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The Looking Glass Gang, Part 2

Curiouser and Curiouser...


The nature of the Looking Glass Gang and White Rabbits
abilities are such that the gangs membership may continue to change over time, following the theme of Linholms
obsession with Alice in Wonderland. New members may
replace those captured and even removed from White
Rabbits influence, either filling existing roles in the gang
or adding new ones. Some existing villains in other Threat

Reports or from the Emerald City Knights adventure series


may fit into White Rabbits vision for the Looking Glass
Gang, allowing you to introduce (or re-introduce) them
into your series in a novel way. Here are just some of the
possibilities:

Anvil (TR#5): With his invulnerability and size, Anvil


might be dressed up in the role of the Mock Turtle,
a good deal more melancholy under White Rabbits
influence.

Battle Brothers (TR#37): Ideal candidates to


become the Tweedledee and Tweedledum of the
gang.

Black Vulture (TR#16): Another candidate for the


Griffon, or possibly the Crow (the Red Kings Bishop).

Cortex (TR#23): Best suited for the part of Humpty


Dumpty in the Gang. Cortex might come into conflict
if he sees White Rabbit cutting into his turf, leading to
his recruitment into the gang.

Faster Pussycat (TR#22): The glamorous thief


could become the gangs Cheshire Cat, able to

Threat Report: The Looking Glass Gang

vanish in an instant. How the blessings (and plans)


of Bast would interact with White Rabbits powers is
left up to the GM.

Alice PL9 76 points

Gator (ECK#2): A replacement for Bill the Lizard,


perhaps.

Powers: Impossible Things (Immunity 10 (Mental Effects),


Limited to half effect); Size Change (Growth 14; A.E.:
Shrinking 14)

Mindfire (TR#7): The cruel Mindfire becomes a fiery


Queen of Hearts; when she proclaims Off with their
heads! with her psionic powers, she may mean it literally!

Advantages: Accurate Attack, Interpose

Octaman (ECK#0): The hapless Octaman could end


up a Caterpillar for the Gang under White Rabbits
influence.

Offense: Initiative +2, Unarmed +4 (Close, Damage 0/14*/-3**)

Mongoose (ECK#0): Also a possible Cheshire Cat, if


Faster Pussycat doesnt work out.

Totals Abilities 14 + Powers 34 + Advantages 2 + Skills 5 +


Defenses 21= Total 76

Pack-Rat (TR#1): A potential replacement for Dormouse, or taking up the role of the Mouse (trapped
in a pool of tears and relating his own unique tale).

Complications: Didnt Ask For This (Alice sometimes


struggles against White Rabbits influence; a successful
interaction check might entrance her for a round or more.)

Sleepwalker (TR#28): With her powers, Sleepwalker


could be virtually any member of the Looking Glass
Gang. Perhaps, in conjunction with White Rabbits
abilities, she could even be all of them, manifesting the power to split into multiple super-forms,
or manifest them as mental projections. This could
make Ida Merrid into White Rabbits new Alice, particularly given her own literary interests. She could
also be a new Mad Hatter, able to wear different identities as her many hats.

Tribal (TR#8): With his animalistic powers, he is likely


to end up as the Griffon (perhaps teamed with Anvils
Mock Turtle). Under White Rabbits influence, the inner-city gangster acquires a strange Cockney accent
and arrogant, dismissive attitude.

Any or all of these new recruits are likely to be very


unhappy with White Rabbit if and when his influence
wears off and they return to their senses, particularly given
the outlandish costumes theyre likely to be wearing, and
the things theyll only vaguely recall doing.

Alice
Real Name: Alice Banks
Occupation: Former student
Base: Mobile
Alice didnt ask for any of this.
She didnt ask to be out shopping on Yellow Brick Row the day
of the Silver Storm. She didnt ask
to acquire the strange power to
change her size, and she certainly
didnt ask to attract the attention
of White Rabbit. But it was destiny,
you see. How else to explain it?
That a lovely blond young woman, right out of a storybook, with the power to change her size to fit into White
Rabbits Wonderland? It was meant to be. Oh, she took a
bit of persuading, but Alice came to understand that life

Threat Report: The Looking Glass Gang

STR 0/14*/-3** STA 0/14* AGL 2 DEX 1 FGT 2 INT 0 AWE 1 PRE 1

Skills: Close Combat: Unarmed 2 (+4), Insight 4 (+5),


Intimidation 0 (+1/+8*/-6**), Perception 4 (+5), Stealth 0
(+2/+16**)
Defense: Dodge 11/4*/18**, Parry 11/4*/18**, Fortitude 0/14*,
Toughness 0/14*, Will 4 *With full Growth modifiers. **With full
Shrinking modifiers.

with her new friends is better, even if she sometimes feels


that its all a bit mad.
Alices power allows her to go from her normal just over
five-foot height to some fifty feet tall, or to shrink down
to the size of a mouse (a real one, not a fellow like Dormouse). At her full height, shes strong enough to fling
a bus hundreds of feet through the air and shrug off
gunfire. At her smallest, she can slip unnoticed into carefully guarded places.

The Hatter
Real Name: Reginald Reggie Tybalt
Occupation: Inventor, criminal
Base: Mobile
Best not to call him mad. The
Hatter was never mad, oh, a bit
perturbed, certainly. Who wouldnt
be, at having their lifes work constantly questioned by lesser intellects? Is it his fault he couldnt
properly explain dimensional
compression and wormhole containment to those dunderheads?
No! But they insisted, oh yes, and on all of their safety
protocols and their oversight committees blathering on
and on about Professor Zed and Cerebrus Rex and previous trouble with dimensional interfaces and whatnot.
They didnt understand what it was like to be on the verge
of a world-changing breakthrough; how could they?
Reggie was so very frustrated with them all, until White
Rabbit opened his eyes and helped him to see. He didnt
need any of them!
What a breakthrough it was! The first portal locked on to
something and she came through: all shining and in red,
their new Queen. It was a pity about the lab, but then you
cant deal a hand without shuffling the cards, eh? It was an
easy matter to build the quantum conductor ring inside
an old hatband to hide it. Nothing up his sleeve (save his
arm), but always able to pull a new trick out of the ol hat.

The Hatter

PL10 125 points

STR 0 STA 0 AGL 1 DEX 3 FGT 1 INT 4 AWE 2 PRE 1


Powers: Hat Tricks (Array, 20 points)
Down Over the Eyes (Ranged Affliction 10 (Resisted and
Overcome by Dodge; Impaired, Disabled, Unaware))
20 points
Lost Marbles (Cone Area Affliction 10 (Resisted and
Overcome by Dodge; Hindered and Vulnerable, Defenseless
and Prone), Extra Condition, Limited Degree) 1 point
Powder Puff (Cloud Area 3 (60 feet) Visual Concealment
Attack 4) 1 point
Shrinking Hatband (Ranged Affliction 10 (Resisted by Dodge,
Overcome by Damage; Hindered and Vulnerable, Defenseless
and Immobile) Extra Condition, Limited Degree 1 point
Sleepytime Tea (Progressive Affliction 6 (Resisted and
Overcome by Fortitude; Fatigued, Exhausted, Asleep),
Reach 2 (10 feet)) 1 point
Tip of the Hat: Deflect 15, Reflect, Close Range 15 points
Advantages Defensive Roll 5, Interpose, Inventor
Skills Deception 6 (+7), Expertise: Physics 8 (+12), Insight
4 (+6), Perception 4 (+6), Ranged Combat: Hat Tricks 6 (+9),
Sleight of Hand 4 (+7), Technology 10 (+14)
Offense Initiative +1, Hat Tricks +9 (Affliction 10, see Powers),
Unarmed +1 (Close, Damage 0)
Defense Dodge 12, Parry 7, Fortitude 7, Toughness 5/0*, Will
12 *Without Defensive Roll.
Totals Abilities 24 + Powers 39 + Advantages 7 + Skills 21 +
Defenses 34 = Total 125
Complications: Mad as a Hatter (The Hatters behavior is
somewhat unpredictable and erratic)

Red Queen

PL11 191 points

STR 7 STA 7 AGL 1 DEX 1 FGT 6 INT 3 AWE 2 PRE 1


Powers: Advanced Construct (Immunity 30 (Fortitude Effects),
Protection 1); Anti-Gravity (Flight 3 (16 MPH)); Sensors (Senses
7 (Detect Dimension, Dimensional Awareness, Direction Sense,
Distance Sense, Low-light Vision, Time Sense, Tracking)); Temporal
Circuitry (Array (45 points): Accelerate Self (Enhanced Dodge 5,
Enhanced Parry 5, Enhanced Initiative 10, Quickness 15, Speed
10 (2,000 MPH)), AE: Decelerate Others (Burst Area Affliction 11
(Resisted and Overcome by Will; Dazed and Hindered, Immobile
and Stunned), Concentration, Extra Condition, Insidious,
Selective, Limited Degree); Universal Translator (Comprehend
Languages 2 (Understand, Understood))
Advantages Eidetic Memory, Fearless
Skills Close Combat: Unarmed 2 (+8), Expertise: Dimensional
Geography 12 (+15), Insight 8 (+10), Perception 8 (+10),
Technology 8 (+11)
Offense Initiative +1/+41*, Deceleration (Burst Area Affliction
11), Unarmed +8 (Close, Damage 7)
Defense Dodge 9/14*, Parry 9/14*, Fortitude Immune,
Toughness 8, Will 11 *With Accelerate Self active.
Totals Abilities 56 + Powers 94 + Advantages 2 + Skills 19 +
Defenses 20 = Total 191
Complications: Alien (Robot from another dimension and
time), Amnesia (No recollections prior to recent arrival on Earth)

Thats the Hatter for you. Now with his friends and the
beautiful Red Queen it will be tea-time forever!
The Hatters hat tricks all involved pulling things out of
the extradimensional space inside his hat, from outpourings of marbles to big hats that shrink to cover the top of
a foes head to giant powder puffs and shrinking hatbands
of tensile steel. He can grab a cupful of narcotic tea to
splash in someones face or even catch incoming attacks
in the warp of the hat and hurl them back! As an added
trick, the hat is locked to the Hatters quantum signature: he can summon it to him whenever and wherever he
wishes (the hat isnt Removable, it just looks like it is). He
might even let someone think theyve taken it away, for a
moment, before calling it back.

Red Queen
Real Name: Unknown
Occupation: Guide
Base: Mobile
When the omniverse itself was
young, a race of beings whose
name has long since been forgotten built the Navigational Matrices, giving them intelligence and
the power to bridge the dimensional gulf, and setting them to
act as guides and explorers of the
infinitude of worlds.
Eons ago, the Matrices were all shut down to prevent the
spread of a sentient techno-virus. When the re-activation
signal was sent, however, the surviving Matrices found
that millions of years had passed. How long exactly,
they couldnt tell. Most of them were gone, and those
that survived had substantial memory-core and systems
damage. The surviving Matrices discovered their home
reality had been devastated by a war that destroyed or
scattered the Builders. Only primitive life flourished in
their dimension, and the only reason they had been reactivated was thanks to inter-dimensional explorers who
inadvertently reactivated a Matrix they found adrift in interstitial space-time.
A quantum shift in a nearby dimension created an eddy
that swept a damaged Matrix into that reality. Subjected
to the psychic influence of White Rabbit, the vulnerable
sentience circuits of the Matrix were overwhelmed and
imprinted with the archetype of the Red Queen. Her
temporal circuitry allows her to influence the local flow
of time in this dimension but her dimensional-bridging
circuitry is damaged and her auto-repair systems are
not restoring it for some reason. Still, the Red Queen has
new friends who are helping her to find her place in the
world.

Threat Report: The Looking Glass Gang

Credits & License


Mutants & Masterminds Threat Report #41:
The Looking Glass Gang, Part 2

M&M, Green Ronin, and their associated logos are trademarks


of Green Ronin Publishing, LLC.

Design and Writing: Steve Kenson

The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version
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Editing and Development: Jon Leitheusser


Art Direction and Graphic Design: Hal Mangold
Interior Art: Sean Izaakse
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Will Hindmarch, Steve
Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris
Pramas, Evan Sass, Marc Schmalz
Mutants & Masterminds Threat Report #41: The Looking Glass
Gang, Part 2 is 2011 Green Ronin Publishing, LLC. All rights
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Threat Report: The Looking Glass Gang

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Open Game License v 1.0 Copyright 2000, Wizards of the
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2011, Green Ronin Publishing, LLC; Author Steve Kenson.
Mutants & Masterminds Threat Report #41: The Looking
Glass Gang, Part 2, Copyright 2011, Green Ronin
Publishing, LLC; Author Steve Kenson.

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