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Mutants & Masterminds 	Supernatural Handbook
                          	 Supernatural




    Introduction.....................................4
                                                                                 Table of Contents
                                                                          Interrupts: A Game of I Dare You......24                                     Priority Three: Talk to Witnesses...... 51
                                                                          External Investigation..........................25                           Priority Four:
    Chapter 1: A World of Horror.......... 7                                Investigation Rewards....................... 26                              Bag and Tag the Evidence............ 51
                                                                        Character Re-Creation.............26                                           From the Outside................................ 51
       Genre versus Mood................................. 7
                                                                          Starting Power Levels...........................26                         Information Gathering.........................52
     Series Styles...................................7
                                                                            Normals (PL 3-6)................................. 26                       Surveillance.......................................... 52
       A Touch of Horror..................................... 7
                                                                            Pulp Heroes (PL 6-8)........................... 26                         Questioning.......................................... 52
         Session Elements....................................8
                                                                            Super Heroes (PL 8-12)...................... 27                            Databases............................................. 53
         Power Level Options:.............................8
       Monster of the Week............................... 8                 Heroes of Legend (PL 12+)................ 27
                                                                          Supernaturals                                                          Chapter 3:
         Series Elements.......................................8
         Power Level Options..............................8
                                                                             Ability Benchmarks...........................28                      Mastering your Fears.................. 55
                                                                          Complications.........................................29                Types of Horror..........................55
         Series Elements.......................................9
                                                                            Curse Sworn......................................... 29                   Sociological.......................................... 55
         Power Level Options..............................9
                                                                            Flashbacks............................................ 29                 Psychological....................................... 55
       Post-Apocalyptic...................................... 9
                                                                            Mythic Weakness................................ 29                        Allegorical............................................. 55
         Series Elements.......................................9
                                                                            Phobia................................................... 30              Scientific................................................ 56
         Power Level Options..............................9
                                                                            Monstrous............................................. 30                 Supernatural........................................ 56
       Post-Humanity........................................10
                                                                          Supernatural Equipment.....................30                               Natural.................................................. 56
         Series Elements.................................... 10
                                                                          Occult Tech...............................................33              Sociological Horror................................56
         Power Level Options........................... 10
                                                                        Supernatural Archetypes......34                                               Post-Apocalyptic Horror.................... 56
       The Ancient Ones...................................10
                                                                          Playing Monsters....................................34                      Alien Invasion...................................... 56
         Series Elements.................................... 10
                                                                            How They Became “Good”................ 34                                 Applications in a Supers Game....... 56
         Power Level Options........................... 10
                                                                            Monster Benchmarks......................... 35                            Sociological series Examples............ 57
       Children of Myth....................................11
                                                                            Weaknesses.......................................... 36                 Psychological Horror.............................57
         Series Elements.................................... 11
                                                                          Archetypes................................................36                Applications in a Supers Game....... 57
         Power Level Options........................... 12
                                                                            Cursed Adventurer.............................. 37                        Psychological Series Examples........ 58
       Science Amok..........................................12
                                                                            Ex-Cape................................................. 38             Allegorical Horror...................................58
         Series Elements.................................... 12
                                                                            Infected Hero........................................ 39                  Applications in a Supers Game....... 58
         Power Level Options........................... 12
                                                                            Massacre Survivor.............................. 40                        Allegorical Series Examples.............. 59
       Altered History........................................13
                                                                            Monster Hunter................................... 41                    Horror Subtypes.....................................59
         Series Elements.................................... 13
                                                                            New Temple Guardian....................... 42                             Supernatural Horror........................... 59
         Power Level Options........................... 13
                                                                            Noble MOnster.................................... 43                      Scientific Horror.................................. 60
         Series Elements.................................... 14
                                                                        nstrous Templates.....................44                                      Natural Horror..................................... 60
         Power Level Options:.......................... 14
                                                                          Alien............................................................44         A Confluence of Horror...................... 61
       Enslaved....................................................14
                                                                            Hunter.................................................... 44         Part-Time Horror.......................61
         Series Elements.................................... 15
                                                                            Hybrid.................................................... 44           Part-Time Campaigns...........................61
         Power Level Options........................... 15
                                                                            Infiltrator............................................... 45             Solo Sessions........................................ 61
     Time Periods in Horror.............16
                                                                            Swarmer................................................ 45                Story Arc................................................ 61
       Mythic Age...............................................16
                                                                          Artificial Life.............................................45              Season................................................... 61
         Muslim Conquest (600s-1400s)....... 16
                                                                            Familiar................................................. 45            Part-Time Scenarios...............................62
         Crusades (1000s-1300s).................... 16
                                                                            Golem.................................................... 45              Future Flash.......................................... 62
         Inquisition (1300s-1700s)................. 16
                                                                            Robot..................................................... 45             Time Gone By....................................... 62
       Industrial Age..........................................17
                                                                          Celestial.....................................................45            What If Worlds..................................... 62
         Weird West (Mid to Late 1800s)....... 17
                                                                            Angel...................................................... 46            Alien Planets........................................ 63
         Steampunk (1800s)............................ 17
                                                                            Demon................................................... 46               In Someone Else’s Shoes.................... 63
         New Science (1890s-1910s).............. 17
                                                                            Immortal............................................... 46                Tangent One-Shots............................. 64
       Pulp Age....................................................18
                                                                          Gestalt........................................................46       Fear and Corruption................64
         Roaring Twenties (1920s).................. 18
                                                                            The Beast............................................... 47             Fear..............................................................64
         The Dirty Thirties (1930s).................. 19
                                                                            Mad Science Hybrid........................... 47                          Fearlessness.......................................... 64
         Nazis (1930s)........................................ 19
                                                                          Risen...........................................................47        Corruption................................................65
       The Cold War............................................19
                                                                            Classic Vampire................................... 47                     Types of Corruption............................ 65
         Fifties Paranoia (1950s)..................... 19
                                                                            Metrosexual Vampire......................... 48                           Acquiring Corruption......................... 65
         Seventies Upheaval (1970s)............. 19
                                                                            Mummy................................................. 48                 Effects of Corruption.......................... 65
       Age of Information................................20
                                                                            Zombie.................................................. 48               Corruption Limits................................ 66
       …and Everything Beyond..................21
                                                                          Shapeshifter.............................................48                 Removing Corruption........................ 66
         Armageddon (Immediate-Future).. 21
                                                                            Bastet..................................................... 49          Fear and Corruption in Action..........67
         Technology Awry (Near-Future)...... 21
                                                                            Doppelganger..................................... 49                      Madness................................................ 67
         Eaters of Stars (Far-Future)............... 21
                                                                            Lycanthrope......................................... 49                   Mutation............................................... 67
    Chapter 2: The Player’s                                               Spirit............................................................50        Toxicity................................................... 68
                                                                            Ghost...................................................... 50
      Guide to the Supernatural.......... 23                                Skin-Rider.............................................. 50
                                                                                                                                                      Wickedness........................................... 69
                                                                                                                                                  The Tools of Horror
      The Player’s Duties.................................23            Investigation 101:                                                          Gamemastering:
        Suspension of Disbelief..................... 23                    Down & Dirty............................50                               Feeling Scared?........................69
        Through the Eyes of the Character.23                              Crime Scene Investigation..................50                             This Is Not a Competition...................69
        Play to the Genre................................. 24               Priority One: Secure                                                    Precision vs. Blunt-Force Trauma......69
     Player Involvement...................24                                  the Crime Scene.............................. 50                        Disquiet versus Discomfort.............. 70
      Drawing Parallels....................................24               Priority Two: Sweep the Scene......... 51


2                                                                                                                                                                                   Introduction
Mutants & Masterminds 	Supernatural Handbook
                      	 Supernatural




  Tipping Point: Tilting the Scales.......70                          Raison d’Etre............................................97               Mr. Clown!........................................... 120
  Leaving in the Blanks............................70                   Tier 5 - Physiological.......................... 97                     Supernatural Slasher....................... 121
    Descriptions......................................... 70            Tier 4 - Safety....................................... 97               Trophy Hunter.................................... 122
    Let Them Suppose............................... 70                  Tier 3 - Love/Belonging...................... 98                        WTF!..................................................... 123
    Using the Senses................................. 71                Tier 2 - Esteem...................................... 98             Clippings......................................124
    Heralds.................................................. 71        Tier 1 - Self-Actualization:................. 98                     Case Files.....................................127
    Vaguely Seen........................................ 71           Gods & Monsters....................................98                   Bandwidth............................................. 128
    Be Inventive.......................................... 71           Arachnids.............................................. 98              Background........................................ 128
  Toying with Expectations....................71                        Fungi...................................................... 99          Investigation...................................... 128
  Humor in Horror.....................................72                Insects.................................................. 100           Conflict................................................ 129
Intermediate Tools                                                    Cults......................................................... 101        Location.............................................. 129
  of Horror GMing.....................72                                Unlike Real World Cults….............. 101                              Adversary............................................ 129
  Horrifying                                                            The Promise........................................ 102                 Finale................................................... 130
     the Already Powerful........................72                     The Corruption.................................. 103                  Sleeping Gods Lie............................... 130
  Monster Power Plays.............................72                    The Agenda........................................ 103                  Background........................................ 131
    Greater Power Level............................ 72                  The Ace in the Hole........................... 104                      Investigation...................................... 131
    Immunities............................................ 72        Disasters: Dead                                                            Conflict................................................ 132
    Linked.................................................... 73      and Dying Worlds.................104                                     Location.............................................. 132
    Overwhelm........................................... 73           Global Flooding................................... 104                    Adversary............................................ 132
    Adapt..................................................... 73       Flood Repercussions......................... 104                        Finale................................................... 133
    Attacking the                                                     Impact Winter....................................... 106                Orphan Killer......................................... 133
       Hero’s Physical Weaknesses......... 73                           The Effects........................................... 106              Background........................................ 133
    Attacking the Hero’s Mental State.. 74                            And All the Rest................................... 107                   Investigation...................................... 134
    Attacking the Hero’s Emotions........ 77                                                                                                    Conflict................................................ 134
Advanced Thoughts on                                                Chapter 4:                                                                  Location.............................................. 134
  Gamemastering Horror.......79                                      Misadventures in Horror........... 109                                     Adversary............................................ 135
  Maslow’s                                                                                                                                      Finale................................................... 136
     Hierarchy of Needs............................79                Build-A-Critter..........................109
                                                                      Abilities................................................... 109        The Blood Cult...................................... 136
    Mirror Neurons.................................... 80                                                                                       Background........................................ 136
    Degrees of Separation....................... 81                     Nimble Packages............................... 109
                                                                        Strong Packages............................... 110                      Investigation...................................... 137
    I, Monster.............................................. 82                                                                                 Conflict................................................ 138
The Player’s Job...........................83                           Cunning Packages............................ 110
                                                                        Alluring Packages............................. 110                      Location.............................................. 138
  Investing the Player...............................83                                                                                         Adversary............................................ 138
  Reward the Fear......................................84             Skills and Advantages....................... 111
                                                                      Horrific Effects...................................... 111                Count Dracula................................... 138
  Know Their Fears....................................84                                                                                        Centurion Half-Bloods..................... 140
    Types of Fears....................................... 84            Attacks................................................. 111
                                                                        Defense................................................ 112             Legati Vampire.................................. 141
    Describing the Phobia....................... 85                                                                                             Finale................................................... 141
    Other Theatrics.................................... 86            Haunted Houses.................................. 112
Creating 101..................................86                        Abilities................................................ 113      Chapter Five: ARCADE..................... 143
  Creating Organizations........................86                      Location, Location, Location.......... 114
                                                                     MONster Archetypes...............114                                    Inside the Arcade......................143
    The Rationale....................................... 86                                                                                    The Gravity of Balance...................... 144
    Their History......................................... 88         Dark Emissary....................................... 114
                                                                      Inhuman Juggernaut......................... 115                          History of ARCADE.............................. 144
    Their Influence..................................... 89                                                                                    Organization......................................... 145
    Their Secret........................................... 90        Flesh Sculptor....................................... 115
                                                                      Infected................................................... 115          Leroy Dutch........................................... 146
    Their Structure..................................... 91                                                                                    The New Orleans Base....................... 148
    Their Public Face................................. 91             Mr. Clown!.............................................. 115
                                                                      Supernatural Slasher.......................... 115                       Fun & Mayhem with ARCADE......... 148
  Creating a New Mythology................92                                                                                                     Occasional Interaction.................... 148
    Rebirth................................................... 92     Trophy Hunter...................................... 115
                                                                      WTF!......................................................... 115          Ongoing Series.................................. 149
    The Myth Pattern................................ 93
                                                                        Dark Emissary.................................... 116
    The Myths............................................. 93
                                                                        Inhuman Juggernaut....................... 117
                                                                                                                                           Index...............................................150
    Figures of the Pantheon.................... 95
Alien Pantheons.........................97                              Flesh Sculptor.................................... 118             License............................................152
                                                                        Infected................................................ 119




Introduction                                                                                                                                                                                                    3
Mutants & Masterminds 	Supernatural Handbook
                          	 Supernatural




                                                                         Introduction
             The little boy looked frail, his duvet tucked up under his nose and his sandbagged eyes darting to
          every dark corner of the room. Outside Dutch’s window, the winds howled at the blistered farmhouse,
          the fields outside choked on a Dustbowl storm. A wisp of an old woman entered the room and sat at the
          edge of his bed, her veins mapping out the road of her years. Her eyes were almost white with cataracts
          but she steered by them just fine.
             “Granma?” Dutch asked. “Are monsters comin’ for me now?”
             She smiled and ran her fingers through his silken hair to comfort him. “Of course they are, dear. You
          know that. They always gonna come for you.”
             “You gonna kill them?” he asked.
             She shook her head and gently laid the nickel-plated revolver in his lap. “This here Colt belonged
          to my pappy. It killed many of them evil bastards and a few Union boys to boot. Every bullet, done
          baptised in blood. But Granma’s done fightin’ your fights. Time you became a man, Dutch. Time you
          killed them yerself. Or they ain’t never gonna stop comin’ for you.”
             Dutch nodded and propped himself up in his bed. He took the revolver in both hands, the nose
          dragged down by the weight of its long barrel. The old woman nodded and made her way to the
          bedroom door.
             “Night, Granma,” Dutch said. “Don’t let the bed bugs bite.”
             She nodded and pointed to the closet door. It swung open a hitch. “Ain’t the bed bugs you got to
          worry about,” she called from the hallway. “Do us proud, Dutch. I’ll pray I see you in the mornin’.” The
          closet door swung open another inch and Dutch could hear the monster breathing now….



    The Supernatural Handbook is a sourcebook for M&M               and all those dark and delicious things that lie beyond
    dealing with the paranormal from the context of the “extra-     conventional understanding. Or perhaps horror is about
    ordinary” investigating and confronting the “otherworldly.”     understanding them all too well.
    In other words, it’s about super-powered and fantastic men
    and women investigating horror. In these pages, imagina-        It’s about unnerving the players and about characters
    tion curdles as black as blood under a moonlit night, and the   playing scared. That last part is important, because
    unseen, the unimaginable holds court with cackling delight.     without the players’ cooperation, the game can go from
                                                                    Alien to Evil Dead 2, from Night of the Dead to Shaun of the
    These are games to be run by candlelight. These are             Dead. If that’s a deliberate choice, then let it be deliberate.
    heroes who face the unspeakable every dusk and struggle         Let it be unanimous from the series’ conception and not
    to usher in one more morning for a blissfully ignorant hu-      some cruel happenstance that derails the game.
    manity. Let the spandex-clad jesters have the daylight and
    their paparazzi. Let them stop bank robbers and defeat          Of all game types, horror is easiest to highjack. The wrong
    four-color villains with their four-color dreams. Your glory    joke here, a player unwilling to suspend disbelief there
    is unspoken, your enemies legion, your daily struggles          and all the tension evaporates. That’s why, when running
    fought from the shadows.                                        a horror or supernatural game, you need to line all your
                                                                    undead ducks in a row beforehand. The Supernatural
    In your worlds, your heroes speak in whispers, for words        Handbook is here to help you with that.
    can stir the sleeping leviathans from their slumber.

    In your worlds, the most inhuman of monsters can carry
    the most human of hearts, and the most mundane of
                                                                    Caveat Part II
    humans can carry the most monstrous of intentions.              The Supernatural Handbook deals with all types of horror,
                                                                    not just the supernatural kind. Slasher movies are about
    In your worlds, H.P. Lovecraft was a prophet and the Grimm      a type of terror that sometimes have little supernatural
    Brothers crusaders. Their tales weren’t just parables…they      in them. Apocalypse films that use natural disasters to
    were omens, instructions and promises.                          trigger “The End” have nothing mystical or mythologi-
                                                                    cal too them either. Giant sharks, killer ants, stalkers with

    The Caveat of Horror                                            murderous intent, diseases that ravage the body…all are
                                                                    equal to the task of scaring the player as any tentacle-
    Before diving into the guts of this sourcebook, let’s clarify   waving fiend.
    something. This sourcebook may draw upon the super-
                                                                    The fact is that horror can be anything from the ghost
    natural and its role in superhero games, but at its tar-
                                                                    dragging poor souls into its web to the search for a girl
    hearted core, it’s about horror. It’s about the unknown


4                                                                                                             Introduction
Mutants & Masterminds 	Supernatural Handbook
                      	 Supernatural




kidnapped by a torturing rapist. What matters here isn’t
the cause of the horror, which is only the vehicle, but the
shock and terror it generates in the vehicle’s passengers...
                                                                Chapter Overview
the players. It may stem from the anticipation and fear of      From heroes to monsters, archetypes to enemies, adven-
terrible things; it may come from witnessing brutal times       tures to locations, and advice to examples, this book is a
and acts. Regardless, though, it covers a wide range of         Gamemaster’s one-stop to run a horror game and player’s
what people consider horror, and it tries to deal with many     inspiration to play in one.
definitions by exploring what they evoke as opposed to
                                                                Chapter 1: A World of Horror deals with the basics of a
what causes them.
                                                                game. Be it series styles or the genres that use the super-
Throughout this book is material on the effects of a di-        natural, this is the place to lay a solid foundation with the
saster or the fear from loved ones jeopardized, etc., but       eras and types of horror out there.
what matters is that monsters are not scary on their own.
                                                                Chapter 2: The Player’s Guide to the Supernatural covers
Monsters and villains are only frightening in the context
                                                                all the tools and tricks that players can use to help them
of their actions and impact. The “Supernatural” part of the
                                                                survive a horror series, be it traits and modifications, rules on
Handbook (or “the Supernaturals series” when referring to
                                                                playing monsters, or both Heroic and Monstrous Archetypes.
a series) is just a vehicle for that impact.
                                                                Chapter 3: Master Your Fear arms Gamemasters with ev-

Using & Abusing this Book                                       erything they need to know about running and maintain-
                                                                ing series. Emphasis is placed here on running horror games
                                                                with powered heroes in mind, though the advice is certainly
Imagine horror is a great beast, a construct of fetid minds
                                                                open enough to run almost any style of horror game.
and maligned intentions. And like all beasts, this too must
be built from the skeleton up. Tendons, organs, muscles,        Chapter 4: Misadventures in Horror provides Game-
veins…a symphony of foul creation to haunt the dreams           masters with monsters and adventure ideas, haunted
of good folks.                                                  house construction, and a monster randomizer to harrow
                                                                the characters.
Therein lies the purpose of this book. For Gamemasters,
this book helps build the spirit and foundations of a good      Chapter 5: A.R.C.A.D.E. presents The American Research
horror series, and it offers advice on continuing said series   Center for the Arcane Defense of Earth (A.R.C.A.D.E.), a
into the twilight. For players, this book is of equal impor-    Federal organization dedicated to fighting the super-
tance. It details elements of building the right characters     natural. This organization is self-contained and can be
and the roles of said characters in the game.                   dropped into any series with minimal fuss.


Introduction                                                                                                                        5
Mutants & Masterminds 	Supernatural Handbook
                          	 Supernatural




6                               Chapter 1: A World of Horror
Mutants & Masterminds 	Supernatural Handbook
                      	 Supernatural




       Chapter 1: A World of Horror
        The ground ruptured and spread a delta of cracks and fissures across the city. Entire blocks vanished
      into the hellfire glow of the crevices while swaying tentacles the size of skyscrapers emerged from the
      ground to shatter buildings.
        “Tell me you’ve got a plan!” Morris said, looking at his companion, a wall of a man named Dutch.
        “Plan?,” Dutch said calmly; he smacked the baseball bat turned truncheon in his meaty palm. “We
      beat the ever-loving Christ out of that thing until we’re up to our eyeballs in calamari.”


Stemming from a long-running debate in the horror community, the arguments as to whether horror is a genre or
mood is a good place to start series discussions. The argument tries to define horror’s place, because some people clas-
sify it as a genre and others as a mood, which adds flavor to other genres.



Genre versus Mood                                                 nature of horror. The problem some people have with
                                                                  mood is they might actually enjoy the rotes and defini-
                                                                  tions of a genre. Slasher flicks, zombie stories, vampire
Old horror stories sprung from the breast of Gothic novels,       tales and apocalypse yarns are all subsets of horror genre
and were most certainly mood or emotive. They focused             with their share of fans who prefer the visceral and known
on nuance and the suggestion of something untoward,               elements of their beloved medium.
allowing the reader to fill in the gaps with their imagina-
tion. Mood is the horror in science-fiction films like Alien      Then, of course, you have those who say horror is neither
and Pitch Black. Mood is the horror in coming of age stories      or both, because if horror can’t be defined for it to be ef-
like Buffy the Vampire Slayer and Ginger Snaps, or in urban       fective, then it can be both genre and mood (or neither)
fantasy comics like Hellboy, The Goon or BPRD. Horror as          as the story demands.
mood is a spicing to change the nuance or theme of stories.
                                                                  How does this all apply to the Supernatural Handbook and
As a literary genre, however, horror follows a set of rules and   superheroes? Should the series be mood or genre? The
principles. It becomes category, as defined and regiment-         answer is, it can be both. It just depends on what the Game-
ed as science fiction and fantasy. Horror as genre came           master wants to accomplish. If the series is ongoing and the
about with writers like Stephen King and the booming              universe pre-established, then horror as mood is a perfect
sales of horror in the 1970s. Specifically, horror was at the     way to introduce the occasional supernatural element into
prime of its popularity when bookstores categorized it on         an otherwise normal supers game. If the series is dealing
their bookshelves for easier shopping because fans came           with specific horror-based events or enemies over the
looking for more books by King or “like King.”                    course of its life, then it can be genre. Otherwise, a trick to
                                                                  using both in an ongoing horror series is to say:
Another way to think of it is if horror was a country, then
genre would be its borders and mood would be its air.             Genre is the physical manifestation of horror (monster
                                                                  and location), while mood is the psychological ramifi-
A problem with defining horror as genre is that genre             cations of horror (its impact on the heroes and NPCs).
seeks to define a rules set, which some say defeats the



  Series Styles
When talking about a Supernaturals series, some of the threats and options have nothing to do with magic, but may
be stories of science run-amok or ancient technology so beyond our kin it might as well be magic. In this sourcebook,
“supernatural” is meant to mean anything that 1) provides an element of fear or terror to the series, and 2) is well outside
the status quo of our everyday lives. The latter is sometimes hard to establish in a world where heroes routinely break
the laws of physics, but so long as the setting establishes a baseline of normalcy, then the series or story arcs should be
about matters deviating from that baseline.



A Touch of Horror                                                 level dealing with the normality of any supers game. Once
                                                                  in a while, however, the odd villain, monster, artifact or arc
This is best when the game is already ongoing or the              comes into play that exposes the heroes to horror. It is the
group is only interested in occasional brushes with the           best way to keep the team off-balanced and it throws a
supernatural. This style of series uses heroes of any power       nice change of pace into a session.


Chapter 1: A world of Horror
             World                                                                                                                  7

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M&M Supernatural Handbook preview

  • 1. Mutants & Masterminds Supernatural Handbook Supernatural Introduction.....................................4 Table of Contents Interrupts: A Game of I Dare You......24 Priority Three: Talk to Witnesses...... 51 External Investigation..........................25 Priority Four: Chapter 1: A World of Horror.......... 7 Investigation Rewards....................... 26 Bag and Tag the Evidence............ 51 Character Re-Creation.............26 From the Outside................................ 51 Genre versus Mood................................. 7 Starting Power Levels...........................26 Information Gathering.........................52 Series Styles...................................7 Normals (PL 3-6)................................. 26 Surveillance.......................................... 52 A Touch of Horror..................................... 7 Pulp Heroes (PL 6-8)........................... 26 Questioning.......................................... 52 Session Elements....................................8 Super Heroes (PL 8-12)...................... 27 Databases............................................. 53 Power Level Options:.............................8 Monster of the Week............................... 8 Heroes of Legend (PL 12+)................ 27 Supernaturals Chapter 3: Series Elements.......................................8 Power Level Options..............................8 Ability Benchmarks...........................28 Mastering your Fears.................. 55 Complications.........................................29 Types of Horror..........................55 Series Elements.......................................9 Curse Sworn......................................... 29 Sociological.......................................... 55 Power Level Options..............................9 Flashbacks............................................ 29 Psychological....................................... 55 Post-Apocalyptic...................................... 9 Mythic Weakness................................ 29 Allegorical............................................. 55 Series Elements.......................................9 Phobia................................................... 30 Scientific................................................ 56 Power Level Options..............................9 Monstrous............................................. 30 Supernatural........................................ 56 Post-Humanity........................................10 Supernatural Equipment.....................30 Natural.................................................. 56 Series Elements.................................... 10 Occult Tech...............................................33 Sociological Horror................................56 Power Level Options........................... 10 Supernatural Archetypes......34 Post-Apocalyptic Horror.................... 56 The Ancient Ones...................................10 Playing Monsters....................................34 Alien Invasion...................................... 56 Series Elements.................................... 10 How They Became “Good”................ 34 Applications in a Supers Game....... 56 Power Level Options........................... 10 Monster Benchmarks......................... 35 Sociological series Examples............ 57 Children of Myth....................................11 Weaknesses.......................................... 36 Psychological Horror.............................57 Series Elements.................................... 11 Archetypes................................................36 Applications in a Supers Game....... 57 Power Level Options........................... 12 Cursed Adventurer.............................. 37 Psychological Series Examples........ 58 Science Amok..........................................12 Ex-Cape................................................. 38 Allegorical Horror...................................58 Series Elements.................................... 12 Infected Hero........................................ 39 Applications in a Supers Game....... 58 Power Level Options........................... 12 Massacre Survivor.............................. 40 Allegorical Series Examples.............. 59 Altered History........................................13 Monster Hunter................................... 41 Horror Subtypes.....................................59 Series Elements.................................... 13 New Temple Guardian....................... 42 Supernatural Horror........................... 59 Power Level Options........................... 13 Noble MOnster.................................... 43 Scientific Horror.................................. 60 Series Elements.................................... 14 nstrous Templates.....................44 Natural Horror..................................... 60 Power Level Options:.......................... 14 Alien............................................................44 A Confluence of Horror...................... 61 Enslaved....................................................14 Hunter.................................................... 44 Part-Time Horror.......................61 Series Elements.................................... 15 Hybrid.................................................... 44 Part-Time Campaigns...........................61 Power Level Options........................... 15 Infiltrator............................................... 45 Solo Sessions........................................ 61 Time Periods in Horror.............16 Swarmer................................................ 45 Story Arc................................................ 61 Mythic Age...............................................16 Artificial Life.............................................45 Season................................................... 61 Muslim Conquest (600s-1400s)....... 16 Familiar................................................. 45 Part-Time Scenarios...............................62 Crusades (1000s-1300s).................... 16 Golem.................................................... 45 Future Flash.......................................... 62 Inquisition (1300s-1700s)................. 16 Robot..................................................... 45 Time Gone By....................................... 62 Industrial Age..........................................17 Celestial.....................................................45 What If Worlds..................................... 62 Weird West (Mid to Late 1800s)....... 17 Angel...................................................... 46 Alien Planets........................................ 63 Steampunk (1800s)............................ 17 Demon................................................... 46 In Someone Else’s Shoes.................... 63 New Science (1890s-1910s).............. 17 Immortal............................................... 46 Tangent One-Shots............................. 64 Pulp Age....................................................18 Gestalt........................................................46 Fear and Corruption................64 Roaring Twenties (1920s).................. 18 The Beast............................................... 47 Fear..............................................................64 The Dirty Thirties (1930s).................. 19 Mad Science Hybrid........................... 47 Fearlessness.......................................... 64 Nazis (1930s)........................................ 19 Risen...........................................................47 Corruption................................................65 The Cold War............................................19 Classic Vampire................................... 47 Types of Corruption............................ 65 Fifties Paranoia (1950s)..................... 19 Metrosexual Vampire......................... 48 Acquiring Corruption......................... 65 Seventies Upheaval (1970s)............. 19 Mummy................................................. 48 Effects of Corruption.......................... 65 Age of Information................................20 Zombie.................................................. 48 Corruption Limits................................ 66 …and Everything Beyond..................21 Shapeshifter.............................................48 Removing Corruption........................ 66 Armageddon (Immediate-Future).. 21 Bastet..................................................... 49 Fear and Corruption in Action..........67 Technology Awry (Near-Future)...... 21 Doppelganger..................................... 49 Madness................................................ 67 Eaters of Stars (Far-Future)............... 21 Lycanthrope......................................... 49 Mutation............................................... 67 Chapter 2: The Player’s Spirit............................................................50 Toxicity................................................... 68 Ghost...................................................... 50 Guide to the Supernatural.......... 23 Skin-Rider.............................................. 50 Wickedness........................................... 69 The Tools of Horror The Player’s Duties.................................23 Investigation 101: Gamemastering: Suspension of Disbelief..................... 23 Down & Dirty............................50 Feeling Scared?........................69 Through the Eyes of the Character.23 Crime Scene Investigation..................50 This Is Not a Competition...................69 Play to the Genre................................. 24 Priority One: Secure Precision vs. Blunt-Force Trauma......69 Player Involvement...................24 the Crime Scene.............................. 50 Disquiet versus Discomfort.............. 70 Drawing Parallels....................................24 Priority Two: Sweep the Scene......... 51 2 Introduction
  • 2. Mutants & Masterminds Supernatural Handbook Supernatural Tipping Point: Tilting the Scales.......70 Raison d’Etre............................................97 Mr. Clown!........................................... 120 Leaving in the Blanks............................70 Tier 5 - Physiological.......................... 97 Supernatural Slasher....................... 121 Descriptions......................................... 70 Tier 4 - Safety....................................... 97 Trophy Hunter.................................... 122 Let Them Suppose............................... 70 Tier 3 - Love/Belonging...................... 98 WTF!..................................................... 123 Using the Senses................................. 71 Tier 2 - Esteem...................................... 98 Clippings......................................124 Heralds.................................................. 71 Tier 1 - Self-Actualization:................. 98 Case Files.....................................127 Vaguely Seen........................................ 71 Gods & Monsters....................................98 Bandwidth............................................. 128 Be Inventive.......................................... 71 Arachnids.............................................. 98 Background........................................ 128 Toying with Expectations....................71 Fungi...................................................... 99 Investigation...................................... 128 Humor in Horror.....................................72 Insects.................................................. 100 Conflict................................................ 129 Intermediate Tools Cults......................................................... 101 Location.............................................. 129 of Horror GMing.....................72 Unlike Real World Cults….............. 101 Adversary............................................ 129 Horrifying The Promise........................................ 102 Finale................................................... 130 the Already Powerful........................72 The Corruption.................................. 103 Sleeping Gods Lie............................... 130 Monster Power Plays.............................72 The Agenda........................................ 103 Background........................................ 131 Greater Power Level............................ 72 The Ace in the Hole........................... 104 Investigation...................................... 131 Immunities............................................ 72 Disasters: Dead Conflict................................................ 132 Linked.................................................... 73 and Dying Worlds.................104 Location.............................................. 132 Overwhelm........................................... 73 Global Flooding................................... 104 Adversary............................................ 132 Adapt..................................................... 73 Flood Repercussions......................... 104 Finale................................................... 133 Attacking the Impact Winter....................................... 106 Orphan Killer......................................... 133 Hero’s Physical Weaknesses......... 73 The Effects........................................... 106 Background........................................ 133 Attacking the Hero’s Mental State.. 74 And All the Rest................................... 107 Investigation...................................... 134 Attacking the Hero’s Emotions........ 77 Conflict................................................ 134 Advanced Thoughts on Chapter 4: Location.............................................. 134 Gamemastering Horror.......79 Misadventures in Horror........... 109 Adversary............................................ 135 Maslow’s Finale................................................... 136 Hierarchy of Needs............................79 Build-A-Critter..........................109 Abilities................................................... 109 The Blood Cult...................................... 136 Mirror Neurons.................................... 80 Background........................................ 136 Degrees of Separation....................... 81 Nimble Packages............................... 109 Strong Packages............................... 110 Investigation...................................... 137 I, Monster.............................................. 82 Conflict................................................ 138 The Player’s Job...........................83 Cunning Packages............................ 110 Alluring Packages............................. 110 Location.............................................. 138 Investing the Player...............................83 Adversary............................................ 138 Reward the Fear......................................84 Skills and Advantages....................... 111 Horrific Effects...................................... 111 Count Dracula................................... 138 Know Their Fears....................................84 Centurion Half-Bloods..................... 140 Types of Fears....................................... 84 Attacks................................................. 111 Defense................................................ 112 Legati Vampire.................................. 141 Describing the Phobia....................... 85 Finale................................................... 141 Other Theatrics.................................... 86 Haunted Houses.................................. 112 Creating 101..................................86 Abilities................................................ 113 Chapter Five: ARCADE..................... 143 Creating Organizations........................86 Location, Location, Location.......... 114 MONster Archetypes...............114 Inside the Arcade......................143 The Rationale....................................... 86 The Gravity of Balance...................... 144 Their History......................................... 88 Dark Emissary....................................... 114 Inhuman Juggernaut......................... 115 History of ARCADE.............................. 144 Their Influence..................................... 89 Organization......................................... 145 Their Secret........................................... 90 Flesh Sculptor....................................... 115 Infected................................................... 115 Leroy Dutch........................................... 146 Their Structure..................................... 91 The New Orleans Base....................... 148 Their Public Face................................. 91 Mr. Clown!.............................................. 115 Supernatural Slasher.......................... 115 Fun & Mayhem with ARCADE......... 148 Creating a New Mythology................92 Occasional Interaction.................... 148 Rebirth................................................... 92 Trophy Hunter...................................... 115 WTF!......................................................... 115 Ongoing Series.................................. 149 The Myth Pattern................................ 93 Dark Emissary.................................... 116 The Myths............................................. 93 Inhuman Juggernaut....................... 117 Index...............................................150 Figures of the Pantheon.................... 95 Alien Pantheons.........................97 Flesh Sculptor.................................... 118 License............................................152 Infected................................................ 119 Introduction 3
  • 3. Mutants & Masterminds Supernatural Handbook Supernatural Introduction The little boy looked frail, his duvet tucked up under his nose and his sandbagged eyes darting to every dark corner of the room. Outside Dutch’s window, the winds howled at the blistered farmhouse, the fields outside choked on a Dustbowl storm. A wisp of an old woman entered the room and sat at the edge of his bed, her veins mapping out the road of her years. Her eyes were almost white with cataracts but she steered by them just fine. “Granma?” Dutch asked. “Are monsters comin’ for me now?” She smiled and ran her fingers through his silken hair to comfort him. “Of course they are, dear. You know that. They always gonna come for you.” “You gonna kill them?” he asked. She shook her head and gently laid the nickel-plated revolver in his lap. “This here Colt belonged to my pappy. It killed many of them evil bastards and a few Union boys to boot. Every bullet, done baptised in blood. But Granma’s done fightin’ your fights. Time you became a man, Dutch. Time you killed them yerself. Or they ain’t never gonna stop comin’ for you.” Dutch nodded and propped himself up in his bed. He took the revolver in both hands, the nose dragged down by the weight of its long barrel. The old woman nodded and made her way to the bedroom door. “Night, Granma,” Dutch said. “Don’t let the bed bugs bite.” She nodded and pointed to the closet door. It swung open a hitch. “Ain’t the bed bugs you got to worry about,” she called from the hallway. “Do us proud, Dutch. I’ll pray I see you in the mornin’.” The closet door swung open another inch and Dutch could hear the monster breathing now…. The Supernatural Handbook is a sourcebook for M&M and all those dark and delicious things that lie beyond dealing with the paranormal from the context of the “extra- conventional understanding. Or perhaps horror is about ordinary” investigating and confronting the “otherworldly.” understanding them all too well. In other words, it’s about super-powered and fantastic men and women investigating horror. In these pages, imagina- It’s about unnerving the players and about characters tion curdles as black as blood under a moonlit night, and the playing scared. That last part is important, because unseen, the unimaginable holds court with cackling delight. without the players’ cooperation, the game can go from Alien to Evil Dead 2, from Night of the Dead to Shaun of the These are games to be run by candlelight. These are Dead. If that’s a deliberate choice, then let it be deliberate. heroes who face the unspeakable every dusk and struggle Let it be unanimous from the series’ conception and not to usher in one more morning for a blissfully ignorant hu- some cruel happenstance that derails the game. manity. Let the spandex-clad jesters have the daylight and their paparazzi. Let them stop bank robbers and defeat Of all game types, horror is easiest to highjack. The wrong four-color villains with their four-color dreams. Your glory joke here, a player unwilling to suspend disbelief there is unspoken, your enemies legion, your daily struggles and all the tension evaporates. That’s why, when running fought from the shadows. a horror or supernatural game, you need to line all your undead ducks in a row beforehand. The Supernatural In your worlds, your heroes speak in whispers, for words Handbook is here to help you with that. can stir the sleeping leviathans from their slumber. In your worlds, the most inhuman of monsters can carry the most human of hearts, and the most mundane of Caveat Part II humans can carry the most monstrous of intentions. The Supernatural Handbook deals with all types of horror, not just the supernatural kind. Slasher movies are about In your worlds, H.P. Lovecraft was a prophet and the Grimm a type of terror that sometimes have little supernatural Brothers crusaders. Their tales weren’t just parables…they in them. Apocalypse films that use natural disasters to were omens, instructions and promises. trigger “The End” have nothing mystical or mythologi- cal too them either. Giant sharks, killer ants, stalkers with The Caveat of Horror murderous intent, diseases that ravage the body…all are equal to the task of scaring the player as any tentacle- Before diving into the guts of this sourcebook, let’s clarify waving fiend. something. This sourcebook may draw upon the super- The fact is that horror can be anything from the ghost natural and its role in superhero games, but at its tar- dragging poor souls into its web to the search for a girl hearted core, it’s about horror. It’s about the unknown 4 Introduction
  • 4. Mutants & Masterminds Supernatural Handbook Supernatural kidnapped by a torturing rapist. What matters here isn’t the cause of the horror, which is only the vehicle, but the shock and terror it generates in the vehicle’s passengers... Chapter Overview the players. It may stem from the anticipation and fear of From heroes to monsters, archetypes to enemies, adven- terrible things; it may come from witnessing brutal times tures to locations, and advice to examples, this book is a and acts. Regardless, though, it covers a wide range of Gamemaster’s one-stop to run a horror game and player’s what people consider horror, and it tries to deal with many inspiration to play in one. definitions by exploring what they evoke as opposed to Chapter 1: A World of Horror deals with the basics of a what causes them. game. Be it series styles or the genres that use the super- Throughout this book is material on the effects of a di- natural, this is the place to lay a solid foundation with the saster or the fear from loved ones jeopardized, etc., but eras and types of horror out there. what matters is that monsters are not scary on their own. Chapter 2: The Player’s Guide to the Supernatural covers Monsters and villains are only frightening in the context all the tools and tricks that players can use to help them of their actions and impact. The “Supernatural” part of the survive a horror series, be it traits and modifications, rules on Handbook (or “the Supernaturals series” when referring to playing monsters, or both Heroic and Monstrous Archetypes. a series) is just a vehicle for that impact. Chapter 3: Master Your Fear arms Gamemasters with ev- Using & Abusing this Book erything they need to know about running and maintain- ing series. Emphasis is placed here on running horror games with powered heroes in mind, though the advice is certainly Imagine horror is a great beast, a construct of fetid minds open enough to run almost any style of horror game. and maligned intentions. And like all beasts, this too must be built from the skeleton up. Tendons, organs, muscles, Chapter 4: Misadventures in Horror provides Game- veins…a symphony of foul creation to haunt the dreams masters with monsters and adventure ideas, haunted of good folks. house construction, and a monster randomizer to harrow the characters. Therein lies the purpose of this book. For Gamemasters, this book helps build the spirit and foundations of a good Chapter 5: A.R.C.A.D.E. presents The American Research horror series, and it offers advice on continuing said series Center for the Arcane Defense of Earth (A.R.C.A.D.E.), a into the twilight. For players, this book is of equal impor- Federal organization dedicated to fighting the super- tance. It details elements of building the right characters natural. This organization is self-contained and can be and the roles of said characters in the game. dropped into any series with minimal fuss. Introduction 5
  • 5. Mutants & Masterminds Supernatural Handbook Supernatural 6 Chapter 1: A World of Horror
  • 6. Mutants & Masterminds Supernatural Handbook Supernatural Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. Entire blocks vanished into the hellfire glow of the crevices while swaying tentacles the size of skyscrapers emerged from the ground to shatter buildings. “Tell me you’ve got a plan!” Morris said, looking at his companion, a wall of a man named Dutch. “Plan?,” Dutch said calmly; he smacked the baseball bat turned truncheon in his meaty palm. “We beat the ever-loving Christ out of that thing until we’re up to our eyeballs in calamari.” Stemming from a long-running debate in the horror community, the arguments as to whether horror is a genre or mood is a good place to start series discussions. The argument tries to define horror’s place, because some people clas- sify it as a genre and others as a mood, which adds flavor to other genres. Genre versus Mood nature of horror. The problem some people have with mood is they might actually enjoy the rotes and defini- tions of a genre. Slasher flicks, zombie stories, vampire Old horror stories sprung from the breast of Gothic novels, tales and apocalypse yarns are all subsets of horror genre and were most certainly mood or emotive. They focused with their share of fans who prefer the visceral and known on nuance and the suggestion of something untoward, elements of their beloved medium. allowing the reader to fill in the gaps with their imagina- tion. Mood is the horror in science-fiction films like Alien Then, of course, you have those who say horror is neither and Pitch Black. Mood is the horror in coming of age stories or both, because if horror can’t be defined for it to be ef- like Buffy the Vampire Slayer and Ginger Snaps, or in urban fective, then it can be both genre and mood (or neither) fantasy comics like Hellboy, The Goon or BPRD. Horror as as the story demands. mood is a spicing to change the nuance or theme of stories. How does this all apply to the Supernatural Handbook and As a literary genre, however, horror follows a set of rules and superheroes? Should the series be mood or genre? The principles. It becomes category, as defined and regiment- answer is, it can be both. It just depends on what the Game- ed as science fiction and fantasy. Horror as genre came master wants to accomplish. If the series is ongoing and the about with writers like Stephen King and the booming universe pre-established, then horror as mood is a perfect sales of horror in the 1970s. Specifically, horror was at the way to introduce the occasional supernatural element into prime of its popularity when bookstores categorized it on an otherwise normal supers game. If the series is dealing their bookshelves for easier shopping because fans came with specific horror-based events or enemies over the looking for more books by King or “like King.” course of its life, then it can be genre. Otherwise, a trick to using both in an ongoing horror series is to say: Another way to think of it is if horror was a country, then genre would be its borders and mood would be its air. Genre is the physical manifestation of horror (monster and location), while mood is the psychological ramifi- A problem with defining horror as genre is that genre cations of horror (its impact on the heroes and NPCs). seeks to define a rules set, which some say defeats the Series Styles When talking about a Supernaturals series, some of the threats and options have nothing to do with magic, but may be stories of science run-amok or ancient technology so beyond our kin it might as well be magic. In this sourcebook, “supernatural” is meant to mean anything that 1) provides an element of fear or terror to the series, and 2) is well outside the status quo of our everyday lives. The latter is sometimes hard to establish in a world where heroes routinely break the laws of physics, but so long as the setting establishes a baseline of normalcy, then the series or story arcs should be about matters deviating from that baseline. A Touch of Horror level dealing with the normality of any supers game. Once in a while, however, the odd villain, monster, artifact or arc This is best when the game is already ongoing or the comes into play that exposes the heroes to horror. It is the group is only interested in occasional brushes with the best way to keep the team off-balanced and it throws a supernatural. This style of series uses heroes of any power nice change of pace into a session. Chapter 1: A world of Horror World 7