Mighty Mutants of Mirage City

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Mutant animals have always walked alongside us, caused by outrageous science, alien technology, forgotten magic or natural aberrations. In recent decades the number of mutants has increased exponentially. Human society fears and misunderstands these creatures, labeling them freaks or monsters, shunning or hunting them down.


But there are some who choose to be heroes.


This is their story.

Setting Rules[edit]

  • Fanatics: Enemy thugs take the damage for their masters.
  • Heroes Don't Kill: Wild Cards' melee attacks are nonlethal by default, with no penalty. Defeated enemies are assumed to be stunned, knocked out, or otherwise incapacitated, but not killed unless the Wild Card makes a specific point of going lethal. Ranged attacks use the normal rules, and certain weapons may always be lethal by virtue of their nature (such as a cursed magical sword).
  • Heroic Resilience: Wild Cards get a free natural healing roll at the end of any scene in which they take one or more wounds. This roll cannot heal wounds that were not taken in that scene.
  • High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.
  • More Skill Points: Player characters in advanced or specialized settings start with 15 skill points
  • No Finishing Moves: Incapacitated heroes are not subject to finishing movies (though attackers still get The Drop)
  • Throwdown: Unarmed characters do not suffer from the usual Unarmed Defender rule.
  • Unarmored Hero: Wild Cards without armor add +2 to their Soak rolls.
  • Wound Cap: Wild Cards never suffer more than four wounds from a single hit.


Our Heroes[edit]

Character
species, role
player
Pace Parry Toughness Edges and
Racial Advantages
Hindrances and
Racial Disadvantages
Attributes Super Powers
Bambi
deer psychic
Nex
6 5 5 Alertness Outsider (major)
Awkward Shape
All Thumbs
Curious
Distinctive Feature (giant pink antlers when using powers)
Illiterate
Naive (-1 to Common Knowledge)
Agility d10
Smarts d8
Spirit d10
Strength d6
Vigor d6
Barrier [telekinetic force, 12" by 1", Tough 10]
Fear [LBT]
Force Field [5 points, telekinetic, MBT, requires activation]
Heightened Senses [low-light vision]
Super Attributes [+1 Agility, +1 Smarts, +1 Spirit]
Telekinesis [flight pace 6, Str d10]
Elizabeth "Bean" Williams
red squirrel gadgeteer
Shadowsaint007
8 4 4 Fleet-Footed
Bite (Str + d4)
Mr. Fixit
Outsider (major)
Awkward Shape
Frail
Heroic
Loyal
Quirk: Easily Distracted
Agility d6
Smarts d10
Spirit d6
Strength d4
Vigor d6
Blind (flash-bangs) [Device, MBT, Athletics]
Dodge 2
Entangle (gunk bombs) [Device, MBT, Strong, Athletics]
Genius
Leaping [4" vertical, 8" horizontal
Ranged Attack (plasma pistol) [3d6, Device, Lethal]
Super Attribute [Smarts +1]
Super Science [Overload]
Super Skills [Common Knowledge +1, Electronics +1, Hacking +1, Research +1, Science +1, Thievery +1]
Wall-Walker
Kit
fox ninja
IMGoose
8 8 4 Low-light Vision
Alertness
Free Runner
Outsider (major)
Awkward Shape
Cautious
Small
Suspicious (minor)
Vow
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Dodge 3
Melee Attack [Str + 3d6, Special Weapon, AP 2, Device]
Obscure
Pace +2
Ranged Attack (shuriken) [2d6 damage]
Super Skills [Athletics +3, Fighting +3, Stealth +3]
Swinging [move at pace 12 on some kind of line]
Wall-Walker
Rembrandt
lion brawler
Delazur
6 6 6 Berserk
Brawler
Common Bond
Bite and Claws
Outsider (major)
Overconfident
Awkward Shape
Heroic
Grim
Quirk: Always goes for the biggest threat
Agility d8
Smarts d4
Spirit d8
Strength d8
Vigor d8
Additional Actions [-4 to MAP]
Awareness [reduce attack penalties caused by enemies by 2]
Fearless
Hardy
Heightened Senses [Hearing, Low-light Vision, Smell]
Leaping [4" vertical, 8" horizontal]
Melee Attack [bite and claws, Str + 2d6, +2 to Athletics (climbing), can bite while grappling]
Super Attribute [Vigor]
Super Edge [Berserk]
Uncanny Reflexes
Vera Biryukova
borzoi psychic investigator
Elfwine
8 6 5
Smarts starts at d6 and caps out at d12+1
Environmental Resistance (Cold)
Starts with Focus d4 and Notice d6
Alertness
Investigator

Awkward Shape
Outsider (Major)

Death Wish
Heroic
Loyal
Secret (Minor)
Ruthless (Minor)
Suspicious (Minor)
Agility d6
Smarts d8
Spirit d8
Strength d6
Vigor d6
Awareness II
Fearless
Heightened Senses [Low Light Vision, Smell]
Illusion* + After Effects
Mind Shield
Mind Reading* + Memory Mastery +Strong
Object Reading* + Requires Touch
Pace
Super Skill V (Fighting +1, Focus +2, Shooting +1, Stealth +1)
Abilities marked with * are psionic when it matters.

Allies and Contacts[edit]

General Simon Hogarth, US Army (retired)

  • Patron of the Mighty Mutants.

Fox Clan

  • Noble Japanese shinobi clan, rivals of the Serpent Clan

Frank Brickbiter

  • Sewer-dwelling mutant rat, distrusts humans. Friend of Bean.

Ianka Nowak

  • Elderly Polish restaurant-owner. Leaves food out for Kit

Joseph "King" Williams

  • Auto mechanic, adoptive father of Bean.

Lacy Carmichael

  • Nurse at Mirage City General Hospital. Friend of Stick.

Lionel

  • Zookeeper at the Mirage City Zoological Gardens, big cat keeper

Rivals and Supervillains[edit]

Adrien Biggles

  • Professional cat burglar

Detective Sergeant Frank Battle

  • Cowboy cop who hates vigilantes and mutant animals

Dr. Scorpion

  • Formerly human, now a spider/scorpion mutant chimera. Wants revenge on the FDMH escapees.

The Serpent Clan

  • Unscrupulous Japanese shinobi clan, rivals of the Fox Clan

Retired Heroes[edit]

Character
species, role
player
Pace Parry Toughness Edges and
Racial Advantages
Hindrances and
Racial Disadvantages
Attributes Super Powers
Stick Skydancer
langur acrobat
brahnamin
6 6 5 Charismatic
Wall-walker
Outsider (major)
Awkward Shape
Can't Swim
Curious
Mild-Mannered
Agility d8
Smarts d6
Spirit d10
Strength d6
Vigor d6
Leaping [32" vertical, 64" horizontal; Bounce, Frenzy From Above]
Dodge 3
Extra Limb [prehensile tail]
Fearless
Heightened Senses [eagle eyes, low-light vision, hearing]
Regeneration [free Focus roll 1/round to heal 1 wound, 2 w/raise]
Scan [Biological]
Speak Languages

Mutants In Disguise[edit]

Mutant animals are not human and have no legal rights. Although the existence of mutant animals is common knowledge, they are rare enough that most people will never see one, and sightings of mutants occasionally make the news. A mutant animal wandering the streets openly will attract attention, much of it unfriendly; for this reason, most mutant animals are adept at disguises.

A disguise attempt requires some sort of clothing that covers most of the character, such as a long dress and wig or a trenchcoat and fedora. Disguising yourself takes about five minutes and requires a Smarts roll. You can attempt a rushed disguise check in one round, which imposes a -2 penalty on the Smarts roll. Other modifiers might apply if you have a good- or poor-quality disguise, or if you have plenty of time to check the details.

A disguise automatically stands up to casual inspection; you can walk down the street without any problems. When you are interacting with someone who has reason to be suspicious, to examine you closely, or who the GM otherwise thinks would have a chance to penetrate your disguise, the other character makes a Notice roll. If you failed your Smarts roll, the Notice roll is made at +2; if you succeeded with a raise on your Smarts roll, the Notice roll is at -2. Success on the Notice roll means that the character sees something that makes them suspicious, but they do not immediately recognize you as a mutant animal; success with a raise means they recognize your nature immediately.

Combat is hard on disguises. If a character engages in melee combat, their disguise is assumed to be ruined, and they must re-disguise themselves afterwards if they wish to remain incognito. Other strenuous activity may also ruin disguises, at the GM’s discretion. Characters who wish to remain disguised are advised to keep a backup disguise handy.