Wednesday, March 24, 2010

Vampyres: Mutants and Masterminds

Mutants and Masterminds

Vampyres in Freedom City
As an option, use the Mayfair's scenario I posted. As vampires go, they are not very powerful, so they are less likely to pose a serious threat to a group of superheroes. Even at PL 10 they are better suited to starting characters (but not really a Claremont-based adventure). They are not masterminds, don't really have any criminal intent outside of murder for food, and really are not interested in joining a team. Now they could be uneasy allies in an adventure against Dracula.

As vamps running a local night club or strip joint they would have certainly heard of Dracula's return to Freedom City. Maybe they go to the Heroes in hopes of securing passage out in exchange for knowledge about Dracula and his plans.

What keeps the heroes of Freedom City from shutting them down? Simple, Mayfair's is on the books a legit legal enterprise. Fran and Miriam pay the city thousands in tax revenues not to mention their charitable contributions to homeless shelters (where they can also look for new recruits) and to homes for battered women (nothing nefarious here, Fran feels the need to help). So even city leaders that are not customers see Mayfair's as positive thing. Their underground business has never been proven, so any crimes that happen are hearsay or rumor only.


Fran
PL: 10 (150 pp)

Str: 14 (+2) Dex: 16 (+3) Con: NA Int: 13 (+1) Wis: 20 (+5) Chr: 26 (+8)

SKILLS: Acrobatics 4 (+7), Bluff 10 (+18), Climb 4 (+6), Concentration 4 (+9), Diplomacy 6 (+14), Disguise 4 (+12), Drive 2 (+5), Escape Artist 4 (+7), Gather Info 4 (+12), Handle Animal (+8), Intimidate 8 (+16), Investigate 4 (+5), Arcane Lore 2 (+3), History 4 (+5), Tactics 2 (+3), Theology and Philosophy 2 (+3), Streetwise 4 (+5), Notice 8 (+13), Dance 2 (+10), Acting 4 (+12), Ride (+3), Search 4 (+5), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 6 (+9), Survival 8 (+13), Swim (+2)

FEATS: Accurate Attack, Assessment, Attractive (1), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Fearless, Improved Critical (1), Improved Grapple, Uncanny Dodge        

If using the Mayfair's scenario above Fran also has the following Feats
Connected, Contacts and Well-Informed       

POWERS:
4        Mind Control (visual dependent)
1        Drain Constitution (blood Drain)
30      Immunity (Fortitude Effects)       
5        Protection
5        Regeneration (blood drain based)
2        Supersenses
1        Time Control*
       
COMBAT: Melee 5 [Unarmed +2 (Bruise)] Ranged 5 [Unarmed +2 (Bruise)] Defense 15 (15 flatfooted) Init +3               
       
SAVES: Toughness 5 (5 flat-footed) Fortitude 0 Reflex 8 Will 13       

DRAWBACKS:        
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] - 3
Weakness -Sunlight [Freq DC 5] [Sev DC 10] -4
       
Breakdown: Abilities 29 + Skills 28 (110 ranks) + Feats 11 + Powers 57 + Combat 20 + Saves 13 Drawbacks -8 = 150       

Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.


Miriam
PL: 10 (150 pp)       
Str: 16 (+3) Dex: 16 (+3) Con: NA Int: 14 (+2) Wis: 20 (+5) Chr: 22 (+6)               

SKILLS: Acrobatics 4 (+7), Bluff 8 (+14), Climb 4 (+7), Concentration 1 (+6), Diplomacy 6 (+12), Disguise 4 (+10), Drive 1 (+4), Escape Artist 4 (+7), Gather Info 4 (+10), Handle Animal (+6), Intimidate 4 (+10), Investigate 4 (+6), Arcane Lore 2 (+4), History 8 (+10), Tactics 1 (+3), Theology and Philosophy 1 (+3), Streetwise 4 (+6), Medicine 2 (+7), Notice 6 (+11), Dance 2 (+8), Acting 4 (+10), Ride (+3), Search 4 (+6), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 4 (+7), Survival 8 (+13), Swim (+3)        

FEATS: Accurate Attack, Assessment, Attractive (2), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Improved Critical (1), Improved Grapple, Uncanny Dodge                

If using the Mayfair's scenario above Miriam also has the following Feats
Connected, Contacts and Well-Informed               

POWERS:       
1        Drain Constitution (blood Drain)
30      Immunity (Fortitude Effects)       
5        Mind Control (visual dependent)
7        Protection
5        Regeneration (blood drain based)
2        Supersenses
1        Time Control*
       
COMBAT: Melee 5 [Unarmed +3 (Bruise)] Ranged 5 [Unarmed +3 (Bruise)] Defense 15 (15 flatfooted) Init +3               
       
SAVES: Toughness 7 (7 flat-footed) Fortitude 0 Reflex 8 Will 13       

Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] -3
Weakness -Sunlight [Freq DC 5] [Sev DC 5] -3
       
Breakdown: Abilities 28 + Skills 25 (100 ranks) + Feats 11 + Powers 61 + Combat 20 + Saves 13 Drawbacks -8 = 150

Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser Daylight drawback).

ETA: Also at the Atomic Think Tank. http://www.atomicthinktank.com/viewtopic.php?f=14&t=23130

5 comments:

Tourq said...

I have played old-school "Super World" and "Heroes Unlimited" for hundreds of hours, easily, but I have never played "Mutants & Masterminds." I think now that when I go to my first convention, I'll sign up for a game.

-Tourq

greywulf said...

Nicely done. Fitting a vampire into PL10 and covering all the tropes is quite an achievement :D

seaofstarsrpg said...

In one M&M game I was in we ending up facing a Japanese Five-Team (this season's 'Power Ranger') who had been turned into vampires. So they had wacky color coded tech gear plus vampire powers . . . That was a wacky game.

Trey said...

Cool. And nice use of a pic from Vampyres, too. ;)

Tim Brannan said...

I like using Vampires in Supers games, even if they just come off as another type of super.

All those years of reading "Tomb of Dracula" I guess.

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