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Credits
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System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Gree n Ronin Publishing; Author Steve Kenson. Advanced Player ’s Manual, Copyright 2005, Green Ronin Publishing: Author Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Orde r, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, J esse Scoble. Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. DC Adventures Hero’s Hero’s Handbook, Copyright 2010, Green Ronin Publishing; Author Steve Kenson. Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing; Author Steve Kenson. Enemies of the State, volume one (rev. for MM3), Copyright 2011, Victory Role-Playing Game s; Author Fran Vaughan. Vaughan.
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CONTENTS Credits Introduction GM Tips New Skills The Villains Diamond Buzzard Quaker Alloy Jersey Devil
2 3 4 11 13 14 16 18 20 22
Thermite Xtra-B Good Citizen Theophilus Hale Captain Rapier Tory Almon Douglas Sidekicks Minions Bases / Vehicles
24 26 28 30 32 34 36 38 40 42
INTRODUCTION What fun is it being a hero if there are no villains to profiles, tactics summaries and capers lists for every push you to your spandex-wearing limits? The world entry. New skills, minions, bases and vehicles are (of superheroes) needs villains! But where do we find also included. There are also tips on bringing the these maniacal criminals? Delaware, of course! Not villains to your campaign city, city, sending your heroes just just Delawa Delaware, re, mind mind you, you, but every every state state of the union union on a road trip, or a little of both. has spawned criminals and now super-criminals. super-criminals. EoS Volume 1 kicks things off with the first six Enemies Enemies of the State State is a state-by-state chronicle states to become America. Delaware, Pennsylvania, of some of America’s most diabolical, cunning, New Jersey, Georgia, Connecticut and Massachusetts violent and psychopathic villains. The villains from have produced 12 villains, two sidekicks, three new all 50 states will be presented by the order of minions, three secret lairs and one stealth submarine. statehood. Enemies of the State ( EoS ) presents at There are also over a dozen new skills outlined. The least two villains from every state and even more villains run the gamut from criminal mastermind to bad guys from the larger states. From Delaware to mutant thug, serial killer to clueless rebel, master Hawaii EoS has them all. thief to mad mystic. So pack pac k your bags, hero. There’s There’s more to a great nemesis than a pile of trouble in Jersey! stats. EoS offers detailed backgrounds, psych
Writ ing: Writing: Mr. Fran Vaughan
Art: Charles “Chuck” Aguilar
“Enemies of the State ( volume 1)” character book is © copyright 2009, Victory Role-Playing Games (Victory RPG); Proprietor Fran Vaughan. Vaughan. The stories and characters are © copyright 2009, Victory RPG. RPG. Reproduction for anything other than personal use (i.e. personal gaming enjoyment) requires express written consent. All rights reserved worldwide. Victory RPG and its logos are trademarks of Fran Vaughan. Vaughan.
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GM TIPS POWER LEVEL The purpose of the villains is to provide a challenge to players. The worst villain is not one that is too powerful. Comic books and movies are full of villains the heroes are unable to defeat in a showdown at high noon. Overcoming these villains through guile, ingenuity and heroic effort is what makes for high drama and fun. The villains here are built with that in mind. The power level listed for each villain is based on their Attack / Damage level and their Defense De fense / Toughness level. The total cost of o f the villain may be more or less than what is typical for the power level. leve l. Skills, advantages and powers were assigned based on the flavor of the villain and his/her/its ability to challenge players. Feel free to raise or lower the Attack, Defense or power ranks of villains to suit your needs. These ratings can be lowered or raised between adventures as well. In the comics a villain may pose a fair fight for DC’s DC’s Green Lantern® one month. The following month the same villain takes on Lantern and the rest of the Justice League®. It’s called artistic license, use it!
LOCATION, LOCATION, LOCA L OCATION TION Villains can come from anywhere. Enemies of the State features villains from all over the country. There are three basic ways to incorporate the villains into your campaign. 1) Who turned on the magnet? The campaign city is a magnet for criminal activity. activi ty. The villains have either fled their home state or simply are looking for greener pastures and the players must stop them. 2) They were here all along! The villain’s background is altered slightly so that it occurred in or around the campaign city. 3) Road Trip! If you want your players to experience travel and adventure as well as garner a national reputation have them go to where the villains are. A vacationing
hero or hero on a business trip could encounter a local villain. Unless every major city in your world is full of heroes it is also possible the players playe rs could be contacted by politicians, law enforcement or other interests to help with a local problem. The players may also hear about villains in the media or through their own sources. Feel free to mix and match these techniques as needed for your campaign. Never let the villain’s origin or location get iin n the way of a fun caper. Wanted? Do villains have a union? Who says they are villains? Just having a mask and powers doesn’t make you wanted by the law. The villains here may take on the guise of vigilante, businessman, criminal or even hero. When players encounter them the GM can decide how bad they are wanted by authorities. 1) Suspect Suspected ed / Person Person of Inter Interest. est. A cop cop or hero hero has a hunch; feeling or idea the suspect committed a crime but has virtually no evidence. There is not even enough to detain the suspect. 2) Detained Detained / Wante Wanted d for Quest Questioni ioning. ng. Law Law enforcement has a “reasonable suspicion” to believe the person has committed a crime. They may detain the suspect against their will a reasonable period up to 48 hours and question them or investigate further. The suspect must either be arrested or released. 3) Arrested Arrested / Wanted. anted. Police Police have have “probab “probable le cause” to arrest and charge a suspect. If an officer has probable cause but can’t locate the suspect he will ask a judge to issue an arrest warrant. The suspect is officially “wanted” by police but has not been convicted. 4) Convict Convicted ed / Fugitive Fugitive / Want Wanted. ed. The The convict convict has been convicted of a crime and has escaped. If captured they will go back to jail or prison.
5 5) Ex-con Ex-con.. A person person who who has serv served ed his or or her sentence is a free person and can’t be detained any more than anybody else. 6) Parolee Parolee At Large. Large. A perso person n on parole parole who violates their parole will have a parole hold issued. They are wanted and will be sent se nt back to prison if captured. 7) 5150 Retainer Retainer / Crimina Criminally lly Insan Insane. e. The The popular term “5150” comes from California. It designates detaining a person that is mentally disturbed enough to pose a threat to themselves or others. They are detained (not arrested) for mental health evaluation. In the comics the insane are sent to asylums for treatment.
The worse the crime and the higher profile it is, i s, the higher the reward. Law enforcement employees cannot collect rewards. Heroes who collect rewards may earn a reputation as a bounty hunter (good or bad). Heroes that collect rewards and donate the money to charity for example would earn a different reputation.
Wealth Villains obviously never need to worry about wealth. The GM just gives them whatever they need to make for a cool caper. The wealth described is to add flavor. It indicates how well the villain is living.
REPUTA REPUTATION (Expanded) Have I ever heard of this guy? It seems like players are always asking that. The villains have a reputation bonus based on the background of the character. The villian will generally have a reputation of PL+Presence. When first meeting a villain, the player can can make make a check to see if they have heard of the villain. Roll d20 and add the character’s cha racter’s INT bonus (if any). Add the total to the target’s Reputation bonus. Apply this total to the chart below.
Extradition? A villain wanted in one state may or may not be subject to extradition. For example, police in New York contact a villain wanted in Georgia. The Georgia warrant will say if Georgia is willing to extradite the subject. If Georgia is willing to arrange to take the subject back to Georgia, police in New York will hold him. If I f not, the subject is released but remains wanted in Georgia. Total Result Generally states will extradite people wanted for Under 25 Never heard of them serious violent crimes. Minor crimes are almost never 25-30 Vaguely Familiar extraditable. Fugitives are always returned to 31-39 Familiar custody. Federal cases investigated by the FBI, DEA, 40+ Very Familiar and ATF ATF are always extraditable. Vaguely Familiar – The target’s broadest reputation In the world of superheroes the players may and their name are known. Examples: Diamond is capture a villain and perform their own extradition extradit ion “some sort of thief”. Almon Douglas is “a crazy cult by transporting the villain to the jurisdiction he is leader”. Theo Hale is “a wealthy CEO”. wanted in. Famili Familiar ar – The target’s name and general reputation Rewards is known. This may include a broad sense of their A wanted subject may have hav e a reward offered for their background and abilities. Examples: Diamond is “a capture. The most common rewards are offered by master jewel thief with super powers”. Theo Hale is bail bondsmen. A person is charged with a crime but “a wealthy CEO of a huge shipping company with skips bail before / during trial. The bail company worldwide operations”. stands to lose the bail if the suspect isn’t caught. The Very Familiar Fam iliar – – The target’s target’s name, background backgroun d and/ reward is typically a percentage of the bail. or abilities are known in more detail. Examples: Government agencies, companies, wealthy Diamond is “a cunning and coy master jewel thief individuals and other interests offer other rewards. with super powers including some sort of light An insurance company might offer a reward for powers ”. Almon Douglas is “a crazy, 300-year old information leading to the arrest and conviction of cult leader that drives people insane and is trying to an arsonist for example. open a gateway to the Dark Ones”.
6 Reputation versus Reality and Popularity A reputation may or may not be accurate or factual. A hero can have a bad reputation while a villain may have a Robin Hood style reputation. The GM should always consider what the general public sees, hears and reads about a character when determining their reputation. A high Reputation score does NOT equal popularity. It is an indication of how many people have heard of the person. What they think of the person is another matter. A historical figure like Hitler is a perfect example of a person with a very high Reputation score but very low popularity. Calculating Reputation If the GM would like to calculate a Reputation for other characters, including includin g players, they can add the character’s power level to their Presence bonus. This type of series can be a complete campaign or a When characters operate in the public eye and receive side series for an on-going campaign. Either way the media attention (good or bad) the score scor e may go up a series involves the players traveling the country point or two. Operating in back alleys, distant tracking and battling the villains. galaxies, other dimensions or otherwise out of public Bounty Hunter view for weeks will lower the score. The Benefit The player(s) is a bounty hunter tracking criminals advantage can be used to lower (Low Profile –2) or with bounties on their heads. They could also be hired by the families of victims of the villain’s activities. raise (Well Known +2) a character’s score. Bounty hunters will receive a mixed reaction from Using Skills For Reputation Checks Players may use an appropriate skill bonus in place police, media and other heroes. Players in a larger of their base INT when trying to recognize characters. campaign or on a super team that moonlight as Some examples where a GM might allow this might bounty hunters may take some heat over their side job. be, Arcane Lore (Almon Douglas), Knowledge: job. Urban Legends (Jersey Devil), Knowledge: Zoology Taskforce (Jersey Devil), Profession: Sailor (Captain Rapier The player(s) are part of a FBI or other agency or Profession: CEO (Theo Hale). In a group setting taskforce investigating paranormal criminals. They this makes it more likely the character that should respond to leads and requests from local police. They recognize the villain actually does. also jump into action during crisis situations. Players in a larger campaign may overtly or secretly belong Lethal? to the taskforce. An entire super team may be part of It is entirely up to the GM and the players to decide the force. if the campaign is more lethal or not. The GM can Wanderer adjust villains to suit. It is important to note however The player(s) is a nomad, maybe wanted by police polic e that adjustments to the force used by certain villains villa ins themselves, that travels the road state to state and will have a big impact on the character. gets drawn into local problems. Obviously this is Buzzard will need a new motivation if he isn’t a better suited to a solo “mysterious stranger” style serial killer, for example. Tory at the other extreme hero or duo. The player may also have a larger story goes from being a light-hearted diversion diver sion to a serious arc as they try to clear their name, find their parents, par ents, problem if she starts stabbing people with her sword. find their home or discover their own origin.
The Hunter Series
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Capers and Adventure Hooks Here is a list of possible adventure hooks for each villain followed by a summary of capers for each. The hooks are presented for three types of series; four-color, investigative and super team. The villain’s background may provide other hooks as well.Enjoy!
Four-Color Capers Diamond sneaks into a museum to steal a rare diamond the player was asked to guard. Buzzard breaks into a chemical supply warehouse to steal supplies. Missed shots and knockback can lead to toxic spills.
Jersey Devil has been terrorizing locals. Can he be tracked to his lair? Almon Douglas takes another wife. The young woman’s family asks the hero to find her after she tells them she will be gloriously sacrificed in two days. Good Citizen is promoting church bombings. The hero must infiltrate a previously peaceful conservative group to find out why they’re suddenly violent.
Team Capers Cap ers Quaker is interrupted during a bank robbery and is destroying buildings battling police. Alloy is rampaging through the offices of a cosmetics company. Thermite firebombs a naval base on the anniversary of the Hindenburg disaster. disast er. Tory uses a holiday as an excuse to steal a revolutionary war artifact. Xtra-B holds a radio station staff hostage while they play her latest CD.
Investigativee Capers Investigativ Diamond has stolen a rare diamond. Can the hero track her down before she fences it? Buzzard has been mercy-killing cancer patients he meets through a patient services message board. Can the hero track him or bait him?
Diamond joins the team and even goes on an adventure or two. When the moment is right she steals a valuable item from them and the chase is on. Alloy and Thermite meet up and go on an anarchycausing rampage. Theo Hale hires Alloy, Thermite and Quaker to guard a special shipment. Outgunned, Captain Rapier tips off the heroes. Rapier then attacks the ship while the heroes deal with the villain trio. Almon Douglas performs a ritual to boost his power. Instead, in sweeps over several blocks driving people insane and turning cars (one per player) into huge chaos creatures. Douglas will also attack responding heroes. Good Citizen has incited an anti-minority riot. Xtrarace war is tearing the B is leading a counter-riot. A race downtown to shreds.
Capers Summary By B y Villian Villian
Lady Whisper (for Theo Hale) asks the hero to Diamond: Diamond’s favorite targets are high profile protect a shipment. Captain Rapier attacks and if jewelry. A superhero superhero with a power ring or magic captured reveals the cargo is an illegal weapon. jewelry. necklace would be an irresisti irresistible ble target. The “long Whisper denies knowledge of smuggling. con” would be to create her own superhero sup erhero identity, identit y, infiltrate a team and steal the item from an unsuspecting hero.
8 Buzzard: Buzzard has limited means of supporting himself. He may commit thefts, join a villain team of even perform mercy killings for the families of terminal te rminal patients willing to pay. He may try to steal larger volume s of bio agents to put into a water supply or release as a gas with the idea it will “only” kill those who are already weak.
villain team as a fringe mercenary type but has no use for extremist dogma. She would likely turn on a villain bent on destroying the city she parties in.: Good Citizen: Good Citizen will rally mostly white males with racist rhetoric. The Knights need nee d money, money, weapons and recruits to build their army. Good Citizen’s rhetoric may lead to Knights taking it upon themselves to commit hate crimes. Good Citizen may Quaker: Quaker is most known for thefts, robberies and target minority heroes or their friends. He may recruit extortion activities when alone. He has also been paranormal villains. Theo Hale: hired to commit various crimes either solo or as part Hale’s minions murder witnesses, kill rivals, steal of a group. weapon technology, smuggle illicit cargo, break Alloy: shipping laws, bomb competitors, bribe officials and Alloy is carving out a life in steel form. She’ll work coerce judges. A hero interfering with Hale could as a mercenary or join a villain team in exchange find herself threatened in several ways. Hale could for things she wants. She also is bound to lose her even hire or recruit a hero her o to deal with a rival such temper and attack cosmetic companies, gyms, diet as Captain Rapier while concealing his true stores, or anything else beauty related. operations. Hale portrays himself as a legitimate Jersey Devil: businessman at all times. If a squirrel gathers nuts for winter nobody cares. Captain Rapier: If the Jersey Devil “gathers” “gat hers” your dog for winter it’s Rapier targets illegal operations, especially a whole other thing. The Jersey Je rsey Devil’s capers seem Hale’s and can be considered something of a vigilante vigil ante to involve flying over towns screeching at people, hero. However, her operatives often counter armed looking in people’s windows scaring the false teeth goons with lethal force, Cutting the throats of thug out of them, stealing chickens and so on. If it is doing guards may be a bit too much for most heroes even this on instinct or just to t o be ornery is up to the GM. if they agree with Rapier’s motives. Rapier can also On a larger scale the creature could be an imp alert heroes to smuggling operations she is unable to to needing mystical removal or last of its kind animal tackle on her own thus forcing a hero to work with a needing protection. Tracking the beast could reveal rather brutal ally. more of them or even a gateway to an evil dimension Tory: or a lost world. Tory has no plan. Things catch her eye and she acts. She might hijack a ship or truck carrying tea Thermite: and dump it in a body of water as “payback”. She Heidi has an education and can support herself. has printed up large stickers of the British flag she As Thermite she will gravitate to radical antiwill use to deface historical artifacts or buildings. government groups. She may be involved in thefts She’ll spray “Tory was here” or other slogans on and other group resource building operations but she the target. Tory may attempt to contact British will push for direct attacks on federal installations officials visiting America to pledge her loyalty or and resources. She cares little about racial, political request political asylum. or religious causes. Her only requirement is that she Almon Douglas: gets to burn down the US government. Opening a gateway isn’t easy. Douglas will need to steal components, conduct rituals including Xtra-B: Xtra-B is a thief supporting a party habit and a sacrifices and do other things before befor e he can try his struggling music career. She has been known to big ritual. He may target a female hero to be his attack rival music labels or others who cause latest wife or may kidnap the female loved one of a problems for her Latisha persona. persona . She could join a male hero.
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Tactics
impact” touch attacks. It would affect projectiles or weapons striking her however. A thrown spear or swung sword could break on her skin for instance.
Diamond: Diamond is a meticulous planner. She will gather information about her target, scout the security at the target, use disguises to gain access and invent one-shot security countermeasures using her knowledge of security systems. If she encounters resistance she will use her light devices to escape. Avoiding capture is her first priority. Buzzard: Buzzard has no desire to kill healthy individuals but will not hesitate to injure or kill them to avoid capture. He has Death Touch toxins he can administer by touch through his talons. He also has gas pellets for use at range. His costume provides some protection but he prefers not being hit at all. He will employ move-by attacks to avoid being hit. Remember: Rank 1 Immunity (poison) and Life Support DOES NOT protect from Buzzard’s poison. Rank 5 Immunity (poison damage) would. He uses Inventor feat with Expertise: Biochemical to create poisons, viruses, and antidotes. He crafted performance enhancers and used them to raise his abilities and immunities to their current levels. Quaker: Quaker will boast and taunt his foes to distract distra ct them and then surprise them with his earth control contr ol powers. He likes to create a dirt wall or foxhole to stand behind or in during combat for cover. His Defense and Toughness combo is slightly underpowered except for when his cover tactics are employed. He will create a bunker of dirt, asphalt and concrete if flying foes are a problem. He may also attack then burrow. burrow. In a team battle he will use his earthquake attack to Trip a group of foes His Blast attack is indirect since it is a fist, club or column of dirt shooting up to hit a target. Alloy: Alloy lacks training or experience fighting but makes up for it in bitter power, rage and a complete disregard for collateral damage. She’ll She ’ll throw cars at flying foes; knock a wall on a nimble dodger and so on. Her unique Damage Aura Aura represents the pain of punching her steel skin and doesn’t apply to “non-
Jersey Devil: Animal or imp, the Devil is a hit-and-run tactician that avoids direct confrontation. It will screech at foes when confronted using its Daze to stun them while it escapes. It has avoided human capture for centuries. Normal people peopl e are unable or unwilling to chase the creature down. If a superhero were to trap, capture capt ure or corner the creature it will fight like any cornered animal or evilspawn would. The creature will fight to escape. Should the creature have a successful encounter with a hero it may become more confrontational with humans since it fears them less. Thermite: Thermite is all about bringing fire down on her foes. She will do as much damage as possible. She is not concerned with being hurt as she considers herself immortal. She is hotheaded and will almost always take the offensive. She will only flee to avoid capture if she is obviously in trouble. She is a fire projector, not a controller. If wounded she can become insubstantial and regenerate. Collateral damage is not a big concern for her but she likely won’t seek out civilian targets. She does have a soft spot for small children childr en and would never hurt the parent of a child in front of the child. Xtra-B: Xtra-B can use her sonic powers to blast foes into unconsciousness. Her attack affects insubstantial characters that can hear. hea r. She can also use her pitch to vibrate objects until they shatter (Weaken: Toughness). She seems to be protected by a sonic field but it requires her to be humming or singing and is not subtle. She suffers a penalty to audio stealth checks equal to her force field power level. Xtra-B Xt ra-B knows this so she tends to be more direct than stealthy. Latisha’s body is very adaptive. It has gradually adapted to her sonic abilities and while she still feels the effects of drugs and poisons, her body keeps her from dying (Ultimate Save). Sav e). At the GM’s GM’s discretion she could begin to build immunity to a hero’s hero ’s favorite attack after repeated encounters. This could surprise a hero who defeated her in previous battles. battl es.
10 Good Citizen: There is more to fear and hatred than running away or burning buildings. Good Citizen can rally a crowd of thralls to destroy a Hebrew Temple Temple but he can be subtler too. He can convince a security guard he hates his boss enough to open a gate for example. Emotion control is as effective as mind control. Good Citizen will avoid direct confrontation with heroes. He will use his abilities to subtly manipulate them. It wouldn’t take much to t o make a hero hate a rioting crowd. When the hero cut loose on the crowd his teammates would be forced to intervene. Likewise he will detect and capitalize on rivalries between heroes. This can cause heroes to refuse ref use orders or even waste action turns yelling at their allies about what’s been bothering them. [GM note: Rolling a Will save and telling a player they are out of control is fine. Another, more mo re ent ertai ert ainin ning g way to simul si mul ate emot em otion ion control is to roll the save in secret. When a player fails, fails, pull her aside and give her false informatio information n that makes her act improperly. improp erly. For example, example , Super Gal fails her save. The GM pulls her aside and says, “Your “Your partner Blue Bug looks like he is mind controlled and and he is attacking the crowd.” crowd.” On her turn, Super Gal attacks Blue Bug. Chaos ensues as both players insist the other is being controlled.] controlled.] Theo Hale: Hale will not physically engage foes. He will plan operations to hurt, destroy and even murder his opponents. The plan is passed on through several layers before a triggerman receives it. A captured goon could never finger Hale. Even a hired paranormal will not receive orders from Hale. Hale’s Hale’s right-hand Lady Whisper is the only one who receives orders from him. Hale has many friends in powerful places. Heroes chasing Hale may be discouraged to do so by politicians and law enforcement. Captain Rapier: The daughter of a submariner, Rapier uses her stealthy sub to launch raids with surprise, cunning and daring. She will use her well-trained forces to quickly overwhelm and confuse a foe. They will use the tactics of Navy SEALS to get in quickly and disappear before resistance can be mounted.
Tory: Tory’s primary asset is her unpredictability. police thought for sure Tory would attack a reenactment of the Boston Tea Party. She never showed. A British rock band was holding a concert that night she just couldn’t miss. Few in law enforcement take her seriously. Most of her crimes end up being minor acts of trespassing or vandalism so she is released with a fine shortly after capture. She uses her sword to fence with opponents but ultimately will strike them with the pommel rather than stab them. She uses a combination of her handfighting skills and her energy pistol to incapacitate foes. Almon Douglas: Douglas will happily sacrifice his followers, his wives, innocent bystanders or anyone else to protect himself and his plans. In direct confrontation he will sow confusion among opponents with confuse effects and Will-draining spells. He will Transform devices into Chaos Creatures or even capes, mailboxes etc. If he can immobilize a foe, he will “feed on their will” with his self-healing touch Weaken. He is insane but uses sound tactics.. VILLIANS USE TACICS?
This section explains the overall tactics a villain vil lain uses in planning and committing crimes. It also focuses on specific combat tactics the villain villai n might employ. Remember, villains practice using the powers at their disposal. Any villain can be fun and challenging if sound and unusual tactics are used. On the other hand a powerful villain can be easily defeated if they use poor tactics. GMs should ask themselves how they would run the character if it was their personal character. It is also good to remember that villians don’t want to go to prison. They are unlikely to fight a losing battle. (Heroes do that.) Instead, they will try to escape and may create obstacles to block pursuing pursui ng heroes by endangering civilians.
11
NEW SKILLS Several of the villains have Expertise skills that the GM may be unfamiliar with. A description of those skills is included here for your convenience.
EXPERTISE: BIOCHEMICAL The character understands how chemicals interact with biological entities like humans. They are able to use this knowledge to craft drugs, poisons, antidotes, anti-venom and medicines. Check: May be used with the Inventor to create drugs based on the dr drug’s ug’s eventual rank. A drug can be a direct effect chemical like Damage (poison) or Dazzle (pepper spray). It can also be designed to counter an effect such as Nullify (poison) or Nullify (Nausea). A check can be made in place of Treatment to diagnose a person affected by a biochemical agent. The difficulty is based on the rank of the chemical being created per the inventing rules. Skill v. Skill or Power: A biochemical power may be revealed by a player with this skill.
EXPERTISE: HEAVY EQUIPMENT OPERATOR The player knows how to operate and maintain heavy construction equipment such as backhoes, dozers, cranes, pavers, loaders and scrapers. Vehicles or o r Technology Technology (repair). Not Check: As with Vehicles sufficient on its own to use the Inventor feat to build new machines.
EXPERTISE: FORGERY The character has the ability to create realistic replicas of various items. Additionally it requires access to the object being forged or at least detailed deta iled visual records to create a copy. Check: May be used with the Inventor advantage to create forgeries. Alternate identities are a Benefit, so forging passports, ID and so on is a DC 11 check (see Inventing). Interactive forgeries like a fake passkey to open a hotel room should be built based on the skill or power it is most like. A hotel passkey could be Technology (Security) +20 and would have a cost of 10 so it has a DC 20 inventing requirement. Forgeries of art, jewelry and so on are built as a device with the Deception skill. A fake painting with Deception +20 for example would have a DC 20 inventing requirement. Skill v. skill: Spotting a forgery is a Perception check or an appropriate Expertise check A forgery like a fake painting uses its own Deception skill not the creator’s.
EXPERTISE: HIGH SOCIETY The character is familiar with the people, places and customs of society’s wealthy elite. The character understands how to act, speak and interact with proper etiquette. Check: The character can recall people, places and customs relating to high society socie ty.. They understand. which people, tennis clubs, schools and so on are in and out of favor with the wealthy. Check: High Society can, under the right circumstances, be used to give a circumstance bonus of +2 or +5 to Deception, Insight, or Investigate (Gather Information) checks involving involvi ng members of high society. The GM decides how much of a bonus based on the circumstances and the player’s skill.
12 EXPERTISE: HISTORY The character has a knowledge of history beyond the casual. This is an untrained skill by default in most campaigns. Characters all have historical knowledge based on their background. Ranks indicate a character has more detailed knowledge about a particular period, place or peoples. Examples would include: Expertise: History (American), (Japanese), (Naval Warfare) or (Ancient Rome). The more mor e specific the focus, the more detailed the knowledge. For example knowledge of American History would include highlights of the Revolution or WWII while knowledge of WWII would be very detailed but have no information about the American Revolution. Check: Can be used as a check in place of Gather Information (subskill of Investigate) as appropriate. Skill v. Skill: Counters Deception checks relating to the area of study. May counter historical historic al forgeries.
people in the food industry. Soliciting information about crime from a butcher for example. Bonus Use: If allowed to prepare a meal the chef may give a bonus to their own or an ally’s Persuasion check. Can add a bonus to their own or an ally’s Survival checks as they can identify food, make it more palatable and store it for freshness. The bonus given should be +2 DC 15 or +5 DC 20. Example: Captain Cutlery wants to convince con vince the mayor to okay his new base. He takes 10 to pre pare a dinner. dinner. He has +10 Chef skill skill so his his total is +20. He gets a +5 to his Persuasion roll.
EXPERTISE: NAVAL OFFICER
This skill enables a person to handle the operation of a ship, its crew and its business functions. It includes overseeing and coordinating ship functions, managing and motivating the crew as well as making sure the ship has the food, ammo, storage, gear or supplies needed to carry out its mission. This skill can have other names such as “Ship Captain” or EXPERTISE: JEWEL THIEF “Pirate Captain” and have the same function. The character understands the business side of Check: Can replace Gather Information or Experstealing and fencing (selling) jewelry. j ewelry. The character tise checks regarding naval matters. A naval officer has the ability to analyze risks, potential rewards and can identify and assess other ships, potential ports, obstacles involved in their activities. This skill does potential hazards and make a check to see which not replace skills like Technology (Security) or route is safest or fastest (DC 10). Stealth. locat e targets, find Check: A check may be made to locate EXPERTISE: SECURITY SYSTEMS buyers or replace Gather Information rolls concerning jewelry. May replace Streetwise or The character has an understanding of various security systems and how they function. Security sysInsight under certain jewelry-fencing conditions. Skill v. skill: If a hero is attempting to use Streetwise, tems include everything from door locks, safes, car Gather Info, or Investigation to anticipate a jewel alarms and motion sensors to retina scanners and thief’s next move, rather it be stealing or fencing an computer combination locks. ass ess the relative item, they should roll against the thief’s professional Check: A check can be made to assess roll. The better the thief, the harder they are to track. type and difficulty level of a building or vehicle’s security. Such activity is known as “casing” a target. This check works like the Assessment advanEXPERTISE: (MASTER) CHEF tage in the core rules. The skill may replace TechThe character can prepare and present pres ent food of pro- nology (Security) for using the Inventor advantage fessional quality. qual ity. A chef with a +10 skill is consid- to build security-defeating devices. The devices could ered a Master Chef since chefs can almost always provide a Technology (Security) bonus, a Nullify take a Routine 10 in the kitchen. power, a Dazzle or Concealment power to block senCheck: The chef can identify food and determine if sors for example. it is safe to eat. May replace Persuasion when trying to access dining establishments or dealing with
13 EXPERTISE: SHIPPING or SMUGGLING This skill involves the legitimate and illegitimate business of moving cargo from place to place. It includes locating suppliers, buyers and transportation. Characters understand getting through (or around) customs, tracking (or disguising) manifests and cargo. Check: May be used in place of Expertise or Gather Info checks regarding shipping issues. investigativee skills when heSkill v. skill: Counters investigativ roes are trying to uncover smuggling operations. Acts as Deception (cargo) as well.
EXPERTISE: SOCIOLOGY The character understands the issues, customs, attitudes and feelings feeli ngs of various societies. A society can be as broad as Western Western Civilization, Civili zation, Americans, Catholics or as narrow as African-American males, female police officers or cancer cance r survivors. A student of sociology understands what buttons to push (or not to push) when dealing with others. Check: The character may make a check to identify a particular custom, issue or belief. belief . Can be used in place of Gather Information. Skill v. Skill: May be used to add bonuses to counter Deception, Persuasion or Disguise in place of Insight. At the GM’s discretion it may add a bonus to Taunt Taunt or Distract maneuvers mane uvers as a character uses u ses language sure to enrage a foe.
THE VILLAINS The villains on the coming pages are presented as follows..
BACKGROUND Details where the villain comes from and fleshes fl eshes out how they behave, operate and what motivates them. The characters all have unique personalities based on where they came from. The state the villain hails from is featured prominently at the top of the page.
PSYCH PROFILE The psych profile outlines the villain’s motivations and attitudes regarding innocent civilians and lethal force. The GM should keep this information in i n mind when running the villain.
INFO BOX BO X This box outlined the personal information about the villain. Note that the information can be changed or adjusted to better fit the campaign’s needs. (see GM Tips regarding wanted status)
STAT BOX The top stat boxes contain the basic abilities, saves and combat scores for the character. The other boxes list the skills, advantages, powers, equipment and optional information for the villain. Skills are listed by skill name followed fol lowed by ranks and total bonus. Several of the skills listed may be new to the GM. Refer to the New Skills section for fo r information regarding these skills. Powers with complicated builds will have simplified notes explaining how they work so the GM doesn’t have to waste time translating a list of extras. SIDEKICKS / MINIONS MINIONS / VEHICLES / BASES
Stats for sidekicks and minions are listed in the Sidekicks & Minions pages immediately following the villains. The final section of the book contains stats and plans for any unique vehicles or bases.
14
DIAMOND Master Thief Taking Taking The Diamonds From “The Diamond State”
Delaware
Name: Diamond Identity: Alicia DeAngelo (secret) Age: 2 3 Ht: 5 -8 Wt: 105 Born: Greenville, Delaware Ethn Et hniici citty: Wh Whiite Hai Hair: r: Re Red d Eyes Ey es:: Gree Green n
Background: Alicia DeAngelo was sixteen when she discovered her father’s secret. The tuition for her private schools, the private gymnastics lessons, the mansion, in fact the entire family fortune was the result of criminal activity. Her father was a master thief. t hief.
15
Diamond
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
3
4
8
8
6
POWERS: Diamond Light Device : (Bracelet/Ring/Necklace Combo, Removable -1) Light Control 8, (Sunlight, 16 pt. Array) Alternate Effects: - Dazzle 8 [Vision, Fort Save, impaired, disabled, unaware], - Dazzle Burst 4 [Burst Area as Dazzle above] - Weaken 8 [laser, Toughness, Objects Only], - Light Blast 8 [Ranged Damage] ADVANTAGES: Defensive Roll 4, Improved Defense, Evasion, Grabbing Finesse, Uncanny Dodge, Ultimate Effort: Dodge Equipment / VeVehicles 10, Inventor, Hide In Plain Sight, Benefit: False Identities 3, Wealth 3 (Millionaire)
AWARENESS S INTELLECT AWARENES
4
3
PRESENCE
4
OFFENSE:
Light Blast +12 Unarmed +10 DEFENSE: DODGE: PARRY; WILL:
12 12 3
Initiative +8 Ranged, Damage 8 Close, Damage 3
FORTITUDE: 6 TOUGHNESS: 8/4* *without Defensive Roll
EQUIPMENT / VEHICLES: Lock Release Gun, Lockpicks, Swingline [Swinging 1], Climbing Gear [Wall Crawl 1], Multitool, plus 45 points worth of additional gear / vehicles as needed for the task.
SKILLS: [Areas of Expertise: Jewel Thief 11 (+15), Security Systems 13 (+17), Forgery 4 (+8), High Society 6 (+10),] Acrobatics 4 (+12), Athletics 7 (+10), Close Combat unarmed 4 (+10), Investigation 4 (+8), Perception 7 (+10), Stealth 7 (+15), Deception 6 (+10), Sleight of Hand 8 (+16), Ranged Combat Light Device 4 (+12), (+ 12), Technology 10 (+14), Vehicles Vehicles 2 (+10)
Alicia explored the secret rooms in the mansion and was amazed. There was everything a cat burglar would need and more. There were safe cracking tools, disguises, make-up and plans for some of Delaware’s richest estates. For a sixteen year old Alicia had already lived a charmed and adventurous life. She was an accomplished gymnast, a black belt in martial arts, a skydiver, BASE jumper and mountain climber. cli mber. The idea of becoming a thief and the adrenaline rush of avoiding capture was too much to pass up. Her father Merrick DeAngelo was reluctant at first but had never been able to tell his only daughter no. He agreed to train her but on his terms. She trained for four years but in college she became truly unique.
Her Physics tutor was a brilliant grad student named Eric Faust. Alicia quickly learned of Eric’s prism inventions. Eric had found a way to control and direct light. At first Alicia planned on stealing and selling the devices. She seduced seduc ed Eric and stole the prototypes. Alicia quickly realized that the diamond-based devices could be even more valuable to her as tools of the trade. She incorporated them into her new Diamond persona, dropped out of college and became a full-time thief. Psych Profile: Diamond is an adrenaline junkie who wants to be known as the world’s greatest thief. The bigger the risk, the more likely she is to go after the prize. She is a flirt who will taunt a hero and smile as she escapes.
16
BUZZARD The Air Force Wants Him Stopped - Quietly
Delaware Background: Walter Reese was an only child of a single mother who worked long hours as a nurse just to keep their bills bill s paid. At 18 his
Name: Buzzard Identity: Walter Reese (Classified) Age: 2 9 Ht: 6 -4 Wt: 178 Born: Dover, Delaware Ethn Et hnic icit ity: y: Whi White te Hair Hair:: Bl Blac ack k Ey Eyes es:: Green Green
17
Buzzard
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
3
4
6
4
6
POWERS: Super Sense 1 Detect Illness Immunity 10 (Poison, Disease Damage effects) Devices (All Removable -1) Protection 3 (Kevlar suit) Flight 5 (900ft Winged jet pack) Strike 7 (Talon Gloves, STR-Based) Poison Injectors, Link Linked ed to Strike Poison effect: 17] ) Weaken 7 (STA [Fortitude Save DC 17]) Poison Gas Pellets: Damage 5 (Fortitude Save DC 15, Thrown, Cloud, Continuous, Fades, Contact Toxin need not be inhaled) Super Senses (Goggles) Darkvision, Dar kvision, AE - TeleTelescopic Vision, Vision, Microscopic Microscopi c vision ADVANTAGES: Inventor, Move-by Attack, Benefit: Doctor Cridentials, Close Attack 7
mother was diagnosed with cancer. cancer. Walter’ s mother begged him to show mercy and end her suffering for eight agonizing months. When Walter’s mother finally passed he vowed to continue his plans of joinin joining g the Air Force, Force, becomi becoming ng a doctor doctor and helpin helping g the sick. Walter spent years becoming a doctor and was assigned to the USAF Air Mobility Command at Dover Air Force Base. Dover AFB is the entry point and mortuary for American military personnel who die overseas. Serving as a glorified coroner and mortician, Walter became more and more infatuated in fatuated with the inevitability of death. He also began studying the methods of killing the government preferred not to talk about, chemical and biological agents. Dr. Walter Reece became one of the foremost authorities on chemical and biological agents. He began conducting experiments on terminally ill patients without their consent. He developed several
AWARENESS S INTELLECT AWARENES
5
1
PRESENCE
1
OFFENSE:
Unarmed +10 Talons +10 Gas Pellets +10 DEFENSE: DODGE: PARRY; WILL:
13 13 7
Initiative +6 Close, Damage 3 Close, Damage 10* * plus Toxin Toxin injection inject ion Thrown, see powers FORTITUDE: 8 TOUGHNESS: 7 / 4* *without kevlar suit
SKILLS: Expertise Biochemical 8 (+13), Treatment 8 (+13), Intimidate 8 (+9), Perception 4 (+5), Investigate 4 (+9), Deception 8 (+9), Ranged Combat Thrown 4 (+10), Technology 8 (+13)
toxins that he could use to perform “mercy killings” on unsuspecting patients. One day the body of a test pilot that died in a fiery crash while testing an experimental winged flight pack arrived. Walter was ordered to cut the device off the pilot and destroy it. Instead he cleaned it up and began using it. The USAF noticed large quantities of chemical and biological agents missing as well as a jet pack. By the time they tracked the materials to Walter, he was gone. Buzzard’s identity is known to the USAF but is classified. Psych Profile: Walter Reece has adopted the moniker monike r Buzzard and wears a costume and mask. He has completely disassociated himself from the compassionate man he was. He can sense illness and believes he is performing “mercy killings” and considers himself an angel of mercy. mercy.
18
QUAKER Seismic Supervillain Gives New Meaning To “The Quaker State”
Pennsylvania Background: Stewart Jackson had been out of work for months, his wife had left him and he was trying to make his rent. Stewart, a heavy equipment eq uipment operator, had crossed a union picket line because he couldn’t afford to strike. After the strike he couldn’t get work.
Name: Quaker Identity: Stewart Stew art Jackson (Public) Age: 3 4 Ht: 6-0 Wt: 205 Born: Philadelphia, Pennsylvania Ethnicity: white Hair:Brown Eyes: Brown Brown
19
Quaker
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
10
9
1
3
2
POWERS: Super Sense 1 Tremorsense, Darkvision Enhanced Strength +7 Enhanced Enhance d Stamina Stamina +6 Protection 3 Burrowing 5 (30ft) Earth Control 12 (Move Object, Perception, Limited to dirt/rocks) Alternate effects: - Blast of Dirt Ranged Damage 12 - Shockwave: Burst Area Damage 12 - Eruption Ranged Burst Damage 8 - Bury Ranged Cumulative Affliction 8 (Dodge, hindered & vulnerable, defenseless & immobile) ADVANTAGES: Daze (Intimidate)
Depressed he left Philadelphia and wandered west until he came to Franklintown (pop. 532). He found work there on a small private farm prepping an area for a new barn. In I n the 1920’s Franklintown had many businesses including a coffin-building factory. The factory closed in the 1950’s and stood where the new owner wanted to build a barn. Stewart demolished the factory and began excavating. One day he unearthed a small casket with a broken lid. He looked inside and found a skeleton in a civil war uniform. The skeleton skele ton was wearing a silver ring. Stewart took the ring and put it on. He then opened a tattered letter he found in the coffin. The letter was addressed to the family of a fallen solider. The skeleton was a man who had served in the 209 th Regiment of Pennsylvania Volunteers during the Civil Civ il War. War. The letter ended with a note. “Your “Your brother begs be gs of you to bury him hi m where nobody will find his grave. The ring he wears is cursed and must never be unearthed.”
AWARENESS S INTELLECT AWARENES
0
0
PRESENCE
2
OFFENSE: Initiative +1 Close, Damage 10 Ranged, Damage 12
Unarmed +8 Earth Blast +8
DEFENSE: DODGE: PARRY; WILL:
8* 8* 2
FORTITUDE: 13 TOUGHNESS: 12 *10 or 13 w/Cover
SKILLS: Expertise Heavy Equipment 8 (+8), Intimidate 8 (+9), Perception 7 (+7), Close Combat Unarmed 6 (+8), Ranged Combat Earth Control 5 (+8)
Stewart tried to pull the ring off in a panic but it it wouldn’t budge. As his heart raced the ground started to roll and shake. He wandered the countryside for three days. Hungry, he tried to steal some food f ood but was confronted by a shotgun-totting farmer. The gun discharged but the ground rose to protect Stewart. Stunned, he finally saw the potential for his earth controlling abilities. Pennsylvania’s “The Quaker State” motto inspired Stewart to name his new persona Quaker, Quake r, a word play on earthquake, ignoring the religious reference. As Quaker, Quaker, Stewart has found a lucrative (in his terms) career as a thief and thug-for-hire. Psych Profile: Stewart is a constant loser who feels the world has dumped on him. He tends to be gullible but is not surprised when he is betrayed. He relishes his power and fancies himself as an enforcer style thug.
20
ALLO ALL OY Beware The Steel Woman From The Steel City
Pennsylvania Name: Alloy Identity: Allison Garman Age: 2 2 Ht: 5-9 Wt: 745 Born: Pittsburgh, Pennsylvani Pennsylvania a Ethn Et hnic icit ity: y: Whi White te Hair Hair:: me meta tall Eye Eyes: s: meta metall
Background: Allison “Ally” Garman was a social mimic. She could fit it instantly in any crowd. She was smart, athletic and beautiful. She graduated high school as Class President, Cheer Captain and of course Homecoming Queen.
21
Alloy All oy
PL12
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
12
8
0
1
3
POWERS: Alternate Form (Steel form, permanent) Enhanced STR +12 Enhanced Enhanc ed STA +6 Feature 1 (mass 600lbs) Protection 6 Impervious 14 Damage Aura 8 (limited -2: Reflective, force) Immunity 9 (Life Support) Strike 3 (steel fists) Leaping 10 (1 mile) ADVANTAGES: All-out Attack, Diehard
Ally spent three years at the University of Pittsburgh and the world was her oyster. Her premed boyfriend Carlton Case accompanied her home to meet her folks the summer before bef ore her senior year. One gorgeous July afternoon he proposed and she said yes. Bubbling with joy, Ally ran through the steel mill to tell her blue-collar father his daughter was getting married. They embraced on a catwalk and cried with joy at how perfect perfect life was. Ally turned turned to leave leave and lost her balance. Her tear-filled tear-fill ed eyes betrayed her as she reached for the safety rail. Her father watched in horror as she fell to her apparent death in a vat of molten steel. Ally was a mimic in more than just social terms. Her cells adapted and bonded with the molten steel st eel at a molecular level. With the plant shut down pending a safety review, nobody was there as she emerged in molten form. She cooled and was solid steel inside and out. She walked home and shocked Carlton and her parents. “You’re “You’re more alloy all oy than Ally,” Ally,” Carlton said with disgust as he rejected reject ed his fiancé. Ally’s life was ruined
AWARENESS S INTELLECT AWARENES
1
1
PRESENCE
4
OFFENSE: Initiative +0 Close, Damage 15 Ranged, Damage 12
Unarmed +9 Throw +8 DEFENSE: DODGE: PARRY; WILL:
6 8 1
FORTITUDE: 14 TOUGHNESS: 14* *14 Impervious
SKILLS: Expertise Pop Culture 8 (+9), Athletics 3 (+15), Intimidate 8 (+12), Perception 4 (+5), Close Combat Unarmed 6 (+9), Ranged Combat Thrown 7 (+8)
and in a bitter rage rag e she picked up Carlton’s car and threw it against a tree with him in it. “You’re “You’re not my daughter,” her father fathe r yelled. “My daughter was tender and beautiful. You’re a monster!” Ally ran away sobbing tearlessly as her steel tear ducts refused to cry. cry. Psych Profile: Ally is a bitter, angry woman. She feels betrayed betr ayed by men, family, so-called friends, fate, destiny, destiny, any god you mention, you name it. While she still has an attractive female form she considers herself hideous and unlovable. She has adopted the name Alloy and hates her weak, soft former self.
“Heaven has no rage like love to hatred turned, Nor hell a fury like a woman scorned” - William Congreve
22
JERSEY DEVIL
The Fiend From Pine Barrens Is More Than Legend Name: Jersey Devil Age: ? ? Ht: 5 -9 Wt: 275 Born: Pine Barrens, New Jersey Ethnicity: Devil or Beast
New Jersey
Background: The tale of the Jersey Devil is a story based on urban legend based on folklore based on mythos. As such, there are many theories as to its background. These stories are more possibilities than probabilities and the truth will likely remain as elusive as the creature itself.
23
Jerse J ersey y Devil Devil
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
6
6
6
3
6
POWERS: All Powers Innate Protection 4 Senses 6 (Darkvision, Danger Sense, Tracking Scent, Identify by Scent, Extended Hearing) Strike 3 Claws or bite, STR based, Damage 3 Flight 6 (1,800ft. / 120mph) ADVANTAGES: Favored Environment (woods +2 attack or defense), Daze (Intimidate), (Intimidate), Moveby Action, Evasion, Uncanny Dodge, Startle, Track
Since Native Americans inhabited the forests of south central New Jersey there have been tales of strange winged creatures. Swedish settlers named the area Drake Kill (Dragon River). These facts lend credence to the less popular theory that the Jersey Devil is a lost world species hidden away in the isolated and desolate forest called Pine Barrens. The species is a throwback to dinosaurs or perhaps the remnants of the species dragon legends are based on. The Jersey Devil is no animal others say. The most popular explanation for the creature is the most horrific. The story is that Mother Leads had 12 kids and said if she had a 13 th it would be the devil’s devil’s child. On a stormy night in 1735 Leeds, reportedly a witch, had child 13. The baby immediately turned into a foul beast, killed the midwife midwi fe and flew on bat wings up the chimney. The creature is the unholy spawn of devil and witch. Over the centuries the Devil has been spotted many times and often seems to rampage through the area for short periods of time. It then may go for decades without being seen. The clergy exorcised the creature in 1740 and it disappeared for over a century. One theory is that the creature can only spawn for short
AWARENESS S INTELLECT AWARENES
-1
3
PRESENCE
1
OFFENSE: Initiative +6 Unarmed +10 Close, Damage 6 Claws / bite +10 Close, Damage 10 DEFENSE: DODGE: PARRY; WILL:
10 10 5
FORTITUDE: 8 TOUGHNESS: 10
SKILLS: Expertise Woodland Survival 10 (+9), Acrobatics 3 (+9), Athletics 3 (+9), Intimidate 11 (+12), Perception 8 (+11), Stealth 5 (+11), Close Combat Unarmed 4 (+10)
periods because of the lasting effects of the exorcism. As time passes the holy binds may be weakening and the creature can make mischief more often Zoologists that believe the creature is an endangered species theorize that it has a long hibernation cycle and also keeps away from humans. The Devil’s rampages may be a period while it gathers materials before hibernating or reproducing. Mischievous imp or ancient beast, the Jersey Devil is capable of striking fear into the hearts of people throughout southern New Jersey. Psych Profile: The Jersey Devil is either a troublemaking imp terrorizing people simply si mply for the fun of it, or it is a creature that behaves like other wild animals. Either way it avoids confrontations when threatened and self-preservation is its primary focus. If it is an animal its rampages are based on need not tomfoolery. tomfoolery.
Just a legend? During the week of January 16-23, 1909, the Jersey Devil was seen by over 1,000 people pe ople in various towns. Police shot at it in two towns but it escaped.
24
THERMITE From The Fires Of The Hindenburg Comes A Woman With A Fire For Vengence
New Jersey Background: On May 6 th 1937 Heidi vonBurgen got her first glimpse of New Jersey. The six-year-old girl peered out her window at Naval Air Station Lakehurst 650 feet below. Her trip with her parents across the Atlantic had been so exciting. At 7:25 that evening the mighty airship burst into flames. Fire tore through the Hindenburg and Heidi watched her parents burn before her very eyes. Name: Thermite Identity: Heidi Stintz (Secret) Age: Ag e: Bo Born rn 19 1931 31 Be Berl rlin in Lo Look okss 27 Ht: 5-8 Wt: 113 Raised: Lakehurst NJ Ethnicity: Ethni city: White White Hair: Hair: Blonde Blonde Eyes: Blue
25
Thermite
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
0
2
4
4
0
POWERS: Immunity 10 (Fire Effects) Fire Aura 8 (Damage, Reaction) Force Field 8 Flight 7 (1/2mile / 250mph) Fire Control 11 (Fire Ranged Damage 11) Alternate effects: - Fire Burst: Ranged Burst Damage 7 - Nova Burst: Close Cl ose Burst Area Damage 11 - Fire Trail: Ranged Line Li ne Area Damage 7 - Fire Funnel: Ranged Cone Area Damage 7 - Dazzle: Ranged Cumulative Affliction 11 (Fort, Vision: Vision: impaired, disabled, unaware) - Melt: Ranged Weaken 11 TGH, objects only Insubstantial 3 (Fire Form) * Immunity 4 (Aging, poison, disease, cold) * Regeneration 10 *only while insubstantial
Heidi blacked out when her body was consumed by fire. She awoke two days later in the hospital. Garrett and Lorna Stintz had been trying for a child for years. Lorna, a nurse at the Naval Station was assigned to turn Heidi over to the state orphanage. Instead, Heidi became Heidi Stintz. As Heidi grew she quickly figured out that t hat she could not be burned by fire but that she could also create and control it. She could burst into flames and eventually learned to use her heat output to fly. Heidi also came to blame the violent deaths of her biological parents on the US ban on helium exports. Her hatred for the US government has not subsided. Heidi discovered that her body reconstituted itself when she returned from her fire state. As long as she can occasionally turn into fire, she appears to be a woman of 27 years of age. Her adopted parents were not so lucky. Ironically they burned to death in a traffic accident in 1956. That brought about more nightmares for Heidi.
AWARENESS SS INTELLECT AWARENE
0
2
PRESENCE
4
OFFENSE: Initiative +4 Unarmed +0 Close, Damage 0 Fire Blast +9 Ranged, Damage 11 Fire Area see powers list Dazzle Vision +9 Ranged, Fort Afflic lict. 11 Melt Objects +9 Ranged, Weaken Tgh 11 DEFENSE: DODGE: PARRY; WILL:
10 10 3
FORTITUDE: 4 TOUGHNESS: 10/2* *w/o Force Field
SKILLS: Expertise Master Chef 8 (+8), Intimidate 6 (+10), Perception 4 (+6), Investigate 4 (+4), Ranged Combat Fire Control 5 (+9) ADVANTAGES: All-out Attack, Power Attack
During the 60’s and 70’s Heidi became the rebel against the government. She adopted the name Thermite from “thermite reaction” some theorize contributed to the Hindenburg disaster. disaster. She despises the government and will rally to any cause against it. Psych Profile: Thermite suffers from severe emotional trauma. She has nightmares about both sets of parents and considers herself a jinx. She also has an irrational fear that she could spontaneously combust and ignite a lover or family member. As a result she avoids building anything more than casual relationships. She blames all of this on the US government. Every time the US places an embargo or restriction on another country it riles her and she claims they are “playing God”.
Firey Form or Fire Form? Most of the time Thermite is in solid form but covered n flames so she has a damage aura. When she wants to regenerate she takes on her insubstantial form of pure fire.
26
XTRA-B Atlanta’s Newest Hip-Hop Singer Has The Beat - With Something Extra
Georgia
Name: Xtra-B Identity: Latisha Green Age: 1 9 Ht: 5 -8 Wt: 125 Born: Atlanta, Georgia Ethnic Eth nicity ity:: Bla Black ck Hair: Hair: Bl Blac ack k Eyes: Eyes: Br Brown own
Background: Latisha Green began singing in the church choir at age nine. She had the most amazing voice. By fourteen her voice was nothing short of paranormal. Her grandmother tried to keep her on
27
Xtra-B Xt ra-B
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
1
5
2
2
0
POWERS: Immunity 10 (Sonic Effects) Super-senses Enhanced Hearing (Accurate, Extended, Ultra-hearing, Sonar) Force Field 7 (Noticeable) Flight 7 (1/2mile / 250mph, Noticeable) Sonic Control 11 (Sonic Ranged, Damage 11, Affects Insubstantial fully, Concentration) Alternate effects: - Sonic Burst: Area Burst Damage 11, Concentration, Affects Insubstantial fully - Cone Area Damage 5, Linked to Cone Area Affliction 5 (Hearing Impaired, Disabled, Debilitated), Concentration Concentration - Ranged Affliction 11 (Hearing Impaired, Disabled, Debilitated), Concentration - Shatter: Ranged Ran ged Weaken Weaken 11 TGH, objects only
the straight and narrow but Latisha soon fell in with the ugly side of Atlanta’s Atlanta’s hip-hop and rap scene. Latisha honestly loved music but she became a drug addict and the victim of manipulative rap singers by eighteen. The night Latisha’s grandmother died, Latisha should have died as well. After using enough drugs to easily overdose, she began singing in wild abandon. Her voice boomed throughout the nightclub she was in and people started collapsing in pain. She sang that night until the walls of the club started to collapse. Many of the patrons had already been overcome by the power of her voice. Latisha lost consciousness and woke up in an alley two days later. It has been a year since Latisha discovered her powers and she has honed her abilities. She is no longer a naïve girl being preyed upon by music and gang leaders. She has discovered she can use her powers to commit crimes and make a good living
AWARENESS S INTELLECT AWARENES
0
1
PRESENCE
3
OFFENSE: Initiative +2 Unarmed +0 Close, Damage 1 Sonic Blast +9 Ranged, Damage 11 Sonic Cone Area Damage 5, Afflict 5 Dazzle Audio +9 +9 Ranged, Fo Fort Afflict. 11 11 Brea reak Object ects +9 Ranged ged, Weaken ken Tgh 11 DEFENSE: DODGE: PARRY; WILL:
8 8 4
FORTITUDE: 10 TOUGHNESS: 12/ 5* *w/o Force Field
SKILLS : Expertise Singer [Pre] 4 (+7), Streetwise 8 (+8), Insight 4 (+5), Perception 4 (+5), Ranged Combat Sonic Control 7 (+9) ADVANTAGES: Ultimate Effort: Fortitude
doing it. Latisha has a limited music career she continues to pursue so she created her Xtra-Beat identity for her criminal exploits. She has a certain fan following as a criminal because of her music themes. Her fans further shortened her moniker and refer to her as Xtra-B. “She’s got the beat with something extra.” Psych Profile: Latisha enjoys a good party and spends much of her money at nightclubs or using the recreational drugs she has a limited immunity to. She loves music and wants to succeed as a singer. She doesn’t see any harm in using her powers on people who get in her way.
SOUND FX Due to the nature of her powers, people attempting Notice checks against her gain a (+5) bonus if she is using her Force Field or Flight powers. Inventive heroes can use sonar to track her down.
28
GOOD CITIZEN The Only Good Citizen Is A White Citizen
Georgia Background: “Fear is our most primal of of emotions emotions and our most powerful motivator. Control a person’s fears and you control the person.” Jacob White understands fear. He learned directly from his abusive father how fear could be transformed
Name: Good Citizen Identity: Jacob White (secret) Age: 3 2 Ht: 6-1 Wt: 186 Born: Stone Mountain, Georgia Ethnicity: Ethni city: White Hair: Blond Blondee Eyes: Blue Blue
29
Good Citizen
PL12
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
1
3
1
1
2
POWERS: Mind Reading 12 Emotions only Hate Field* Audio Dependent +5 Dodge/Parry Emotion Control 12 (Perception Ranged, Subtle, Audio Dependent Cumlative Affliction, Resisted by Will: Dazed, Compelled, Controlled) Alternate effects: - Emotion Control 9 (Perception Area, blocked by audio cover / concealment) - Frenzy Boost** Enhanced STR +5, Perception, Area, Selective, Others Only, Limited to Hate) Hate Field & Frenzy Boost * Foes hearing Good Citizen are so enraged they get sloppy with attacks on him, have teary vision etc.... May be countered by calm effects at GM’s discretion. ** Hate-filled allies alli es are given +5 STR for that round. Requires an action to boost allies.
into hatred. His own fear led him to hate and ultimately murder his father. father. Living with his uncle in rural Georgia he discovered a new kind of hatred. Good white Christian families were losing everything they worked for to liberals, blacks, atheists, Jews, feminists and gays. If something weren’t done America would suffer the same fate Sodom had. The survival of the nation depended on bold action to. By age twenty-five, Jacob already was an influential leader in local hate groups. He possessed posses sed the natural ability to sense people’s fears and hatred. He was able to use this understanding to rally and control people. Jacob calls himself the Good Citizen. It is homage to a 1920’s publication that taught racism and white supremacy. He is raising an army to
AWARENESS S INTELLECT AWARENES
3
4
PRESENCE
6
OFFENSE:
Unarmed +5 Pistol +5 Sword +5 DEFENSE: DODGE: PARRY; WILL:
Initiative +1 Close, Damage 1 Ranged, Damage 3 Close, Damage 5 13/8 13/8 10
FORTITUDE: 3 TOUGHNESS: 7/ 3* *w/o padded suit
ADVANTAGES: Daze 2 (Deception or Intimidate), Fearless, Fascinate, Startle, Tau Taunt, nt, Redirect, Minions, Equipment: Padded suit Protection 4 Impervious, Close Combat 3 (+5) SKILLS: Expertise Sociology 8 (+11), Deception 8 (+14), Insight 8 (+12), Intimidate 8 (+14), Perception 4 (+8), Persuasion 4 (+10), Ranged Combat Guns 4 (+5)
crusade against the mongrel invaders and their sympathizers. He created the Order of Crimson Knights and began a campaign to rid America of all that is impure. Psych Profile: Jacob White blames blacks, Jews, liberals, atheists, gays and other non-white, non-Christian people for all the nation’s problems. He hates anybody that disagrees with him. He has no qualms about using violence or even murder to terrorize his enemies. He is a student of human emotion and uses fear and hatred to motivate allies or intimidate enemies with equally effectiveness. He considers white lives more valuable than others but nonconforming whites are traitors. He is doing holy work and his minions may need to be sacrificed for the greater good.
30
THEOPHILUS THEOPHIL US HALE HALE The Most Powerful Villains Hide In Plain Sight Shrouded In Legitimacy
Connecticut
Background: In 1638 the Hale family joined John Davenport and London merchant Theophilus Eaton in founding New Haven Connecticut. Martin and Elizabeth Hale named their first son Theophilus in honor of Mister
Name: Theophilus Hale Identity: Theophilus Hale Age: 4 3 Ht: 6-3 Wt: 200 Born: New Haven, Connecticut Ethnicity: Ethni city: White Hair: Blonde / Gray Eyes: Blue
31
THEOPHILUS HALE PL8 STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
2
2
1
1
4
ADVANTAGES: Ultimate Effort: Will, Benefit: Billionaire, Eidetic Memory, Fearless, Minions, Sidekick, Connected, Contacts, Well-Informed, Languages Russian, German, Japanese (English), Close Combat 4 (+8), Ranged Combat 4 (+8) (+8 )
OFFENSE:
SKILLS: Expertise Shipping / Smuggler 8 (+12), High Society 10 (+14), Streetwise Streetwi se 4 (+8), Insight 8 (+12), Perception 4 (+8), Deception 10 (+14), Intimidate 10 (+14), Persuasion 10 (+14), Technology 4 (+8)
DEFENSE: DODGE: PARRY; WILL:
AWARENESS S INTELLECT AWARENES
4
PRESENCE
4
4
Initiative +1 Close, Damage 2* Ranged, Damage * *or by weapon
Unarmed +8 Ranged +8
8 8 12
FORTITUDE: 8 TOUGHNESS: 4
POWERS: None
Eaton. Martin Hale produced produce d a large quantity of local goods and joined other colonists in placing these goods on a ship bound for England in 1646. The ship never arrived in Europe and the local economy was crushed. Martin Hale could never prove it but he suspected Samuel Samu el Yates Yates of collaborating collabor ating with pirates pirate s to take the ship. Yates was virtually the only local producer not to place cargo on the ship and profited from the loss of the vessel. Thus began the HaleYates feud. By the time Sam Colt invented the revolver in New Haven in 1836, Theophilus Hale X was a wealthy shipping magnate. He bought large quantities of the pistol and shipped them abroad. The Hale weapons shipping industry was launched. By World War II eighty percent of Hale Industrial Shipping’s Shipping’s profits came from arms shipping – legal and otherwise. The current Theophilus Hale carries on with his family’s 350-year tradition of shipping. He is a multimillionaire that wields considerable influence in every major American shipping city. He ships arms from Europe as well but his newest enterprise involves shipping arms from the former Soviet
military into the waiting hands of African warlords or local criminal groups. Hale employs an army of goons all over the world to deal with threats to his operations. oper ations. He has aquired about a dozen suits of Soviet So viet Vityaz Vityaz (Knight) battle armor from a former Spetsnaz (special forces) general. He has hired super villains to deal with superheroes getting too close to him. Theophilus carries many a grudge including the original origi nal HaleYates feud. He recently recentl y ordered the murder of Hank Yates. The murder led to the birth of the pirate Captain Rapier (see her background for more details) and reopened warfare between the families. Psych Profile: Theophilus Hale is a shrewd businessman and meticulous schemer. He is bloodthirsty when threatened and carries a grudge like few can. He has no concern for anybody outside his family and views outsiders as resources to be used. The collection of money and power is his constant motivator.
32
CAPTAIN RAPIER Name: Captain Rapier Identity:Susan Collins-Yates (secret) Age: 2 6 Ht: 5-7 Wt: 109 Born: Hartford, Connecticut Ethnicity: Ethni city: White White Hair: Brow Brown n Eyes: Green
Connecticut Background: The Hale-Yates feud dates back over 350 years. The New Haven theocracy wasn’t for everyone. Sam Sa m Yates Yates felt that t hat if the colony thrived the theocracy would flourish. The Yates Yates family famil y had fled f led religious persecution in England and the last thing he wanted to see was a colony run by a church, even his own. In 1646 Yates conspired with pirates to seize a crucial shipment to England. Fellow businessman Martin Hale suspected him of this and the HaleYates feud was born. bo rn.
33
CAPTAIN RAPIER STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
3
2
5
5
8
Assessment, ADVANTAGES: Defensive Attack, Assessment, Defensive Roll 4, Daze (Deception), Equipment, Evasion, Fascinate (Deception), Improved Critical (Sword 19-20), Improved Defense (+2), Improved Disarm, Improved Initiative, Inspire, Instant Up, Move-By, Power Attack, Quick Draw (Draw), Takedown Attack, Taunt, Taunt, Uncanny Dodge, Weapon Bind, Well-Connected, Minions, Sidekick Close Combat 6 (+14), Ranged Combat 9 (+14) SKILLS: Expertise Navy / Pirate 12 (+12), Survival: Water Bodies 8 (+8), Acrobatics 8 (+13), Athletics 7 (+10), Stealth 8 (+13), Perception 7 (+9), Deception 10 (+14), Intimidate 10 (+14)
The Yates family continued for generations to operate just outside the law for what they felt was right. They conducted pirate raids against British vessels during the American Revolution, transported slaves as part of the 1860’s Underground Railroad and caused many a criminal or smuggler to “disappear at sea” in areas as far south as the Bermuda Triangle. Henry “Hank” Yates was a student-athlete at Yale University when he met Susan Collins. Colli ns. Susan was a Lieutenant in the US Navy Naval Intelligence I ntelligence Division. Susan had attended the Naval Academy and was a rising star following in her father Captain Frank Collin’s footsteps. Collins and Yates fell in love and planned to marry in a huge ceremony. Unfortunately, a classmate of Yates was also in love with Collins, Theo Hale, son of arms smuggler Theophilus Hale. Theo was heartbroken. Theo’s father did what he was best at; he eliminated the competition. Hank and Susan had planned on a fun weekend in Las Vegas. Soon they were drunk and married. The next morning the newlyweds were ambushed
PL10
AWARENESS S INTELLECT AWARENES
0
PRESENCE
2
4
OFFENSE: Initiative +9 Close, Damage 3 Ranged, Damage 6 Close, Damage 6
Unarmed +14 MP5x +14 Sword +14 DEFENSE: DODGE: PARRY; WILL:
14 14 7
FORTITUDE: 7 TOUGHNESS: 6
EQUIPMENT: Sword (Damage 3 +STR), MP5X Experimental Machine Pistol ( Blast 6 Multiattack, Subtle [silencer]), Stingray Stealth Sub, Secret Base, Grappling Hook, C-4 Explosives, Night-vision goggles, Comm link
and Hank was killed in an apparent botched robbery. After the funeral a drunk Theo Hale approached Susan and apologized for “what my father has done”. Susan vowed revenge and mentioned the encounter to the Yates family. Susan Collins-Yates Coll ins-Yates was let in on the t he Yates Yates family famil y history and embraced it. The legend is that Hank Yates had been a member of Yale’s Yale’s secret Skull and Bones Society Soci ety and that society members used their considerable influence to help Susan begin her quest to bring Hale to justice. The Yates family has 350 years of experience and connections. Susan took on the moniker Captain Rapier and has quickly become the foremost pirate on the eastern seaboard. Psych Profile: Rapier has taken to her role with flare and enthusiasm. She carries a burden to see Hale brought to justice. She rarely r arely lets this burden show. She leads her crew and deals with the public with a swashbuckler’s flair and bravado. She truly cares for her crew as well as innocent parties.
34
TORY An Insurgent Insu rgent In Boston? Bost on? Trying Trying To To Restore Power To The British?
Massachusetts Background: The world is full of politically motivated terrorists with clear goals and agendas. Then there’s Victoria PitneyHayes. Victoria is a descendant of British Loyalists who fled Boston for Canada after the revolution in 1776. They remained British at heart for generations.
Name: Tory Identity: Victoria Pitney-Hayes Age: 2 1 Ht: 5 -8 Wt: 115 Born: Boston Massachusetts Ethnicity: Ethnic ity: White Hair:Bl Hair:Blond ond Eyes: Blue
35
TORY
PL10
STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
3
4
6
6
6
Attractive, DeADVANTAGES: Ambidexterity, Attractive, fensive Roll 4, Improved Initiative, Evasion, Grab Finesse, Daze (Deception), Taunt, Ulitimate Effort Dodge, Equipment Instant Up, Move-By, Quick Draw (Draw), Takedown Attack, Taunt, Uncanny Dodge, Weapon Bind, Close Combat 6 (+12), Ranged Combat 6 (+12) EQUIPMENT: Sword (Damage 5 +STR) Stun Pistol Ranged Affliction 8 Fort: Dazed, Stunned, Incapacitated Swinging (Swingline), Various “spy” Gear (Night-vision, lock picks, etc...GM’s Discretion) Victoria’s parents returned to Boston before she was born. Victoria was an American but embraced her family’s allegiance to Great Britain. In school, she rebelled against agains t the lessons of American History, spelled in old English style and refused to use Fahrenheit temperatures in science classes. As a teen she fell in love with Shakespeare and Ian Fleming’s British spy novels. She became a stage stag e actress and began training herself in martial arts art s and espionage skills. She designed her redcoat disguise and called calle d herself Tory. After committing several acts of vandalism on various American Revolution historical sites, she decided to “audition” to become a British spy. spy. She infiltrated the British Embassy in and after being subdued by security using non-lethal energy pistols, Tory announced she was ready to become a spy fighting against revolutionary forces in America. Once officials realized the forces she was referring to were in fact Americans, the police were called. Embassy security and Bellevue Hospital staff deny that Tory smuggled an energy pistol passed them. So, Tory is not wanted for possessing it. The pistol clashed with her costume however, so she had a theater prop master dress it up to look like a circa 1776 cap and ball pistol.
AWARENESS S INTELLECT AWARENES
0
PRESENCE
0
4
OFFENSE:
Unarmed +12 Pistol +12 Sword +12 DEFENSE: DODGE: PARRY; WILL:
Initiative +10 Close, Damage 3 Ranged, Afflict.8 Close, Damage 8
12 12 3
FORTITUDE: 7 TOUGHNESS: 8
SKILLS: Expertise British / American History 12 (+12), Performer 4 (+8), Acrobatics 6 (+12), Athletics 4 (+7), Stealth 4 (+10), Perception 7 (+7), Deception 10 (+14), Persuasion 4 (+8), Sleight of Hand 5 (+11), ( +11), Technology Technology 4 (+4) Tory has attacked various targets she links to t o the Revolution. An attempt to steal the Liberty Bell was aborted when Tory realized it wouldn’t woul dn’t fit in her he r car. Instead, she attacked a post office and destroyed several hundred dollars worth of postage stamps. She called a television station and took credit for the attack saying, “It shows the irony that colonists protested the Stamp Act of 1765 but now willingly buy stamps.” When the reporter pointed out the Stamp Act had nothing to do with postage stamps, Tory replied, “exactly” and hung up. Psych Profile: Tory is a fun-loving, adventurous young woman. But then that whole British Empire thing comes up. An overzealous anglophile, she adores all things British. She worships the royal family and prefers English food, movies, television, rock music and theater. Tory is more enthusiastic than studious. studi ous. She leaps into action without any idea of how her actions will bring about the “re-establishment of the British Empire.” She considers people subjects of Britain and doesn’t want to hurt them.
36
ALMON DOUGLAS Salem Can’t Shake Its History Of Cults And Magic
Massachusetts
Background: Almon Douglas was a powerful figure in Salem Massachusetts in the late 1600’s. He was only a minor force as far as warlocks go but he has a powerful personality and had created a coven of witches with considerable influence. Douglas and his followers worshiped the ancient Dark Ones. Douglas claimed to be the voice of the Dark Ones and as such was entitled to many wives. The coven engaged in mystic rituals, orgies and human sacrifice. Douglas and his followers fled Salem in 1692 during the witch trials and established a commune in the Massachusetts woodlands. In 1694 they discovered an ancient set of standing stones and Douglas began a series of rituals to open a gateway to allow the Dark Ones to enter this dimension. The final ritual called for the sacrifice of “six brides”. Douglas only had four brides at the time so he sent his followers to kidnap two women from Salem. As Douglas sacrificed each bride the gateway widened. He was half finished when witch hunters from Salem arrived. During the ensuing battle a man from Salem attempted to free his wife before Douglas could sacrifice her. h er. The man knocked Douglas back through the gate and the gate collapsed with Douglas trapped in the Dark Ones dimension. Almon Douglas spent 300 years adrift in the dimension of the Dark Ones. He claims the Dark Ones sent him back to this dimension to, “prepare a
Name: Almon Douglas Age: 3 0 0 + Ht: 6 -2 Born: Salem, Massachusetts Ethn Et hnic icit ity: y: Wh Whit itee Ha Hair ir:: Gr Gray ay
Wt: 178 Eyes: Eye s: Red Red
37
ALMON DOUGLAS PL10 STRENGTH
STAMINA
AGILITY AGILI TY
DEXTERITY
FIGHTING
0
4
1
1
0
POWERS: Confuse 4 (Aura, Affliction, Reaction, Touch) Confuse 10 (Mental Aura, Innate, Reaction) Immunity 30 (Will Save)*, 2 (aging, disease) Super-Sense 12 (Thought Awareness Awareness [Mental], [M ental], Accurate, Counters Concealment and Obscure) Protection 8 (Magic Glyphs burned into skin, Impervious 5) Magic (Preternatural / Chaos, Array) Transform 15 (Physical [Objects into chaos creatures], Perception, up to 12 tons) Alternate Effects (Spells) - Weake Weaken n 6 (Awareness, (Awareness, Will Save, Perception) Per ception) - Confuse 10 (Perception Ranged, Cumulative Affliction, Resisted by Will, Uncontrolled. Dazed, Compelled, Controlled) (Awareness, Will, Close, Linked to - Weaken 8 (Awareness, Regeneration 10)
AWARENESS S INTELLECT AWARENES
5
6
PRESENCE
3
OFFENSE: Initiative +1 Unarmed +8 Close, Damage 0 Confuse Perception, Afflict 10 Weake eaken n Awaren arenes esss Perc Percep epti tion on,, Will ill sav savee 6 Weake eaken n Aware warene ness ss +8 Clos Close, e, Will ill sav savee 8* 8* *+Regeneration *+Regeneration 10 DEFENSE: DODGE: PARRY; WILL:
8 8 6*
FORTITUDE: 10 TOUGHNESS: 12 *Immune Will Saves
SKILLS: Expertise Arcane 11 (+16), Deception 8 (+11), Intimidate 8 (+11), Perception 4 (+10), Unarmed Combat 8 (+8) ADVANTAGES: Fearless,Daze (Deception), Fascinate, Minions, Ritualist, Trance
path for the Dark Ones.” Ones. ” In reality, if the Dark Ones of explaining. In 1692 his sanity was dubious. After could open a gate to send Douglas through, they 300 years in the “glorious abyss”, as he likes to call could come through themselves. The gateway was it, Almon Douglas is utterly insane. He worships obviously opened from this side but it is unclear who chaos as the only true freedom. He views himself as did so or why. Douglas ignores this logic and insists the voice of his gods and thus anything he does is justifi justified. ed. he is the herald of the Dark Ones. After 300 years in the abyss Douglas is no longer How To: Confuse Effect a dabbling warlock. He is a powerful sorcerer with incredible knowledge of the dimension he draws Confuse is the power Mind Control with the flaw fl aw,, power from. He has set about gathering followers Uncontrolled. Douglas is not able to command his and wives for his new coven. His goal is to open a foes. gateway to the abyss and let the Dark Ones enter Douglas’ Confuse victims roll on this chart. to this world. determine their actions at random. Psych Profile: 1-4 Beserk (Attack nearest person full power) “In the glorious abyss I feasted on my own mind. 4-8 Rampage (As Beserk but attack objects too) I could sense the liberating chaos nearby, shadows 9-13 Despair (Curl up in a ball and cry) cry ) kissing the fringes of my sanity and breaking my 14-16 Flee at top speed bonds to it. I was no longer a slave to that master 17-18 Mumble about the Dark Ones and drool called reality. I float free in the currents of chaos 19-20 Go Native (Serve the Dark Ones and A. and confusion and am unchained,” Douglas is fond Douglas as their prophet)
38
SIDEKICKS Harpoon (Captain Rapier’s sidekick) Background: Horatio Feng was orphaned at age eight and placed in Norfolk’s foster care system. The son of Chinese immigrants Horatio had no idea what extended family, if any, he might have. Horatio found his own family – the Horatio family. He spent his youth studying the exploits of Lord Horatio Nelson of the British Navy as well as characters like Horatio Hornblower and Hamlet’s best friend Horatio. Joining the US Navy at age 18 seemed to be in following a Horatio tradition. Horatio took to Navy training in remarkable ways. His skinny frame bulked up and he developed in paranormal ways. He soon found himself part of the elite US Navy SEALS. After years of distinguished service, Susan Collins-Yates approached Horatio about an off-thebooks operation. Horatio soon retired from the Navy and joined Captain Rapier as her First Officer / Trainer / Operations Officer. He goes by the code name Harpoon. Psych Profile: Like Shakespeare’s Hamlet, Captain Rapier is haunted by ghosts and engaged in a blood feud. Harpoon serves as the same best friend and sounding board Horatio did for Hamlet. While Susan still carries a torch for her dead husband, Harpoon secretly loves her and is fiercely loyal to her. He runs a tight ship but parties with the best of them in off hours. He is a combat mentor for Susan and the rest of the crew. Harpoon doesn’t want to hurt innocent civilians or superheroes that block his objectives. However, he is a lethal weapon even unarmed.
Harpoon STR 5 STA 6 AGL 3 DEX 3 FGT 8 INT 0 WIS 1 CHA 2 Damage
Dodge Parry Will Fortitude Toughness
PL9 9 9 7 9 9
Initiative 7 Close / Ranged + 10 +5 unarmed / +8 sword +8 Gun
SKILLS: Acrobatics 8 (+11), Intimidate 12 (+14), Athletics 8 (+10), Perception 8 (+9), Stealth 8 (+11), Expertise: Water Survival 8 (+8), Expertise: Naval Officer 12 (+12), Vehicles 8 (+11), Technology 8 (+8) Advantages: Assessment, Defensive Roll 3, Equipment, Evasion, Improved Defense (+2), Improved Disarm, Improved Initiative, Inspire, Instant Up, Move-By, Power Attack, Takedown Takedown Attack, Taunt, Teamwork, Startle EQUIPMENT: Sword (STR+3), MP-5X Experimental Blast Rifle (Blast 8, Multifire), Grappling Hook, C-4 Explosives, Night-vision goggles, Comm link, Universal tool, Knife (STR+1) POWERS: Immunity 3 (Water-breathing, Pressure, cold), Swimming 4, Super-Move 1 (Leap from water)
Tactics: He will use stealth, surprise; sneak attacks attack s and booby-traps to incapacitate foes before they know he’s even there. He loves to fight in the water and will retreat into it if things go badly.
39 Lady Whisper (Theopholus Hale’s sidekick) Background: Nobody knows much about the woman known as Lady Whisper. It is believed she was born in Eastern Europe around 1903. She served as a spy for the German government go vernment during both bo th World World Wars. She seemed to stop aging in her late twenties and has maintained her appearance ever since. Near the end of WWII she was operating in the New Haven area. She saw Germany’s impending fall and decided to seek new employment. An arms dealer named Theophilus Hale caught her eye as the perfect blend of wealth, power, legitimacy and ruthlessness. Within two years she was his right-hand right- hand and had the official title Sandra Fox, Vice Vice President of Operations in Hale Industries. Every twenty-five years or so, Lady Whisper “kills” her public identity identit y and months later Hale hires a new VP remarkably similar to the previous one. Lady Whisper is currently working under the concocted name of Linda Stahl. She is serving her third generation of Theophilus Hale. Psych Profile: Lady Whisper is a powerful conniving seductress. She is loyal to the Hale line in large part because becau se it keeps her wealthy doing the dirty deeds she enjoys. She has no qualms about killing. She also sees see s herself as mentor and bodyguard of the young Hale men, grooming them to take over when their father dies. She encourages the young men to marry wives for breeding purposes but seems to play the role of mother / mentor / mist mistre ress ss hers hersel elf f as she feels necessary.
Lady Whisper STR 0 STA 2 AGL 3 DEX 3 FGT 3 INT 4 WIS 7 CHA 7 Damage
Dodge Parry Will Fortitude Toughness
PL9
12 12 10 4 6
Initiative 7 Close / Ranged +3 +0 unarmed By effect see powers
SKILLS: Deception 9 (+16/+20*), Persuasion 9 (+16/+20*), Technology 8 (+12), Expertise: Streetwise 8 (+12), Insight 9 (+16), Investigate 9 (+16), Stealth 4 (+7), Perception 9 (+16) Advantages: Attractive*, Assessment, Connected, Contacts, Daze (Deception), Fascinate (Deception), Inspire, Taunt, Well-Informed EQUIPMENT: Dagger (Damage 2), Pistol (Ranged Damage 3) POWERS: Mind-Reading 9 (Subtle, Alternate Effects - Stun 9 [Perception Afflict 9, Will: Daze, Stun], Memory Change [Affliction 4 Perception, Cumulative, Will: Daze, Stun, Transform]). Immunity 11 (Mental effects, aging) Communication Communica tion 1 (Telepathy), Mental Men tal Aware Aware Tactics: Lady Whisper is the voice of Theophilus Hale however she never speaks of illegal plans aloud. She schemes with Hale telepathically to thwart the enemy’s attempts at eavesdropping. She gives orders for illegal activities telepathically as well so an underling can never testify to such orders. She Sh e has erased or altered the memories of many witnesses. She may try to convince heroes to aid in illegal operations by professing to be a victim. She can also gather info about heroes to use against them. In combat she will play the role of the innocent bystander while using her mental powers. Lady Whisper hides the fact she has paranormal abilities and uses it to her advantage.
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MINIONS The minions are listed by the name of the villain they are associated with. Some villains may have more than one type of minion.
Theophilus Hale Hale runs a large shipping and smuggling operation. Most of his minions are normal sailors, laborers and thugs. Stats for these minions can be chosen from the list in the core rules. Hale may also recruit other villains like Alloy or Quaker to help him or even unwitting heroes. Vityaz Armor Hale acquired several suits of powered armor from a Spetsnaz (Russian Special Forces) Colonel. The Vityaz (meaning “Knight”) battle armor is used by Russian elite counter-terrorism units. Hale has reverse engineered and produced produc ed copies of the armor. He has as many as two dozen of the suits guarding his most critical operations worldwide. The men in the armor call themselves the Vityaz or “Hale’s Vityaz” (Hale’s Knights) and are extremely ext remely loyal to him. Most of them are ex-Russian military so assume they all speak Russian and English. They will speak Russian if enemies can hear their communicommuni cations.
Vityaz Armor PL8 STR 5 STA 3 AGL 0 DEX 0 FGT 6 INT 0 WIS 0 CHA 0 Damage
Dodge Parry Will Fortitude Toughness
6 6 2 8 10
Initiative 0 Close / Ranged +6 +10 Bl Blast, +10 St Strike
SKILLS: Intimidate 8 (+8), Expertise: Solider 4 (+4), Perception 4 (+4) FEATS: All-out Attack, Language English (Russian) POWERS: Protection 10 (Impervious), Blast 10 (Alt Effect - Blast 6 Explosion) Flight 5, Immunity 9 (Life Support), Super Senses (Radio, Radar, Darkvision), Enhanced STR +10, Strike 5 (STR+5 Unarmed Damage)
Captain Rapier Captain Rapier has two classes of minions. Her base and sub are manned by sailors. Use the Soldier stats in the core rules and change the profession to sailor. Her elite raiding parties are made up of highly trained soldiers and call themselves Stingrays. She has 1020 Stingrays in her employ at any given time. All her minions are very loyal. SKILLS : Athletics (+10), Perception (+10), Stealth (+11), Expertise: Water Survival (+4), Expertise: Sailor (+5), Vehicles (+7) FEATS: Quick Draw, Equipment: Sword (STR+3 Damage), MP-5 Pistol (Blast 4 Multifire, S ubtle [silencer]), Grappling Hook, C-4 Explosives, Night-vision goggles, Vest (+4), Comm link
Sting tingrays rays STR 2 STA 2 AGL 3 DEX 3 FGT 6 INT 0 WIS 1 CHA 0 Damage
Dodge Parry Will Fortitude Toughness
PL 6 6 6 4 4 6/2
Initiative 3 Close / Ranged +7 +2 unarmed / +5 sword +4 MP-5 Pistol
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Almon Douglas Almon Douglas has wives and cult followers. followers . Use the Thug stats found in the core cor e rules. Douglas’ insane followers change the Will save to +6. Douglas has 4-8 wives and his cult may number a dozen or hundreds. Chaos Creatures Douglas uses his Transform power to turn inanimate
objects into Chaos Creatures, the size siz e of the original object. He can transform up to 12 tons but stats are provided for larger creatures in case Douglas performs a ritual to transform larger objects like buildings. Chaos Creatures are chaotic and will attack the closest person to them. If attacked, Douglas can turn off the transform as a free action. Cultists know to stay clear of the creatures.
Chaos Creatures - PL 8
Static Traits: Immune Fort & Will, Will, Init: 0, Improved I mproved Grab and Hold, Extra Limbs SIZE SI ZE (e (exa xamp mple le)) STR( ST R(da dama mage ge)) & Tou ough ghne ness ss Cl Clos osee At Atta tack ck & Dod Dodge ge/P /Par arry ry F (cellphone) 0 16 D (pistol) 2 14 T (rifle) 4 12 S (cape) 6 10 M (cycle) 8 8 L (car) 10 6 H (truck) 12 4 G (semi) 14 2 C (shop)* 16 0 *Requires ritual or A (building)* 20 -4 extra effort over 12 tons
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bases / vehicles Any of the villains can be holed up in any lair the GM sees fit. They can also have any vehicles they need to pull off a caper. Some of the more unique bases and vehicles are listed here.
Diamond’s Mansion Use the Stately Manor statistics in the rules. Increase the Security Systems to DC 30.
Buzzard’s Roost Buzzard has bought the top floor of an apartment building and made it his lair. He enters through the skylight. The doors and windows all have gas traps.
Size Tiny, Toughness 10, Features: Computer, Concealed, Defense System (Stun 8 gas), Laboratory, Living Space, Security System, Workshop
Theopholus Hale’s Offices Hale has facilities all over the globe. His main HQ in Hartford Connecticut (or elsewhere) is in a 20 story building. The top 5 floors are his personal home and offices as well as secret labs and workshops. Hale’s security will call the police if attacked.
Size Large, Toughness 12, Features: Communications, Computer, Computer, Concealed, Defense System, Fire Prevention, Gym, Hanger, Infirmary, Laboratory, ratory, Living Space, Personnel, Power System, Security System, Workshop Security Guards (10) Use Police Officer Stats Vityaz Armored Units (4) see Minions section Staff (200) civilian businesspeople - Bystander stats
Captain Rapier’s Under-Island Sub Base Captain Rapier has an under sea base carved out of the bottom of an island. It is cut out of bedrock under one of the Thimble Island chain, possibly Yale-owned Yale-owned Horse Island. It has desalination facilities for water and a geothermal power supply. The underwater access cave is sixty feet below the surface and is in complete darkness. There is no other access. The base uses submarine oxygen generators so no air needs to be vented in from the surface.
Size Large, Toughness 15, Features: Communications, Computer, Concealed, Defense System, Dock, Fire Prevention, Gym, Infirmary, Isolated, Laboratory, Living Space, Power System, Security Sec urity System, Water Supply, Workshop Security Guards (20) Use Solider Stats Stingray commandos (10) see Minion section Staff (20) cooks, techs etc use Bystander stats Crew and commandos of Cutlass if in port
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Captain Rapier’s Submarine - The Cutlass modified Virginia Class Nuclear Sub Captain Rapier’s submarine Cutlass is a specially modified Virginia-class attack sub. Cutlass has sacrificed some weapon storage space for the storage of looted cargo. Sensor Array Cutlass has no periscope. She has two retractable photonics masts that provide her control room with sensor data via fiber optic cables. Propulsion Cutlass is a nuclear powered vessel using pump-jet propulsion for quieter operations. Weapons Cutlass has 12 Vertical Vertical Launch Lau nch System (VLS) cells cell s and four torpedo tubes. She can fire Mark-48 torpedoes, Harpoon missiles, Standard surface-to-air missiles and UGM-109 UGM -109 Tactical Tactical Tomahawk missiles. Captain Rapier has modified several of these weapons for piracy operations as opposed to ship sinking operations. Owing to targeting and reload times, in game terms assume Cutlass can fire one weapon per round. Cutlass can fire as a Ranged attack or as a Perception attack. The Perception attack requires a laser-guided lock. The target must be “painted” by Cutlass’ laser range finder or an operative using a hand-held laser. Painting a target requires an Aim maneuver the round before firing and must be maintained until the missile hits. Commandos Cutlass can deploy nine combat swimmers at a time through a special air lock. Assume one round to enter the lock, one to pressurize
Cutlass: Strength 16 Size: Colossal (7,700 tons, 377 feet long, 34 feet beam) Speed: 5 Swimming Defense: 2, Toughness: 13 Crew: 134, Range: unlimited except for food Attack: +5 Weapons: Torpedo Torpedo Blast 8 (explosion), Harpoon Blast 10 (explosion)*, Tomahawk Blast 15 (explosion)*, SAM Blast 8 (explosion), Harpoon Nullify 8 Electronics Electroni cs (EMP, (EMP, Burst), Flare Change Environment 10 (light), Harpoon Flash Dazzle 8 (vision, burst). *limited Perception Perception range available Sensors Radar, Sonar, Sonar, UV vision, Inrared, extended vision / hearing, hearing, radio, radio, Datalink, Datalink, LDAR, LDAR, all 360 degree. degree. Life Support 9, Immunity 10 (Electrical / EMP attacks), Concealment (radar, sonar) Features: Navigation, Security Systems, Medical and on round three swimmers can move out of the sub and act. Cutlass also carries a sixteen man minisub known as a Seal Delivery System. Tactics Using stealth to approach ships particularly at night, she will deploy Stingray commandos to scale the sides of the ship. Once the t he Stingrays are in position Cutlass will fire a special Harpoon missile with an EMP charge. This burst attack will knock out all unshielded electronic devices This includes propulsion, communications, lights and even player devices failing faili ng the save versus Nullify. The Stingrays will use night-vision night-v ision to overpower the crew cre w.
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