobatics +10, Balance +8, Climb +3, Drive +9, Escape Artist +8, Hide +11, Jump +4, Language (English, German, and Tibetan), Listen +2, Medicine +2, Move Silently +11, Open Lock +9, Pilot +8, Search +3, Sense Motive +3, Sleight of Hand +8, Spot +2, and Survival +3.</p><p><strong>Feats</strong>: Ambidexterity, Attack Focus (Ranged), Dodge, Evasion, Immunity – Aging, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, and Two-Weapon Fighting.</p><p><strong>Powers</strong>: Amazing Save – Fortitude +3 [<em>Source</em>: Mystical; <em>Cost</em>: 3 PP], Amazing Save – Reflex +3 [<em>Source</em>: Mystical; <em>Cost</em>: 3 PP], Combat Sense +10 [<em>Source</em>: Mystical; <em>Cost</em>: 10 PP], Super-Dexterity +2 [<em>Source</em>: Mystical; <em>Cost</em>: 8 PP], and Super-Speed +3 [<em>Source</em>: Mystical; <em>Cost</em>: 18 PP].</p><p><strong>Equipment</strong>: Hellfire Pistols (2) [Strike (Ranged – Energy/Fire) +7; <em>Source</em>: Mystical; <em>Cost</em>: 14 PP] and Jade Mask [Blind-Fight and Blind-Sight; <em>Source</em>: Mystical; <em>Cost</em>: 2 PP].</p><p><strong>Weakness</strong>: Amnesia (Cannot Remember Origin of Powers or Recent Events).</p><p><strong>Physical Description</strong>: In his hero guise, the Scoundrel appears in a leather trench coat, wearing an Asian-style green facemask, and brandishing two steaming revolvers. Beneath the trench coat, the Scoundrel wears a three-piece suit and a tie. He is of Caucasian origin, and looks to be between 28 and 32 years old. He stands 6’1” and weighs 205 lbs., and has short blond hair and brown eyes.</p><p></p><p>**************************************************</p><p></p><p><em>Something’s not right</em>, the Scoundrel thought as he entered the dark and (supposedly) empty warehouse. <em>I was supposed to meet Grenwaldt here, but he’s nowhere to be found. That Grendwaldt sure is a slippery</em> – (<span style="color: sienna">The Scoundrel attempts a Listen check DC 10 – gets a total of 12</span>) <em>What was that?</em> He decided to check out the noise inside the warehouse. There was a door leading into the office, but the simple lock was no match for the Scoundrel’s lockpicking skills (<span style="color: sienna">Open Locks DC 15 – gets a total of 19</span>)</p><p></p><p>“Man, how much are we getting paid for this again?” asked Louis Ackerman, a low-life thug dressed in a nondescript coat and jeans, and wearing a baseball cap.</p><p></p><p>“Klimordial said 250 Gs,” answered ‘Red’, the de facto leader of the bunch, “and that’s good enough for me.” Red looked pretty much like Louis and the rest of them, except that he wore red-tinted shades, his trademark. “Now we’ve gotta get this crate outta here. Let’s move!”</p><p></p><p>Five thugs stood around an eight-foot tall cylindrical object that was inside a crate. The object gave off a faint greenish glow in the semi-darkness. A sixth thug stood near the freight entrance, to act as a lookout in case of trouble. The Scoundrel, hearing this talk, realized that his suspicions were justified. He crept through the office, opened a door, drew his two Hellfire Revolvers, and entered the warehouse proper. (<span style="color: sienna">Move Silently check is a total of 15</span>)</p><p></p><p>(<span style="color: sienna">The thugs each get a Listen check against the Scoundrel’s Move Silently roll – and four of them make the 15 or better</span>) “Quiet down!” Red spat as he drew his revolver. “Someone’s in here with us.” The rest of the thugs followed suit, drawing their side arms.</p><p></p><p>(<span style="color: sienna">Group Initiative for the Thugs is 13, while the Scoundrel gets a 21</span>) The thugs spread out from the crate, but not outside of visual range. The light inside the warehouse was dim, and these guys did not have night vision goggles or anything of the sort. The Scoundrel got a general idea of where the thugs are, and he saw the odd glowing cylinder in the center of the warehouse floor. <em>I must get closer to that crate; that has to be what they’re after – but why?</em> (<span style="color: sienna">Hide check for the Scoundrel is 21</span>) He crept closer, getting cover behind some tall boxes. The Scoundrel spotted a thug, but the thug did not see him. (<span style="color: sienna">Spot check against the Scoundrel’s Hide roll – 11 is not good enough</span>)</p><p></p><p>“OK guys, the party’s over,” the Scoundrel announced as he rounded the corner, within 20 feet of the nearest thug. Marty, that particular thug, decided to turn and fire. The Scoundrel easily sidestepped the shot. (<span style="color: sienna">The Scoundrel’s Defense is 28 – Thug gets a total of 12</span>) He leapt atop a large crate across from Marty (<span style="color: sienna">Acrobatics check DC 10 – gets a total of 18</span>) and returned fire, striking the thug just below the shoulder, and taking him down. (<span style="color: sienna">Thug’s Defense is 11 – The Scoundrel gets a total of 29; Thug must attempt a Damage save vs. DC 23 – since he's a Minion, he is Disabled</span>)</p><p></p><p>“Holy crud,” exclaimed Red, seeing the Scoundrel dancing atop the crate. “Get that guy!” The other thugs scrambled into visual range, and fired their revolvers wildly at the Scoundrel, all missing him. (<span style="color: sienna">The Scoundrel’s Defense is 28 – Thugs get attack totals of 13, 10, 4, and 17</span>) The thug watching the freight entrance, Reggie, moved in closer, but could not get a shot off immediately.</p><p></p><p>“Come on now,” the Scoundrel said, amused at the inept thugs, “you might as well put away your popguns before anyone gets hurt.” He tried to run and jump off the crate, hoping to land in front of the cylinder, but got his foot stuck in the crate before he could make the jump. (<span style="color: sienna">Acrobatics check DC 15 – rolled a 1, automatic failure!</span>) He struggled to free his foot, and as he did, the thugs took some more shots at him. They got close, but all missed as the Scoundrel was still able to weave and bob to avoid their shots. (<span style="color: sienna">The Scoundrel loses his dodge bonuses to Defense for the rest of the round, lowering his Defense to 18 – the Thugs get attack results of 13, 9, 17, 16, and 10</span>)</p><p></p><p>Freeing his foot, the Scoundrel posed as a diver and jumped off the crate, tumbling toward the glowing object and ending up on his feet, facing the thugs. (<span style="color: sienna">Acrobatics check DC 15 – gets a 22</span>) As he landed, the hero fired a shot at Louis, who was the closest thug, striking the thug with a fiery blast to the abdomen, and knocking Louis out. (<span style="color: sienna">Thug’s Defense is 11 – The Scoundrel gets an attack result of 30; Thug must attempt a Damage save vs. DC 23 – since he's a Minion, he is disabled</span>) The four remaining thugs fired at the Scoundrel as he rolled toward the object, but they missed. (<span style="color: sienna">The Scoundrel’s Defense is 28 – Thugs get attack results of 11, 7, 18, and 19</span>)</p><p></p><p>Now that he was directly in front of the glowing cylinder, the Scoundrel turned quickly to get a closer look at it. The object was definitely metallic, but the inscription on the side was not in a language he knew. <em>I’ll have to get someone to take a look at this</em>, he thought. The Scoundrel back-flipped on top of the glowing cylinder. (<span style="color: sienna">Acrobatics check DC 15 – gets a 21</span>) “If you want this thing, you’re going to have to go through me – and I don’t think you can!”</p><p></p><p>“Hey man,” Reggie yelped, “Klimordial didn’t say nuthin’ about fightin’ so supers! I’m outta here!” With that, Reggie took off toward the freight entrance. The remaining three thugs were not about to give up, and fired at the Scoundrel, all missing. (<span style="color: sienna">The Scoundrel’s Defense is 28 – they get attack results of 14, 17, and 12</span>)</p><p></p><p><em>I’ve had enough of these guys. I need answers</em>, the Scoundrel thought. He stood his ground and fire both of his Hellfire Revolvers, one at each thug in front of him, striking each thug and dropping him. (<span style="color: sienna">Both Thugs have Defense of 11 – The Scoundrel gets attack results of 14 and 27; both Thugs must make Damage saves against DC 23 – since they are both Minions, they are Disabled</span>)</p><p></p><p>Red, the only thug left, ducked behind a large box. “Don’t shoot man! I’m running!” he exclaimed as he took off for the door. The Scoundrel, disinterested in further conflict, let Red flee. He jumped down from the crate and gave the glowing object inside another once-over. The Scoundrel still had no clue as to what it might be.</p><p></p><p>The Scoundrel heard sirens near the freight entrance, and realized that he would not be able to lug the crate out of here by himself, so he made for the office through which he originally entered the warehouse. The cops entered the building through the freight entrance, and had apparently caught Red and Reggie as they had tried to escape. Good work, gentlemen.</p><p></p><p>There were many questions, but none of them would be answered now. Who was their employer, this Klimordial, and what did he want with this glowing thing?</p><p></p><p><span style="font-size: 12px"><strong>Watch for Scene 2, coming soon!</strong></span></p></blockquote><p></p>
[QUOTE="MnM_UH, post: 640631, member: 10023"] [b]Issue #1 - "Spark"[/b] Scene 1: “The Scoundrel Finds a Clue” ************************************************** These are the M&M game statistics for The Scoundrel: [B]The Scoundrel True Identity Unknown 150 PP[/B] PL 10; Init +14; Defense 28; Spd 45 Run; ATK +9 Melee (+2S Dam, Punch), +12 Ranged (+7L Dam, Hellfire Pistols); SV Dam +1, Fort +4, Ref +15, Will +1; STR 14, DEX 20, CON 12, INT 12, WIS 12, CHA 14; Hero Points 5. [B]Skills[/B]: Acrobatics +10, Balance +8, Climb +3, Drive +9, Escape Artist +8, Hide +11, Jump +4, Language (English, German, and Tibetan), Listen +2, Medicine +2, Move Silently +11, Open Lock +9, Pilot +8, Search +3, Sense Motive +3, Sleight of Hand +8, Spot +2, and Survival +3. [B]Feats[/B]: Ambidexterity, Attack Focus (Ranged), Dodge, Evasion, Immunity – Aging, Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, and Two-Weapon Fighting. [B]Powers[/B]: Amazing Save – Fortitude +3 [[I]Source[/I]: Mystical; [I]Cost[/I]: 3 PP], Amazing Save – Reflex +3 [[I]Source[/I]: Mystical; [I]Cost[/I]: 3 PP], Combat Sense +10 [[I]Source[/I]: Mystical; [I]Cost[/I]: 10 PP], Super-Dexterity +2 [[I]Source[/I]: Mystical; [I]Cost[/I]: 8 PP], and Super-Speed +3 [[I]Source[/I]: Mystical; [I]Cost[/I]: 18 PP]. [B]Equipment[/B]: Hellfire Pistols (2) [Strike (Ranged – Energy/Fire) +7; [I]Source[/I]: Mystical; [I]Cost[/I]: 14 PP] and Jade Mask [Blind-Fight and Blind-Sight; [I]Source[/I]: Mystical; [I]Cost[/I]: 2 PP]. [B]Weakness[/B]: Amnesia (Cannot Remember Origin of Powers or Recent Events). [B]Physical Description[/B]: In his hero guise, the Scoundrel appears in a leather trench coat, wearing an Asian-style green facemask, and brandishing two steaming revolvers. Beneath the trench coat, the Scoundrel wears a three-piece suit and a tie. He is of Caucasian origin, and looks to be between 28 and 32 years old. He stands 6’1” and weighs 205 lbs., and has short blond hair and brown eyes. ************************************************** [I]Something’s not right[/I], the Scoundrel thought as he entered the dark and (supposedly) empty warehouse. [I]I was supposed to meet Grenwaldt here, but he’s nowhere to be found. That Grendwaldt sure is a slippery[/I] – ([COLOR=sienna]The Scoundrel attempts a Listen check DC 10 – gets a total of 12[/COLOR]) [I]What was that?[/I] He decided to check out the noise inside the warehouse. There was a door leading into the office, but the simple lock was no match for the Scoundrel’s lockpicking skills ([COLOR=sienna]Open Locks DC 15 – gets a total of 19[/COLOR]) “Man, how much are we getting paid for this again?” asked Louis Ackerman, a low-life thug dressed in a nondescript coat and jeans, and wearing a baseball cap. “Klimordial said 250 Gs,” answered ‘Red’, the de facto leader of the bunch, “and that’s good enough for me.” Red looked pretty much like Louis and the rest of them, except that he wore red-tinted shades, his trademark. “Now we’ve gotta get this crate outta here. Let’s move!” Five thugs stood around an eight-foot tall cylindrical object that was inside a crate. The object gave off a faint greenish glow in the semi-darkness. A sixth thug stood near the freight entrance, to act as a lookout in case of trouble. The Scoundrel, hearing this talk, realized that his suspicions were justified. He crept through the office, opened a door, drew his two Hellfire Revolvers, and entered the warehouse proper. ([COLOR=sienna]Move Silently check is a total of 15[/COLOR]) ([COLOR=sienna]The thugs each get a Listen check against the Scoundrel’s Move Silently roll – and four of them make the 15 or better[/COLOR]) “Quiet down!” Red spat as he drew his revolver. “Someone’s in here with us.” The rest of the thugs followed suit, drawing their side arms. ([COLOR=sienna]Group Initiative for the Thugs is 13, while the Scoundrel gets a 21[/COLOR]) The thugs spread out from the crate, but not outside of visual range. The light inside the warehouse was dim, and these guys did not have night vision goggles or anything of the sort. The Scoundrel got a general idea of where the thugs are, and he saw the odd glowing cylinder in the center of the warehouse floor. [I]I must get closer to that crate; that has to be what they’re after – but why?[/I] ([COLOR=sienna]Hide check for the Scoundrel is 21[/COLOR]) He crept closer, getting cover behind some tall boxes. The Scoundrel spotted a thug, but the thug did not see him. ([COLOR=sienna]Spot check against the Scoundrel’s Hide roll – 11 is not good enough[/COLOR]) “OK guys, the party’s over,” the Scoundrel announced as he rounded the corner, within 20 feet of the nearest thug. Marty, that particular thug, decided to turn and fire. The Scoundrel easily sidestepped the shot. ([COLOR=sienna]The Scoundrel’s Defense is 28 – Thug gets a total of 12[/COLOR]) He leapt atop a large crate across from Marty ([COLOR=sienna]Acrobatics check DC 10 – gets a total of 18[/COLOR]) and returned fire, striking the thug just below the shoulder, and taking him down. ([COLOR=sienna]Thug’s Defense is 11 – The Scoundrel gets a total of 29; Thug must attempt a Damage save vs. DC 23 – since he's a Minion, he is Disabled[/COLOR]) “Holy crud,” exclaimed Red, seeing the Scoundrel dancing atop the crate. “Get that guy!” The other thugs scrambled into visual range, and fired their revolvers wildly at the Scoundrel, all missing him. ([COLOR=sienna]The Scoundrel’s Defense is 28 – Thugs get attack totals of 13, 10, 4, and 17[/COLOR]) The thug watching the freight entrance, Reggie, moved in closer, but could not get a shot off immediately. “Come on now,” the Scoundrel said, amused at the inept thugs, “you might as well put away your popguns before anyone gets hurt.” He tried to run and jump off the crate, hoping to land in front of the cylinder, but got his foot stuck in the crate before he could make the jump. ([COLOR=sienna]Acrobatics check DC 15 – rolled a 1, automatic failure![/COLOR]) He struggled to free his foot, and as he did, the thugs took some more shots at him. They got close, but all missed as the Scoundrel was still able to weave and bob to avoid their shots. ([COLOR=sienna]The Scoundrel loses his dodge bonuses to Defense for the rest of the round, lowering his Defense to 18 – the Thugs get attack results of 13, 9, 17, 16, and 10[/COLOR]) Freeing his foot, the Scoundrel posed as a diver and jumped off the crate, tumbling toward the glowing object and ending up on his feet, facing the thugs. ([COLOR=sienna]Acrobatics check DC 15 – gets a 22[/COLOR]) As he landed, the hero fired a shot at Louis, who was the closest thug, striking the thug with a fiery blast to the abdomen, and knocking Louis out. ([COLOR=sienna]Thug’s Defense is 11 – The Scoundrel gets an attack result of 30; Thug must attempt a Damage save vs. DC 23 – since he's a Minion, he is disabled[/COLOR]) The four remaining thugs fired at the Scoundrel as he rolled toward the object, but they missed. ([COLOR=sienna]The Scoundrel’s Defense is 28 – Thugs get attack results of 11, 7, 18, and 19[/COLOR]) Now that he was directly in front of the glowing cylinder, the Scoundrel turned quickly to get a closer look at it. The object was definitely metallic, but the inscription on the side was not in a language he knew. [I]I’ll have to get someone to take a look at this[/I], he thought. The Scoundrel back-flipped on top of the glowing cylinder. ([COLOR=sienna]Acrobatics check DC 15 – gets a 21[/COLOR]) “If you want this thing, you’re going to have to go through me – and I don’t think you can!” “Hey man,” Reggie yelped, “Klimordial didn’t say nuthin’ about fightin’ so supers! I’m outta here!” With that, Reggie took off toward the freight entrance. The remaining three thugs were not about to give up, and fired at the Scoundrel, all missing. ([COLOR=sienna]The Scoundrel’s Defense is 28 – they get attack results of 14, 17, and 12[/COLOR]) [I]I’ve had enough of these guys. I need answers[/I], the Scoundrel thought. He stood his ground and fire both of his Hellfire Revolvers, one at each thug in front of him, striking each thug and dropping him. ([COLOR=sienna]Both Thugs have Defense of 11 – The Scoundrel gets attack results of 14 and 27; both Thugs must make Damage saves against DC 23 – since they are both Minions, they are Disabled[/COLOR]) Red, the only thug left, ducked behind a large box. “Don’t shoot man! I’m running!” he exclaimed as he took off for the door. The Scoundrel, disinterested in further conflict, let Red flee. He jumped down from the crate and gave the glowing object inside another once-over. The Scoundrel still had no clue as to what it might be. The Scoundrel heard sirens near the freight entrance, and realized that he would not be able to lug the crate out of here by himself, so he made for the office through which he originally entered the warehouse. The cops entered the building through the freight entrance, and had apparently caught Red and Reggie as they had tried to escape. Good work, gentlemen. There were many questions, but none of them would be answered now. Who was their employer, this Klimordial, and what did he want with this glowing thing? [SIZE=3][B]Watch for Scene 2, coming soon![/B][/SIZE] [/QUOTE]
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