Super-Vision #8: Masterminds & Minions
In this month's installment of Super-Vision we take a look at minions, those unsung (and
usually unappreciated) flunkies of criminal masterminds. In particular, we've got a new power for
getting minions into play, along with some of the most infamous minions of the Freedom City
setting, the foot soldiers of the Lord of the Terminus, the Omegadrones.
New Power: Summon Minion
Cost: 2
Action: Half
Range:
Touch
Duration: Sustained
You can call upon another creature—a minion—to aid you. This creature is created as
an independent character with (rank x 15) power points. Summoned minions are subject to the normal
power level limits, and cannot have minions themselves.
You can summon your minion to you automatically as a half action; it appears in the nearest open
space beside you. You always have the same type of minion unless you apply extras allowing you to
summon different minions (see below). Your minion automatically has a helpful attitude and does its
best to aid you and obey your commands.
Unconscious and dead minions disappear. Defeated minions recover normally except they recovery
from death as if disabled. You cannot summon a defeated minion until it has completely recovered.
Your summoned minions also vanish if your power is turned off or neutralized.
Power Stunts
- Progression: Each time you apply this stunt, the total number of minions you can
summon doubles. You can still only summon one minion per half action.
- Mental Link:
You have a mental link with your minions, allowing you to communicate with them over any
distance.
- Sacrifice Minion: When you are hit with an effect requiring a saving
throw, you can spend a hero point to shift it to one of your minions instead. The minion must be
within range and a viable target of the effect. Needless to say, this is not a particularly heroic
ability. The Gamemaster may wish to restrict it to villains or non-player characters.
Extras
- Heroic: Your minions are not subject to the minion rules, but
treated like normal non-player characters.
- Horde: You can summon all of your
minions with one half action. You must have the Progression power stunt to take this extra.
- Type: Minions are generally the same in terms of attributes. For one extra, you can
summon minions of a general type (elementals, birds, fish, etc.), for two extras, you can summon
minions of a broad type (animals, demons, humanoids, etc.).
Flaws
- Attitude: Your summoned minions are less than cooperative. For one
flaw, they are indifferent. They are unfriendly for two flaws, and hostile for three.
Agents of Omega
In the depths of the Terminus, on worlds dominated by Omega, massive
drone factories work day and night with one purpose: the strengthen the ranks of Omega's army by
creating Omegadrones. Many initially believe these factories manufacture artificial soldiers for
the Lord of the Terminus, but in truth, they are where living creatures are "processed" to become
Omegadrones.
When the work is done, an Omegadrone is a hulking humanoid figure clad in armor
from head to toe. Stubby metallic wings protrude from the drone's back, and Omegadrone armor is
equipped to allow them to fly (albeit slowly and clumsily). More feared are their power-pikes, the
tips crackling with energy, which Omegadrones use to cut or blast through their targets, or to
inflict agony at their master's command.
The process of creating an Omegadrone wipes the
subject's mind clean and alters the body with cybernetics and genetic resequencing. The individual
is destroyed, becoming another in an endless series of obedient soldiers knowing only loyalty to
the Lord of the Terminus, and a willingness to fight and die as they are commanded.
Omegadrones make up the bulk of Omega's forces. During the Terminus Invasion, wave after wave of
them attacked Freedom City, and there is no one who wouldn't recognize them now. A few scattered
Omegadrones were left behind when the invasion failed. While heroes have rounded up most of them,
some have fallen in with other criminals, seeking either a way to return home or a new master to
obey. For a time, a rogue Omegadrone worked for the Freedom City mob until Foreshadow defeated and
captured it.
Omegadrone: PL 5*; Init +0; Defense 14; Spd 30 ft. (fly 25 ft.); Atk +6
melee (+9S power-pike), +3 ranged (+5S power-pike); SV Dmg +3, Fort +3, Ref +0, Will +0; Str 18,
Dex 11, Con 16, Int 8, Wis 10, Cha 8.
Feats: Aerial Combat, Attack Focus
(power-pike)
Devices: armor (Armor +5; Extras: Flight; Stunts: Darkvision, Immunity
(pressure, suffocation), Radio Hearing), power-pike (Weapon +5; Stunt: Energy Blast)
*Although Omegadrones are effectively PL5, they are built on fewer power points.
Product
Update
Gimmick's Guide to Gadgets has headed off to print, while the
Lockdown super-prison sourcebook is finished in editing and warming up in the wings.
Let's take a look at what's coming:
Lockdown is a sourcebook on the Buckner
Ridge Superhuman Penitentiary, commonly known as "Lockdown," a private contract prison for
super-powered criminals. It gives you everything you need to place Lockdown in your campaign and
customize it to suit.
Chapter One of the book is a history of the prison system in
the United States and the challenges faced by modern prisons, including overcrowding, gangs,
executions, bribery, and an increasing trend towards privatization, which leads to the world's
first privately-run prison for the most dangerous criminals in the world, those with
super-powers.
Chapter Two looks at Lockdown in detail: the layout and structure of
the prison, classification of prisoners (based on their powers), security systems (and the ways
around them), the layout of the cell blocks, and the various systems used to restrain prisoners'
powers.
Chapter Three is all about life behind bars. What is it like to be a prisoner
in Lockdown? This chapter describes a prisoner's daily routine, the rules they must follow, and the
realities of prison life. It also describes the administration and staff of the prison.
Chapter Four looks at the inhabitants of Lockdown, both inmates and the people who guard
them. It describes the powered members of the Special Operations Unit, charged with keeping
prisoners in line. It also looks at numerous inmates, from hardened criminals like Skab to
masterminds like Duke Nefarious, fallen heroes like the Golden Marvel, criminals on the road to
reform like the Hexorcist, and cases like Blackcroft and the Wight Bishop, where even Lockdown may
not be enough to contain them and the powers they wield. This chapter also includes an overview of
some villains from Freedom City and Crooks! and how you can put
them in Lockdown.
Chapter Five is all about gamemastering Lockdown, from using
the prison as a place for the heroes to put captured criminals to the centerpiece of a campaign
where the players take the roles of imprisoned super-villains or heroes working under-cover to find
out more about the prison. This chapter is filled with campaign and adventure ideas for Lockdown
and incorporating it into your campaign.
Chapter Six contains the real secret of
Lockdown, which could literally blow the prison wide open if and when it's uncovered. What is it?
Just wait and see...
Chapter Seven looks at the town of Buckner Ridge, located in the
mountains close to the prison. The construction and opening of Lockdown saved the former
mining-town's economy. Its continued operation provides jobs and income, but is it worth the price
of having the world's most dangerous convicts in your backyard? Buckner Ridge is detailed as a
location for off-duty prison officials, as well as the first place that will be in danger is
something should go wrong in the prison.
We'll have more previews of Lockdown
as things progress. For now, villains beware! There's a new prison open for business, and it's
not a place you want to visit.
Superlink Spotlight: The 'Zine Scene
This month in Superlink Spotlight we look
at some online periodicals supporting Mutants & Masterminds. The first is Odds
& Ends from Devil's Workshop, available at RPGNow. It's a monthly 8-page e-zine featuring
new ideas for your M&M campaigns. O&E tends to focus on team-oriented
concepts, along with miscellaneous rules systems that plug into the game to expand your options.
Each issue sells for $2.00 in PDF form, and a yearly subscription is available from Devil's
Workshop: $13.00 for an entire year (pro-rated if your subscription begins after January).
The newest M&M e-zine is the fanzine Super Samurai, available for
download as a PDF from the E-CORE fan website (www.e-core-news.org). The first issue of Super
Samurai presents a variety of M&M articles, including designing creatures,
playing villains, pulp-era archetypes, and game stats for the fiendish devices of a certain
iron-masked ruler of a tiny Eastern European country (a great complement to Gimmick's Guide
to Gadgets). The 'zine also includes a comprehensive catalog of all available
M&M and M&M Superlink products! Plus you definitely can't beat
the price: it's free!