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Superline 01 - Tomorrow's Headlines
Superline 01 - Tomorrow's Headlines
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Superline #1: Tomorrow’s Headlines copyright © 2005 Michael Hammes and Philip Reed,All Rights Reserved. Requires the Mutants &
Masterminds RPG 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.
Designation of Open Game Content: All game statistics not covered by product identity.
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INTRODUCTION
Welcome to Ronin Arts’ Superline #1: Comic Book Spirit
Tomorrow’s Headlines, the first in a series (The World Of Superline)
of adventure and rules supplements licensed
The world of Superline is Earth as we
under the M&M Superlink banner. The gist
know it except with superheroes (and all that
behind the Superline series is to present
goes along with them). Events that have
fan-oriented gaming material for M&M
happened (i.e. the American Revolution, the
Superlink in a comic book format and with
World Wars, etc.) in the real world have hap-
comic book spirit. But what exactly does this
pened in the Superline world, although such
mean?
events are obviously filtered through, and
Comic Book Format impacted by the existence of superheroes.
The world of Superline is largely four-
By comic book format we mean the
color in nature (see M&M p.146 for an expla-
following:
nation of this style of play). Of course, some
Grim & Gritty elements will work themselves
■ The releases are formatted to current in (this is Earth after all), but overall the
standard comic book dimensions world is one were good and evil are well
(6.625 inches by 10.25 inches); each defined and almost anything can happen.
one can be stored in your standard
modern day comic book bag & board. Fan-Oriented (You Make It Happen!)
■ Each release is numbered sequentially We encourage you to send us e-mails of
for collecting purposes. While each how you used the material presented in each
release will be enjoyable, and perfect- Superline release in your game. This can be
ly usable, on its own, those that collect anything from a synopsis of how an adven-
each release will be rewarded with ture went (especially its outcome) to how
ongoing stories and events as well as you (or someone else) made use of a new
recurring characters and organiza- rule, power, gadget, etc.
tions. Why? Because we want future releases in
■ Each release will feature comic book- the Superline series to incorporate the input
styled art (colored covers, b&w interior and experiences of the fans. Of course, if we
art). use your e-mail we will give you (and your
■ Each release will be issued in both PDF game group) credit and you will receive a
and print formats. While the PDF will free PDF of the release in which your materi-
always be available, the print edition al appears.
of each release will be available only And while we can’t promise you that we’ll
once and in limited quantities. We do end up using your material, we will certainly
reserve the right to release selected do our best.
Superline material in later trade Of course, general feedback, suggestions,
paperback collections, however, once a and criticism are also welcomed.
single-issue print release has sold out
Oh, and it might help if you knew where
that individual issue will never be
to send the stuff:
reprinted in the single-issue format.
roninartspresident@yahoo.com.
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In This Issue . . .
In this, the premier issue of the Superline
ABOUT THE AUTHORS
Michael Hammes has been freelancing in
series,Ronin Arts brings you four complete sin-
the role-playing industry since 2001.Starting
gle-session adventures.
small, he has steadily built his repertoire, and
While the adventures are designed in the reputation, by working for such companies as
spirit and at the pace of superhero comic books Ronin Arts, Alderac Entertainment Group,
and cartoon episodes, the GM can easily Dark Quest Games, and E.N. Publishing. He is
expand each with a minimal effort. currently trying to balance his writing sched-
Each of the adventures is presented in the ule with his role as stay-at-home father. To
following general format: catch the latest from Michael’s Imagination,
Summary: A paragraph on what the please visit www.michaelhammes.com.
adventure is about. Philip Reed has been working profession-
Set-Up: How the heroes can be introduced ally in the roleplaying game industry
to the adventure. since 1995. In that time he has worked for
Adventure: The actual adventure, includ- such companies as Atlas Games, Privateer
ing boxed text for such things as specific plot Press, and Scrye magazine. Today Philip
points, vehicle statistics, and villain tactics. spends his days at home running Ronin
Follow-Up: Options for what might hap- Arts, writing and designing new games,
pen after the heroes complete the adventure and watching DVDs. To learn more
and suggestions for rewarding (or punishing) about Philip Reed – and Ronin Arts –
the heroes. please visit www.roninarts.com and
Supporting Cast: Information and statis- www.philipjreed.com.
tics on minions and other minor characters.
Main Villain(s): Detailed background,
information,and statistics about the major bad
guy(s) of the story.
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A NEW DRUG
A NEW DRUG Adventure
The adventure begins when the heroes
Summary decide to take action. They can either do so
on their own, or some of the local authorities
In this adventure it is up to the heroes to
(the police, mayor, community representa-
get a new mood-enhancing drug called
tives, etc.) ask them to help.
Pleasure, which is more addictive and dan-
gerous than its users imagine, off the streets. Using their connections, or perhaps even
going undercover in the party scene, the
Set-Up heroes will eventually be able to trace the
For several weeks now the stories of a origin of the drug to a warehouse in the
new party drug called Pleasure have been industrial section of the city. All the evidence
circulating throughout the city. Billed as a the heroes have (i.e. informants, reporters,
tremendous mood-enhancer, it is said that partiers, their own detective work, etc.) will
the euphoria produced by Pleasure is greater point to this single location being both the
than anything the user could ever dream of. manufacturing and distribution center of the
Inevitably, the heroes have begun to hear drug.
about the drug as well. The information the heroes have is indeed
About three weeks after the heroes first true. A would-be supervillain calling himself
learn of Pleasure reports of increased rage, Corruptor is in fact using the warehouse to
hostility, and occasional violence in users of manufacture and distribute the drug.
the drug begin hitting the various media Unfortunately for the heroes, the ware-
(print, television, radio, and the Internet). house is watched day and night by a combi-
Although isolated at first and chalked up nation of large numbers of Pleasure addicts
to a few bad apples, the incidents quickly (most of them average citizens) and a con-
begin to grow with alarming frequency. tingent of armed guards.There are a number
of addicts equal to the heroes’average power
Soon the violence has escalated to the
level and three guards for each hero (so a PL
point where the lives of innocent people are
10 group of heroes has 10 addicts and three
being put at risk.Pleasure users are engaging
guards for every hero).
in random assaults and vandalism on an
almost daily basis and the violence is spilling While the guards present no problem, as
from the clubs onto the streets and into the they are obviously criminals, the addicts pose
neighborhoods. a dilemma to the heroes. Even if the heroes
don’t have a problem with “breaking a few
With the police focused on dealing with
eggs to make an omelet”, the fact is that no
the violence and vandalism it is up to the
one is going to find it very heroic if the
heroes to trace the source of the drug and put
heroes beat up (or worse) a bunch of mis-
a stop to its disribution.
guided citizens. It is in the heroes’ best inter-
If the heroes don’t succeed soon the est to deal as gently as possible with the
mayor is going to have to put the city under addicts lest they face public censure or even
curfew and call in the National Guard to lawsuits and arrest.
enforce it, an action that will be a tremen-
The heroes have two choices for entering
dous publicity disaster for both the city and
the warehouse. They can simply kick in the
the heroes.
front door, or they can be a bit more circum-
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Pleasure
A typical dose of Pleasure comes in the ence the user into doing something that he
form of a small colored pill, often with a lit- or she doesn’t find pleasurable. At the same
tle symbol printed upon it, such as a rain- time, the user suffers a -10 penalty on such
bow or a smiley face. Once taken, Pleasure saves and skill checks to try and resist some-
takes effect immediately and persists in the thing that he or she finds pleasurable.
user’s system for six hours. Once the drug wears off, the user is phys-
At its most basic Pleasure works on the ically exhausted and almost always suffers
user’s pleasure receptors and releases mas- from immediate depression. This exhaus-
sive quantities of serotonin, making every tion and feeling of depression last until the
activity feel that much better. While the user gets the proper amount of rest or takes
drug is in effect, the user experiences feel- another dose of Pleasure. Since the differ-
ings of tremendous joy and ecstasy at ence between the high of being on Pleasure
almost anything. and the low experienced after the drug
At the same time, however, Pleasure also wears off is so tremendous, few individuals
heightens the testosterone levels in its are strong enough to resist taking another
users, often causing the individual to react dose as soon as possible.
very negatively to anything that is seen as To make matters worse, Pleasure has
interfering with the user’s pleasure.This has been engineered to be purposely addictive
the result of creating a bipolar set of atti- (there’s more profit in it, after all).
tudes when it comes to interacting with Each time the drug is taken the user
others. must make a DC 15 (+1 for each additional
The user is considered to have a Helpful time the drug has been taken) Will save or
attitude to those that she sees as enhancing else become addicted (the user does not
her happiness (someone telling a joke, play- receive the drug’s +10 bonus to this saving
ing a favorite song, giving a compliment, throw).
etc.), but a Hostile attitude to those that she An addicted individual will do anything
sees as interfering with that happiness to avoid the feeling of exhaustion and
(such as someone asking them to keep depression that come with coming off the
down the noise, go home, etc.). high provided by the drug, which means the
Due to the powerful hold the drug has addict will do anything to get the drug.
on a user’s mind while it is active, the user It requires several months of intensive
receives a +10 bonus on all Will saving medical care and therapy to overcome a
throws and Skill checks (i.e. Diplomacy, Pleasure addiction.
Sense Motive) to resist attempts to influ-
spect and try to come in “through the back- seeing the loading of the van in preparation for
door”. new deliveries of the drug.While the heroes can
If the heroes choose to kick in the door, get close, they can’t get too close due to
Corrupter and a couple of guards begin loading Corruptor’s scent ability. The moment Corruptor
as much Pleasure as they can into an already notices something amiss he will have a couple
waiting van while the addicts and other guards of the guards check it out while putting himself
attempt to hold off the heroes. in position to make his getaway.Once the heroes
If the heroes manage to enter the ware- are revealed, Corruptor will he act as described
house undetected they will find Corruptor over- on the next page.
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could in the hopes that Virgil might really prey to an industrial accident when a rusted
develop the next big thing (at which point cylinder full of nitrogen suddenly cracked.
his boss would step in and take control). The resulting explosion ripped through
But it never came to that. While freelanc- the lab, shattering chemical containers and
ing in the lab by himself one night, Virgil fell spraying their contents everywhere. The
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Villain Tactics
Although Arctic Blast is a fairly powerful ■ If a water source is available (such as
supervillain thanks to his powered armor, he a fire hydrant he can blast open),lay-
has no interest in battling the heroes. His job ing down sheets of ice to deter pur-
is to steal the Pharaoh’s Staff and deliver it as suit on foot. Such sheets are 60 feet
quickly as possible to his waiting client; bat- square and anyone moving across
tling the heroes can only lead to delays or the ice must make a Reflex save (DC
worse. 22) or slip and fall prone. Getting up
As a result, the moment he has the requires a Balance check (DC 15).
Pharaoh’s Staff, Arctic Blast will make his way Even if the hero manages to stand
as quickly as possible to the waiting invisible up, he must still succeed at yet
VTOL. another Balance check (DC 15) in
The supervillain’s associates are under order to move off the ice.Succeeding
orders to deal with the heroes and anyone at that Balance check allows the hero
else seeking to stop him while he makes his to move at half speed across the ice,
escape. while success by 5 or more allows the
Arctic Blast is under no illusion that his hero to move at full speed.
associates will be able to do anything more Conversely, failing this check means
than slow down the heroes’ pursuit, but he is that the hero cannot move at all that
hoping that they’ll buy him enough time to round while failing by 5 or more
get to the plane and make his getaway. means the hero slips and falls and
must try to get up again next round.
For their part, Arctic Blast’s associates feel
confident that the equipment they have can ■ Creating walls of ice to block pur-
deal with the heroes. However, as soon as suers. Such walls (and all other
they realize they are overmatched they will objects created by Arctic Blast) can
attempt to flee as well. None of Arctic Blast’s occupy up to 12 5-foot cubes and
associates is willing to risk their life in this have a Hardness of 12.
endeavor; each is quite willing to surrender ■ Trapping pursuers in blocks of ice
should he be facing serious harm. (the Snare extra). Like the ice walls,
Arctic Blast’s associates do not know Arctic Blast’s snares have a Hardness
about the cloaked VTOL, having arrived in the of 12.
city in a rented delivery truck that is currently ■ As a tactic of last resort, Arctic Blast
parked in an alley near the museum (this is will create blocks/walls/balls of ice
also where they met with Arctic Blast). and threaten to drop them on inno-
Unfortunately for any associates that actually cent bystanders.
reach the truck, Arctic Blast has kept the only
set of keys. Should Arctic Blast be in danger of cap-
In the likely event that the heroes manage ture, he will threaten to destroy the Pharaoh’s
to pursue him, Arctic Blast will do his best to Staff unless he is given safe passage.This is a
avoid getting bogged down in prolonged Bluff on his part since, if he destroyed the
combats with any pursuers. He will use his staff, his employer would be highly unhappy
Energy Control (cold) powers to immobilize (and Arctic Blast would not be long for this
and otherwise hinder pursuing heroes. world). If his Bluff is called, he surrenders; the
Arctic Blast makes use of the following Pharaoh’s Staff and the promised payday are
tactics: not worth a stay in the hospital or a trip to the
morgue.
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ABDUCTION!
Summary
Landing the plane safely
In this adventure unknown aliens lure the
heroes into a trap in order to abduct the To keep things simple, we’ll ignore
heroes and transport them to their space F=ma and assume that the fully loaded
prison.The heroes must find a way to escape passenger jet weighs some 300 tons. This
their mysterious captors and their robot represents a maximum load for a
guards before finding a way back to Earth. Strength 20 hero with Super Strength
+10 and if such a hero is present, he or
Set-Up Part 1 she will be able to safely land the plane
It is late night when a large passenger jet (assuming he or she can reach the plane
streaks toward the city skyline, flying much and guide it down).
too low. People on the street and any heroes If such a hero is not present, the GM
on patrol notice that the plane’s engines should assume that any of various powers
aren’t functioning; the plane is going to crash that can reasonably be used to physically
in the city! intercept an object or otherwise slow its
As an alternate set-up, if the heroes aren’t progress act like Telekinesis (which moves
out on patrol, the local authorities will notify 100 lbs. at rank 1, doubling for every rank
them that a passenger jet is about to crash in thereafter or about 50 tons at PL 10) for
the city. If the heroes ask for more informa- the purposes of supporting the plane’s
tion, all that the local authorities know is that weight.
all of the plane’s engines and systems failed For example, a hero with Element
in mid-flight and that the pilot notified the Control (water) +10 might be able to
local airport about the situation, which in shoot up a column of water from a near-
turn notified the local authorities. by lake and support 50 tons of the plane’s
weight.
Adventure Part 1 The GM should keep in mind that the
The adventure begins when the heroes plane’s weight doesn’t need to be sup-
attempt to stop the plane from crashing. No ported fully; if the heroes can muster
matter where the heroes are in the city, or enough to support 250 tons of weight,
what they are doing, there is enough time for they can guide the plane down slowly
them all to gather and formulate a plan to enough to where they might be able to
prevent the plane from crashing. steer it to a large street or otherwise
Unfortunately, as the plane’s engines and move it away from the most populated
systems are not functioning, the heroes have areas (it would be prudent to warn the
no option but to physically intercept the locals in the area that the plane is coming
plane and somehow bring it down to Earth down, however). Of course, the resultant
safely (this is a plot device; unless the heroes landing will be rough, and there will be
have no other way to prevent the crash, the injuries among the passengers and possi-
engines and systems cannot be restarted no bly damage to buildings on the ground,
matter what actions the heroes take since a but there shouldn’t be any fatalities and
series of vital components was removed by few injuries.
the aliens using their Teleportation technolo-
gy).
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Villain Tactics
Defeating the Coven is not easy. ■ Ilsa uses Telekinesis to lift up a ground-
Not only are the trio powerful witches, bound hero while Elsa Paralyzes the
they are also fully aware of the fact that it is now helpless hero. Ilsa then lifts the
solely their will and power that is responsible paralyzed hero even higher and drops
for keeping the mockmen alive; they know him or her to the ground.
what they must do to maintain their hold ■ Elsa assesses the heroes to see which
over the mockmen. As a result, the trio will ones are the most likely to fall prey to
tend to fight and act conservatively, trying to Alsa’s Mind Control and Ilsa’s Mental
take as little punishment as possible while Blast and relays that information to
inflicting the maximum harm on the heroes. her sisters.
The GM should realize that due to their
Other tactics the sisters use:
Mental Link with each other, the three sisters
are capable of coordinating their tactics and
■ They will gang up on the
act almost as one.
strongest/most dangerous hero first
Further, while the each member of the
(as per Elsa’s Assessment feat), hop-
Coven shares a number of spells and powers
ing to eliminate that hero as quickly
with her siblings, each also has a number of
as possible.
different powers and spells that can compli-
■ They remain far enough apart to
ment the others’.
avoid all of them getting caught in
In preparing for this adventure the GM
any area effect powers.
should read through the powers carefully and
■ They will not voluntarily chase after
consider various combinations that would
any retreating heroes or follow those
work well for the sisters. For example:
trying to draw them away from the
mockmen.
■ Ilsa Mental Blasts a hero to
■ They will try to keep the fighting
stun/knock him out while Alsa
within range of the mockmen’s
immediately follows up with her
Suffocate powers so that they can
Elemental Blast on the helpless hero.
draw on help from their creations.
■ Elsa invokes an Illusion of Alsa while Please note that, while the Coven’s
Alsa turns Invisible and uses Mind mere conscious presence is enough
Control to take control of a hero’s to maintain the mockmen, in order
mind.When the heroes attack Alsa in for the witches to actually command
an attempt to break the control, the mockmen they must be able to
they’ll most likely be attacking the communicate verbally with them
illusion. (except for Alsa, who can use
Telepathy).
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