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STR +10 (30/10) DEX +1 (13) CON +1 (12) INT +0 (11) WIS +1 (12) CHA +1 (12)

Saves: Toughness +11 (10 Impervious) Fortitude +10 Reflex +6 Will +8

Skills: Bluff 6 (+6), Diplomacy 8 (+8), Intimidate 6 (+6), Language (Chinese, English, French, German, Korean, Polish, Vietnamese), Notice 6 (+6), Sense Motive 4 (+4), Stealth 8 (+8), Survival 8 (+8)

Feats: Attack Focus (Melee) 2, Benefit (Security Clearance), Inspire, Leadership, Master Plan, Move-by Action

Powers: Enhanced Ability (Strength) 20, Flight 6 (500 mph), Immunity 1 (Aging), Protection 10 (Extras: Impervious 9), Super-Strength 6 (heavy load: 200 tons)

Combat: Attack +10, Grapple +26, Damage +10 (unarmed), Defense +9, Knockback -10, Initiative +1

Totals: Abilities 10 + Skills 14 + Feats 7 +

Powers 64 + Combat 34 + Saves 21 = Total 150

Red Hammer (Aleksei Tarasov) is an older Soviet hero and leader of the People’s Revolution superteam. Like John Bull and Old Glory - his superpowers were the result of Allied scientists trying to recreate the German Übermensch formula that had created dozens of super-soldiers for the Third Reich. The Allies were working from sketchy notes stolen from a Nazi scientist and had great difficulty recreating the formula.

The Soviet super soldier program was given a needed boost when Red Army troops overran a German HQ in Stalingrad. In the basement they captured a solitary Bavarian mystic who was conducting rituals to benefit Nazi troops during the siege.

Under torture, the mystic revealed the secret of the Third Reich’s super-soldier program. The process is alchemical-requiring both the chemicals ingested by the subject and a mystical ritual that guides the transformation. Without the ritual directing the chemical formula’s process, the transformation will be uncontrolled and will most often result in the death of the test subject.

[The demo includes a handfull of new characters and more! Thirteen pages total!]

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Buy Softcover at Lulu

Hang up your cape, put your truth and justice away, because it’s time to go be the bad guys! As villains summoned by the mysterious anarchist Monkeywrench, can the characters steal ancient artifacts from the Johnsonian Museum? What are their employer’s true motives? There’s only one way to find out - join the battle FOR evil in this decidedly different (and free!) Superlink adventure for your campaign!

Something Old is a complete adventure, including stats for the heroes your villains face, for the superhuman terrorist Monkeywrench, a color map of the exhibit hall, printable handouts for players and includes complete write-ups of arcane Devices featured in the upcoming Catacombs of Mistress Hecate PDF from Protocol Zero Productions.

Written by Darren Bulmer and Mark Carroll
Full-color illustrations by Darren Bulmer
16 pages, PDF

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Green Ronin has posted two preview excerpts from the Paragons intro adventure A More Perfect Union to the Gimmick’s Gadgets section of the MutantsandMasterminds.com site: two of the pre-generated player characters and two pages of the paragon character creation guidelines. Click over and check them out!

A More Pefect Union PDF Previews

While over there be sure to check out all the other Paragon goodness they have to offer!

Circle Seven presents GM’s with a collection of villains who happen to be the world’s richest and most famous metal band. Rather than try to hide their identities, they’ve gone public in a big way, using their infamy to boost their record sales! By default, C7 is a group of slightly wacky and over the top villains. But they can also provide a more serious foil in campaigns where the PC’s are struggling with the media, secret identities, and the like. So grab your axe, fire up the amps, and get ready to rock!

The Band

C7’s current lineup is – pardon the expression – a motley crew. Lead singer Jörgen Ströss, lead guitarist Simon St. Simone, bassist Billy Z. Bubba, and now-deceased drummer Freddy Greely (see sidebar) were the original members. Since their formation, the band has gone through three drummers, with the unusual Black Callie now sitting behind the kit. In the early 90’s, they added rhythm guitarist Winston Fontaine, and shortly thereafter the band broke into the big leagues, releasing their multi-platinum album Autopsy Erotica.

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The Graveyard Gang presents GM’s with a collection of villains with a B horror movie theme. While they can be played straight, they’re written as wacky and over the top, more Rocky Horror Picture Show than horror proper. The jump from Rocky to House of 1000 Corpses is a small one for the Gang, if that’s more your speed. If you’re interested in something more supernatural, you’ll also find information here about the Halloween dimension – the Boneyard – along with some of its more fearsome residents.

Livia Darke Equipment:

Gadgets: Livia can use up to 50 points worth of Gadgets at any given time. These are just a few of her favorites. (See the sidebar on page 3 for a description of the Gadgets power. )Pants of Ferrigno: A pair of tattered purple jeans. [Enhanced Strength 20, Super-Strength 10 (Light load 250 tons, Power Feats: Groundstrike, Shockwave), Leaping 8 (Running long jump of about 2 miles), Device cost: 50 points]

Camera of Romero: This is a small 8mm camera. When activated, it turns cadavers into zombies. [Summon Zombies 1 (Power Feats: Progression x5 – 50 zombies, Extras: Fanatical, Horde, Device cost: 9 points)]

Mask of Savini: This mask doesn’t make the wearer look like someone else. Instead, it creates the illusion that the wearer is suffering from one disgusting – and incredibly realistic – wound after another. [Nauseate 10 (Extras: Area – Burst, Duration – Sustained, Flaws: Sense-Dependent (sight), Sicken), Device Cost: 30 points)]

Crystal Ball: A regulation bowling ball made of transparent ceramic, with a human head suspended inside it. [Blast 10 (Power Feats: Alternate Power – Trip 10), Device Cost: 21 points]

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Crimes are a supervillain staple. Bank robbery, arson, kidnapping, and the ever-popular holding the city for ransom it’s what villains do.

But in games there are really only two kinds of crimes: those where the specific crime matters (plot), and those where the crime is just a setting for the action (premise).

If the armored car gets away from the bank, the heroes are probably in hot pursuit, and may notice police setting up roadblocks on intersections on parallel streets, and may even see a twin armored car in the distance.

The other armored cars have already smashed into banks, so from here it’s a running battle to stop them before they make their escape, and prevent them from trashing most of downtown in the process. Each armored car has several police cars chasing after it, unable to do anything to stop it, and probably a police helicopter shadowing it as well. Gunners in the armored cars may take out police vehicles if they get too close or just to make more of a mess of things. The more chaos, the better their plan is working.

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Mong-si Jin was a lowly but gifted student of the ancient fighting arts before the Crimson Claw took her under his wing. He was drawn to her as much by her impressionable loyalty (which he has manipulated masterfully) as by her spiritual strength and potential. She is still new to the Western world and views everything with the xenophobic clarity and confidence that only ignorance can bring. She obeys the Crimson Claw without question: he is her master, she his disciple.

Jin serves as a student, bodyguard, unswerving lieutenant, and now also as the vital link in the Crimson Claw’s plans. Debased by a lifetime of immorality and vices, the Claw lacks the spiritual fortitude to absorb the fortune directly. Jin’s spirit is disciplined and pure, making her a perfect conduit for the stolen luck. With meditation and careful mantras, she is able to harness and contain this celestial fortune, and then channel the tamed power to her master, the Crimson Claw.

With the Lama’s teachings, Mong-si Jin’s potential has been unlocked, and she has rapidly developed chi powers far greater than her so-called master. Under the Claw’s gleeful encouragement this potential has been channeled into her fighting arts and honed into destructive powers. She can now make her aura tangible, surrounding her whole body in a golden field strangely reminiscent of burning flowers, augmenting both her attack and defense.

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Dr Null has a peerless mind but a woefully powerless body, and while Dr Null normally puts himself on equal footing with his superhero-nemesi by conquering the world from the safety of his latest armored battlewagon or floating Destructo-Sphere, this time he wants to get his hands dirty. Well, not his hands.

The good doctor has contacted the fugitive Neutron Fist and promised that he has discovered a method to turn the Fist back into an ordinary man. The Neutron Fist has been lied to before by others who would exploit his powers, but his desperation for a cure is still stronger than his doubts.

Technically Dr Null is not lying. He does have the means to turn the Neutron Fist back into an ordinary person, just not the person he once was. Dr Null’s real plan is to use his experimental mind transfer device to put his mind into the Neutron Fist’s unstoppable body and vice versa. With the Fist’s body he will have the power to lead his army of Atomic Supermen first hand as they conquer the world. Or so Dr Null intends.

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In the first part of this scenario (Open House) the heroes track Dr Null back to his secret base, braving the mad scientist in his lair to bring him to justice and end his reign of terror. The heroes have to endure cunning booby traps and then defeat the monstrous creations of Dr Null’s lab only to discover that they are too late, Dr Null has already departed to inflict one more fiendish plan upon humanity.

In the second part of this scenario (Dam Dr Null!) the heroes follow Dr Null to the Blake River Dam, where he seems prepared to destroy the dam and flood the city in a final act of spite. His real plan is far more diabolical - he intends to use the electricity from the dam to power his Seismic Converter, a device capable of inducing earthquakes across the globe.

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An ancient prophecy foretells that while the Ring grants powers to the avatars of the Zodiac setting them above ordinary mortals, if all the avatars stand together “they will know no bounds.” It was this prophecy the magician Octavius Erasmus (Pisces) intended to fulfill by seeking out the Zodiac avatars and awakening them.

The exact meaning of the prophecy is open to interpretation. Erasmus believed the avatars would become god-like in their power and wisdom, taking their appointed place as the orchestrators of human destiny. Hearing this, Aries understood it to mean “lots of power” and so has continued Pisces’s quest for his own benefit.

Aquarius believes that uniting the Zodiac will herald the New Age and bring an era of peace and unity to all the cosmos. This is not so different from what Erasmus envisioned, except Aquarius sees it as a time of brotherhood of all men, not a time for the Zodiac to sit as gods above man.

The other avatars can feel the pull of the Prophecy deep within them, but their expectation of what will happen if it is fulfilled is half instinct and half what they are told. Most expect the Prophecy will give them some unfathomable power because that is exactly what they want it to give them.

Whether the prophecy has any literal meaning beyond the fact that the Zodiac would benefit from working together is up to you!

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