Hero Games - Champions Universe - News of The World Dojhero225-OEF
Hero Games - Champions Universe - News of The World Dojhero225-OEF
Hero Games - Champions Universe - News of The World Dojhero225-OEF
LONG
A Setting Book For Champions Author: Darren Watts, Steven S. Long Editing and Developing: Steven S. Long Layout & Graphic Design: Andy Mathews Cover Illustration: Ted Kim Interior Illustration: Peter Anckorn, Nate Barnes, DT Butchino, Robert Cram, Jr., Storn Cook, Andrew Cremeans, Keith Curtis, Kurt Dinse, Je Hebert, Nick Ingeneri, Ted Kim, Eric Lofgren, Bryce Nakawaga, Greg Smith, Chris Stevens, Derrick Stevens, Mack Sztaba, Derrick Thomas
SPECIAL THANKS:
Darren would like to thank the following, Heroes all: Jim Barr for the Goodman Institute; Jason Walters and Dave Weinstein for the basic ideas for Black Rose and Bravo; Riley McLaughlin for Proteus; The Masonic Avenue Irregulars (Jason Walters, Dave Weinstein, Mark DeVries, Tom Rafalski, Dan Reiley, and Chris Galatti) for general field-testing; and the Hero Chat denizens for Rictus.
Hero SystemTM is DOJ, Inc.s trademark for its roleplaying system. Hero System 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Fantasy Hero 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Dark Champions 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Pulp Hero 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions Universe: News Of The World 2007 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero, Justice Inc., Danger International, Western Hero 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Printed in the Canada. First printing March 2007 Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO225 ISBN Number: 978-1-58366-061-4 http://www.herogames.com
TABLE OF CONTENTS
INTRODUCTION ............................................ 4
UTILITY .................................................... 121 ZEPHYR ................................................... 123 ZORRAN THE ARTIFICER ........................... 124 ENEMIES UPDATE ..................................... 126 ENEMY ORGANIZATION ............................ 126 MASTER VILLAINS .................................... 127 VILLAIN GROUPS ...................................... 127 SOLO VILLAINS ........................................ 127 NEW VILLAINS ........................................... 126 AUTOMATON ........................................... 128 BAYKOK................................................... 130 BLOODRAGE ............................................ 132 HURRICANE ............................................. 134 PANTERA ................................................. 136 THE SHADOW QUEEN ............................... 138 SPEKTR ................................................... 141 STALKER ................................................. 143 VALAK THE WORLD-RAVAGER................... 145
INTRODUCTION
ts been nearly ve years since the publication of Champions Universe, and in that time Hero Games has published many other Champions books that expand the setting in nearly every possible direction. Champions gamers are often asking questions like, What would happen if suchand-such group teamed up with this group?, What are the members of the Sentinels like?, and Whats Dr. Destroyer been up to?. Champions Universe: News Of The World attempts to answer those questions, and many others, but reviewing whats happened in the Champions Universe over the past ve years. It cant cover every single aspect of a setting thats so large and detailed, but youll nd plenty of information about everyone from the movers and shakers of the Superhuman World to lower-powered street heroes like the Black Mask. Youll also get to meet some new characters that youve only seen mentioned here and there in Champions books but whove never been detailed before. Chapter One, Meanwhile, In Millennium City..., covers the latest events in the City of the Future things like city expansion, the activities of the Champions (including new members coming and some old members leaving), how the events depicted in Champions scenarios like Sharper Than A Serpents Tooth played out in the ocial game setting, what the kids at the Ravenswood Academy have been up to, and the fracturing of PSI. Chapter Two, Down In Vibora Bay..., does the same thing for Champions Universes lowerpowered, more mystical city. Here you can nd out what menaces the Black Mask and Dr. Ka have had to deal with, how Juryrigs war on VIPER has progressed, and the eects of Hurricane Katrina on the Queen City. Chapters Three and Four cover two of the Champions Universes most prominent superhero teams, the Sentinels and the Justice Squadron. Here youll nd character sheets for all the current members, a history of each group, and other fascinating information. Chapter Five, In Other World News..., expands beyond Millennium City and Vibora Bay to cover the rest of the setting. It includes brief descriptions of the major superteams in other American cities, whats been going on with organizations like UNTIL and the Trismegistus Council, and events around the world since the publication of Champions Worldwide. It introduces a new organization, the Goodman Institute, to help your
heroes with their war on crime and injustice. Last but not least, it reviews whats publicly known about the most important activities of supervillains and criminal organizations like VIPER, Dr. Destroyer, and even Foxbat. But if you want to know the non-public information about those characters, you have to be a GM. The last two chapters of the book are for the GMs eyes only. Chapter Six, The Rogues Gallery, provides revised character sheets for several villains to show how theyve become more powerful (or just dierent) in the past ve years, and also describes what various villains have been doing that the public doesnt know about. Chapter Seven, The GMs Vault, provides the secret, GMs-eyesonly, information about whats covered in the other parts of the book. INTEGRATING NEWS OF THE WORLD INTO YOUR CAMPAIGN The information presented in this book, like that in Champions Universe itself, is provided largely by way of example and to show how things play out ocially to provide a backdrop for other Champions books. It has absolutely no bearing on your own campaigns and characters if you prefer to do something dierent. If youre running a Champions Universe-based campaign and you want the Champions roster to remain just the way its been for the past ve years, go right ahead and keep it that way. If you think that Armadillo should join the Ultimates and Dr. Destroyer should build a hidden mountain stronghold instead of an articial island, do it! Nothing in this book, or any other, makes those wrong decisions or in any way invalidates or changes what youve decided to do with your own campaigns and characters... unless you want it to. If youre not running a Champions Universebased campaign (whether with some Champions Universe characters added in, or not), you can use this book as a source of inspiration, ideas, and resources. For example, its easy to transplant the Giant Mechanon adventure or the Goodman Institute into your game with very few changes. If you like the idea of a team changing the way the Champions have but you dont use the Champions, just do something similar with a prominent NPC team of your own. Like any other gaming sourcebook, this one is full of material you can use however you like... or ignore if you prefer.
chapter one:
illennium City has continued to grow explosively in the rst few years of the twenty-rst century not just in population, but economic strength, technological sophistication, and cultural and scientic importance to the rest of the United States and the world. Most of this growth has been fueled by the continuing boom in high-tech elds such as robotics, computer software and hardware, materials manufacturing, and pharmaceuticals. Companies with strong ties to the City of the Future, such as Binary Corporation, Drake-Victoria, and Harmon Industries, have led the charge. In fact, its increasingly become the case that companies in high-tech elds need to have a signicant presence in Millennium City, if only because its a powerful magnet for researchers and highly-qualied graduates looking for jobs or sponsorship. But Millennium City has faced some inevitable problems resulting from its growth. The population has surged well past four million in the last four years, and the original city limits have put tremendous pressure on the infrastructure as the city bulges at the seams. Housing costs in the pricey suburbs like Grosse Point and Harper Woods have skyrocketed, and even more traditionally middleclass areas have gone upscale. At the same time, the need for land for corporate oces has led to the citys general expansion westward. At the cost of tens of billions of dollars the city has moved the Millennium Highway (the Loop) outward in most places by more than a mile, expanded past the county line (a move not without repercussions, and many battles, in the state house and nearby counties governments). This has led to a minor real estate speculation boom in the newly-encompassed parts of the City of the Future, causing the cost of houses and land in those areas to skyrock. Between all of the expansion and the extensive repairs required in the wake of many of the destructive events described below, construction has been one of the most protable industries in Millennium City in the last ve years.
MILLENNIUM CITY
CITY POLITICS One of the beneciaries of all of this success has been Mayor Calvin Biselle, who was re-elected in November 2004 by a large margin over Republican James Holland. (Holland was a sacricial candidate oered up by the GOP, a sixty-ve year old lawyer who ran on a no-taxes platform, since the party knew that Biselle would have to leave in 2008 due to term limits and decided to save its big guns.) Biselle clearly has bigger things in mind, since hes already begun lining up support and favors for a gubernatorial run in 2008. Towards that end hes been grooming his own replacement in Millennium City, Lena Schroeder, despite her continuing diculties with the conservative wing of her own party (whose members worry that shes angered too many of the corporations that make up the bulk of the citys tax base with her populist rhetoric). Victor Eversole, the citys liaison to the Champions, has emerged as a rival candidate thanks to his high prole whenever the Champions perform a public service or save the city. Eversole and Biselle also have a good working relationship (though neither trusts the other for a minute), and while Biselle would clearly prefer Schroeder he clearly thinks Eversole is a tolerable alternative. For now, hes content to let the two ght it out for the next eighteen months. Meanwhile, Fourth District Councilman Alistair Currie has the Republican nomination all but sewn up. In the past few years hes become Biselles strongest rival and shown his ability to work with local businesses, whose power in the city is ever-increasing. Currie has strong support from several major local companies, including DrakeVictoria and Harmon Industries. Seventh District Councilman Philip McAulie was revealed in 2005 to be a member of the cultlike self-help organization Mind, Inc., and to have been manipulated by the criminals of PSI to steer some city in nding their way. His trial was a sensational media event in early 2006. With representation by high-powered lawyer Stanley Bounds, whose rm provides corporate counsel to Duchess Industries, he was acquitted of most of the charges except for some minor tax issues that resulted in trivial nes. McAulie resigned his seat when the scandal broke; his replacement, Virginia Prentice, won re-election easily.
THE CHAMPIONS
Millennium Citys most famous superhuman defender remains the Champions, a relatively new team formed in early 2002. Over the last five years the team has been extremely active, and its fame has risen alongside that of the vibrant city itself, even to the point of occasionally eclipsing the older and more established teams like the Sentinels or Justice Squadron in terms of acclaim and attention. However, the Champions have also been subject to controversy... and occasionally tragedy. MAY 2003: CAZULON EMERGENT! In May 2003, the Champions worked with former Sentinel Dan Microman Collins to recapture the alien monster Cazulon, whod been kept as a shrunken display in the Millennium City Zoo. For reasons still not clear, on the 18th the miniaturization in effect since Micromans 1965 defeat of the monster wore off. As terrified families and tourists fled the scene, it smashed its way out of the zoo, across the Loop, and into Millennium City proper before the Champions could assemble to attack the beast. Cazulons rampage destroyed several buildings downtown, but the heroes were able to keep the death and damage toll to a minimum until Microman could bring his newly-enhanced Shrinking Ray to bear on the alien monster. Cazulon was subsequently returned to his cage at the Zoo, and the Champions received the accolades of a grateful city (not to mention a considerable amount of favorable national attention).
JULY 2003: ATTACK OF THE BLOB Just a few months later, the Detroit Day celebrations of July 2003 were also marred by a giant monster in this case an extradimensional blob accidentally summoned to Earths universe via an energy mining device created by Dr. Abnel Ali. The city suered a dangerous blackout and several more destroyed buildings as the ever-expanding creature sought new sources of positive energy to feed on before the Champions lured it back through Alis portal with a transmitting beacon built by Ali, Dr. Silverback, and Defender. LATE 2003: CHAMPIONS BATTLEGROUNDS Beginning in the summer of 2003, a new villain appeared on the superhuman scene... and he decided to make his mark by defeating the Champions! Interface, a powerful cyborg, decided that the best way to attack the heroes was to learn as much about them as he could by arranging a series of battles that would allow him to study them in detail. First, in August 2003 he hired Utility and several other mercenary supervillains to stage a bombing in Memorial Park. As the Champions responded, defused the bomb, and defeated most of the villains (Utility himself escaped), Interface used hidden cameras and sensors to gauge their reaction time, general tactics and procedures, and basic powers. In September, he gathered more information on team tactics and abilities (especially Witchcrafts dicultto-quantify magical powers) by tricking both Foxbat and the super-thieves of GRAB into attacking the recently-opened New Urbana Galleria, a mall just outside Millennium City.
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SEPTEMBER 2006: ATTACK OF THE FIFTY-FOOT MECHANON In the early autumn of 2006 Nightwind got his rst real test with the team as one of the Championss oldest and deadliest foes the lifehating sentient robot Mechanon returned with a vengeance. After his previous defeats, Mechanon decided to study human psychology so he could better comprehend the behavior of sentients and thus exploit or counteract it. He concluded that humans seemed to be particularly frightened of things that are very large (aircraft carriers, heights, movie monsters...) and things that are very small (insects, viri, bullets...). He decided to plan an attack on his most recent adversaries, the Champions, with one of these factors in mind. Early on the morning of October 15, commuters were terried to see one of the skyscrapers under construction explode apart, then reform to create a Mechanon sixty-ve feet tall! Nearby buildings were soon reduced to rubble, and then Giganto-Mechanon began a march of destruction across the city. The Champions responded quickly, but when they arrived Giganto-Mechanon unleashed a surprise: a Flight Interference Ray that drained the targets ability to y. With Defender, Sapphire, and Witchcraft thus slowed, the monstrous menace was able to grab them and Nightwind in one of its gigantic hands and slowly begin to squeeze the life from them.
That left just Kinetik and Ironclad able to attack. Realizing that even Ironclads strength couldnt pry open Giganto-Mechanons grip, they chose to attack the enormous robots legs. Ironclad went to work on one, holding it in place and tearing it apart as best he could, while Kinetik used his super-speed powers to begin disassembling the other. Giganto-Mechanons forward progress slowed, then halted... and while it was distracted, Nightwind wormed his way free and ran up the robots arm to its head. As it bent down to try to swat Kinetik away, Nightwind made a ying kick and smashed into Giganto-Mechanons right eye, partially blinding it. As Ironclad and Kinetic continued their assault, Nightwind battered his way further into the robots head, soon destroying a vital relay that controlled the right hand. This freed the other Champions, and together the six heroes made short work out of what was left of GigantoMechanon. The cost in destruction and loss of life was steep, but far less than what it would otherwise have been had the Champions not been there. The heroes only worry now is this: what if Mechanon decides to rebuild itself in a form that has all its powers... but is only an inch tall?
13
2u 5u 5u 5u 7
DEFENDER Val Char Cost Roll Notes 15+40* STR 25 12-/20- Lift 200 kg /50 tons; 3d6/11d6 [1/5] 15+10* DEX 30 12-/14- OCV: 5/8/DCV: 5/8 15+20* CON 30 12-/1612 BODY 4 1120 INT 10 13PER Roll 1315 EGO 10 12ECV: 5 20 PRE 10 13PRE Attack: 4d6 14 COM 2 126 PD 3 Total: 31 PD (25 rPD) 6 ED 3 Total: 31 ED (25 rED) 3+3* SPD 25 Phases: 4, 8, 12/ 2, 4, 6, 8, 10, 12 8 REC 4 30 END 0 35 STUN 7 Total Characteristic Cost: 163 *: OIF (Powered Armor; -) : No Figured Characteristics (-) Movement: Running: 6/12 Leaping: 3/6 (11/22) Flight: 25/50
63 5 5 9
33 3u 1u 6 3 8
Cost Powers END 33 Power Pack: Endurance Reserve (250 END, 25 REC); OIF (-) 0 50 Weapons Array: Multipower, 75-point reserve; all OIF (Powered Armor; -) 5u 1) Electric Blast: Energy Blast 14d6; OIF (-) 7 5u 2) Pulse-Blast: Energy Blast 10d6, Autore (5 shots; +); OIF (-) 7 5u 3) Focused Blast I: Energy Blast 10d6, Armor Piercing (+); OIF (-) 7 5u 4) Focused Blast II: Energy Blast 10d6, Penetrating (+); OIF (-) 7 5u 5) Enhanced Impact Blast: Energy Blast 8d6, Double Knockback (+); OIF (-) 7 5u 6) Modulated Blast: Energy Blast 10d6, Aects Desolidied (+); OIF (-) 7 5u 7) Accurate Blast: Energy Blast 10d6, No Range Modier (+); OIF (-) 7
8) Overload Blast: RKA 4d6; OIF (-), Increased Endurance Cost (x4 END; -1), Activation Roll 14-, Burnout (-) 24 9) Neural Scrambler: Energy Blast 6d6, AVLD (Mental Defense; +1); OIF (-) 7 10) Focused EMP Pulse: Dispel 20d6, any Electricity power one at a time (+); OIF (-) 7 11) Electro-Bolos: Entangle 7d6, 7 DEF; OIF (-), 15 Charges (-0) [15] Searchlight: Sight Group Images, 1 radius, +4 to PER Rolls; OIF (Searchlight Generator; -), Only To Create Light (-1), No Range (-) 2 Powered Armor: Armor (25 PD/25 ED), Hardened (+); OIF (-) 0 Psi-Shielding: Mental Defense (13 points total); OIF (-), Costs Endurance (-) 1 Internal Force Field: Power Defense (10 points); OIF (-), Costs Endurance (-) 1 Sealed Armor Systems: Life Support (Self-Contained Breathing; Safe Environments: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure); OIF (-), Costs Endurance (-) 2 Boot-Jets: Multipower, 50-point reserve; all OIF (-) 1) Standard Mode: Flight 25; OIF (-) 5 2) Supersonic Mode: Flight 5, MegaScale (1 = 1 km; +); OIF (-), Increased Endurance Cost (x4 END; -1) 4 Communications Suite: HRRP; OIF (-), Flashed As Sight And Hearing Group As Well As Radio Group (-) 0 Heat Sensors: Infrared Perception (Sight Group); OIF (-) 0 Onboard Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees); OIF (-), Costs Endurance (-), Flashed As Sight And Hearing Group As Well As Radio Group (-) 2 Perks Contact: famous scientist (GMs choice) 11Money: Wealthy Skills +4 with Weapons Array +1 Hand-To-Hand +3 with Electronics Skills (Computer Programming, Electronics, Systems Operation) Computer Programming 13Electronics 13High Society 13-
2 10 12 5 9 3 3 3
Total Disadvantage Points: 520 Defender Update: Since 2002, Defender has gone through a lot. First and foremost hes worked to expand his knowledge of, and skill at working with, technology, and the result has been a signicant expansion in the capabilities of the Defender armor. The most fundamental improvement has been to the power generation and transmission systems, resulting in stronger batteries and more ecient functioning overall. This has made the servo-musculature stronger, the blasters more powerful, and allowed Defender to install some systems that would previously have been too much of a drain on his reserves (such as life support, psi-shielding, and personal radar). As Defenders enemies have learned to their chagrin, hes made signicant strides in improving the power of his weaponry. He can now congure his Weapons Array blaster for a much wider range of eects, his Electro-Bolos are stronger, and he added a Neural Scrambler to help him defeat people without harming them. He also signicantly improved his Boot-Jets, and can now reach speeds of up to 9,000 km per hour if necessary. LOVE IS IN THE AIR But the real bright spot in James Harmons life has been romantic rather than technical. After a series of short-term romances that zzled, including dating the likes of celebrity astronomer Bernadette Rosenbaum, Lions cheerleader Courtney Gallagher, heiress Helen Constantinos, and actress Karen Blackmun not to mention a bizarre date that Defender had with Gravitar on April 12, 2005 as part of a deal to persuade the French supervillainess to stop attacking the city of Seattle he nally discovered, by accidentally overhearing a conversation between Witchcraft and Sapphire, that Witchcraft was attracted to him. It hit him that he hadnt been able to form any lasting attachments to other women because he was likewise interested in her. So began a rather rocky road to romance. Neither of the heroes was entirely comfortable with the idea of dating would their dates constantly get interrupted by alien invasions? would it impair team eciency? But they couldnt resist trying, and it proved to be a risk worth taking. Theyve had their ups and downs, and more than their share of misunderstandings that brought things to a halt for a while, but they seem to make a good couple. James has yet to introduce Bethany to his parents; shes terried of the idea, they havent come up with
Total Powers & Skill Cost: 357 Total Cost: 520 200+ Disadvantages 10 DNPC: Wendy Brooks (the Championss housekeeper) 8- (Normal) 20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Capture) 20 Hunted: VIPER 11- (As Pow, NCI, Capture) 10 Hunted: Cybermind 8- (As Pow, Kill) 20 Psychological Limitation: Fearlessly Heroic; Risks His Life Even In Obviously Lethal Situ-
15
Movement:
Cost Powers END 15 Gladiators Eye: Find Weakness 12with Punch 17 Ironclad Perseid Physiognomy: Hardened (+) for 35 PD/35 ED 0 44 Ironclad Perseid Physiognomy: Damage Resistance (35 PD/35 ED), Hardened (+) 0 10 Iron Body: Life Support (Extended Breathing [1 END per Turn]; Safe Environment: Low Pressure/Vacuum, High Pressure, High Radiation, Intense Cold, Intense Heat) 0 10 Iron Skin: Lack Of Weakness (-10) for Resistant Defenses 0 5 Perseid Eyes: Sight Group Flash Defense (5 points) 0 14 Iron Body: Knockback Resistance -7 0 5 Iron Body: Power Defense (5 points) 0 11 Super-Strong Legs: Leaping +11 (25 forward, 13 upward) 2 6 Bracer Communicator: HRRP; OIF (-), Flashed As Sight And Hearing Group As Well As Radio Group (-) 0 30 3 3 1 3 2 2 2 2 2 21 2 2 3 3 3 2 Skills +6 Hand-To-Hand Climbing 13Combat Piloting 13AK: Malva 8AK: Dorvala (Phi Cassiopeia IV) 12CK: Millennium City 11KS: Superhuman World 11Language: English (uent conversation; Perseid is Native) Language: Malvan (uent conversation) Navigation (Space) 12Power: Brick Tricks 22PS: Etch-Sculpting 11PS: Superhuman Gladiator 11Tactics 12Teamwork 13TF: Science Fiction And Space Vehicles, V-Jet WF: Perseid Small Arms
17
4u
6u 3u 6u
3 7 3 0
Movement:
Cost Powers END 75 Super-Running: Multipower, 94-point reserve; all Only In Contact With A Surface (-) 7u 1) Hyper-Running: Flight 30, x16 Noncombat, No Turn Mode (+); Only In Contact With A Surface (-) 9 7u 2) Overdrive Running: Flight 30, No Turn Mode (+), MegaScale (1=1 km; +); Only In Contact With A Surface (-) 9 75 Speedster Tricks: Multipower, 75-point reserve 6u 1) Vibro-grip: HKA 2d6 (2d6+1 with STR), Penetrating (+), Reduced Endurance (0 END; +) 0 3u 2) Supersonic Finger-Snap: Energy Blast 6d6, NND (defense is Life Support [Safe Environment: High Pressure] or armored head-covering; +1); No Range (-), Gestures (must hold hand near targets ear; -) 6 6u 3) Dizzying Spin: Drain DEX and CON 5d6, DEX and CON simultaneously (+); Requires A DEX Roll (-) 7 2u 4) Lets Wrap This Up: Entangle 6d6, up to 6 DEF; OIF (appropriate materials of opportunity; -), No Range (-), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials; -), Defense Depends On Materials Used (-), Cannot Form Barriers (-) 6 5u 5) Some Disassembly Required: Dispel Technological Object 20d6, any one Technological Object power one at a time (+); No Range (-) 7 4u 6) Sonic Boom Attack: Energy Blast 6d6, Area Of Eect (6 Radius; +1); Must Pass Through Intervening Space (-), Does Not Work In A Vacuum (-) 7
5 5 5 5 5 5 12 29 12
Martial Arts: Speedster Martial Arts Maneuver OCV DCV Notes Flying Dodge +4 Dodge, Abort, FMove Flying Grab -2 -1 Grab 2 Limbs, 40 STR, FMove Passing Disarm -1 -1 Disarm, 40 STR, FMove Passing Strike +1 0 6d6 + v/5, FMove Passing Throw 0 0 6d6 + v/5, Target Falls, FMove Rapid Punch +1 -2 10d6 Strike +3 Damage Classes (already added in) Protective Aura: Force Field (10 PD/ 14 ED), Reduced Endurance (0 END; +); Only When Moving (-) 0 Protective Suit: Armor (6 PD/6 ED); OIF (-) 0 Talents Lightning Calculator Speed Reading (x10) Skills Breakfall 15CK: Millennium City 11KS: General Knowledge And Trivia 11Power: Speedster Tricks 15PS: Crossword Puzzles 11PS: Scientist 11Sleight Of Hand 15Scientist 1) SS: Biochemistry 132) SS: Microbiology 133) SS: Physics 13-
3 4 3 2 2 3 2 2 3 3 2 2 2
200+ Disadvantages 30 DNPC: Joyce, Ronnie, and Phillip (three younger siblings) 11- (Incompetents; Unaware of characters Social Limitation: Secret Identity) 5 Hunted: The New Purple Gang 8- (Less Pow, Capture/Kill) 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture/ Kill) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Psychological Limitation: Overcondence (Very Common, Moderate) 15 Psychological Limitation: Very Aware Of His Public Perception As A Black Superhero (Common, Strong) 15 Social Limitation: Secret Identity (Brendan Grant) (Frequently, Major) 20 Vulnerability: 2 x STUN from Chemical Attacks (Common) 10 Vulnerability: 1 x BODY from Chemical Attacks (Common) 157 Experience Points Total Disadvantage Points: 507
Kinetik Update: Thereve been two big changes in Kinetiks life over the past several years. The rst is that hes gained a lot of experience using his powers to ght crime, making him a much tougher opponent. Hes learned how to apply his super-speed for all sorts of speedster tricks, like creating minisonic booms or wrapping someone up with loose cable or rope in the blink of an eye. Hes a much more versatile combatant than he was when he started ghting crime. Second, in early 2006 Kinetik joined the Champions (see above). Hes enjoying the increased prestige and access to crimeghting resources; his teammates, in turn, really appreciate the added tactical and non-combat exibility he brings to the team. The team has put in long hours training, integrating Kinetiks powers and combat style into the teams playbook.
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Total Powers & Skill Cost: 398 Total Cost: 570 200+ Disadvantages 15 DNPC: boyfriend of the week 11- (Normal) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only With Unusual Senses) 20 Hunted: Mechanon 8- (Mo Pow, NCI, Capture) 20 Hunted: VIPER 11- (As Pow, NCI, Capture) 10 Psychological Limitation: Showo (Common, Moderate) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Social Limitation: Public Identity (Corazon Eldora Corrie Valenzuela) (Frequently, Major) 10 Social Limitation: Famous (Frequently, Minor) 10 Susceptibility: takes 1d6 damage per Turn from hard radiation (Uncommon) 10 Vulnerability: 2 x STUN from Magnetism/ Gravity Attacks (Uncommon) 10 Vulnerability: 2 x BODY from Magnetism/ Gravity Attacks (Uncommon) 220 Experience Points Total Disadvantage Points: 570 Sapphire Update: If Sapphires life was a whirlwind of attention, action, and nonstop activity ve years ago when she joined the Champions, things have really taken o since then. Two multi-platinum albums, Persuasion and Sapphire Skies, have taken her from superstardom to megastardom, making her one of the most-recognized and famous people on the planet. Shes given two world tours, performing before millions of people, and her face can be seen everywhere from posters on music store windows, to ads for her Ardent Sapphire line of cosmetics, to promotional materials for the dozens of charities she supports. And as if that werent enough, theres the whole superheroing thing. Far from letting her career interfere with her heroic activities, if anything Sapphires put the slowdown on her music so she can remain on active duty with the Champions. Her record label often reminds her that she could have produced two more albums since 2002 if she wasnt wasting her time ghting crime and protecting the Earth. She just smiles and ignores them. All the media attention has gotten Sapphire over her insecure need to show o... more or less. She still likes to pull a ashy move in combat every now and then, but compared to what she was like when she rst started superheroing shes become a much more mature, clever, tactically-minded
Movement:
Cost Powers END 75 Sapphire Energy Blasts: Multipower, 75-point powers 7u 1) Power Bolt I: Energy Blast 14d6 7 7u 2) Power Bolt II: Energy Blast 10d6, Reduced Endurance (0 END; +) 0 7u 3) Rapid-Fire Bolts: Energy Blast 7d6, Autore (5 shots; +), Reduced Endurance ( END; +) 2 7u 4) Sapphire Bolt I: Sight Group Flash 12d6, Reduced Endurance ( END; +) 3 7u 5) Sapphire Bolt II: Energy Blast 10d6 plus Sight Group Flash 5d6, Linked (-) 7 7u 6) Stun-Bolt I: Energy Blast 7d6, NND (defense is ED FF; +1) 7 7u 7) Stun-Bolt II: Drain STUN 5d6, Ranged (+) 7 4u 8) Focused Bolt: RKA 4d6; Increased Endurance Cost (x2 END; -) 12 60 Solid Energy Constructs: Multipower, 60-point reserve 12m 1) Basic Constructs: Telekinesis (40 STR) 6 12m 2) Restraints: Entangle 6d6, 6 DEF 6 12m 3) Barriers And Bubbles: Force Wall (10 PD/10 ED, up to 5 long and 2 tall) 6 12m 4) Personal Shield: Force Field (+10 PD/+10 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +) 0 60 Force Shield: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +) 0 60 Power-Riding: Flight 20, Reduced Endurance (0 END; +) 0 15 6 Perks Money: Filthy Rich Reputation: world-famous singing star and superheroine (throughout Earth) 14-, +2/+2d6
21
Val 10 23 20 10 18 23 20 18 6 8 5 8 40 30
Movement:
Total Powers & Skill Cost: 407 Total Cost: 548 200+ Disadvantages 15 DNPC: Sunshine, her black cat familiar 11(Normal) 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed; Detectable Only With Unusual Senses) 20 Hunted: Circle Of The Scarlet Moon 8(Mo Pow, NCI, Capture/Corrupt) 15 Hunted: VIPER 8- (As Pow, NCI, Capture) 10 Hunted: Talisman 8- (As Pow, Kill) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Social Limitation: Secret Identity (Bethany Duquesne) (Frequently, Major) 243 Experience Points Total Disadvantage Points: 548 Witchcraft Update: Witchcrafts been almost as busy as Sapphire, between crimeghting, developing her relationship with Defender (see above), and trying to lead some small semblance of a normal life on occasion. Her experiences as a member of the Champions have had two signicant eects on her. First, theyve greatly expanded her arcane prowess. The chance to use her magic in combat on a regular basis has been excellent on the job training, giving her a chance to broaden her mystical horizons. Though she still often favors witchcraft-style special eects for her spells, shes become quite accomplished at the general use of Thaumaturgy (the magic practices by super-sorcerers; see The Mystic World for more information and sample spells). Shes also gained a new power, the Eye of Horus, as a result of helping the Egyptian gods during an adventure in Vibora Bay (see page 38). The hawk-god himself inscribed the symbol of his Eye on her forehead in silvery light. Its only visible when she activates the power, which allows her to see things up to four miles away or to perceive danger. Second, and perhaps more importantly, theyve done wonders for her self-condence (which in turn makes her a better wizardess). Gone is the shy, deeply introspective girl who was all too often aicted with doubt and hesitation, replaced by a strong, powerful woman whos learned she can
Cost Powers END 140 Witcheries And Thaumaturgies: Variable Power Pool (Magic Pool), 100 base + 50 control cost; Only Magic (-), No Power Can Have More Than 60 Active Points (-0) var 75 Combat Witcheries: Multipower, 75-point reserve 7u 1) Witchre: Energy Blast 12d6, Reduced Endurance ( END; +) 3 7u 2) Fascination: Mind Control 12d6, Reduced Endurance ( END; +) 3 7u 3) Glamour: Mental Illusions 12d6, Reduced Endurance ( END; +) 3 7u 4) Irresistible Slumber: Ego Attack 7d6 7 7u 5) Terrors Of The Dark: Drain PRE 5d6, Ranged (+) 7 5u 6) Man Into Frog Spell: Major Transform 5d6 (humans into frogs, heals back if target is kissed by royalty of the opposite gender or Witchcraft voluntarily dispels the magic); Limited Target (humans; -) 7 45 The Eye Of Horus: Multipower, 45-point reserve 4u 1) Farsight: Clairsentience (Sight Group), x32 Range (3,200, or about 4 miles) 4 4u 2) Perception Of Peril: Danger Sense (any danger, any area, sense) 160 10 Magesense: Detect Magic 13- (Sight Group), Analyze 0 6 5 Perks Contact: The Trismegistus Council 11Fringe Benet: Membership: Library of Babylon Skills +2 with Combat Witcheries Multipower Cryptography 8-; Translation Only (-) The Librarians Scroll: Deduction 16-; OIF Bulky (-1), Extra Time (takes a minimum of 1 Minute to make rolls; -0) High Society 13CK: Vibora Bay 11CK: Paris 8-
6 1 8 3 2 1
take the worst the Multiverse has to throw at her and deal with it. Shes still got a touch of shyness to her at times, but its not the sometimes-debilitating problem it once was. SISTERLY CONFLICT In the past ve years Witchcraft has clashed repeatedly with her sister Talisman, both as one of the Champions and in solo adventures. Talismans jealousy and hatred of her sister have reached new heights, leading her to plot her own sisters death on several occasions. Whats worse is that Talismans evil might has grown just as Witchcrafts power has, making the two an even match. For the most part their clashes have ended indecisively, with Talismans schemes failing but the villainess herself escaping to begin another one. But one encounter, in July 2005, worked out particularly well for Witchcraft. Talisman had secretly taken over the minds of several leading members of the Department of Anthropology at Millennium City University, then through them extended an invitation to Witchcraft to deliver a lecture on medieval magical lore as part of the departments Visiting Scholar Series. Witchcraft
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lthough no longer a Champion, Nighthawk has not been idle. Having analyzed the successes and failures of his undercover mission against the Alliance, he decided that what the world needed was not another reactive superhero team, always on the defensive and responding to emergencies the way the Sentinels, Justice Squadron, and Champions did. Instead, he was far better suited to a more proactive strategy, one that would use some of the underworlds own tactics against it. He decided to form a new, covert team dedicated to a single, overarching goal the absolute destruction of VIPER, his nemesis since his earliest days as a costumed crimeghter. This team wouldnt wear bright costumes and perform for charities to win the public trust indeed, hed work hard to keep the world from ever learning of his new teams existence. Instead of engaging VIPER in the streets, hed learn their structure, their plans and strategies, and then develop his own to counter-strategies inltrate and undermine the snakes. He decided to call his new team Project Mongoose, a tongue-in-cheek reference to the traditional natural enemy of snakes. Obviously, such a team would need members more suited to subtlety than direct action. Nighthawk began to covertly recruit superhumans known to have their own grudges against VIPER. In Millennium City he met the Signal Ghost, a thief whod stolen a high-tech phase suit from a dead VIPER scientist, and whod grown tired of a life spent on the run from both superheroes and VIPER itself. From Vibora Bay he recruited Juryrig, whod only recently recovered from the brutal beating hed received at the hands of several Dragon Squad members in 2005 (see page 39). The gadgeteer immediately set to work designing devices and vehicles for the new organization. Over the next few months Nighthawk also brought in more suitable recruits: the second Scarlet Archer, a young woman who idolized the previous holder of that name and wanted to help bring down her mentors old enemies; the second Microman, inheritor of the fabulous shrinking devices of the aged celebrity hero Dan Collins; and Duke Steel, a former member of VIPERs own Dragon Squad whod been betrayed by his former teammates and captured by UNTIL. Nighthawk also continues to rely on his underworld contacts like Lady Blue and Hazard... though he keeps their involvement with Project Mongoose secret from the other members.
PROJECT MONGOOSE
Val 20 25 20 15 23 18 28 10 8 6 6 8 40 35 Char STR DEX CON BODY INT EGO PRE COM NIGHTHAWK Cost Roll Notes 10 13- Lift 400 kg; 4d6 [2] 45 14- OCV: 8/DCV: 8 20 1310 1213 14- PER Roll 1416 13- ECV: 6 18 15- PRE Attack: 5d6 0 11Total: 23 PD (15 rPD) Total: 21 ED (15 rED) Phases: 2, 4, 6, 8, 10, 12 Total Characteristic Cost: 163
Movement:
Cost Powers Martial Arts: Kung Fu Maneuver OCV DCV 4 Block +2 +2 4 Dodge +0 +5 4 4 3 4 24 6 10 24 3 15 1u 1u
Notes Block, Abort Dodge all attacks, Abort Knife Hand -2 +0 1d6 HKA (3d6 with STR) Punch/Kick +0 +2 12d6 Strike Throw +0 +1 10d6 +vel/5, Target Falls Tien-hsueh Strike -1 +15d6 NND (1) +6 Damage Classes (already added in)
1u 1u
Left Bracer/Mask Radio: HRRP; OIF (-), Flashed As Sight And Hearing Group As Well As Radio Group (-) 0 Right Bracer (Linegun): Swinging 15; OIF (-) 1 Combat Vest: Armor (12 PD/12 ED); OIF (-) 0 Mask Lenses: Infrared Perception (Sight Group); OIF (-) 0 Billy Club: Multipower, 30-point reserve; all OAF (-1) 1) Hitting: HA +3d6; OAF (-1), Hand-To-Hand Attack (-) 1 2) Throwing: Energy Blast 6d6; OAF (-1), Lockout (cant use other slots until Charge is Recovered; -), 1 Recoverable Charge (-1) [1rc] 3) Blocking: +4 OCV with Martial Block; OAF (-1) 0 4) Deecting: Missile Deection (all ranged attacks) with +2 OCV; OAF (-1) 0
1u 1u
1u
1u 1u
1u
3 3 3 3 3 3 3 3 3 3 3 3 1 3 2 2 2 3 3 3 3 3 1 3 3 3 3 3 1
Total Powers & Skill Cost: 304 Total Cost: 467 200+ Disadvantages 5 DNPC: Julie Morgan, crime reporter (ancee) 8- (Normal; Useful Noncombat Position) 5 Distinctive Features: scars on face (Easily Concealed; Noticed and Recognizable) 15 Enraged: when takes BODY damage in combat (Common), go 8-, recover 1115 Hunted: organized crime boss of the week 8- (As Pow, NCI, Capture/Kill) 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) 15 Hunted: Mechassassin 11- (As Pow, Kill) 20 Psychological Limitation: Overcondence (Very Common, Strong) 20 Psychological Limitation: Obsessed With Crimeghting (Very Common, Strong) 10 Reputation: reckless vigilante, 115 Rivalry: Professional (with Defender) 15 Social Limitation: Secret Identity (Mark Whitaker) (Frequently, Major) 122 Experience Points Total Disadvantage Points: 467
1u 6 3 5 6
3 6
25
Val 50 18 30 20 10 12 20 10 28 20 4 19 60 66
Cost 40 24 40 20 0 4 10 0
Movement:
Cost Powers END 47 VIPER Jackhammer Blaster Rie: Energy Blast 12d6, Autore (5 shots; +), 32 Charges (+); OAF (-1), Limited Range (250; -) Martial Arts: VIPER Agent Training Maneuver OCV DCV Notes Martial Block +2 +2 Block, Abort Martial Dodge -+5 Dodge, Aects All Attacks, Abort Martial Strike +0 +2 12d6 Strike Martial Throw +0 +1 10d6 +v/5, Target Falls Steel-Hard Skin: Damage Resistance (20 PD/20 ED) 0 Steel-Hard Skin: Lack Of Weakness (-5) for Resistant Defenses 0 Tough: Life Support (Extended Breathing [1 END/Turn]; Safe in High Pressure; Safe in Low Pressure/Vacuum) 0 Strong Legs: Leaping +8 (18 forward, 9 upward) 1 Strong Legs: Running +4 (10 total) 1 Skills +2 HTH +2 OCV with Martial Strike +1 OCV with Blaster Rie Breakfall 13Interrogation 13KS: VIPER 11KS: The Superhuman World 8KS: Military/Mercenary/Terrorist World 8Power: Brick Tricks 15PS: VIPER Agent 11Streetwise 13Tactics 11WF: Small Arms, Blades
4 4 4 3 20 5 4 8 8 10 4 2 3 3 2 1 1 7 2 3 3 3
27
Val 15 23 16 13 16 16 18 14 7 7 5 6 32 34
5 4 4 3 5 4 10 8
Movement:
Cost Powers END 35 Bow And Trick Arrows: Multipower, 70-point reserve; all OAF (-1) 2u 1) Sharp Arrow: RKA 2d6, Armor Piercing (+); OAF (-1), Beam (-), 12 Charges (-) [12] 2u 2) Blunt Arrow: Energy Blast 8d6; OAF (-1), Beam (-), 12 Charges (-) [12] 3u 3) Net Arrow: Entangle 4d6, 4 DEF, Area Of Eect (One Hex; +), Entangle And Character Both Take Damage (+); OAF (-1), Cannot Form Barriers (-), 12 Charges (-) [12] 2u 4) Knockout Gas Arrow: Energy Blast 5d6, NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1), Area Of Eect (One Hex; +); OAF (-1), 6 Charges (-) [6] 2u 5) Blinding Gas Arrow: Sight Group Flash 6d6, Area Of Eect (3 Radius; +1) OAF (-1), 6 Charges (-) [6] 3u 6) Smoke Arrow: Darkness to Sight Group 6 radius; OAF (-1), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -) [6cc] 2u 7) Strong Flare Arrow: Sight Group Flash 12d6; OAF (-1), Beam (-), 6 Charges (-) [6] 2u 8) Grenade Arrow: Energy Blast 9d6, Explosion (+); OAF (-1), 6 Charges (-) [6] 2u 9) Tracking Arrow: Images to Radio Group, +3 to PER Rolls, Increased Size (32 radius; +1), Usable As Attack (allows character to stick the Image to a target; +1), Continuing Recoverable Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1); OAF (-1), Set Eect (detectable signal; -1), Image Only Perceivable On Special Radio Frequencies (-0) [1rc]
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The Scarlet Archer works well with a group, preferring to stay away from the center of most melees and use her arrows to set up attacks by her teammates (the various Entangles and Flashes work well for this). But shes also got a taste for living dangerously, and occasionally this overpowers her prudence on the battlefield and leaves her a little too close to the action. Her defenses are quite low, and when she finds herself in trouble she usually Aborts to Dodges until an opportunity arises to use her swingline to get to a safe distance and resume her role as a sniper. Campaign Use: Scarlet Archer might make an excellent NPC hero to help ll out a team shes versatile and clever without being powerful enough to overshadow the players. Apart from the simple appeal of the weaponmaster character archetype, Sarah is also a third-generation hero and her connections to the Winston, the other Sentinels, or even the original Golden Age Archer might provide story hooks. In Project Mongoose, she gives Nighthawk a trustworthy ally... a rare commodity hes coming to value greatly.
To make the Scarlet Archer tougher, give her some Ranged Martial Arts with her bow and arrows, and perhaps expand her arsenal of arrows to deal with more specialized situations (such as an electro-burst arrow for disabling robots and electronic machinery). To weaken her, reduce her DEX to 20 and halve her number of Combat Skill Levels. Scarlet Archer is a clever and cautious hunter. If possible she prefers to observe her quarry, noting any behavior patterns or weaknesses she can exploit. Appearance: Scarlet Archer II is a white female, 59 tall with an athletic gure. She wears a bulletproof spandex bodysuit in two dierent shades of red (dark scarlet with lighter highlights and trim) and a large scarlet domino mask. Her hair is cut in a short, stylish bob in her secret identity, but in costume she wears a long, owing brown wig. Her bow breaks down and ts in the boxy quiver she wears on her back.
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OTHER HEROES
Heres whats been happening with some of Millennium Citys other superhuman protectors.
Hydro
HYDRO Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 17 CON 14 1210 BODY 0 1114 INT 4 12- PER Roll 1215 EGO 10 12- ECV: 5 12 PRE 2 11- PRE Attack: 2d6 14 COM 2 126 6 4 7 34 34 PD 3 ED 3 SPD 12 REC 2 END 0 STUN 7 Total: 18 PD (12 rPD) Total: 18 ED (12 rED) Phases: 3, 6, 9, 12 Total Characteristics Cost: 88
Cavalier
Cavalier, the armored mercenary hero with dozens of corporate sponsorships, continued to be active in Millennium City (despite his increasingly ugly rivalry with Defender) until the Reality Storm outbreak in the spring of 2004. He was present when the Champions apparently died while rescuing bystanders from the Lake St. Claire volcano, and had an epiphany and change of heart. While he didnt outright reject his corporate sponsors (after all, they had just paid for his newly upgraded armor), he began to concentrate on doing good deeds for their own sake. At the same time, his manager Ellis Wheatley was pushing him harder to do more corporate security work, and the two began to quarrel so much that Cavalier red him. Outraged, Wheatley began secretly hiring various supervillains to ght and publicly disgrace him, a plot that was uncovered by Cavalier with the assistance of the Champions not long after their heroic return from Limbo. For several months Cavalier worked side-byside with the Champions, most notably Kinetik and Witchcraft, trying to learn how to become a real hero. However, several others of the Champions, most notably Defender and to a lesser extent Ironclad, continued not to trust Cavalier, and finally Cavalier and Defender had an extremely nasty slugfest over Defenders lack of interest in crediting him for his change. After the battle, Cavalier left Millennium City and moved to Los Angeles, where he has become one of the citys more notable solo superheroes.
Movement:
Cost Powers END 40 Turbo Suit Oensive Systems: Multipower, 60-point reserve; all OIF (-) 3u 1) Green-Tuned Laser: Energy Blast 8d6, Armor Piercing (+); OIF (-), No Knockback (-) 6 2u 2) Electrical Packet Charge: Energy Blast 6d6, Explosion (+), Personal Immunity (+); OIF (-), Only Usable Underwater (-), Limited Range (40; -), 8 Charges (-) [8] 3u 3) Suit Electrication: RKA 1d6, Damage Shield (+), Continuous (+1), Personal Immunity (+); OIF (-) 4 43 Electro-Net Launcher: Entangle 4d6, 4 DEF, Area Of Eect (One Hex; +) Transparent To Linked Attack (+); OIF (-), 4 Charges (-1) plus Energy Blast 6d6, Area Of Eect (One Hex; +); OIF (-), Linked (-), 4 Charges (-1) [4] 37 Gadgets From His Lab: Variable Power Pool (Gadget Pool), 30 base + 15 control cost; OAF (-1)
3 4 4 4 24 7 10
15 20 6 3 7
25 5 3 12 12 12
33
Quote: Okay, people, just hang on a little bit longer Ill have you out of there in a snap! Powers/Tactics: Hydro wears what he refers to as the Turbo-Suit, a set of powered armor specially designed for underwater use. Unlike many such suits, the Turbo-Suit has no particular strengthenhancement features; he sacriced those to maintain a sleek, streamlined design that allows for fast movement both beneath and above the surface. The primary oensive weapons of the suit are various modules drawing electricity from miniature power cells, either to project small charged particle bursts that conduct well through fresh water, or to electrify the surface of the suit itself for defense. Hydros suit also contains electried-net launchers, lasers optimized for underwater use, and at any given time several other experimental designs Bloom might be working on. Despite these features, Hydro isnt really a front-line fighter. He prefers it when his usually non-powered opponents surrender without a fight, so he usually leads with an impressive light show using his lasers or electro-bursts as part of a Presence Attack. If facing an opponent obviously powerful enough not to be impressed by that, his first action is usually to radio the Champions or MC-8, then try to avoid getting killed before the cavalry arrives. Hydro has excellent relationships with the local Coast Guard, police and re departments, most of them welcome his assistance at the scenes of disasters, wrecks, or other crises.
Ravenswood Academy
While the adult heroes of Millennium City continue to protect the city (and sometimes the world) from supervillains and other menaces, the heroes-to-be in training at the exclusive Ravenswood Academy have not been idle. Some classmates have left, and new ones have joined the ranks. As a whole the students have developed a strong adversarial relationship with Generation VIPER. The two groups have clashed on several occasions, though never conclusively since they usually have to avoid alerting their instructors about their activities. THE CLASS OF 2006 In the Spring of 2006, the members of the class of 2006 graduated and went out into the world. Teddy Chain Lightning Jolsen made moderate progress in learning to use his electricity powers during his last year in school, but still has relatively little control over them compared to a typical superhuman. With great eort (i.e., Concentration [ DCV] and x3 END) he can project a blast of electricity at a single target (Energy Blast 8d6 or RKA 2d6, depending on intensity). By day hes a PRIMUS trainee; at night he takes classes at community college. Soe Flicker Jeerson left the Millennium City area to attend UCLA after graduation. Shes studying journalism and has no plans to user her powers for crimeghting or anything else; her ambition is to become a television reporter, not a superhero.
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being such a prankster and has buckled down to her studies. Her discipline has been rewarded; her mental powers have broadened and grown. Experts brought in to analyze her predict that she could become one of Earths most powerful telepaths. She and Impulse have been dating. Bobby Brawn Richardson has finally acclimated to Ravenswood (though he still misses his old friends and the chance to play football). Hes led the Ravenswood polakios team to two consecutive victories, and plans to make it three before he graduates. Monique Chill Perenaud has gained a lot of self-confidence and control thanks to the tutelage of her Ravenswoods instructors. Although she still doesnt particularly care for crowds, she mostly keeps her powers from activating involuntarily when she gets nervous, and using them in combat and crisis situations has become much easier for her. Eddie Impulse Nguyen has made progress in learning to use his powers. While he still works best with inanimate objects, he can now exert limited telekinetic control over animate ones (including people). Rowan believes that by the time he graduates hell be a full-edged telekinetic. Chiri Root Gyaltsens powers of plant control and manipulation continue to develop normally for a Sha-Prylen of his age. Hes become a fairly headstrong and proud young man, and sometimes talks about wanting to reclaim his world (and his familys throne) from the Hzeel.
THE CLASS OF 2009 Abigail Dance Murrow has been training to make her powers more impulsive so that she can use them whenever and however she likes, rather than depending on a planned routine to take full advantage of them. So far the regimen developed by her instructors seems to be doing the trick; her need for routines has become much less pronounced since she was a freshman. On the academic front shes developed an interest in literature and often tries her hand at writing poetry. Stewart Function Schroeder remains basically the same as he was during his freshman year. His powers, while fascinating and potentially very powerful, havent really changed, though he has learned more ways to apply them eectively. Rowans arranged to have him train some with Mentiac of UNITY in the hopes of further developing them. Socially he remains inept, often accidentally insulting people with his seeming inability to keep from expressing any thought that pops into his head... and his thoughts about other people, particularly their intelligence, are rarely attering. Jamal Updraft Peters has improved his control over his powers. He can now engage in limited ight (though its still much easier for him to glide using manufactured wings) and manipulation of objects (Telekinesis). By having him work with Wing (see below), Rowan has curbed his aggressiveness and thoughtless behavior... a little, at least. Michael Wing Eisenmann spent a lot of his freshman year either in the training room or in therapy, learning to use his wings and overcome his fears and anxieties. To Rowans relief it seems to be working. Hes learned how to y (in part with the
Kevin Cloud Sinclair, a rather scrawny-looking kid even for a freshman, is a super-scientic genius. While he can build all sorts of things, his greatest talent lies in the eld of nanotechnology. His clothes are laced with nanobots of his own design. On his mental command they swarm out around him in a distinctive glittering cloud (hence his codename) and then form themselves into whatever he wants a defensive shield, a weapon of some sort, a tool, you name it. Rowan hopes that his predilection for bypassing and breaking rules is merely adolescent boundary-testing and not indicative of some deeper inclination toward villainy, for it seems likely that his nanobots will make him a powerful, even deadly, superhuman as he becomes better-versed in combat. Rounding out the class of 2010 is Juanita Anodyne Jeerson, who has the power to heal injuries and relieve pain. She has no particular interest in being a superhero; her ambition is to become a doctor. She pays a lot of attention in biology and chemistry classes and virtually ignores other subjects; Rowans worried the girl might unk out not due to lack of intelligence but simply because shes too focused on a single eld.
chapter two:
VIBORA BAY
lthough its often thought of as sleepy or placid compared to the likes of Millennium City, New York, or Los Angeles, Vibora Bay has been far from quiet in the past several years. CITY POLITICS Richenda Barker ran for re-election in 2006 and won a tight race against City Controller Earl Jamison, the Republican candidate. Jamison received the support of his party only after a bitter backroom battle with various Florida GOP heavyweights, who preferred Tom Stanko, City Councilor from Midtowns Ward Eleven. When Stanko didnt get the nomination, he instead ran as an independent third candidate, dividing the citys Republican minority and pretty much guaranteeing Barkers victory. Stanko has maintained a high prole in the city after the elections; hes openly and vocally critical of Barker and her policies. HURRICANE KATRINA On August 28-29, 2005, Hurricane Katrina struck the Gulf Coast of the United States, making land in Mississippi and threatening Vibora Bay as well as other nearby cities like New Orleans, Mobile, and Biloxi. UNTILs top weather team, led by Tempest, blunted the main force of the storm, which still did $8 billion in combined damages and killed nearly two hundred people. An oil rig under construction broke loose from its moorings and threatened to crash into the Easton shore, but was turned aside with the help of several whales summoned by Amphibian. Vibora Bay suered severe ooding and power loss, but nowhere near what it would have without superheroes to protect it. Rumors claim the hurricane was caused by some sort of water-demon, and some people even claim to have glimpsed it briey in Vibora Bay, but theres no proof and Dr. Ka (among other heroes) has atly denied the charge.
to the world, and being so far away from Egypt kept his adversary Maat from being able to try to stop him. Under his inuence, and sometimes direct orders, the remnants of Serpentines cult made their way to Vibora Bay and began preparing for a great ritual. When the time was right, Set at long last revealed himself to his servant Anubis (page 111), granted him even greater power, and sent him to Vibora Bay to spearhead the plot. Doctor Ka sensed Anubiss arrival, and with it the growing mystic threat to the city. Since Brother Thunder and Sister Rain werent available at that time, Dr. Ka sent an emergency request for assistance to Witchcraft and the Champions. Using her arcane powers, Witchcraft transported the team to Vibora Bay to join Dr. Ka in confronting Sets minions. They arrived at a local cemetery just in time to witness the culmination of the ritual... one that brought dozens of people back to life as beastheaded mummies! The ensusing battle was long, erce, and destructive. Newly imbued with Sets power, Anubis was a match by himself for the heroes... and he had cultists and mummies to back him up! When direct action failed, Witchcraft decided indirect tactics were called for. While the other heroes kept Anubis and his minions occupied, she had Dr. Ka attempt to disrupt Anubiss control over the mummies... while she herself attacked the connection between Anubis and Set! The eort nearly killed her, for a mortal, no matter how powerful, is no match for a god. But she survived long enough for the other Egyptian gods to notice what was going on and come to the rescue. As Horus, Isis, and Thoth approached, Set ed back into the outer darkness, abandoning his plans and his followers for now. In recognition of their heroism and sacrice, the gods gave both Witchcraft and Dr. Ka the Eye of Horus (page 21). JURYRIG VERSUS VIPER In late 2005 Juryrigs war against VIPER had reached a tipping point. Hed become all too successful at disrupting operations by all four of the Vibora Bay Nests, and in concert with heroes like Black Mask and Dr. Ka hed completely scuttled a major mission to steal a shipment of expensive pharmaceuticals, costing VIPER millions and putting dozens of top agents in federal custody. Monique Fontaine decided shed had enough with this constant level of harassment her plans to consolidate the citys Nests under her own control had been delayed several times. She swallowed her not-inconsiderable pride and requested the assistance of several Dragon Branch operatives from the Council. The Council sent her Freon, Boa Constrictor, and Diamondback.
39
Fontaine began to bait her trap, setting up a false mission and making sure word of it got out to the citys underground gossips. Sure enough, Juryrig arrived at a dock on the Easton shore after midnight, planning to thwart a VIPER attack on an electronics shipment. Instead, the three Dragon Branch agents surprised the young hero, overpowered him, and beat him nearly to death. Diamondback hurled his insensate body far out into the water. When he hit the cold water, Juryrig regained enough of his senses to ditch his heavy equipment, and with his last bit of energy before falling unconscious activated the radio signaler Black Mask had given him in their last encounter. Amphibian was able to triangulate on the signal and rescued Juryrig before he drowned. Juryrig spent the next several months in intensive care at Walton Hospital recovering from multiple fractures and a collapsed lung. Juryrig emerged from the hospital in April 2006 a changed man. Gone was his sense of playfulness and his overcondence regarding his personal war with VIPER. Hed seen how powerful the organization really was, and despite his injuries he was more determined than ever to destroy it once and for all. He went back to his workshop and began rebuilding his arsenal, and when Nighthawk contacted him in July about joining his special project Juryrig signed up without a moments hesitation. THE JANUS KEY In March 2006, the Cirque Sinister acquired the Janus Key, a powerful magical artifact used by the 1960s supervillain Dr. Macabre to move between dimensions on the Cosmic Axis. Amnesia had heard of the Key, but knew nothing about it.
One day she woke up to nd it on her bedside table. At rst she didnt recognize it, and she certainly had no idea where it came from. A little research revealed the items true nature... and once she realized what it was, she somehow intuitively became aware of how to use it. Within days the Cirque had used the Key to remake all of Vibora Bay into a Boschian nightmare. From the outside, it appeared that a black, featureless dome nearly ten miles across had surrounded the city, cutting it o from all outside contact. For several days, various mystical and technological superheroes attempted to penetrate it to no avail, while those who were missing family and friends inside the dome waited anxiously for news. Meanwhile, the residents of Vibora Bay found themselves in a garish landscape, with purple skies and rampaging demons. The buildings and structures of the city were replaced with twisted approximations carved from black rock or white bone. The heroes of the city gathered at what was previously Sister Rains Pierre Street Community Center. They organized themselves into small teams to save lives and nd a way to reverse the transformation. After much travail, Black Mask, Robert Caliburn, Sister Rain, Brother Thunder, Dr. Ka, and Al the Alligator Man, with assistance from Prof. Carlota Sylvestri, succeeded in nding the Cirques headquarters what was once the decrepit San Sebastien Sanitarium but was now a gothic castle, complete with giant vampire bats and headless stone gargoyles as guards. While the other heroes fought their way into the castle and engaged the Cirque, Caliburn and Sylvestri were able to make contact with the Skunk Ape (who had been imprisoned within the castle walls) and through him the
41
Val 13 20 16 9 15 13 14 16 7 6 4 6 36 24
Cost 3 30 12 -2 5 6 4 3
3 3 2 10 1u
1u
Movement:
Cost Powers END 40 Psychic Skill Mimicry: Variable Power Pool, 30 base + 15 control cost; Only For Skills Known By Someone Within 2 (-), Cannot Keep A Slot Active For More Than 1 Hour After Leaving Targets Presence (see text; -0) var 33 Knowledge Absorption: Telepathy 10d6, Invisible Power Eects (Fully Invisible; +), Reduced Endurance (0 END; +); Extra Time (Full Phase, -), Limited Normal Range (2; -), Receive Only (-), Does Not Provide Mental Awareness (-), Only To Absorb Facts Known By Target (-) 0 Martial Arts: Tae Kwon Do Maneuver OCV DCV Notes Arm Sweep Block +2 +2 Block, Abort Disarm -1 +1 Disarm; 28 STR to Disarm Dodge +0 +5 Dodge, Abort Flying Side Kick +1 -2 7d6 Strike Front Kick/ Punch +0 +2 5d6 Strike Roundhouse Kick -2 +1 7d6 Strike Takedown +1 +1 3d6 Strike; Target Falls +1 Damage Class (already added in) Smoke Pellets: Darkness to Sight Group 3 radius; IAF (-), Limited Range (12; -), 6 Continuing Charges Lasting 1 Turn each (-) [6cc] Throwing Disks: Energy Blast 6d6; OAF (-1), 4 Charges (-1), Range Based On Strength (-) [4] Throwing Blades: RKA 1d6, Autore (3 shots; +); OAF (-1), Range Based On Strength (-), 12 Charges (-) [12] Padded Leather Costume: Armor (6 PD/6 ED); OIF (-) 0 Mask Mike: High Range Radio Perception (Radio Group); IIF (-),
6 3 10 6 3 3 3 3 3 3 3 3 3 3 3 3 1 2 3 1 3 3 3 3 3 3 3 3 2
4 4 4 5 4 5 3 4 15
9 8 12 7
43
chapter three:
THE SENTINELS
46 The Sentinels
THE SENTINELS
THE TEAM IS FORMED (1961) Most everyone knows the story of how the Sentinels got together in the first place, but in case youre a new fan (and dont feel bad, everybody in the club was a new fan once, too), heres the simple story. It all started in a place called Fort Brewster, Maryland, in 1961. Fort Brewster was an Army base, and a man named Michael Colpitt had a job there designing computers. He wasnt in the Army himself, but he was a contractor, and the Army had hired him to build it a computer to help it run simulations and wargames. The computer was called ULTIVAC, and as it turned out Colpitt was too successful at the job. Somehow, the computer developed a mind of its own, and it started to get some ideas about how the best thing for the planet would be if it were in charge. And the best way to do that would be to take over the nuclear missiles of both the US and USSR, threatening to destroy both countries if they didnt put ULTIVAC in charge. Well, that sounds pretty awful, but after all, ULTIVAC was just a computer, right? How dangerous could that be? Well, ULTIVAC had also developed a little trick. By manipulating the light emitted from one of its monitor panels, it was able to ash a signal that was at exactly the right frequency to hypnotize human beings by synchronizing with their brain waves. (Dont ask me exactly how I barely passed physics my junior year. Microman tried to explain it to me once, but I have to admit I still dont get it.) Anyway, ULTIVAC used this method to hypnotize Colpitt into building hand-held versions of the mind-control device, and with those it soon took control of the minds of all the soldiers on the base, from the commander on down. Then it turned to the next part of its plan. In 1961 everybodys computers werent connected by the Internet, so to take control of the missiles it needed to physically be in the same room. Controlling Colpitt again, ULTIVAC created two drones, smaller versions of itself that could be connected to the computers that sent the launch codes to the missiles. One needed to be taken to NORADs headquarters in Colorado Springs (remember, this is before they moved into the Cheyenne Mountain base in fact, the building they were in in 1961 is now the US Olympic Training headquarters) and the other one needed to be brought directly to Moscow itself.
rom The Ocial Sentinels Handbook, 3rd Edition, published in 2005 by the Ocial Sentinels Fan Club, written by Kristina Brunner, Club President.
So ULTIVAC concocted another devious plan. Having already cracked one of the secret Russian codes it had come across while being programmed, it sent a secret message to a Soviet spy in Washington that the Army already knew about. He passed that message which detailed a weakness in Fort Brewster security that would allow an agent to steal top-secret military les to the Soviet superagent Boroh. ULTIVAC expected Boroh to try to steal the les himself, at which point the endish computer would take control of his mind and give him a drone to take back to Russia. While all this was developing ULTIVAC sent a coded message to Dr. Phantom, the American super-scientist, saying that Soviet spies were planning to inltrate Fort Brewster and she should investigate. When she arrived, ULTIVAC planned to take over her mind too. She could then use her powers to inltrate NORAD and activate the second drone. Pretty sneaky, huh? Well, Boroh showed up as planned, but what ULTIVAC didnt know was that another American superhero, Rocketman, had recently defeated and captured another Soviet superagent (the Super-Soviet) and obtained some of his secret documents. He was using them to quietly track down the rest of the Russian super-spies in America and was hot on Borohs trail when Boroh got to Fort Brewster. In fact, the two started fighting on the Forts grounds... and was Rocketman surprised when the military police showed up and arrested them both! The mind-controlled security guards brought both of the mystery men before ULTIVAC, who decided Rocketman was an even better choice to bring his drone to NORAD. It brainwashed both of them, gave each a drone and sent them on their respective missions. Then Dr. Phantom herself arrived on the scene and was barely able to avoid being taken captive by the mind-controlled soldiers. While hiding out on the base, she sent a brief distress signal on a high frequency she hoped the Fabulous Five, whom shed met on an earlier adventure, would receive. Unfortunately for her, the Five were on an adventure of their own that had taken them into the Shadow Zone, so they werent around to get the message. But the message was picked up by another superhero in the New York City area Microman. He promptly set o to Maryland to rescue the Doctor. Rocketman arrived at NORADs headquarters in Colorado a few hours later. One of the guards recognized him and asked what he was doing there. He was answered with a backhanded punch that sent him sprawling. Several other guards reacted to this, shouting threats and then
47
48 The Sentinels
to join the Sentinels. He did so, moving to New York City in the process, but was dismayed to discover that team members werent paid (since each of them had plenty of money on his own, and most held steady jobs). Doctor Phantom set up a small trust fund for the team that would cover their expenses and provide a modest monthly stipend, which continues today. The group now had four members in the immediate area. They gradually stopped operating solo and worked together far more frequently. This quartet acted as the Sentinels core, with MeteorMan and Rocketman only showing up occasionally (such as when the team battled the rst invasion by the Qularr, or when John Devil tried to hold the White House hostage with his force eld projector). Sometimes circumstances forced the group to split its resources, such as when Dr. Dekkars monsters simultaneously attacked ten dierent cities in March 1965. In 1967 Dr. Phantom became pregnant, and around the same time Beowulf left the team on an extended adventure in his home dimension. Microman and Scarlet Archer recruited two new members of the team to replace them, the illusionist Hex and a superstrong Texan called Ranger. This began a period of regular turnover. Over the next decade members would come and go frequently: the Native American shaman Rainmaker, the blind martial artist Black Mantis, and the mysterious Lightwave would have the longest tenures, but others included Iron Maiden, Goldre, Tiger, and Archon the Empyrean. During this period, as the team maintained a more active group presence in the Superhuman World, it began to eclipse the Fabulous Five and even to a certain extent the Justice Squadron in public awareness. The Sentinels eorts in stopping the Atlantean invasion of Florida in 1968, thwarting VIPERs plan to seize military control of America later that same year, and dealing with the villainous debuts of megathreats like Dr. Destroyer and Dark Seraph in the 1970s kept the team on the front pages. THE EIGHTIES AND EARLY NINETIES The Sentinels entered the 1980s as one of the worlds most powerful superhuman forces, rivaled only by a few other teams, such as the Justice Squadron, the Peoples Legion in the Soviet Union, and the Tiger Squad of China. Nearly a dozen strong most of the time, the group was still led by MeteorMan in his mid-40s, and included veterans like Dr. Phantom, Hex, and Diamond (who, since his gemlike body didnt age, was still active after the retirement of his teammates in the Fabulous Five), as well as new younger heroes like Dreadnought, Brainstorm, and the Soviet defector Felis. Early in 1980 the team battled a seagoing madman called Scamander, and upon his defeat the team took possession of his articial oating island base. By this time Dr. Phantom and MeteorMan had developed an excellent working relationship with the city of New York. With the help of Mayor Ed Koch the team arranged for the island to be safely and semi-permanently moored o Manhattan. The new base, nearly a mile long, gave the Sentinels the capacity to expand their lab facilities and maintain a landing strip for their two jumpjets, and improved their response time to emergencies in the greater New York area.
49
Val 10 20 23 10 18 23 25 10 6 10 6 7 50 27
5 3 5 5 12 2
Movement:
Perks Fringe Benet: Member of the Aristocracy/ Higher Nobility of Lythrum Fringe Benet: National Police Powers Fringe Benet: Security Clearance Contact: Empress Kella of Lythrum 11(useful Skills or resources, very good relationship with Contact) Contact: DOSPA 8- (access to major institutions, useful Skills or resources, good relationship with Contact, Organization) Reputation: leader of the Sentinels (in the US) 8-, +2/+2d6 Talents Combat Luck (3 PD/3 ED) Skills +1 Overall +2 with All Combat Bureaucratics 14Concealment 13Conversation 14High Society 14CK: New York City 11AK: Lythrum 14KS: DOSPA Procedure And Protocol 13KS: Lythrums History And Denizens 14KS: The Mystic World 11KS: Thaumaturgy 13KS: The Superhuman World 13Paramedics 13Power: Thaumaturgy 20Shadowing 13Stealth 13Tactics 15Teamwork 13TF: Sentinels Vanjet
Cost Powers END 73 Sorceress Of Lythrum: Variable Power Pool (Magic Pool), 60 base + 30 control cost; Magic Only (-), all slots Only Usable In Lythrum (-1) var 30 Darkness Manipulation: Elemental Control, 60-point powers 32 1) Call The Dark: Darkness to Sight Group 5 radius, Personal Immunity (+) 6 30 2) Mask Of Night: Sight Group Flash 8d6, NND (Defense is ED Force Field; +) 6 45 3) The Numbing Darkness: Drain END 5d6, Ranged (+) 7 30 4) Shadow Blast: Energy Blast 12d6 6 30 5) Forced Through The Portal: Extra-Dimensional Movement (to physical point in Lythrum corresponding to physical location in Earths dimension), Usable As Attack (defense is Extra-Dimensional Movement, Teleportation, Desolidication, or a Power Defense Force Field; +1), Ranged (+), Reduced Endurance ( END; +) 2 7 Place Of Power: +20 PRE; Only When In Lythrum (-2) 0 40 Mantle Of Night: Force Field (15 PD/ 15 ED), Protects Carried Items 4 15 Dual Mind: Mental Defense (20 points total) 0 10 Mystically Defended Spirit: Power Defense (10 points) 0 2 Mystically-Enhanced Body: Life Support (Longevity: 400 year lifespan) 0 10 Armored Costume: Armor (5 PD/5 ED); OIF (-) 0 37 Step Through Lythrum: Teleportation 25, x8 Increased Mass, x8 Noncombat; Extra Time (Extra Phase, -), Side Eects (6d6 Presence Attack on rst-time users; -) 7 23 Travel To Lythrum: Extra-Dimensional Movement (to any physical location in Lythrum), x8 Increased Mass, Extra Time (Extra Phase, -) 4 5 Darksight: Nightvision 0
6 10 16 3 3 3 3 2 4 3 4 2 3 3 3 17 3 3 7 3 1
Total Powers & Skills Cost: 563 Total Cost: 709 200+ Disadvantages 15 Distinctive Features: Otherworldly, Discomforting Aura (Not Concealable; Always Noticed; Causes Major Reaction; Not Distinctive In Some Cultures) 10 Hunted: Shrinker 8- (Less Pow, Public Identity, Harshly Punish) 20 Hunted: Lord Stolas 8- (Mo Pow, Public Identity, Harshly Punish) 20 Psychological Limitation: Feels Responsible For Lythrum (Common, Total) 15 Psychological Limitation: Protects The Weak and Helpless (Common, Strong) 15 Social Limitation: Public Identity (Rose Pilston) (Frequently, Major) 414 Experience Points Total Disadvantage Points: 709
50 The Sentinels
Background/History: Born in 1965, Rose Pilston was the daughter of a human mother and a father whod come to Earth from the dimension Lythrum as an explorer-scientist. Although inhabited by a species thats basically identical to humans, Lythrum is a realm suused with dark mystical energies where people accomplish things as much or more with magic than technology. From birth Rose had the ability to open portals to Lythrum, though she didnt actually learn to use it until her teens when her father revealed her true heritage to her. Rose practiced with her powers to develop them, but had no particular thought about what she wanted to do with them until her senior year in college, when she accidentally opened a portal so big that she traveled through it to Lythrum herself! Since her father was related to the royal family that ruled the dimension, she was welcomed with open arms and shown all the wonders that Lythrum had to oer. She spent several years there, got involved in various adventures, and even fell in love with dashing Crown Prince Halmar. Unfortunately, becoming involved with Halmar was not all romance and roses. The Lythruman court was a complex web of internal politics and clever maneuvering, and that meant a man as highly-placed as Halmar had plenty of enemies. One of them was the emperors vizier, Lord Stolas, a powerful mystic. By playing on Roses naivete and using his spells he tricked her into accidentally poisoning Halmar. As he lay dying in her arms,
51
Movement:
Cost Powers END 60 Brick Tricks: Multipower, 60-point reserve 2u 1) Shockwave: Explosion (+) for up to 75 STR, Hole In The Middle (the hex hes standing in when he uses the power; +); Extra Time (Full Phase; -), Only Aects Targets On The Ground (-), Only Does Knockdown, Not Knockback (-0), Requires A Brick Tricks Roll (-) 5 2u 2) The Big Wrap-Up: Entangle 6d6, up to 6 DEF; OIF (appropriate materials of opportunity; -), No Range (-), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials; -), Defense Depends On Materials Used (-), Requires A Brick Tricks Roll (-) 6 3u 3) Thunderclap: Hearing Group Flash 8d6, Explosion (-1d6/3; +1), Hole In The Middle (the one hex the brick is standing in when he uses the power; +), Does Knockback (+); Extra Time (Full Phase; -), Requires A Brick Tricks Roll (-) 6 3u 4) Flick Of Unconsciousness: Energy Blast 6d6, NND (defense is Lack Of Weakness on defenses covering the head, or any innate rPD protecting the head; +1); No Range (-), Requires A Brick Tricks Roll (-), Side Eects (if roll is failed, opponent takes characters full STR damage; -) 6 2u 5) Mega-Punch: Double Knockback (+) for up to 75 STR; Extra Time (Full Phase; -), Increased Endurance Cost (x2 END; -), Requires A Brick Tricks Roll (-) 12 30 Diamond-Hard Hands: HKA 2d6 (4d6 w/STR) 3 22 Diamond-Hard Body: HKA 1d6, Damage Shield (+), Reduced Endurance (0 END; +), Continuous (+1); No STR Bonus (-), Only Works When Hit, Not When Grabbed/Grabbing (-) 0
52 The Sentinels
Martial Arts: Superheroic Brawling Maneuver OCV DCV Notes Charge +0 -2 17d6 + v/5 Strike, FMove Crush +0 +0 19d6 Crush, Must Follow Grab Grappling Block +1 +1 Grab One Limb, Block Martial Escape +0 +0 90 STR vs. Grabs Martial Grab -1 -1 Grab Two Limbs, 85 STR for holding on Martial Strike +0 +2 17d6 Strike Martial Throw +0 +1 15d6 + v/5, Target Falls Reversal -1 -2 90 STR to Escape; Grab Two Limbs Takedown +1 +1 15d6 Strike; Target Falls Hard Body: Hardened (x2; +) for 45 PD/45 ED Hard Body: Damage Resistance (30 PD/30 ED), Hardened (x2; +) Diamond-Hard Body: Missile Deection (Any Ranged Attack), +5 OCV Inhuman Metabolism: Life Support (Immunity: all terrestrial diseases, biowarfare agents, poisons, and chemical warfare agents; Longevity: 400-year lifespan; Safe Environments: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum) Heavy Body: Knockback Resistance -5 Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance Money: Wealthy Reputation: well-known celebrity hero (in the US) 11-, +2/+2d6 Skills +6 HTH Breakfall 12Bureaucratics 14Climbing 12Computer Programming 12Demolitions 12AK: Earth Locations With Known Superhuman Or Paranormal Activity 13KS: Mining 8KS: DOSPA Procedure And Protocol 12KS: Earth Superhumans 14KS: History Of Superhumanity 1960-Present 14KS: The Superhuman World 14Mechanics 12Navigation (Air, Marine, Space) 12Paramedics 8Power: Brick Tricks 19SS: Geology 14Tactics 130 0 0 4 2
4 4 5 4 3 4 3 4 3 45 45 30 31
Total Powers & Skills Cost: 450 Total Cost: 758 200+ Disadvantages 20 Hunted: anyone from the Fabulous Fives Rogues Gallery 11- (As Pow, Public Identity, Harshly Punish) 5 Physical Limitation: Inconvenient Size and Weight (Infrequently, Slightly Impairing) 5 Physical Limitation: Limited Sense of Touch (Infrequently, Slightly Impairing) 10 Psychological Limitation: Still Somewhat Grumpy, But Mostly For Show (Common, Moderate) 25 Psychological Limitation: Never Quits Once Committed (Very Common, Total) 15 Psychological Limitation: Usually Sides With The Little Guy (Common, Strong) 15 Social Limitation: Super-Celebrity (Frequently, Major) 10 Unluck 2d6 453 Experience Points Total Disadvantage Points: 758 Background/History: John Whit Whitley was born in the Bronx in 1928, a tough kid in a tough neighborhood who didnt let his circumstances keep him from getting a solid education. He delivered newspapers during the Depression and World War II, and after the war got a degree in geology and a good job with a top mining rm. In 1959, his old college buddy Michael Renton, now a top scientist himself with a number of government think tanks, asked him to come along on a mission into space. Rentons goal was to destroy Comet X, which was hurtling on a direct course towards Earth, as the teams geologist and explosives expert. Despite his doubts, Whitley agreed never suspecting that the crew of the Jules Verne would encounter the remains of the alien species called the Kuzane, for whom Comet X was actually a spaceship on a mission to nd new homes for their disembodied intellects. Determined to save Earth from these incorporeal invaders, Whitley and Renton destroyed the Kuzanes ships computer and the comet itself. They and the other three crewmembers were caught in the resulting explosion, which bombarded the Verne with bizarre radiation. When the Verne crash-landed on Earth, each of them found himself transformed by the experience. They soon became known as the Fabulous Five, perhaps the most famous heroes of the 1960s and early Seventies. Of the Five, Whitley underwent the most startling metamorphosis. His esh and bones transformed into a sort of organic silicon, shiny and hard like diamond and just as indestructible. Now nearly eight feet tall, he could lift enormous weights. While he reluctantly joined his crewmates as celebrity superheroes, he spent the rst several years of his career searching for a way to turn himself back to normal he was willing, even eager, to sacrice his power and celebrity to feel a human
10 3 5 10 4
0 0
30 3 3 3 3 3 4 1 3 5 5 5 3 4 1 17 5 5
53
Campaign Use: Diamond is the wily veteran hero every serious team needs, and the bricks brick. He knows just about everybody in the Champions Universe, and they all know him as well, so he could plausibly turn up just about anywhere and t in. Hes an example for young heroes, many of whom make him a bit uncomfortable by treating him as a legend instead of a person. The GM should look for opportunities to surprise players with his intelligence, since even PCs are likely to underestimate him once theyve seen him punch a hole through the side of a building. Diamond generally doesnt need to be any tougher, but if you want him to be, increase his defenses until hes as invulnerable as his namesake. You might also increase his Leaping so he can travel more quickly, or increase his SPD to 6 to represent his years of combat experience. To weaken him, reduce his STR to 60-65 and his defenses to 30-32. Diamond generally doesnt Hunt people; hes a grumpy curmudgeon, not a vengeful one. Appearance: Diamond is a near-neckless crystalline humanoid nearly seven feet tall; the rocky substance composing his body is usually a light brickred in color, shading to slightly lighter hues at the extremeties. His costume is a featureless bodystocking in shades of blue dark blue gloves and boots, slightly lighter center chest panel and trunks, and lighter still side panels and legs. Out of uniform he favors heavy trenchcoats and other concealing clothes when hes in public; in private he wears little more than a pair of blue trunks.
54 The Sentinels
DIADEM Val Char Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 14 CON 8 129 BODY -2 1125 INT 15 14- PER Roll 1428 EGO 36 15- ECV: 9 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 135 5 5 8 28 20 PD 3 ED 2 SPD 20 REC 6 END 0 STUN 0 Total: 10 PD (5 rPD) Total: 10 ED (5 rED) Phases: 3, 5, 8, 10, 12 Total Characteristics Cost: 131 10
3 5 5 4
Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance Money: Well O Reputation: Member of the Sentinels (in the US) 11-, +2/+2d6 Talents Combat Luck (3 PD/3 ED) Combat Sense 14Danger Sense (immediate vicinity, any danger) 14Eidetic Memory Lightning Calculator Lightsleep Speed Reading (x10) Skills +4 with Mental Powers Multipower +5 DCV Acrobatics 13Breakfall 13Bureaucratics 13Computer Programming 14Concealment 14Conversation 13Electronics 14AK: New York 14KS: History 14KS: Literature 14KS: Religion And Philosophy 14KS: The Superhuman World 14Oratory 13Paramedics 14Stealth 13Teamwork 13-
6 15 30 5 3 3 4 12 25 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
Movement:
Running: 6/12
Cost Powers END 40 Mental Energy: Endurance Reserve (200 END, 20 REC) 0 60 Mental Powers: Multipower, 75-point reserve; all Visible (-) 11m 1) Mental Blast: Ego Attack 7d6; Visible (-) 7 11m 2) Mindscapes: Mental Illusions 14d6; Visible (-) 7 11m 3) Telepathy: Telepathy 14d6; Visible (-) 7 11m 4) Nervous System Override: Drain DEX 2d6, Ranged (+), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1); Visible (-) 7 7m 5) Nervous System Override II: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Limited Group (+), Based On EGO Not STR (+), Based On EGO Combat Value (Mental Defense applies; +1); Mental Defense Adds To EGO (-), Cannot Form Barriers (-), Visible (-) 8 4m 6) Psi-Static Field: Darkness to Mental Group 4 radius, Personal Immunity (+); Visible (-) 2 7m 7) Mental Passenger: Clairsentience (Sight And Hearing Groups), x32 Range (5,600), Mobile Perception Point (can move up to 6 per Phase); Only Through The Senses Of Others (-), Visible (-) 6 2u 8) Psychic Translation: Universal Translator 14-; Visible (-) 0 75 Mind Sense: Mind Scan 12d6, Reduced Endurance ( END; +) 3 30 Telepathic Channels: Mind Link, any 8 minds at once 0 10 Well-Shielded: Invisibility to Mental Group 1 20 Well-Shielded: Mental Defense (26 points total) 0 30 Well-Shielded: Mental Damage Reduction, 50% 0 9 Precognitive Dreams: Clairsentience (Sight And Hearing Groups), Precognition; Extra Time (requires at least 1 Hour of sleep, and sometimes more; -3), Precognition Only (-1), Vague and Unclear (-) 5
Total Powers & Skills Cost: 516 Total Cost: 647 200+ Disadvantages 10 DNPC: Paolo (husband) 11- (Normal, Useful Noncombat Skills/position) 15 Hunted: Members of the Sentinels Rogues Gallery 11- (As Pow, Harshly Punish) 20 Psychological Limitation: Code Versus Killing (Very Common, Total) 15 Psychological Limitation: Mistrusts Magic And Most Magicians (Common, Strong) 10 Psychological Limitation: Shy (Common, Moderate) 15 Social Limitation: Secret Identity (Stacy Armitage) (Frequently, Major) 362 Experience Points Total Disadvantage Points: 647
55
56 The Sentinels
Quote: Can everybody hear me okay? All right, Diamond and Proteus will hold the line, while Rose and Vox teleport behind the creatures, and... hey, whered Bravo go? Powers/Tactics: Diadem is a powerful mentalist. Though her power is dwarfed by, say, Menton, there are few others who combine her breadth of ability with her sheer force of will. When she uses her powers, most of them manifest a purple glow in the center of her forehead, as though a shining gem had been placed there and reected light in all directions (hence the codename Diadem). With practice shes learned to dampen the glow when she uses her Mind Link. Apart from her ability to link her teammates psychically (perhaps her most commonly-used power), shes also a formidable mind-reader, can overwhelm her enemies with blasts of psionic energy, or shut down selected brain functions temporarily to cause clumsiness or paralysis in her opponents. Despite her vast powers, Diadem has relatively little defense against physical or energy attacks. Her telepathic senses are attuned to sense when somebody is about to attack her and how (in game terms, her Combat Skill Levels with DCV), but in general she tries very hard to stay o the battleeld and out of range when the Sentinels go into a melee, or at least to quickly nd cover and use her powers to snipe. Her Danger Sense, Stealth, and Concealment are also helpful in this regard. If shes absolutely needed front and center during a conict, Diamond usually volunteers to provide physical cover for her. Campaign Use: Diadem rarely works as a solo hero; PCs will usually only encounter her with the Sentinels. Her mistrust of magic and magicians can lead to interesting roleplaying, though shes not usually open or aggressive about her feelings. To make Diadem more powerful, you can do several things. First, you can expand the range of her mental attacks by giving her more abilities, including other forms of powers she already has but with Advantages (such as a smaller Ego Attack thats Continuous). Second, you can give her some telekinetic powers as well. Third, either as part of a telekinetic power suite or as a gadget you can signicantly increase her defense so shes not so vulnerable in battle. Diadem doesnt Hunt characters except as part of the Sentinels, in which case she follows whatever plan Black Rose comes up with. Appearance: Diadem is 53 tall, with long brown hair parted in the middle and a hint of freckles around her nose. She wears a brown hooded cloak over a utilitarian jumpsuit in varying shades of brown, and her hood shows enough of her face that she also wears a brown domino mask to hide her features. When she uses her powers, a purple glow emanates from her forehead, giving the appearance that shes wearing a magnicent jewel there.
Movement:
Cost Powers END 30 Magic Sword: Multipower, 60-point reserve; all slots OAF (-1) 3u 1) Blade: HKA 2d6 (2d6 w/STR), Armor Piercing (+), Aects Desolidied (+); OAF (-1) 6 1u 2) Flat Or Hilt: HA +4d6, Aects Desolidied (+); OAF (-1), Hand-ToHand Attack (-) 3 7 Main Gauche: Multipower, 15-point reserve; all slots OAF (-1) 1u 1) Blade: HKA 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +); OAF (-1) 0 1u 2) Hilt: HA +2d6, Reduced Endurance ( END; +); OAF (-1), Hand-To-Hand Attack (-) 1 1u 3) Parry: +3 OCV with Martial Block; OAF (-1) Martial Arts: Fencing Maneuver OCV DCV Cut +0 +2 Disarm Lunge Parry Takeaway Thrust -1 +2 +2 +0 +1 +1 -2 +2 +0 +3 Notes Weapon +2 DC Strike Disarm; 30 STR to Disarm roll Weapon +v/5; FMove Block, Abort Grab Weapon, 30 STR to take weapon away Weapon Strike
4 4 4 4 5 5 16 1u 1u
Enchanted Rope: Multipower, 40-point reserve; all slots OAF (-1), Lockout (-) 1) Swingline: Swinging 8; OAF (-1), Lockout (cant use any other slot in the same Phase when this slot is used; -) 1 2) Tangler: Entangle 4d6, 4 DEF; OAF (-1), Lockout (cant use any other slot in the same Phase when this slot is used; -), 1 Recoverable Charge (-1) [1 rc]
57
3 30 16 46 3 5 2
4 0 0 0
Perks Vehicle: the Grion Fringe Benet: National Police Powers Fringe Benet: Security Clearance Reputation: Member of the Sentinels (in the US) 8-, +2/+2d6 Talents Combat Luck (3 PD/3 ED) Skills +5 with Fencing Acrobatics 15Acting 13Breakfall 15Concealment 13Contortionist 15Conversation 13Defense Maneuver IV Gambling (Card Games, Dice Games) 13High Society 13AK: Faerie 13AK: Seas Of Earth 11Navigation (Dimensional, Marine, Space) 13Oratory 13Paramedics 13PS: Poet 13PS: Lutist 15Seduction 13Stealth 15Tactics 13TF: Equines, Large Rowed Boats, Large Wind-Powered Boats, Small Wind-Powered Boats, Sentinels Vanjet
6 15 3 3 3 3 3 3 10 4 3 3 2 4 3 3 3 3 3 3 3 5
Total Powers & Skills Cost: 285 Total Cost: 463 200+ Disadvantages 15 DNPC: girlfriend of the month 11- (Normal) 15 Hunted: Members of the Sentinels Rogues Gallery 11- (As Pow, Harshly Punish) 5 Physical Limitation: Unfamiliar With Earth History And Culture (But Learning) (Infrequently, Slightly Impairing) 15 Psychological Limitation: Chivalrous (Common, Strong) 20 Psychological Limitation: Showo (Very Common, Strong) 5 Rivalry: Professional, with other swordsmen and swashbuckler types 188 Experience Points Total Disadvantage Points: 463
58 The Sentinels
phones, banks, and airplanes work (though democratic politics still seems to do nothing but frustrate him). He hasnt yet lost one bit of his passion for excitement, adventure and novelty, though, and his biggest weakness as a superheroic teammate is his easy boredom with peace and quiet. If theres no adventure to be found in his immediate vicinity, well, then, hell go stir some up, be it a barroom brawl that ends with his opponents becoming his drinking buddies, a sojourn at a dance club from which he returns with three or four lovely coeds, or in the best-case scenario a bank robbery to thwart. Hes become very emotionally attached to each of his teammates, and would gladly risk his own life for theirs. Diamond points out that Bravo would also risk his life for a mug of ale, which is only slightly unfair. Quote: Zounds! Thats a big fellow. Ah well, mlady, well have to continue this conversation another time. My friends need me! Powers/Tactics: Bravos agility and swiftness are borderline supernatural, and hes a master fencer with an unorthodox style. Most of his other abilities come from the array of magical items he acquired during his travels in Faerie. His sword is extremely light and sharp and has the ability to cut ghosts and other immaterial beings as easily as it does solid ones. His cloak and other clothes protect him as well as the strongest plate mail without slowing him down in the slightest. His
59
Val 12 70 10 22 7 4
Movement:
Abilities & Equipment Cost Powers END 3 Magical Sailing: Swimming +8 (10 total); Surface Only (-1), Limited Maneuverability (-) 0 30 Magical Flying Ship: Flight 20, x4 Noncombat; Limited Maneuverability (-) 0 12 Can Travel Anywhere In One Night: Teleportation 5, Safe Blind Teleport (+), MegaScale (1 = 100,000 lightyears, can be scaled down to 1 = 1 km; +5); Extra Time (1 Day; -4) 0 8 Can Travel Anywhere In One Night: Extra-Dimensional Movement (any physical location in any dimension); Extra Time (1 Day, -4) 0 17 Cannons: RKA 3d6, Increased Maximum Range (1,125; +); OIF Bulky (-1), Extra Time (Extra Phase, -), Limited Arc Of Fire (180 degrees; Only on Same Horizontal Level; -) 6 5 Cannons: One more Cannon 6 5 Lucky Ship: Luck 1d6 0 26 Large Boats Anchor: +70 STR, Reduced Endurance (0 END; +); (Partial Coverage; -2), OIF Bulky (-1) 30 Skills She Knows Where Shes Going: Navigation (Air, Astral, Dimensional, Hyperspace, Land, Marine, Space) 20-
Total Abilities & Equipment Cost: 136 Total Vehicle Cost: 231 Value Disadvantages None Total Disadvantages Points: 0 Total Cost: 231/5 = 46
60 The Sentinels
DR. VOX Val Char Cost Roll Notes 11 STR 1 11- Lift 117 kg; 2d6 [1] 19 DEX 27 13- OCV: 6/DCV: 6 17 CON 14 1210 BODY 0 1120 INT 10 13- PER Roll 1314 EGO 8 12- ECV: 5 13 PRE 3 12- PRE Attack: 2d6 14 COM 2 124 8 5 5 34 25 PD 2 ED 5 SPD 21 REC 0 END 0 STUN 0 Total: 23 PD (19 rPD) Total: 29 ED (21 rED) Phases: 3, 5, 8, 10, 12 Total Characteristics Cost: 93 40
9 20 32 20 3 8 10 12 20
0 1 2 4 0 0 0 0 0 0
Movement:
Cost Powers END 40 Pure Sonic Power: Endurance Reserve (200 END, 20 REC) 0 75 Sonic Manipulation: Multipower, 75-point reserve 6u 1) Focused Sonic Blast: Energy Blast 12d6, Personal Immunity (+); Does Not Work In A Vacuum (-) 7 4u 2) Sonic Cone: Energy Blast 6d6, Reduced Endurance ( END; +), Personal Immunity (+), Area Of Eect (10 Cone; +1); No Range (-), Does Not Work In A Vacuum (-) 3 6u 3) Infrasonic Assault: Energy Blast 7d6, No Normal Defense (defense is Hearing Group Flash Defense, being deaf, or lacking human-type ears; +1); Does Not Work In A Vacuum (-) 7 6u 4) Deafening Attack: Hearing Group Flash 16d6, Reduced Endurance ( END; +), Personal Immunity (+); Does Not Work In A Vacuum (-) 3 4u 5) Deafening Cone: Hearing Group Flash 11d6, Personal Immunity (+), Area Of Eect (9 Cone; +1); No Range (-), Does Not Work In A Vacuum (-) 7 3u 6) Sound Eects I: Hearing Group Images, -4 to PER Rolls, Increased Size (16 radius; +1); Does Not Work In A Vacuum (-) 3 3u 7) Sound Eects II: Hearing Group Images, +4 to PER Rolls, Increased Size (16 radius; +1); Does Not Work In A Vacuum (-) 3 7u 8) Feedback: Dispel Sonic Powers 20d6, any Sonic power one at a time (+) 7 4u 9) Zone Of Silence: Darkness to Hearing Group 6 radius, Personal Immunity (+) 4 24 Sonic Screen: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +); Does Not Work In A Vacuum (-) 0 14 Armored Costume: Armor (6 PD/8 ED); OIF (-) 0 15 Enhanced Hearing: Hearing Group Flash Defense (15 points) 0
3 5 1 5 6 3 12 3 3 3 3 3 3 3 3 3 3 3 4 6 2 5
Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance Fringe Benet: License to Practice Medicine Money: Well O Talents Combat Luck (3 PD/3 ED) Perfect Pitch Skills +4 with Sonic Manipulation Multipower Breakfall 13Bureaucratics 12Computer Programming 13Electronics 13High Society 12Forensic Medicine 13KS: Anatomy 13KS: Medicine 13Mimicry 13Paramedics 13PS: Doctor 13SS: Medicine 14SS: Sonics 16Systems Operation 13-; Medical Systems Only (-) Ventriloquism 14-
Total Powers & Skills Cost: 470 Total Cost: 563 200+ Disadvantages 15 Hunted: Howler 8- (As Pow, Public ID, Harshly Punish) 15 Psychological Limitation: Fascinated By Superhumans, Aliens In Particular (Common, Strong) 15 Psychological Limitation: Hippocratic Oath; Must Try To Save All Lives (Common, Strong) 10 Psychological Limitation: Takes Superheroing Seriously; Is Somewhat Humorless (Common, Moderate)
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Total Disadvantage Points: 563 Background/History: Kay Churchwell, nee Pressley, was born in 1970 in upstate New York. She attended medical school at NYU, graduating in 1996. That same year she married her anc John Churchwell, an architect with a prestigious city rm. They had a daughter Lily in 1998, by which time Kay had taken a post with Mercy Hospital in Manhattan. A brilliant doctor and diagnostician, Kay was called upon to help Howler in 2002 when the notorious supervillainess went into a mysterious coma after battling the Sentinels in downtown Manhattan following a botched jewelry store robbery. While studying her patient, Churchwell was exposed to a sudden burst of radiation given o by Howlers Hzeel-technology amulet (unknown to anyone at the time, the result of the amulet detecting the incursion of a Hzeel scoutship entering the outer reaches of Earths solar system). The radiation worked mutagenic changes on Churchwell as it had on Howler, giving the young doctor sonic powers. While dealing with this remarkable change in her life, Dr. Churchwell was swept into a running superhuman battle when the Hzeel attempted to kidnap Howler out of the hospital, which led to a series of confrontations involving the Sentinels and the War Machine, whose technology had also been detected and targeted for retrieval. Churchwell not only survived the ensuing craziness, but made several friends among the Sentinels. When she nally returned to Earth, Kay at rst tried to resume her medical career with a new specialization in superhuman medicine and speculative biology. Despite being involved in several interesting cases, she continued to feel bored and unchallenged. In 2005, when Marus left the Sentinels to concentrate on his duties for Atlantis, Diadem nominated her for membership. She happily accepted, adopting the superheroic moniker Dr. Vox after rejecting several sillier suggestions from Diamond and Bravo. Personality/Motivation: Doctor Vox is rst and foremost a doctor at heart, despite her newfound love of superhuman adventure. She has a passionate curiosity about the unknown and a deep commitment to helping other people, and nds that superheroics and medicine satisfy those sides of herself equally well.
62 The Sentinels
Quote: Hes gone into cardiac arrest! At least I think so... anyone know how many hearts a Perseid has, anyway? Powers/Tactics: Doctor Vox can generate sound at a wide range of frequencies, and also manipulate ambient sound. She can create many useful eects, from focused blasts of destructive energy to infrasonic vibrations that cause incapacitating headaches, as well as simply deafen opponents with high-decibel screeches. She can also project a eld of solid sonic energy in a standing wave around herself to deect incoming attacks, and even project pure sonic energy behind herself to y through the air at high speeds. This variety of abilities makes useful in combat she can eectively target either single or multiple opponents with attacks that many arent prepared for. Though shes relatively new to the world of superhuman combat and doesnt have the breadth of tactical experience that some of her teammates do, Dr. Vox is a quick study and has been training with Diamond to get better. Shes also become the teams general scientic expert since Amazing Mans departure. Campaign Use: Doctor Vox is still a licensed doctor and could get involved in any storyline that needs someone with medical skills, like a plague outbreak or dying alien. Her connection to the Hzeel makes her a target for them any time they show up. Her newfound celebrity status might lead to storyline hooks, especially if her husband or daughter are put in danger. (Theyre not bought as DNPCs because the family has taken steps to isolate itself from the Superhuman World, but they can easily function in that role if you need them to.) To make Dr. Vox more powerful, give her an augmentation suit or other gadgets that enhance her physical abilities, or maybe even give her a Variable Power Pool for gadgets as she becomes more scientically adept at elds outside the world of medicine. To weaken her, increase the END cost of her powers (and the size of her Endurance Reserve) so she has to be careful about when and how she uses her abilities. Doctor Vox has never Hunted anyone, and has no plans to start. Appearance: Dr. Vox is a black woman in her mid30s with a medium build, brown eyes and closecropped curly hair. Her bodysuit is dark blue with metallic highlights at the arms, legs, ribs, gloves, and boots, and she wears oversized clear goggles.
Movement:
Cost Powers END 25 Malleable Body: Elemental Control, 50-point powers 71 1) Morphing: Shape Shift (Sight, Hearing, Touch, and Smell/Taste Groups, any shape), Cellular, Imitation, Makeover, Reduced Endurance (0 END; +) 0 37 2) Stretching: Stretching 10, Reduced Endurance ( END; +) 2 9 3) Stretching Or Flattening: Desolidication (aected by any attack), Reduced Endurance ( END; +); Cannot Pass Through Solid Objects (-), Does Not Protect Against Damage (-1), Extra Time (Full Phase to activate, -) 2 28 4) Bouncing Ball Attack: Energy Blast 6d6, Area Of Eect (12 Radius; +1), Selective (+); No Range (-), Only In Enclosed Areas (-) 8 11 5) Bodily Wraparound: Entangle 6d6, 6 DEF; Feedback (-1), Lockout (-), No Range (-), Cannot Form Barriers (-) 6 30 Minor Shapeshifting Eects: Multipower, 30-point reserve 3m 1) Bone-Blade Hands: HKA 1d6 (2d6 w/STR) 1 4m 2) Shifts His Mass Into His Fists: HA +4d6, Area Of Eect (One Hex; +); Hand-To-Hand Attack (-) 3 2m 3) Slingshot Arms: +20 STR; No Figured Characteristics (-), Extra Time (Full Phase, -), Only For Throwing (-) 2 5m 4) Armoring Up: Armor (10 PD/10 ED); Costs Endurance (to activate; -) 3 3m 5) Flexible Dodging: +4 DCV; Costs Endurance (-) 2 4m 6) Long Legs: Running +10 (16 total) 2 2m 7) Springy Legs: Leaping +10 (16 forward, 8 upward) 1 2m 8) Glider Wings: Gliding 12 0 1m 9) More Limbs: Extra Limbs (any number); Costs Endurance (to activate; -) 1 3m 10) Pillow Body: Breakfall 19-, Usable By Other (+); Costs Endurance (to activate; -) 2
63
20
0 0
3 5 3 4 10 9 2 3 3 3 3 3 3 3 3 5 7 3 2 7 3 3 3 9 3 3 2
64 The Sentinels
quickly discovered that he had the remarkable ability to change and manipulate his own shape. Still unaware of his own name, Robert dubbed himself Proteus and became a drifter, traveling from town to town across the Midwest, taking odd jobs and never staying in any one town too long. Time and again he wound up using his powers to help people. But a combination of bad luck and his own near-paralyzing but unnamable fear that there was still someone out to get him kept him from making any real friends or settling down. Eventually he made his way to Seattle, where he took a job as a taxi driver and fell in with a small band of equally-odd metahumans who were ghting an undercover war against the local VIPER Nest. Enjoying being able to help people as a superhero, Proteus stayed there until 2000, when one of his friends pointed out a newspaper article about what seemed to be a shapeshifting serial killer active near Kansas City. Remembering that hed emerged from a river not far from there, Proteus thought this might be a clue to his own origins and decided to investigate. After he arrived in KC, several locations seemed to spark some fragments of memory for Proteus. Taking that as a good sign he continued to dig until he found the Covington Chemical Company, which had been run for the last six years by Robert Covington, ever since the mysterious disappearance of his no-good brother Rodney! For several awful days Proteus feared that he in fact was Rodney, but he captured the shapeshifting killer when it attacked a young lady who had befriended
Proteus and discovered that it was Rodney, whod also received shapeshifting powers from their mutual chemical bath, and who had been living as Robert ever since to dodge his creditors. Most of Roberts memories returned during their ensuing battle, in which Proteus defeated Rodney (who was later sent to Stronghold by the authorities). Proteus returned to Seattle and resumed his superheroic career there a happier and more stable man. He was so successful there (and impressed Amazing Man so much when they wound up working together in 2003 against Mechanon) that he was invited to join the Sentinels, which he did in 2006. He currently lives on Sentinel Island and has begun exploring New York City, which hes so far utterly enamored with. Personality/Motivation: Proteus is a deep guy, rarely revealing everything that hes thinking while carefully paying attention to everything a habit he developed to help cover his amnesia but which has stayed with him even though hes now partially cured. He still doesnt remember most of his childhood, and has trouble sometimes hanging on to recently-learned facts or numbers. But he almost always retains at least the gist of anything he concentrates on, and he carries around several little notebooks for jotting down reminders to himself. Hes incurably nosy, but never pushy he tends to pick up gossip and other information simply by hanging around in the background and letting everyone forget hes still in the room.
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SENTINEL ISLAND
The Sentinels maintain their headquarters on Sentinel Island, an articial structure anchored o the coast of New York City, anchored between Ellis Island and Liberty State Park. Originally the team maintained an informal headquarters at Dr. Phantoms Connecticut mansion, but as the Sentinels became more of a true team and less of a collection of individual heroes who sometimes worked together, that arrangement became increasingly inconvenient. Fate took a favorable hand in 1980, when the Sentinels battled a supervillain named Scamander who had declared himself King of the Seas and intended to wage war on both Atlantis and the land nations of Earth to back up his claim from the security of an articial island fortress hed built. After a long and grueling series of encounters the Sentinels defeated him and he seemingly perished (no trace of his body was ever found following the explosions, but hes never appeared since that time). His island remained mostly intact, so the Sentinels claimed it, repaired it, renovated it as needed, and made it their new headquarters. That version of Sentinel Island lasted until 1987, when it was badly damaged in a battle with Mechanon and, despite the heroes best eorts, sank. Rather than attempt to salvage it, the Sentinels decided to build an all-new Sentinel Island. That structure, completed in 1989 and thoroughly renovated several times since then, remains their headquarters to this day. LAYOUT Sentinel Island largely consists of two layers the underside and the topside. The underside is the utilitarian portion of the base, consisting of a concrete layer honeycombed with oat and ballast stations, power plants, temporary containment cells for supervillains, hangars for various team vehicles, storage chambers, and other such workaday facilities. Theres even an ocean entrance for submarines and aquatic heroes like Marus. The topside is what most people think of when they think of Sentinel Island. A thick layer of earth and topsoil was put on the underside and then carefully sculpted to give the impression of a true natural environment. Most of it is well-manicured lawns and fields, but there are copses of trees, a few hills, and a small but delightful beach along part of the northern shore. Most of the Islands main facilities are located topside in buildings erected on the soil. These include: Sentinel Hall, where the team conducts meetings, press conferences, receptions, and similar functions (it also includes a trophy room, lounge, and dining room); the control tower, from which the Sentinels and their staff can monitor the Islands operation and steer it if necessary (their World Crisis Monitoring Room is also located here); residential quarters for the Sentinels themselves (including several guest rooms, a less formal dining area, a library, and a patio/sundeck); a training room/gymnasium; and a building of medical facilities and science
66 The Sentinels
laboratories. All in all its a very pleasant place to live... despite the occasional alien invasion, attempted takeover by supervillains, or extradimensional attack. STAFF The Sentinels cant run the entire Island (or their entire operation in general) by themselves they have a support sta of two to three dozen individuals who help keep the place running smoothly. These range from highly specialized technicians and mechanics to general maintenance and cleaning personnel. Each has undergone extensive security checks and received basic training in how to respond to various crises. First among equals on the Islands sta is Agatha Anderson, invariably referred to as Mrs. Anderson by everyone who knows her. A feisty 63 years old, shes the Chief Cook and oversees the sta of maids, butlers, secretaries, and other personnel who deal with the Sentinels personal comfort and business. Besides being a top-notch chef, shes known for her insightful advice and sometimes (politely) nosy manner; no ones better at mothering the Sentinels and their friends than Mrs. Anderson. One of her specialties is setting superheroes up on dates, though these rarely seem to work out as well as she eternally hopes. While the Sentinels are the primary line of defense for the Island, they also have a security sta led by Gerard Armstrong, a retired Army colonel. Hes as no-nonsense as anyone whos so highly-
chapter four:
ew Yorks other major superhero team is the Justice Squadron, which has had a friendly rivalry with the Sentinels that spans more than forty years. Unlike the Sentinels, the JS has maintained a remarkably stable membership, with retiring members frequently replaced by their hand-picked successors. The Sentinels are a team, but the Squadron is a family, Brawler once said, and that distinction still stands today. THE WAR YEARS (1942-1946) The original Justice Squadron was founded in the early days of 1942, not long after Americas entry into World War II. A better-known superteam, the Defenders of Justice, placed itself under the command of the US government through Project Rainbow in the weeks following Pearl Harbor. When the DoJ became aware of the magical spells protecting Axis territory from Allied superhumans, it divided itself into two teams: the Defenders, made up of the superhuman members of the original team with a few new additions, who would protect the homefront and were primarily located on the East Coast; and the Freedom Battalion, who were nonpowered crimefighters and mystery men that could operate in the overseas theaters of the war. The Justice Squadron, a third team, had no ocial standing with the government at rst (though its members were given special sanction and limited government approval in 1944). It was located primarily on the West Coast and consisted of superheroes who were ineligible for the draft for various reasons. Assembled by the mysterious Drifter, the original team included Brawler, a nonpowered two-sted crimeghter from Los Angeles who had been inspired by the legends of the Black Mask, and who was already too old for the military at 37 in 1942; Tomahawk, a teenage hero from the Timasjomi tribe, who was originally from Wisconsin and wielded mystical weapons given to him by his tribes shaman; Vita-Man, a Los Angeles-based pharmacist whose childhood sickness had left him wheelchair-bound ordinarily but had developed special vitamins that gave him superhuman abilities for short periods of time; and Skygirl, who had received her power to cancel the eects of gravity on herself or others from an accident in her fathers laboratory near San Francisco.
The ve heroes maintained active solo careers as superheroes during the war, only gathering together as a team when the Drifter needed their assistance with a major threat (such as the attempted invasion of California by Lemurians in late 1942, or the emergence of the monstrous Mardoom-Thah from his tomb beneath the Antarctic ice in 1944). After the war was over, like many costumed heroes Brawler, Vita-Man and Skygirl retired from active costumed activities, while Tomahawk and the Drifter remained active in secret, primarily by battling occult menaces. VANGUARD REFORMS THE TEAM (1962-1979) In 1959, explorer and anthropologist Jerey Sinclair discovered a mysterious Tibetan palace containing a strange golden statue that transformed him into the powerhouse superhero Vanguard. After several years of solo activity, Vanguard and the Drifter teamed up to battle a splinter coven of the Circle of the Scarlet Moon, and they found their working partnership to be particularly eective. Vanguard appreciated the Drifters greater awareness of the scope of the Mystic World, while the Drifter could only marvel at some of the amazing feats Vanguard was capable of. They worked together several times after that. In in 1962 when Bram McFarlan trapped the Drifter in another dimension to keep him from interfering with his eorts to revive the demonic Mardoom-Thah, the Drifter managed to get an astral message to Vanguard asking him to recruit the former members of the Justice Squadron to help save the world. Vanguard found Tomahawk, now an active adult superhero in Wisconsin, and the two went in search of the other former members of the team. Unfortunately, Skygirl had died in a car accident some years earlier, and Vita-Man was far too sick to participate in any further adventures. However, Vita-Mans niece Cassie was able to use some of his discoveries to become a second Skygirl and joined the team, along with Brawlers own son whod long been training for a career as a masked crimeghter. After the four heroes freed the Drifter and reimprisoned the monster they decided to remain together as a new Justice Squadron. In 1964 the team underwent a bit of a change in direction, since both the enigmatic Drifter and Vanguard had very busy solo careers as heroes and werent regularly available for meetings or any sort of long-term strategic planning. Brawler II wanted to make the team more like the Fabulous Five or the Sentinels and
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10 36 6
Movement:
Cost Powers END 45 Teleportation Power: Endurance Reserve (200 END, 25 REC) 0 90 Exoteleportation: Multipower, 90-point reserve 3u 1) Self-Teleportation: Teleportation 30; Increased Endurance Cost (x3 END; -1) 18 9u 2) Basic Exoteleportation: Teleportation 30, x16 Noncombat, x8 Increased Mass; Cannot Use Slot Unless He Carries At Least x2 Increased Mass (-0) 9 3u 3) Long-Range Exoteleportation: Teleportation 10, x8 Increased Mass, MegaScale (1 = 1 km; +); Cannot Use Slot Unless He Carries At Least x2 Increased Mass (-0), Increased Endurance Cost (x2 END; -) 8 1 Safe House: Fixed Location (JS HQ in NYC) 0 137 Exoteleportation Abilities: Multipower, 137-point reserve 27m 1) Exoteleportation Attack: Teleportation 20, x4 Increased Mass, Usable As Attack (defense is Teleportation, Extra-Dimensional Movement, or Power Defense; +1), Ranged (+), Reduced Endurance ( END; +); Increased Endurance Cost (x2 END when power is used against living matter; -0) 6 12m 2) Exoteleported Missiles: RKA 2d6, NND (defense is Teleportation, ExtraDimensional Movement, or Power Defense; +1), Does BODY (+1); OIF (small objects of opportunity; -) 9 6m 3) Dropped Objects: Energy Blast 8d6, Indirect (always from above target; +); OIF (heavy blunt objects of opportunity; -), Limited Range (50; -) 5 2u 4) Exoteleportation Point Defense: Missile Deection (all physical missiles), Range (+1); Costs Endurance (-) 3
Total Powers & Skills Cost: 518 Total Cost: 598 200+ Disadvantages 15 Hunted: JS Rogues Gallery 8- (As Pow, Public Identity, Harshly Punish) 20 Psychological Limitation: Code Versus Killing (Very Common, Strong) 15 Psychological Limitation: Enjoys The Limelight (Common, Strong) 10 Reputation: Wealthy Celebrity Hero, 1115 Social Limitation: Public Identity (Craig Nguyen) (Frequently, Major) 323 Experience Points Total Disadvantage Points: 598 Background/History: Craig Nguyen is a half-American, half Vietnamese man who was born in 1965 to parents who were UNTIL agents who met while on duty in the Philippines. His childhood was a fairly normal one (though the family moved a lot), but that changed in 1981 when he manifested the power to teleport. At rst he could only teleport other people or objects, not himself. At the time UNITY did not yet exist, so his parents werent sure what to do about teaching him to use his powers. Fortunately, the retired superheroine and educator-in-training Rowan (see Teen Champions) heard about him and arranged to meet with the Nguyens.
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Campaign Use: For campaigns with PC teams that lack either (a) a gadgeteer, or (b) means of rapid travel, Blink makes an excellent NPC teammate or acquaintance. Hes usually happy to drop whatever hes doing to help out his friends in the Superhuman World. To make Blink tougher, remove the restrictions on his powers so that he can teleport easily whether he carries other objects or just goes by himself. You could also give him more Teleporation tricks (see The UNTIL Superpowers Databases or The Ultimate Speedster for dozens of examples). To weaken him, reduce his SPD to 4 and his Endurance Reserve to 100 END, 10 REC. Blink doesnt Hunt people except as part of a Squadron mission, in which case he follows orders. Appearance: Blink is an Asian male, 56 tall; hes in his mid thirties and has short black hair and a thin build. He wears a blue bodysuit with red ngerless gloves and knee-hight boots; on his chest is a red design of six arrows pointing symmetrically outwards from a central circle. Over this he usually wears a dark blue leather jacket. He usually carries some interesting piece of technology from Justice Squadron headquarters.
Val 80 16 40 30 13 11 25 14 35 30 5 24 80 90
Movement:
Running: 6/12 Leaping: 16/32 END Notes Block, Abort 95 STR vs. Grabs Grab Two Limbs, 90 STR for holding on 16d6 + v/5, Target Falls 0 0 0 0 0 0 0 0
Cost Powers Martial Arts: Brawling Maneuver OCV DCV 4 Martial Block +2 +2 4 Martial Escape +0 +0 3 3 20 33 30 15 10 8 1 5 5 Martial Grab -1 -1 +1
Total Powers & Skills Cost: 245 Total Cost: 520 200+ Disadvantages 15 DNPC: Mom 11- (Incompetent; Useful Noncombat Position or Skills) 5 Physical Limitation: Large (almost eight feet tall and weighs about 700 kg) (Infrequently, Slightly Impairing) 5 Physical Limitation: Oversized/Clumsy Fingers (-2 to appropriate DEX Rolls) (Infrequently, Slightly Impairing) 20 Hunted: JS Rogues Gallery 11- (As Pow, Public Identity, Harshly Punish) 20 Psychological Limitation: Code Versus Killing (Very Common, Strong) 20 Psychological Limitation: Devoted To Being A Hero And Doing Good (Common, Total) 10 Psychological Limitation: Chivalrous Towards (And Occasionally Clumsy Around) Women (Common, Moderate) 5 Rivalry: Professional, with other bricks 15 Social Limitation: Public Identity (Doug Ashmore) (Frequently, Major) 205 Experience Points Total Disadvantage Points: 520 Background/History: Doug Ashmore prepared himself all his life to be a superhero. His grandfather, Walter, was the original Brawler, a twosted masked adventurer who began his career in the 1920s. Inspired by the legends of the Black Masks, the rst Brawler used his wits and his skill at sticus to battle crime on the streets of Los Angeles until the outbreak of World War II, when he helped found the original Justice Squadron along with the Drifter. Walters son Ronald inherited the name and mask in 1960 and joined the teams second iteration when it started in 1962. In 1965, Ronald was exposed to a strange form of radiation while battling in a mad scientists lab; he spent several weeks in the hospital being treated for burns, but when he emerged he discovered
Martial Throw +0
Ecient Strength: Reduced Endurance ( END; +) for 80 STR Radiation-Charged Body: Damage Resistance (35 PD/30 ED) Sturdy: Physical Damage Reduction, Resistant, 50% Sturdy: Energy Damage Reduction, Resistant, 25% Tough Skin: Lack Of Weakness (-10) for Normal Defenses Tremendously Heavy: Knockback Resistance -4 Enormous Lungs: Life Support (Extended Breathing: 1 END per Turn) Sturdy: Life Support (Safe Environments: High Pressure, High Radiation, Low Pressure/Vacuum) Fast Healer: Healing 1 BODY, Reduced Endurance (0 END; +), Persistent (+); Extra Time (Regeneration, 1 BODY per Hour; -2), Self Only (-) Squadron Communicator: HRRP (Radio Group); OIF (-), Aected As Sight And Hearing Group As Well As Radio Group (-) Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance Reputation: One Of The Worlds Strongest Heroes (A large group) 11-, +2/+2d6 Money: Well O
3 5 4 5
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teams good image, so the others tend to defer to him pretty much everywhere outside of combat. The Drifters rarely around during downtime, and Tomahawks emotional reserve and cynicism dont lend themselves to creating a team atmosphere, so if it wasnt for Brawler the group would probably eventually fall apart. The younger members of the team have gotten used to having Brawler around as a sounding board for advice (Flashover and Superstar in particular go to him for help on dealing with the probing questions about their pasts they get from the press). Brawlers also surprisingly good at the bureaucratic side of leadership, maintaining good relationships with DOSPA, PRIMUS, and UNTIL. Brawler believes strongly in the Boy Scoutish heroic code as handed down by his family. Hes also very aware of his role as a celebrity, frequently taking time out to film public service announcements, visit sick kids in hospitals, and do other good works for charity without making a big deal out of it. One of Brawlers primary weaknesses is his relationships with women he nds attractive. Hes rarely dated, and spent most of his early adult years in a long-term relationship with Electron that was never really destined to work out. Hes not misogynist or even particularly sexist, but instead is shy (sometimes overpoweringly so) around women he nds attractive and liable not to think too clearly when one is involved.
Val 10 14 18 15 25 26 33 10 8 8 5 6 36 29
Movement:
Cost Powers END 60 Mystic Power: Endurance Reserve (300 END, 30 REC) 0 375 Thaumaturgical Powers: Variable Power Pool, 150 base + 75 control cost, Cosmic (+2) var 90 Mystic Wards: Force Field (15 PD/ 15 ED/15 Mental Defense/15 Power Defense), Reduced Endurance (0 END; +) 0 60 Mystic Fortitude: Physical and Energy Damage Reduction, Resistant, 50% 0 50 Mystic Fortitude: Life Support: Total (including Longevity: Immortality) 0 7 Mystic Fortitude: Healing BODY 1d6, Reduced Endurance (0 END; +), Persistent (+); Extra Time (Regeneration, 1 BODY per Turn [Post-Segment 12]; -1), Self Only (-) 0 75 Instantaneous Travel: Teleportation 25, x64 Noncombat 7 45 Walking Through Realities: ExtraDimensional Movement (any physical location in any dimension) 4 9 Oracular Dreams: Clairsentience (Hearing And Sight Groups), Precognition, Reduced Endurance (0 END; +); Extra Time (minimum of 1 Hour spent sleeping, and often longer; -3), No Conscious Control (-2), Only Through Dreams (-1), Precognition Only (-1) 0 15 See The Arcane: Detect Magic 14(Sight Group), Discriminatory, Analyze 0 3 5 3 2 17 25 Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance Well-Connected 1) The Witness 8- (very useful Skills or resources) 2) The Trismegistus Council 11- (extremely useful Skills or resources, signicant Contacts of its own, Organization) 3) 25 more points worth of Contacts and Favors in the Mystic World
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Total Powers & Skills Cost: 1,003 Total Cost: 1,147 200+ Disadvantages 20 Distinctive Features: discomtting aura (Not Concealable; Causes Major Reaction [discomfort, nervousness, the creeps]) 15 Hunted: Circle Of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish) 20 Hunted: DEMON 11- (As Pow, NCI, Harshly Punish) 15 Hunted: Various Evil Cosmic Entities 8- (Mo Pow, Harshly Punish) 5 Physical Limitation: Cannot Disguise Himself (Infrequently, Slightly Impairing) 20 Psychological Limitation: Tries to Prevent The Disasters And Evil He Foresees (Common, Total) 10 Psychological Limitation: Manipulative; Not Above Playing On Others Weaknesses For The Greater Good (Common, Moderate) 842 Experience Points Total Disadvantage Points: 1,147 Background/History: The Drifter a name widely thought to be short for the Astral Planes Drifter, though that belief didnt become common until the mid-Seventies as a play on the movie title High Plains Drifter is a strange mystic hero with an equally strange past. Jonathan Keyes was an an upand-coming prosecutor in the New York City District Attorneys oce in 1938 with a bright future ahead. He was working night and day amassing evidence for his biggest case ever, in which he planned to nally bring down notorious mob boss Matteo Camorra. But Camorra learned what Keyes was
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Val 9 20 14 10 18 15 17 20 3 7 4 5 28 22
Cost -1 30 8 0 8 10 7 5
Movement:
Cost Powers END 64 Fiery Form: HKA 2d6, Continuous (+1), Damage Shield (does damage in HTH combat; +), Reduced Endurance (0 END; +), Persistent (+); No STR Bonus (-), Only In Heroic Identity (-) 0 60 Fire Creation And Manipulation: Multipower, 75-point reserve; all slots Only In Heroic Identity (-) 6u 1) Fiery Blast I: Energy Blast 12d6, Reduced Endurance ( END; +); Only In Heroic Identity (-) 3 6u 2) Fiery Blast II: RKA 4d6, Reduced Endurance ( END; +); Only In Heroic Identity (-) 3 6u 3) Fiery Blast III: Energy Blast 15d6 ; Only In Heroic Identity (-) 7 6u 4) Fireball: Energy Blast 10d6, Explosion (+); Only In Heroic Identity (-) 7 6u 5) Dehydrating Heat: Energy Blast 7d6, NND (defense is Life Support [Safe Environment: Intense Heat] or having re powers; +1); Only In Heroic Identity (-) 7 6u 6) Extinguish Fires: Dispel Fire 20d6, any one Fire power at a time (+); Only In Heroic Identity (-) 7 6u 7) Flashover I: Sight Group Flash 12d6, Reduced Endurance ( END; +); Only In Heroic Identity (-) 3 5u 8) Flashover II: Sight Group Flash 6d6, Area Of Eect (4 Radius; +1), Reduced Endurance ( END; +); Only In Heroic Identity (-) 3 17 Spark: RKA 1 point, Area Of Eect (One Hex Accurate; +), Continuous (+1), Penetrating (+), Reduced Endurance (0 END; +), Sticky (only aects ammables; +), Uncontrolled (re stops burning when it runs out of fuel or oxygen, or someone extinguishes the ames; +); Limited Range (30; -) 0
0 0
14 8 8 3 10 5 10 6
4 0 0 0 0 0 0 0
3 5 15 3 3 3 3 2 3 2 3 11 2 1 3 3 3 3 2
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Flashover isnt the only member of her family with superpowers. Teleios later lured her younger brother Philip, Jr. into his lab and gave him extensive powers of air and wind control. Using the name Hurricane, hes fought Flashover and the Squadron several times; hes powerful enough to take on the entire team, and maybe then some. (See page 134.) To make Flashover more powerful, remove the OIHID Limitation from most of her powers, allowing her to use them whenever she likes. (The Damage Shield and Flight would be two of the exceptions to this.) To weaken her, get rid of the Characteristic boosts she receives in Heroic Identity. Flashover doesnt Hunt people except as part of a Squadron mission, in which case she follows orders. Appearance: Flashover is a white woman in her early thirties. In her normal form she has short red hair, blue eyes, and freckles and stands 52. Her costume is mostly re red with gold sleeves and legs and a re motif on the gloves and boots; the neckline is a deep, rather revealing V-shape. She wears no mask. When powered up, she has the same general shape but seems to be made of bright orange re, and her hair appears to be much longer and leaves a contrail behind her as she ies.
Total Powers & Skills Cost: 497 Total Cost: 580 200+ Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 25 Hunted: IHA 8- (Mo Pow, NCI, Public Identity, Harshly Punish) 15 Psychological Limitation: Prone To Moralizing; Wants To Help Kids Avoid His Mistakes (Common, Strong) 15 Psychological Limitation: Black And White Thinker; Never Trusts A Villain (Common, Strong) 10 Psychological Limitation: Bit Of A Showo (Common, Moderate) 5 Reputation: supposedly reformed teen supercriminal, 815 Social Limitation: Public Identity (Gary Stratton) (Frequently, Major) 5 Unluck 1d6 5 Vulnerability: 1 x Eect from Energy Drains (Uncommon) 275 Experience Points Total Disadvantage Points: 580 Background/History: Superstars real name is Gary Stratton. He was born in 1980 in Philadelphia. His mutant powers of cosmic energy manipulation manifested when he was fifteen. By that point he was already a troubled child with a long history of delinquent behavior, mostly minor crimes like vandalism and petty robbery. Once he got a grip on his powers, though, he went on a robbery spree that only ended when he was captured by the superheroes Atlas and the Mechanic. He was sentenced to five years in Stronghold, during which time he was visited on several occasions by Rowan (see Teen Champions). She felt there was still a chance to turn the young mans life around... and she was right. Gary was very impressed by Rowan and decided to give going straight a shot. He was released early due to good behavior in 1999 and paroled into Rowans care at the Ravenswood Academy. School wasnt exactly his favorite thing, but he buckled down and graduated in 2001. After graduation he spent several years as a part-time superhero while working as a student counselor at the Academy. Remembering the success theyd had rehabilitating Flashover and relying on Rowans recommendation, the members of the Justice Squadron recruited him to replace
Movement:
Cost Powers END 25 Cosmic Energy Stores: Endurance Reserve (150 END, 10 REC) 0 7 Cosmic Energy Replenishment: +10 REC for Endurance Reserve; Only When In Direct Sun-/Starlight (-) 0 100 Cosmic Energy Attacks: Multipower, 100-point reserve 20m 1) Cosmic Blast: Energy Blast 20d6 10 20m 2) Ecient Cosmic Blast: Energy Blast 16d6, Reduced Endurance ( END; +) 4 20m 3) Tuned Energy Blast: Energy Blast 10d6, Variable Advantage (+ Advantages; +1) 10 19m 4) Energy Bubbles: Telekinesis (50 STR), Aects Porous, Fine Manipulation 9 18m 5) Cosmic Energy Walls: Force Wall (10 PD/10 ED; up to 10 long and 3 tall), Hardened (+) 9 2u 6) Protective Cosmic Bubbles: Life Support (Safe Environments: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 8 people at once; +1); Costs Endurance (-), All Recipients Must Remain Within 4 Of Superstar (-) 2 87 Cosmic Field: Force Field (30 PD/30 ED), Protects Carried Items, Hardened (+) 9 10 Protected Eyes: Sight Group Flash Defense (10 points) 0 80 Cosmic Flight: Flight 30, x32 Noncombat 8 41 Cosmic Sensing: Spatial Awareness (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+8 versus Range Modier) 0 6 Squadron Communicator: HRRP (Radio Group); OIF (-), Aected As Sight And Hearing Group As Well As Radio Group (-) 0 3 5 Perks Fringe Benet: National Police Powers Fringe Benet: Security Clearance
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Campaign Use: As a young and somewhat troubled hero, Superstar presents all sorts of story possibilities. The heroes could train him to improve his powers, help him develop more mature and heroic views about crimeghting, investigate why he has such unusual mutant powers, or the like. To make Superstar more powerful, increase the size of his Endurance Reserve and his Multipower reserve so he can use more powers at greater strength at once; you could also give him slots featuring RKAs, Ranged Drains, AVLDs, and other attacks that involve more powerful or subtle manipulation of cosmic energies. For campaigns that involve spending a lot of time in space, some FTL Travel wouldnt hurt either. To weaken him, reduce his Multipower reserve and slots to about 80 points, and some of his other powers correspondingly. Superstar doesnt Hunt people except as part of a Squadron mission, in which case he follows orders. Appearance: Superstar is a young white man in his mid-twenties, 510 tall with an athletic build. He has fairly long, stylishly-cut red hair, broad features and a small soul patch on his chin. His costume is bright blue and form-tting, with a large yellow shooting star motif taking up most of his left side. He crackles with energy when his power is in use, with small golden sparks shooting from his hands or eyes.
Val 40 25 28 20 20 18 23 16 15 15 6 14 56 54
Movement:
Cost Powers END 22 Dawn Fire Tomahawk: Multipower, 45-point reserve; all slots OAF (-1) 1u 1) Striking A Blow: HA +6d6; OAF (-1), Hand-To-Hand Attack (-) 3 2u 2) Thrown Tomahawk: Energy Blast 9d6; OAF (-1), Lockout (-), Range Based On Strength (-) 4 Martial Arts: Grappling Maneuver OCV DCV Block +2 +2 Choke Hold -2 +0 Disarm Escape Flying Dodge Kick/ Knee Strike Punch Throw -1 +0 -+1 +0 +4 Notes Block, Abort Grab One Limb; 2d6 NND Disarm; 50 STR to Disarm 55 STR vs. Grabs Dodge All Attacks, Abort; FMove 12d6 Strike 10d6 Strike 8d6 + v/5, Target Falls 0
4 4 4 4 5 5 4 3 10 9 5 5 5
-2 +0 +0
+1 +2 +1
14 2 9
Tough Body: Damage Resistance (10 PD/10 ED) Armored Costume: Armor (6 PD/6 ED); OIF (-), Activation Roll 14- (-) Powerful Mind: Mental Defense (9 points total) Quick Recovery: Sight Group Flash Defense (5 points) Superhuman Conditioning: Life Support (Diminished Eating: once per week; Diminished Sleep: eight hours per week; Longevity: lifespan 200 years; Safe Environment: Intense Cold) Runs Like The Wind: Running +7 (13 total) Swims Like A Fish: Swimming +2 (4 total) Aware Of His Surroundings: +3 to PER Rolls with all Sense Groups
0 0
Total Powers & Skills Cost: 283 Total Cost: 497 200+ Disadvantages 15 Hunted: Baykok 8- (Mo Pow, Limited Geographical Area, Public Identity, Harshly Punish) 15 Psychological Limitation: Code Versus Killing (Common, Strong) 20 Psychological Limitation: Protects The Weak And Helpless (Common, Total) 15 Psychological Limitation: Honorable Warrior (Common, Strong)
0 1 1 0
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Total Disadvantage Points: 497 Background/History: Thomas Massaway was born in 1960 in Wisconsin on the Timasjomi Indian Reservation. Hes the second member of his tribe, an obscure oshoot of the Chippewa, to complete the mystical Dawn Fire Ritual in this century. The Ritual is a grueling feat that involves staying awake for an entire week and then traveling to the Higher World (part of Faerie; see The Mystic World) to defeat a ravenous skeletal bear and receive the mystical powers and weapons necessary to protect the tribe from its enemies, such as the demonic Baykok (page 130). Several young men of the tribe had attempted the ritual over the years, but they all failed, most not even receiving a vision. Once Massaway returned from the Higher World, though, he was greeted by Saxon Heward, who had been the superhero Tomahawk and a member of the Justice Squadron since World War II. Heward and the tribes shaman, Uncle Two Hawks, spent the next two years training Thomas for his role as the tribes mystical protector. In 1978, Heward formally retired and passed on the Dawn Fire Tomahawk, a remarkable weapon forged in the blood of a demon more than a thousand years ago that was the tribes symbol. Massaway was attacked by the Baykok that very night, as Uncle Two Hawks had predicted it was the nal sign that he was indeed the chosen champion. Massaway barely survived the encounter and has battled the monster a dozen times since. Massaway also took his predecessors place in the Squadron that year and has served with the team ever since. At rst, he was resentful of how the Drifter and Vanguard always seemed to be comparing him to their friend Saxon, but eventually time wore their sharp edges down and they became friends. Personality/Motivation: Tomahawk is a stern (sometimes harsh and uncompromising) man whos thoroughly devoted to his duty. His primary responsibility is to protect the Timasjomi and other Chippewa Indians against malevolent spirits like the Baykok; he considers his job of protecting the whole world with the JS just an extension of that responsibility. Tomahawk is known for being apparently unemotional, even cold and somewhat cynical on occasion. He feels things deeply, but he prefers not to show it if his emotions are roused he can be a terrible warrior or a passionate lover. He refuses to kill humans, but holds no such compunction for nonhuman spirits or monsters. Quote: There are monsters lurking, within and without the world, and we must stand against them so that ordinary people need never know they truly exist. Powers/Tactics: Tomahawk possesses several minor superhuman attributes. He can lift three tons and run as fast as a sports car, has remarkable animallike senses, sleeps only an hour a night and can heal from injuries much faster than a normal. Hes
The third oor contains oces used by the Squadronites and their human personnel (see below). The fourth and fth oor contain laboratories, a training room for the Squadron, and some temporary holding cells for villains who are to be turned over to PRIMUS or UNTIL custody. The sixth oor is the residential oor, with rooms for the Squadron, visiting guests, and any personnel who must stay on-site for extended periods. It also includes two small rec rooms for down time. The seventh oor of the old hotel has been converted into a hangar for the Squadrons eet of three Ultrajets, high-speed ying craft capable of taking the team anywhere in the world or even into outer space. Robot mechanics (see below) keep the Ultrajets in tip-top condition at all times. The roof of the Mansion was an open air cafstyle restaurant back in the hotel days, and the team decided to preserve it in more or less the same condition. Now its a sort of rooftop garden/caf where the team and Mansion personnel can eat meals, take a relaxing stroll, or watch the sunset. STAFF Compared to other superhero teams, the Justice Squadron has very few human employees just some accounting, public relations, and legal personnel, for the most part. The other employees are all robots built by Digitak years ago, and since maintained and improved by Electron and now Blink. The robots look mostly human, but are obviously robotic.
chapter ve:
heres more to the United States than just New York City, Millennium City, and Vibora Bay. Nearly every major American urban center has at least a few superheroes patrolling it. In many cases those heroes see the value of forming an association of some sort, whether its a loose friendship whose members exchange phone numbers or a much more formal organization with bylaws, government ties, and DOSPA approval. Heres some information about the American superheroes not covered in the other chapters of this book.
AMERICAN HEROES
bers to receive a special communicator (disguised to look like a watch) so the other members could contact him whenever necessary. Over the past decade and a half the California Patrol has achieved several notable successes, though its loose form of organization and frequently-shifting membership has kept it from providing the sort of coverage that teams like the Champions and Sentinels can. Its smashed two major DEMON plots, exposed and defeated a San Diego VIPER Nest, battled the Ultimates and the Crimelords on several occasions, and in 2006 got involved in a fight-turned-teamup with Chinas Tiger Squad when the Patrol traveled to the Far East in an effort to defeat a Chinese organized crime group run by superhumans. In addition to Downshift and Firewall, as of 2007 the members include: Faultline (an earth manipulator); Meteor Man III (wielder of powerful cosmic energy like his more famous forebears); Sequoia (a young woman able to grow over 100 feet tall); the Silicon Kid (a moderately-powerful cyberkinetic, no longer a kid but stuck with the name); and the Zodiac Man (a shapeshifter). CHICAGO: THE PEACEKEEPERS Chicago has a relatively large and active superhero community. Its best-known and most powerful heroes are the members of the citys only superteam, the Peacekeepers. The team was founded in 1973 by three heroes who got together to ght a gigantic sludge monster that had emerged from Lake Erie and was threatening to destroy the entire city. In the two decades since then the team has undergone numerous changes in membership, including disbanding entirely from 1981-82 and 1997-99. The current lineup, one of the most stable in the teams history, consists of ve heroes: Dwarfstar (a brick with gravity powers; the teams leader); Arc (an electricity manipulator and teleporter); Inframan (who can transform himself into electromagnetic energy); Jack Flash (a cocky young speedster); and Zenith (who can render herself and other people or objects intangible). The Peacekeepers are well-known for their longstanding animosity toward VIPER (for among other reasons, the fact that the snakes killed the teams last leader, the Huntsman). In 2004 the heroes struck VIPER a serious blow, uncovering and destroying one of the Nests in the greater Chicago area and capturing two members of Dragon Branch, Verity (a precognitive) and Whipsnake (a whip-wielding weaponmaster). The former now resides in Stronghold; the latter in a federal penitentiary until VIPER broke him out in 2006.
HERO TEAMS
BOSTON: THE NEW PALADINS Bostons superteam dates back to the early Sixties, although the current membership has no actual connection with the original group (a loosely-associated group of costumed solo heroes operating throughout New England). The current team consists of four teenagers mutated by a secret ARGENT project; theyre mentored by the veteran heroine Dr. Eclipse (who has extensive darkness manipulating powers and is a brilliant geneticist herself). Her team consists of Bodyguard (a nighindestructible brick), Lux (a light-manipulator), Python (a stretching brick) and Tandem (who can duplicate any power used against her). The team has enjoyed some successes, including a victory over Generation VIPER but also its share of defeats, largely due to (a) inexperience, and (b) the tactical gaps in their overall power set (for example, other than Lux, none of them can y or really have any signicant movement abilities). The New Paladins have encountered the kids from Ravenswood Academy and consider them semi-friendly rivals. CALIFORNIA: THE CALIFORNIA PATROL Southern California was the home of several superteams in the Sixties and Seventies, but the last of these eclectic groups, the Justice Collective, broke up in 1979. For over a decade there were no superteams protecting California outside the Bay Area. That changed in 1991 when several heroes from the Los Angeles and San Diego area, including Downshift (who can create small timewarping eects, speeding up or slowing down time for herself or others) and Firewall (a re/heat manipulator), decided to create an informal group to respond to threats too big for any of them to handle. Basically they arranged for anyone who wanted to be part of the network and who received a vote of approval from the existing mem-
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SOLO HEROES
Not every costumed superhero works with a group. Some are the only superhumans in their geographic area, some simply prefer the solitary life, and a few just dont play well with others. Some of the best-known solo heroes in America include: Cascade, a water manipulator from Seattle with a limited degree of power over other natural phenomena; Fallout, the nuclear-powered hero of Phoenix; Roundhouse, a brick from Kansas City; Straight Arrow, archeress and defender of Baltimore; Surge, a technologically-gifted powered armor wearer from Atlanta; Thunderhead, a weather manipulator from Cincinnati who ghts crime all over Ohio; Voodoo Doll, the gorgeous female mystic from New Orleans; and White Shroud, a mysterious, ghostly vigilante who patrols the streets of San Diego by night. Among the most notable recent debuts was that of Houstons newest superhuman defender, the evangelical Christian hero who calls himself the Messenger. First appearing in late 2004 when a bungled bank robbery turned into a heavily-covered hostage crisis, Jack Putnam captured all three of the panicked gunmen alive without a single hostage being harmed. The Houston media were charmed by the young farmer, who took advantage of his sudden celebrity to talk about his personal relationship with Jesus Christ. While hes been criticized by some (and admired by others) for his adept use of the media to spread his evangelical beliefs, few have had anything negative to say about his successful crimeghting career (particularly his victories against several southern US Demonhames) and the help he provides during natural disasters and other emergencies. His beliefs dont seem to have harmed his popularity Messenger fan clubs have sprung up across Texas, the Southeast, and the Midwest.
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Val 15 21 20 15 18 16 21 16 7 8 5 10 60 33
Total Powers & Skills Cost: 369 Total Cost: 514 200+ Disadvantages 25 Hunted: DEMON 8- (Mo Pow, NCI, Public Identity, Harshly Punish) 25 Psychological Limitation: Evangelical Christian Whos Devoted To Spreading The Word (Very Common, Total) 20 Psychological Limitation: Hates The Sin, Loves The Sinner (Very Common, Strong) 10 Reputation: publicly active evangelist, 1115 Social Limitation: Public Identity (Jack Putnam) (Frequently, Major) 219 Experience Points Total Disadvantage Points: 514 Background/History: Jack Putnam was born in 1979 in a small town in west Texas, the third of six children. Both of his parents (as well as several aunts, uncles, and cousins) worked for a large pecan orchard, and from the time he was in high school Jack worked evenings and weekends running the picking and sorting machines at least when he wasnt at football practice. Football and church were Jacks two real loves, and when he went undrafted despite helping Texas A&M to a highly successful season as a tight end, he swallowed his disappointment and decided to continue on to seminary school in Houston. There, he met his wife Ellen, a marketing student at the University of Houston, and they married in 2002. Jack became a full minister in 2004 and obtained a position at a large church outside of Houston. In September of that year he was in an almost-fatal car accident on a rainy night when a truck lost control and skidded sideways, smashing his car into the guardrail. Jack suered multiple broken bones and was in a coma for three days, during which he underwent surgery twice to relieve pressure in his cranium from internal bleeding. When Jack came to, all he could remember were strange dreams in which he seemed to be invisible and was walking through the city, seeing terrible sights of people suering, injured or dying from accidents, being robbed by criminals, or hurt by costumed maniacs with superpowers. As he told Ellen about these awful dreams, she suddenly noticed that the glass of water by Jacks hospital bed had risen into the air under its own power. Paralyzed with fright, she pointed it out to Jack, who stared at the glass for several seconds before it slowly lowered itself back to the table without spilling a drop. Ellen, said Jack, I think somethings happened to me. Over the next several weeks Jack experimented with his newfound powers. He became convinced God had both caused the accident in the rst place and then given him these powers for a reason: to help other people and alleviate some of the suering hed
Movement:
Cost Powers END 35 Telekinetic Powers: Elemental Control, 70-point powers 50 1) Mind Over Matter: Telekinesis (50 STR), Fine Manipulation 8 39 2) Wide-Field Mind Over Matter: Telekinesis (22 STR), Area Of Eect (3 Radius; +1), Selective (+) 8 41 3) Repulsion: Energy Blast 8d6, Double Knockback (+) 7 36 4) Telekinetic Flight: Flight 33, x8 Noncombat 7 35 5) Field Of Force: Force Field (25 PD/ 21 ED), Protects Carried Items, Hardened (+), Reduced Endurance ( END; +) 3 36 6) Wall Of Force: Force Wall (12 PD/ 6 ED, up to 6 long and 2 tall), Hardened (+) 7 21 Dream Messenger: Clairsentience (Sight and Hearing Groups), Precognition, Reduced Endurance (0 END; +); Precognition Only (-1), Only Through Dreams (-1), Vague and Unclear (-) 0 8 Armored Costume: Armor (4 PD/4 ED); OIF (-) 0 1 1 5 2 Perks Fringe Benet: Licensed Minister Fringe Benet: Right To Marry Money: Well O Reputation: well-known Christian superhero (among most Americans) 11-, +2/+2d6 Skills +3 with Telekinetic Powers Elemental Control Acrobatics 13Animal Handler (Equines) 13Breakfall 13Conversation 13High Society 13KS: Evangelical Christianity 14AK: Texas 13Language: Spanish (uent conversation; English is Native) Oratory 16-
9 3 2 3 3 3 4 3 2 9
APPEARANCE:
The Messenger stands about 63 with a broad, athletic build, blonde hair, and almost always a friendly, welcoming smile. His costume is a simple royal blue spandex suit with gold trim, with a white cape that has a sti are at the shoulders to give it the suggestion of angelic wings.
seen in his visions. Ellen was unsure, but eventually agreed, and the two began to discuss how best to put his abilities to work. In November Jack had another vague and unsettling dream he saw the Farmers First National Bank in Houston, with several people lying on the oor, a few crying, and a young man in a ski mask waving a gun and clearly panicking. He got out of bed and ew to Houston, where he used his powers to disarm the robber and defuse the situation, which he later learned had begun several minutes after he woke up from his dream. The Houston bank crisis made Jack a celebrity overnight, and Ellen began to use her marketing skills to manage his career. For the last two years the Messenger has been one of Houstons most public and successful superheroes, and the church he preaches at regularly has grown so quickly that its built a second building to hold the overow. Personality/Motivation: Jacks fundamentalist Christian beliefs affect everything he does as the Messenger. He genuinely believes his powers are a gift from God that let him do good and help the unfortunate. In exchange God wants him to spread the word about accepting His son as everyones Savior. He fights crime where necessary, particularly in the case of DEMON (which seems to have targeted him personally), but hes generally happy to leave that sort of thing to the police and only pitch in when they genuinely need his help. He prefers to use his powers in a more direct way, helping build houses for the
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ORGANIZATIONS
uperheroes arent the only ones working to make the world a safer, better place. Ordinary people have formed several organizations with the same goals, and theyve been plenty active in recent years.
UNTIL
The United Nations Tribunal on International Law never stands still, because supercrime doesnt either. In the past five years its experienced several developments and launched a number of important new projects. INTERNAL POLITICS Secretary-General Daniel Calderon was re-elected for a second term in 2007, though his strong support of UNTIL was used against him by opponents who preferred other candidates and claimed that the super-police organization was reckless, dangerous, and an unwarranted extension of United Nations power. Calderon has shrugged off those criticisms and remains firmly in UNTILs camp. The agencys largely positive and successful record during his term has amply repaid his patronage in his eyes. For the past year or two thereve been rumblings on the UNTIL grapevine that SecretaryMarshal Eckhardt intends to resign very soon to enjoy a hopefully peaceful retirement. These rumors claim that everyone from Field Marshal Ben-Israel, to Mentiac, to Patty Siren Renton, to various Regional and Branch Commanders have the inside track to fill the position after Eckhardt leaves.
UNITY UNITY was slightly weakened in 2005 with the semi-retirement of Mentiac. Richard Burns decided hed rather devote his considerable brainpower to challenges other than the superhuman. Since then hes consulted with numerous UNTIL scientic projects (including Manticore; see below) and spent a lot of time improving UNTILs general logistics. Hes done a tremendous job on the latter task, upgrading the general eciency of UNTILs activities by as much as 35% in some elds according to agency estimates. However, some in the Diplomatic and Administrative Corps worry that UNTILs becoming too dependent on him; with so much information and ideas locked in his head, theyre concerned about how UNTIL would function if he were killed... or worse, kidnapped by an enemy. As of early 2007, UNITY has made no move to replace Mentiac on a permanent basis. Its soldiered on without him, relying on reservists when necessary. Quasar and the other members seem to be waiting for someone whos just the right t, powers- and personality-wise, to joing them. THE HIGH GUARD Despite a deadly (and totally unprovoked) attack by Firewing in mid-2005, the GATEWAY space station has remained active and a vital part of Earths astronomical research eorts. A second station, AVALON, came online as scheduled in 2006. It orbits geosynchronously over the Atlantic Ocean, roughly opposite GATEWAY to improve UNTILs ability to detect incoming alien invaders and similar threats. UNTIL plans to complete its third space station, ASGARD, in mid-2009. THE LOW GUARD UNTILs super-prison, the Guardhouse, has become nearly full over the past several years due to the successes of UNTIL and various allied superhero teams. In 2005 UNTIL requested and received a budgetary allocation to expand the facility, increasing the number of cells by nearly fty percent. Construction began in October 2006 and should be complete sometime in early 2008... barring disasters or other complications. PROJECT HERMES In response to increased activity on the part of DEMON in recent years (see page 100), Project Hermes has focused even more of its resources on that evil cult. On several occasions astute research and intelligence-gathering have allowed UNTIL agents to get to the scene of a crime or ritual in
Cost Powers END 40 Internal Batteries: Endurance Reserve (300 END, 30 REC); OIF (-) 50 Manticore Tail Blaster: Multipower, 75-point powers; all OIF (battle armor; -) 1u 1) Tail: +35 STR; OIF (-), Only With Extra Limb (-1), No Figured Characteristics (-) 3 5u 2) Blaster: Energy Blast 15d6; OIF (-) 4u 3) Focused Beam: RKA 3d6, Armor Piercing (+); OIF (-) 7 5u 4) Modulated Beam: Energy Blast 10d6, Variable Special Eects (+); OIF (-) 5u 5) Autore Mode: Energy Blast 10d6, Autore (5 shots; +); OIF (-) 7 5u 6) Wide-Angle Beam: Energy Blast 10d6, Area Of Eect (One Hex; +); OIF (-) 7 5u 7) Flare Beam: Sight Group Flash 15d6; OIF (-) 5u 8) Expanded Flare Beam: Sight Group Flash 7d6, Area Of Eect (4 Radius; +1); OIF (-) 5u 9) Ennervating Beam: Energy Blast 7d6, NND (defense is Power Defense; +1); OIF (-) 33 Right Shoulder-Mounted Grenades: Energy Blast 12d6, Explosion (+); OIF (-), 3 Charges (-1) [3] 5 Left Shoulder-Mounted Grenades: Another set of grenades (total of two) [3] 34 Right Gauntlet-Mounted Tangleweb Launcher: Multipower, 60-point reserve; all OIF (-), 12 Charges for entire reserve (-) [12] 2u 1) Standard Shot: Entangle 6d6, 6 DEF; OIF (-), Requires 2 Charges Per Use (-1) 2u 2) Wide-Area Shot: Entangle 4d6, 4 DEF, Area Of Eect (One Hex; +); OIF (-), Requires 4 Charges Per Shot (-1) 2u 3) Broad-Area Shot: Entangle 3d6, 3 DEF, Area Of Eect (3 Radius; +1); OIF (-), Requires 6 Charges Per Shot (-1) 5 Left Gauntlet-Mounted Tangleweb Launcher: Another Tangleweb Launcher (total of two) [12] 3 Tail: Extra Limb; OIF (-), Limited Manipulation (-) 0 50 Battle Armor: Armor (25 PD/25 ED); OIF (-) 0 14 Flashbang Protection: Sight and Hearing Group Flash Defense (10 points each); OIF (-) 0
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16 9 3 3 3 2 10 8 8 6
Talents Onboard Computer: Absolute Range Sense, Absolute Time Sense, Bump Of Direction, Lightning Calculator; OIF (-) Skills Combat Analyzer: +2 with All Combat; OIF (-) Combat Analyzer: +3 versus Range with all attacks; OIF (-)
11 6
Abilities: Luck 1d6; Filthy Rich; Fringe Benet: Head of Goodman Institute; Passport; Well-Connected and 30 points worth of useful Contacts in the Business and Political Worlds; Bureaucratics 14-; Climbing 12-; Computer Programming 16-; Conversation 14-; Gambling (Card Games)13-; High Society 14-; Navigation (Air, Sea) 13-; Oratory 14-; Trading 14-; KS: The Business World 13-, The Superhuman World 11-; PS: Financier/Investor 17-; TF: Small Motorized, Two-Wheeled Motorized, Small Planes, Small Wind-Powered Boats, Large Motorized Boats, Hanggliding, SCUBA, Skiing (Snow & Water), Windsurng; Languages: English (native), French (uent), Japanese (uent) Disadvantages: Psychological Limitation (Obsessed With Expanding Human Knowledge); Rivalry (Professional, Other Multimillionaires); Social Limitation (Celebrity) Notes: Goodman is rarely present at any of the Institutes facilities, preferring a life of world travel with his family aboard his yacht. But he might turn up if one of the labs is working on a particularly fascinating or lucrative case, mostly to satisfy his own curiosity. He also might be present at any sort of high-roller party to wheel and deal, at a casino indulging his love of high-stakes poker, or at a political event to make contacts (and where hell use his wiles and donations to make sure the Institute can continue to function legally with minimal government oversight). GENERAL OPERATIONS Since 2005, the Institute has forged working relationships with dozens of superheroes and teams, from the Sentinels, Justice Squadron, and Champions to solo heroes like Black Mask, Fallout, and Cyberknight. Its also come to a general agreement with DOSPA and UNTIL, though PRIMUS remains concerned about Goodmans activities outside the United States and the possibility of the Institutes discoveries falling
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into the hands of less-friendly nations. The Department of Defense also has reservations, but Goodmans eorts lobbying Andrew Rochester as well as the army of lawyers he has on retainer have so far kept the government at a safe distance from the Institutes aairs. Even so, the authorities have tasked several investigators with keeping a close eye on the Institute to make sure American interests arent contravened. The Goodman Institute is a for-prot venture, though Goodman says hes unconcerned with the organizations bottom line as long as it pays for itself hes far more interested in what the world can learn from the encounters with the unusual that superhumans regularly face. The primary way the Institute makes money is by signing deals with formally-organized superhero teams or individuals to assist them in scientic matters (the denition of scientic in these contracts is extremely broad Goodmans also very interested in extradimensional realms and other elds that most people classify as mystical). These contracts, which involve no exchange of cash, allow the superhero to call on the Institute at any time, 24 hours a day, to provide him with material assistance in any matter. In exchange the Institute gets the legal right to exploit any new technologies that may result from that assistance. In other words, if a superhero nds a crashed UFO, the Institute might provide linguists to help communicate with any passengers, metallurgists to gure out what the hull is made of, engineers to study the engines, and astrophysicists to help gure out where it might have come from but if theres any money to be earned from the discovery, its the Insitute that makes it. So far, the Institute has actually lost money despite some promising leads on manufacturing (from its extensive look at Herculans armor) and some possible medical discoveries (mainly from the chemicals it derived from the Ophidian Plague samples). But the Institute has a long way to go before it runs out of the money from Goodmans original bequest, and it expects to be protable well before then.
OFFICES The Goodman Institutes corporate headquarters and largest single facility is located in Columbus, Ohio, which is both Goodmans birthplace and conveniently located midway between Millennium City and New York City, the countrys two largest centers of superhuman activity. Amazing Man and Electron maintain their oces here; Columbus also has the administrative center and the facilities for the Encounter Teams, including a private aireld for storing and maintaining their three jets. In Horatio Goodmans absence, which is common, Fernando Chavira, a highly-skilled administrator, manages the Institute on a day-today basis. Hes most at home in corporate boardrooms and lawyers oces, so he leaves the handling of the sometimes free-spirited scientists that make up the bulk of the Institutes sta to Dr. Danielle McDougal. In addition to her world-renowned work as a superhuman biologist, she oversees the technical and research side of Institute activities. The Chief of Security at the main facility is Gunter Hargen. He formerly worked as an engineer at Stronghold and has developed a wide range of restraining systems to deal with superhuman menaces. Although he has a small sta of guards, he places most of his faith in technological solutions to security problems. Beyond Columbus the Goodman Institute has nine other facilities in the United States, with several more under construction (and the rst foreign oce, in Camden Lock just outside of London, should be operational in the summer of 2007, with Paris and Melbourne facilities not far behind). Most of the smaller facilities are dedicated to researching and dealing with a specic subject: New York City (has no specialty, but works extensively with the Sentinels, Justice Squadron, and less formally UNITY)
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lthough the majority of the worlds superhuman activity takes place in the United States, many heroes and villains live and operate in other parts of the world. Reviewing everything thats happened in the Superhuman World in Europe, Africa, Asia, and elsewhere over the past two years is beyond the scope of this book, but here are a few highlights.
The most important development in Europe has been another increase in the ranks of Eurostar. Less than two years after bringing der Westgote onto the team, Fiacho introduced his compatriots in terror to an even more vicious comrade: a beastwoman codenamed Pantera. UNTIL agents and superheroes whove encountered her report that she might be the deadliest member of the team. Although she posssesses only semi-human intelligence, shes got bestial cunning (particularly in combat) and her fangs and claws can inict fatal wounds on even well-protected targets. But Eurostars not the only one adding new superhumans to its ranks. In mid-2006 the powerful supervillain Superior made his debut as a member of Dragon Branch. With his assistance a Paris Nest was able to pull o a daring robbery of the Louvre that netted several irreplaceable art objects. Immensely strong and durable and able to y, he is a major boost to VIPERs European assets. As of early 2007 he has not been seen on any missions outside of the Continent.
RUSSIA
In the summer of 2006 the Russian Defenders assembled to ght o a menace threatening Moscow itself a gigantic protoplasmic blob that oozed over the ground, parts its shape constantly changing to manifest various animal aspects (deers antlers, bears paws, wings, and so on). As it moved, it crushed or corroded everything it touched. After a two-hour battle in which the blob got to within sight of Red Square, and during which Syeryebro and Mamont were both badly injured, the heroes nally defeated the blob... only to see it shrink and coalesce into a humanoid form! Mystied and vaguely repulsed, they watched as the shape become more and more rened. After a few min-
AFRICA
In the past two years, Africa has been relatively quite as far as superhuman activity goes or at least it hasnt been any noisier than normal. The greatest threat in UNTILs eyes continues to be Joseph Otanga, whom Project Hermes believes props up his rule over Lugendu with dark magics of some sort. UNTIL has tried several times to inltrate agents into Otangas inner circle, but most of them have made no progress at all... and the few who did soon went missing and were never heard from again. On a brighter note, UNITY did beat Otangas forces to a large chunk of kelvarite that fell from the sky during an unusually spectacular meteor shower over Central Africa in October 2006. UNTIL scientists are now studying the strange alien mineral.
INDIA
In February 2006 the Slug launched a major attack in southern India. The battle against Dr. Destroyer in that region in 2003 revealed a previously-unknown ruin on the Kistna River. Scholars from several Indian universities began conducting digs there in 2004, but while they found several intriguing artifacts had not denitively established the sites origin, nature, or creators. As near as the authorities can gure, the Slug somehow got wind of this site, decided it might have something to do with the Elder Worm, and came to nd out. Without warning he and his Elder Worm followers appeared in the city of Nandyal and began transforming its residents into more Elder Worm. Widespread panic and countless emergencies followed, forcing the Superhero Division and the military to deal with them. During the confusion the Slug slipped away and attacked the archaeological dig. Although he transformed most of the scientists and workers there into Elder Worm and took them with him, as near as the authorities can gure he removed no artifacts from the site. Apparently it wasnt a ruin of Elder Worm origin, and thus was of little interest to him.
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AUSTRALIA
In April 2006 the Dreamtime end Marmoo (see Hidden Lands, page 94) once again attacked Australia, attempting to destroy Sydney with a plague of insects of every variety. How he gained access to Earth is a mystery, since his usual routes were blocked o or watched by the authorities or various Australian superheroes. Unfortunately for Marmoo, he chose a singularly bad time to make his attack, for it just so happened that the Champions were on vacation in Australia! They teamed up with the Walkabout Man, Brigade, and several other Aussie heroes to stem the six-legged tide and keep the citizens of Sydney safe. Once again ejected from this world, Marmoo is no doubt sitting in the Dreamtime sulking... and perhaps planning another attempt to destroy the worlds beauty.
ENEMIES
he past ve years have not been quiet ones among the Superhuman World. Besides the events listed elsewhere in this book, here are some of the publicly-known notable activities of various villains and criminals since 2002.
ENEMY ORGANIZATIONS
Despite the fact that theyre not always as ashy or destructive as supervillains, criminal organizations like VIPER are just as dangerous and deadly... if not moreso. ARGENT The leaking of data about ARGENT to the authorities via Interfaces capture (see page 8) has caused signicant problems for the organization since late 2003. Several of its front organizations were raided by the authorities within the two months following Interfaces defeat, and it seems that ARGENTs Board of Directors ordered the abandonment of several others just in the nick of time to avoid more loss of personnel and resources. Since then its mostly been quiet; UNTIL speculates that its been reorganizing, rebuilding, and focusing on its core business of selling supertechnology to the underworld to rell its coers. DEMON In the past two years, DEMON seems to have stepped up its activities considerably, with more public crimes, and thus apparently more recruitment, than ever before. Museums, libraries, jewelry stores and gem brokerages, various private collections of antiquities, and even a few banks have been the target of DEMONs schemes. If theres a single thread linking all these crimes, neither the authorities nor the Trismegistus Council can see it. DEMONs most endish plot during this time was the creation of the so-called Satan Furnace. In an isolated cavern in the Scottish Highlands several Morbanes and a group of Brothers labored physically and mystically for what may have been as long as two years, forging an enormous furnace in the shape of a demons head. When the work was complete, they stoked the furnace with special arcane fuels and red it up. But instead of emitting smoke, the Furnace belched forth warped mystical energies apparently intended to taint magic on Earth in ways that would make DEMON more powerful. Unfortunately for DEMON, its eorts to acquire the fuels for the furnace werent as subtle as they should have been. The Irish mystic Dweomer got wind that something was going on and began investigating. When he realized what was
going on, he knew he had to act at once... and that by himself he wasnt a match for DEMONs Furnace-augmented forces. He sent word to other mystics aligned with the Light Witchcraft, Black Rose, Eldritch, the Technomancer, and even Robert Caliburn and they descended on DEMONs Highland hideout as soon as they could. The battle was long and perilous, and for most of the time the outcome seemed in doubt, but at the last minute Dweomer hurled one of his talismans into the Furnace, causing it to overload and explode. The resulting devastation weakened the Morbanes enough for the heroes to defeat them and take them into custody. VIPER Chronicling all of VIPERs plans, schemes, and crimes over the past several years would practically require a book of its own. Relatively few of its plots have been of the Earth-conquering variety; instead its focused on smaller operations more easily carried out. One notable exception was December 2005s Operation Sunstroke, in which VIPER got a solar-powered laser cannon into orbit and threatened to devastate various major cities if a colossal ransom werent paid. To prove its sincerity it used the cannon to destroy a tiny island north of Canada. But that was just enough for Earths tracking technology to ascertain the general location of the cannon, and almost before VIPER realized what was going on the Sentinels found it, defeated its robotic guardians, and destroyed it. In the wake of ARGENTs troubles (see above), VIPER has taken the opportunity to grab as much territory in the underworld super-technology and arms market as it can. VIPERs labs have been churning out a whole new generation of blasters, force eld belts, and other devices it can sell to criminals for top dollar. Some knowledgeable persons have pointed out that these new devices are the same old VIPER tech in new casings designed to look cool and impressive, but that revelation doesnt seem to have hurt sales. But VIPERs activities havent been wholly criminal. In August 2006, when Dr. Destroyer launched his new Island (see below), VIPER apparently decided he was a threat to its own plans and decided to help stop him. It contacted various authorities through back channels, oering the help of members of the Dragon Branch on the condition that theyd be allowed to leave unmolested when the crisis had passed. Needing all the help they could get, the authorities reluctantly agreed, and VIPER sent ten of its superhuman agents to join the battle. They were genuinely helpful, and when the battle was over the heroes on the scene let them go as agreed.
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MASTER VILLAINS
DR. DESTROYER For most of the early 2000s the fiendish Doctor was fairly quiet and that made the world community veeeerrry nervous. And the world had good cause to be concerned. In August 2006 Destroyer launched his latest plan for world conquest: Destruga II, the rebuilt and significantly improved island of Dr. Destroyer. As the authorities now know, hed been working on it in secret for years in secret bases scattered around the Pacific Ocean. Destruga II rst appeared south of the Cook Islands heading west. Although it hasnt been conrmed, UNTIL believes Dr. Destroyers plan was to attack and conquer Australia rst, then move northward taking island after island until he could attack and conquer Japan. From there, the other nations of the world would fall like dominoes. But as so often occurs, Zerstoitens megalomania proved to be his Achilless heel by revealing his plan and giving his enemies a target he made himself vulnerable. Heroes from all over the world scrambled to meet the threat, including the Justice Squadron, the Sentinels, the Champions, the New Knights of the Round Table, the Tokyo Super Squad, a cadre from the Tiger Squad, and members of the Superhero Division. The Australian and American militaries also joined the ght. In nearly a week of intermittent ghting, the heroes slowly but surely wore down the islands defenses and broke Destroyers weapons. Recognizing that his plan was foundering, Dr. Destroyer began preparations to launch a mind-control satellite hed expected to put into orbit after conquering Australia. A team of specially-trained UNTIL commandoes inltrated the facility and shut down the launch in the nick of time. At that point Destroyer set the island to self-destruct... and that countdown wasnt one that anyone could stop. With a thunderous blast just short of nuclear Destruga II detonated, killing a dozen UNTIL personnel and two members of the Tiger Squad in the process. The remains sank to the bottom of the Pacic and remain there (the depth of the sea at that point makes salvage operations marginal at best). Destroyer himself has not been seen since; while some people hope he went down with the ship, most authorities believe he escaped via teleportation and is already planning new schemes of conquest. GRAVITAR Much to the concern of nearly every leader on the planet, in the past few years Gravitar seems to have gotten much more serious about her supervillainy. The early part of her career she seemed almost dilettantish about being a villain as if it were something she were doing for the fun of it, because she could and wanted to see how much trouble she could cause. But she nally seems to have realized how truly powerful she is... and if anything, her powers grown over time, as she demonstrated in October of 2006.
Compared to her usual bull-in-a-china-shop way of attacking, her assault on Washington, D.C. was planned, precise, and ecient: she literally picked up the United States Capitol and lifted it ve hundred feet in the air, threatening to drop it and kill every single member of Congress if the United States didnt capitulate and turn over control to her. It was ruthless and calculated, nothing like what UNTIL and PRIMUS had come to expect from her. Both the Justice Squadron and the Capital Patrol responded to the attack but they couldnt attack all-out at rst for fear that Gravitar would make good on her threat. They had to have a way to keep the Capitol from falling... and that meant the Drifters magic. Unfortunately for them Gravitar realized this too and kept the Drifter in particular under constant re with gravity bolts and thrown objects so he had to spend most of his time and energy protecting himself. But eventually the heroes found a way to protect him, allowing him to cast a spell that caused enormous hands and arms of stone to rise out of the ground below the Capitol, grow upward, and grab it. At just the right moment the other heroes focused their attacks on Gravitar... and as promised she let the building go so she could ght them. But the Drifters magic-created hands caught it without it suering any major damage and lowered it back into place. Gravitar kept ghting the heroes for another few minutes but apparently decided it was a waste of time. She ed, leaving a grateful and relieved city behind her. But the around the world, many people took note: Gravitar has decided to stop playing around. She has yet to launch another scheme of conquest, but the consensus is its just a matter of time before she does. UNTIL is considering creating a special team, tentatively named Project Newton, to combat her. MENTON Menton made one of the most intriguing... and most nearly successful... bids for world power of the past ve years in late 2005 when he mentally manipulated the people of Guamanga into electing him president. Thanks to some help from what the authorities later discovered was ARGENT technology, he was both able to aect thousands of people at once with his powers and do it without leaving psychic traces. The United States and the United Nations mobilized their forces, but did nothing more at rst. Although everyone knew what Menton had done, there was no proof and without proof the UN, in particular, was not willing to overthrow a seemingly legally elected ocial. That would have set a dangerous precedent the UN desperately wanted to avoid... so it found another option. Working through back channels, UNTIL hired a team of mercenaries that included Raya de Plata, Fenris, Venin Vert, and Lam Kuei. The teams mission: inltrate Guamanga and stop Menton...permanently, if necessary. What the team didnt know was that it was simply a stalking horse designed to distract the evil mentalist. The real team was led by Utility and included his on-again-o-again girl-
NUMBER ONE
NUMBER TWO
friend Mirage, Mechassassin, Shrinker, and Laser real pros with the experience and abilities to take care of Menton and his core of bodyguards (which included a few former members of PSI) and mindcontrolled followers. Equipped with the last UNTIL psi-shields, Utility and his team inltrated the Guamangan presidential palace. They were making good progress... but even the best UNTIL anti-psi technology works poorly against Menton. When he realized they were present, Menton attacked them full force. The battle was not going well at all, but then fate or rather, Dr. Destroyer took a hand. While Menton was focused on ghting the UNTIL team, one of his mind-controlled followers changed shape into Destroyers henchman Rakshasa! Pulling out a blaster pistol, he shot Menton point-blank in the back of the head. Menton collapsed like a poleaxed steer. Taken into custody by UNTIL, he now resides in Stronghold in hot sleep. TAKOFANES The so-called Undying King has been relatively (and thankfully!) quiet over the past few years. Most of his eorts seem to involve trying to track down and capture or kill the Crowns of Krim. Experts on the occult assume he wants their crowns, which may have some connection with his own Dragon Crown. On several occasions Takofanes has appeared where the Crowns of Krim were performing some mission. After trying to ght him once or twice, the Crowns have learned that their only hope is to ee and let local heroes distract Takofanes long enough for them to escape. Its been a narrow thing so far, particularly during a Halloween 2006 encounter in Salem, Massachusetts, but Dark Seraph and his followers remain one step ahead of Takofanes... for now. THE WARLORD Through means unknown, but assumed to be general technological development and improvement, the Warlord has signicantly upgraded his armor. As discussed above, he was able to ght Tetsuronin to a standstill, and that puts him at a much higher level of power than most world superheroes. The Warlords organization as a whole has remained busy in a strife-torn world, though as always the authorities have only a sketchy picture of what the Shadow Army has been up to. Some reports indicate that the Warlord has sent Shadow Army personnel into the Middle East to assist insurgents and stir up trouble against the American military so he can prolong the conict and keep selling weapons to the terrorists there. Central Asia and central Africa are other playgrounds Shadow Army personnel are known to have visited.
DEMON
Joseph Otanga
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VILLAIN GROUPS
THE CROWNS OF KRIM As mentioned above, the Crowns have been plagued by the attentions of Takofanes for the past few years. As a result theyve been much less active and effective than in the past. Theyve mostly shifted to quick smash-and-grab missions or other less involved schemes so that they dont have to stay in one place long enough for Takofanes to find them. GRAB The superpowered thieves of GRAB have added a new member to their ranks a teenaged girl they call Breeze who has powers of intangibility. She came to their attention when she tried to rob one of their hideouts. Impressed with her moxie, they recruited her. While shes still a little inexperienced when it comes to superhuman combat, shes developing into a top-notch thief.
CAPTAIN CHRONOS The bizarre Captains activities continue to baffle anyone without his knowledge of the timestream and future history which is to say, everyone. His better-known appearances over the past five years include: thwarting a bank robbery in Tegucigalpa, Honduras; briefly assisting with the attack on Destruga II but leaving in midbattle; appearing in the middle of the school day at an elementary school in Wichita, Kansas to hand out candy and savings bonds to all the children; helping the Crowns of Krim escape from Takofanes during an incident in Chicago; alerting police in Seattle to DEMON activities there, resulting in the uncovering and shutting down of a large Demonhame; going on several dates with Cateran; and endorsing several candidates for the Senate during the 2006 elections. FIREWING Other than his attack on GATEWAY (page 91), Firewing has been relatively quiet over the past few years. He spends a lot of time in space contemplating things, though he comes to Earth whenever hes in the mood for something to do. Sometimes this just means seeking out interesting people and talking to them, but if he hears about a superhuman who sounds like he can put up a real ght, Firewing doesnt hesitate to track him down and challenge him to a duel. One such ght in January 2007 against the Warlord ended in a draw, with both combatants eager for another match; Firewing would also particularly like to ght Mechanon. FOXBAT The lovable lunatic of the Superhuman World continues to attract more than his share of devoted (and some would say demented) fans. After reading on an Internet message board where one such fan said he was cooler than Elvis, Foxbat decided the time had come to conquer the world of rock n roll. With what some would describe as unusual cleverness, he reserved stadium time by pretending to represent Sapphire, then spread the word secretly via the Internet. To prepare for his debut, he learned to play passable guitar, then went into the studio to record an album of songs with lyrics he wrote himself, like Knock Me Back and Superheroine Chic. On the night of June 10, 2006 a record crowd, many attired in homemade Foxbat uniforms, showed up at the stadium for what everyone was now calling Foxbatpalooza. Foxbats CD sold out even before he took the stage... and when the lights went up to show him standing there with a guitar, the roar of the crowd shook the building! Security personnel called the cops, who arrived during Foxbats third song, but the crowd kept them from getting anywhere near the stage. The Champions arrived during Foxbats second set, but noting nothing dangerous going on at the time decided to let him nish before arresting him (though Sapphire protested at having to sit through his repertoire of fourth-rate songs). Calls by the crowd for a Foxbat-Sapphire Endless Love duet were atly rejected by the rock star superheroine. And then,
SOLO VILLAINS
ANKYLOSAUR Ankylosaur enjoyed a career as a successful supercriminal until 2004, when the odds nally caught up to him and he (along with several other villains he was working with) was captured while ghting the Peacekeepers. His powered armor suit was taken away from him and returned to UNTIL, where it became the basis for the new Manticore project (see page 92). Not deemed a particular threat without his armor, Paul Bressler was sent to a standard penitentiary on a combined life sentence. He quickly proved to be far cleverer than the authorities gave him credit for less than a year later he engineered an escape that freed two dozen other prisoners as well. With some help from his underworld contacts, Bressler returned to Millennium City. Using money hed carefully saved in the event of just such an emergency, he hired Wayland Talos to make him a new suit of Ankylosaur armor. The Talos-designed suit looks virtually the same as the old UNTIL suit, but takes advantage of the latest technological advances to be better in almost every way. Talos also added a few features, such as retractable claws in the hands. (In game terms: GMs, see page 110 for a revised character sheet for Ankylosaur.) ARMADILLO In the past few years Armadillos nally overcome one of his big weaknesses: his love of announcing what hes going to do before he does it. He still likes to posture and show o a little, but by and large hes become a much more professional super-mercenary... which makes him a tougher opponent to face. (In game terms: buy down Armadillos Psychological Limitation Announces His Actions Before Taking Them from Strong to Moderate.)
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HIDDEN LANDS
hough Hidden Lands provided extensive detail about several of the more bizarre and unusual places and societies in the Champions Universe, there are several additional locales heroes can explore. The information here is not commonly known on Earth (though just about anyone can uncover it with a little research), but members of the Superhuman World are generally aware of it.
Selenus
Selenus, a small, hidden city on the moon, is home to the Selenites, three-foot-tall insect-like siliconoids with long, narrow faces, beetle-like, purple-gray chitinous shells, and ten limbs. The Selenites can withstand the cold and vacuum of space unharmed and eat by absorbing sunlight or similar energies (though they are not plant creatures). As near as the few Humans whove visited and studied the place can determine, the city and Selenites are apparently all thats left behind of an ancient observatory built by an unknown alien species approximately 1 million years ago the remainder of the base is now nothing but ruins long buried in lunar dust. A number of Earth
archaeologists have expressed the desire to investigate these ruins, but so far no ones come up with the funding for such an expedition... ...and theres some question about whether the Selenites would cooperate, for their interactions with Humanity havent always been positive. In 1969 and 1970 the supervillain Revenger discovered and conquered them. He treated them as his slaves and used their city as a base to launch attacks on the Earth. Eventually the Fabulous Five journeyed to the Moon, defeated him, and freed the Selenites, but they remain wary of most Humans. In 1984 a Selenite rebel, inspired by Revengers actions, took over the city in a coup and tried to launch some of Revengers leftover missiles at the Earth, but the missiles were stopped and his scheme thwarted by MeteorMan II. Since then the Selenites have had contact with a few Humans, primarily Andre Almena (the Star*Guard of Earth) and hero teams like the Sentinels. Now it seems that a new crisis may be brewing in Selenus. The periodic radio contact the Sentinels maintain with the Selenites has ceased, leaving the heroes concerned. As soon as they have time they intend to visit the Moon and nd out whats happening... or they might deputize some other heroes to do it for them.
Few humans have spent time on Thaar, and most of them either superheroes or scientists; the Birdpeople prefer to remain isolated from the world and do not welcome tourists. Ocially, Thaar is a protectorate of the United Nations and o-limits except with special permission, arranged through the Atlantean consulate, which acts as Thaars diplomatic representative. Prince Marus is friendly with Klee and Queen Kea and takes his responsibility for their security very seriously. The Sentinels have visited there a few times recently because Amazing Man III and Diamond remain close friends with Klee and her family. Klee and Gyrfalcon are the only Birdpeople to have visited the world of men, though several of the younger generation have expressed an interest in doing so. Klee herself last came to America in 2005 for Amazing Man II and Electrons wedding. 10 10 4 28 TYPICAL BIRDMAN WARRIOR STR 17 DEX 14 CON 9 BOD INT 10 EGO 13 PRE 12 COM PD 3 ED 3 SPD 5 REC END 24 STUN
Abilities: +4 versus Range Modier for Normal Sight; Flight 10, Restrainable; Life Support (Safe In Intense Cold); Mind Link (Avians Only, Line Of Sight Required); Absolute Range Sense; Bump Of Direction; +2 With Polearms; AK: Thaar 11; Breakfall 12-; Language: Birdpeople (Native); Navigation (Air) 11-; Survival (Arctic) 11-; WF: Common Melee Weapons, Common Missile Weapons, Stas Disadvantages: Physical Limitation (Light Boned; takes +1 KB) Notes: Birdpeople are all trained from a young age in fighting with polearms, most frequently a sort of halberd that does HKA 2d6 and has a reach of +1. Birdpeople are taller than humans on average, nearly seven feet with individuals ranging up to nine feet. Their wingspan is naturally 13-15 feet at full extension from between their shoulder blades, but the wings can curl down to only a foot or two from their bodies. They usually have brighter plumage on their heads than on the rest of their bodies, and their faces narrow into beaks. Their eyes are oversized.
chapter six:
EXISTING VILLAINS
Chapter Five includes the publicly-known information about what various villains and enemies have been up to recently. Here, for the GMs eyes only, is secret information regarding villains not covered above. If youre playing in, or plan to play in a campaign based in the Champions Universe, do not read this section!
Val Char 15+35 20 25 15 20 18 30 10 DEX CON BODY INT EGO PRE COM
4 4 4 4 3 4 4 5 8 75 40 26 10 10 7 45 3
10 PD 7 Total: 40 PD (30 rPD) 8 ED 3 Total: 38 ED (30 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 4 50 END 0 50 STUN 14 Total Characteristic Cost: 186 *: OIF (Powered Armor, -), No Figured Characteristics (-) Movement: Running: 9/18 Leaping: 20/40 Flight: 20/80
Cost Powers END 53 Battle Armor Power System: Endurance Reserve (300 END, 50 REC); OIF (-) 0 80 Congurable Blaster Systems: Multipower, 120-point reserve; all OIF (-) 6u 1) Standard Blaster Mode: Energy Blast 18d6; OIF (-) 9 6u 2) Lethal Blaster Mode: RKA 6d6; OIF (-) 9 8u 3) Congured Standard Blaster: Energy Blast 12d6, Variable Advantage (+ Advantages; +1); OIF (-) 12 8u 4) Congured Lethal Blaster: RKA 4d6, Variable Advantage (+ Advantages; +1); OIF (-) 12 60 Other Weapon Systems: Multipower, 90-point reserve; all OIF (-) 4u 1) Micromissiles: Energy Blast 10d6, Explosion (-1 DC/2; +); OIF (-), 8 Charges (-) [8] 4u 2) Flamethrower: RKA 4d6, Armor Piercing (+); OIF (-), 8 Charges (-) [8] 6u 3) Machine Gun: RKA 3d6, Autore (5 shots; +), 64 Charges (+); OIF (-) [64] 6u 4) Tangleweb Projector: Entangle 9d6, 9 DEF; OIF (-), 16 Charges (-0) [16] 6u 5) Electrication Field: RKA 2d6, Continuous (+1), Damage Shield (+), Reduced Endurance (0 END; +); OIF (-) 0 6u 6) Taser Blaster: Energy Blast 9d6, NND (defense is ED Force Field; +1); OIF (-), 16 Charges (-0) [16]
8 6 3 3 7 2 6
1 1 1 0 0 0 0
13
0 0
109
Total Powers & Skill Cost: 1,105 Total Cost: 1,246 200+ Disadvantages 15 Hunted: Champions 8- (As Pow, NCI, Capture) 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) 10 Hunted: another superteam of GMs choice 8- (As Pow, Capture) 20 Psychological Limitation: Powerhungry (Very Common, Strong) 20 Psychological Limitation: Revels In Combat (Very Common, Strong) 10 Psychological Limitation: Hunting Devastator (Uncommon, Strong) 15 Reputation: master villain bent on destruction and world conquest 11- (Extreme) 15 Social Limitation: Secret Identity (Roger Warwell) (Frequently, Major) 926 Experience Points Total Disadvantage Points: 1,246 Warlord Update: See page 102.
8 15 6 3 20 24 11 6 3 3 3 3 3 3 7 3 2 2 2 2 2 1 5 10 3 3 5 1 2 3 5 3 5 5 3 3 3 3 7 5 7
16 8 5 10
111
Total Powers & Skill Cost: 331 Total Cost: 457 200+ Disadvantages 20 Hunted: Champions 8- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Vengeful (Common, Strong) 10 Psychological Limitation: Hatred Of The Police And Authority Figures (Common, Moderate) 15 Reputation: violent supercriminal, 11(Extreme) 15 Unluck 3d6 10 Vulnerability: 2 x STUN from Sonic attacks (Uncommon) 10 Vulnerability: 2 x BODY from Sonic attacks (Uncommon) 142 Experience Points Total Disadvantage Points: 457 Ankylosaur Update: See page 103.
Movement:
Cost Powers END 100 Ankh-Sta: Multipower, 100-point reserve 10u 1) Fire Of The Gods: Energy Blast 16d6, Reduced Endurance ( END; +) 4 9u 2) Hand Of The Gods: Telekinesis (40 STR), Reduced Endurance (0 END; +) 0 7u 3) Curse Of Scorpions: RKA 1d6+1, NND (defense is appropriate Life Support [Immunity] or being in a hermeticallysealed environment like a Force Field or powered armor suit; +1), Does BODY (+1), Continuous (+1), Reduced Endurance (0 END; +); Limited Range (10; -) 0 4u 4) Curse Of Blindness: Major Transform 6d6 (sighted human into blind human; heals back on Anubiss command or if eyes are bathed in the waters of the Nile during a special ceremony); All Or Nothing (-), Limited Target (humans; -), Limited Range (10; -) 7 9u 5) Pathway Of The Gods: Teleportation 25, MegaScale (1 = 1 km; +), Reduced Endurance (0 END; +) 0 7u 6) Fiery Pyramid Prison: Entangle 6d6, 6 DEF, Reduced Endurance (0 END; +); Cannot Form Barriers (-) 0 10u 7) The Heat Of Sets Desert: Energy Blast 8d6, NND (defense is Life Support [Safe Environment: Intense Heat] or re powers; +1), Reduced Endurance (0 END; +) 0 4u 8) Warping Sets Bones: RKA 4d6, Reduced Endurance (0 END; +); Limited Range (3; -), Only Works Against Metals (-1) 0 15 The Power Of Set: +30 PRE; Only For Fear/Intimidation-Based Presence Attacks (-1) 0 100 Armies Of The Dead: Summon 4 395-point mummies (see HERO System Bestiary, page 122), Slavishly Devoted (+1), Reduced Endurance ( END; +); Arrives Under Own Power (-), Summoned Being Must Inhabit Locale (-) 9
12 2 2 2
Total Powers & Skills Cost: 497 Total Cost: 721 200+ Disadvantages 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed; Detectable Only With Unusual Senses) 25 Hunted: Champions 11- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 25 Psychological Limitation: Must Fulll The Will Of Set (Very Common, Total) 15 Psychological Limitation: Broadcasts Intentions In Combat (Common, Strong) 15 Reputation: destructive supervillain, 11- (Extreme) 15 Social Limitation: Secret Identity (Ethan Neritski) (Frequently, Major) 10 Vulnerability: 2 x STUN from Life/Holy Magics (Uncommon) 10 Vulnerability: 2 x STUN from Water (Uncommon) 376 Experience Points Total Disadvantage Points: 721 Anubis Update: As discussed on page 38, the god Set nally revealed himself to Anubis in early 2005. He even granted his chief servant on Earth greater power in the hopes of destroying Dr. Ka and establishing a greater foothold in this world. Although that plot ultimately failed, Set was not displeased with Anubiss conduct and allowed him to keep most of his new powers. They include:
greater strength and swiftness (i.e., increased STR, DEX, SPD, and so forth) slightly decreased weaknesses to Life/Holy Magics and to Water stronger power in his existing abilities (more DCs in attacks, more points of defense, and so on) the Fiery Pyramid Prison, the ability to form a pyramid of lines of gods-re around someone to keep that person from moving the Heat Of Sets Desert, the ability to wither a foe with terrible heat and desiccation Warping Sets Bones, the ability to destroy metal (the
Power Of Set, the ability to manifest a minuscule portion of the gods awesome might to intimidate and terrify
the
Although Anubiss name and appearance are generally unchanged (much to the annoyance of some Egyptian gods, including Anubis himself), when he uses his greater power or becomes enraged his mask usually transforms to resemble a Set-animal (a mythical beast from Egyptian myth with a curved snout and long, square-tipped ears).
113
6 32
3 1 0
30
Movement:
Cost Powers END 16 Crusher Of Hope: HA +8d6; OAF (enchanted mace; -1), Hand-To-Hand Attack (-) 4 97 Eater Of Shadows: Multipower, 194-point reserve, all OAF (sword, -1) 7u 1) Blade: HKA 1d6 (3d6+1 with STR), Reduced Endurance (0 END; +); OAF (-1) plus Major Transform 7d6 (ordinary human into human with Unluck 3d6 and Distinctive Features [no shadow], heals back through special arcane ceremony) (standard eect: 21 BODY), Reduced Endurance (0 END; +); OAF (-1), Linked (-), Only Works If HKA Does BODY (-) 0 4u 2) Shadow Blast: Energy Blast 12d6, Reduced Endurance (0 END; +); OAF (-1) 0 66 The Lance Of Unvanquished Pain: HKA 2d6 (4d6 with STR), +2 Increased STUN Multiplier (+); OAF (-1) plus Drain DEX 4d6, Delayed Return Rate (points return at the rate of 5 per Day; +1), Reduced Endurance (0 END; +); OAF (-1), Linked (-), Only Works If HKA Does BODY (-) 0 110 I Summon The Servants Of Baphomet: Variable Power Pool, 100 base + 50 control cost; Only To Summon Demons/ Devils (-2), 1 Charge (-2) [1] 27 Blinding Fog Spell: Darkness to Sight Group 4 radius; Gestures (-), Incantations (-) 4 60 Armor Of Wrathful Power: Armor (24 PD/24 ED), Hardened (+); OIF (-) 0 40 Demons-Head Shield: Multipower, 60-point reserve; all OIF (shield; -) 2u 1) Protection: Physical and Energy Damage Reduction, 50%, Resistant; OIF (-), Activation Roll 14- (-), Costs Endurance (-) 6
Total Powers & Skill Cost: 627 Total Cost: 845 200+ Disadvantages 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed; Detectable Only With Unusual Senses) 25 Hunted: Champions 11- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Overcondence (Very Common, Moderate) 15 Psychological Limitation: Hatred Of Christianity (Common, Strong) 15 Psychological Limitation: Loves To Gloat and Torment Prisoners (Common, Strong) 20 Reputation: occult-powered killer supervillain, 14- (Extreme) 15 Social Limitation: Secret Identity (Giles de Morphant/John Black) (Frequently, Major) 20 Susceptibility: to holy water, takes 2d6 per Phase (Uncommon) 490 Experience Points Total Disadvantage Points: 845
115
Movement:
Cost Powers END 40 Insect Powers: Elemental Control, 80-point powers 40 1) Sting: Drain STUN 8d6 8 47 2) Sting Blast: Energy Blast 14d6, Reduced Endurance ( END; +) 3 32 3) Chrysalis Blast: Entangle 8d6, 8 DEF; Limited Range (10; -) 8 33 4) Wings: Flight 30, Reduced Endurance (0 END; +); Restrainable (-) 0 50 5) Insect Size: Shrinking (.032 m tall [about 1 inch], .0004 kg mass, -12 to PER Rolls to perceive character, +12 DCV, takes +18 KB), Reduced Endurance (0 END; +) 0 12 Exoskeletal Skin: Damage Resistance (12 PD/12 ED) 0 5 Multifaceted Eyes: Infrared Perception (Sight Group) 0 10 Multifaceted Eyes: Increased Arc Of Perception (360 Degrees) for Sight Group 0 10 Wallcrawling: Clinging (normal STR) 0 22 Talents Insect Senses: Danger Sense (self only, out of combat, Sense) 13Skills +4 with Sting, Sting Blast, and Chrysalis Blast Breakfall 13KS: The Scientic World 11SS: Biology 12SS: Chemistry 12SS: Entomology 12Stealth 13
12 3 2 3 3 3 3
8 REC 4 40 END 0 40 STUN 15 Total Characteristic Cost: 150 *: OIF (battlesuit; -) #: OIF (battlesuit; -), No Figured Characteristics (-) Movement: Running: 6/12 Flight: 20/40
4 4 5 4 3 70
33 27 5
Force Field: Force Field (20 PD/ 20 ED/10 Sight Group Flash Defense/ 10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +); OIF (battlesuit; -) Force Barriers: Force Wall (8 PD/8 ED, up to 3 long and 2 tall); OIF (-) Magnetic Field Manipulation: Flight 20; OIF (battlesuit; -) Mask Communications System: HRRP; OIF (-), Aected As Sight And Hearing Group As Well As Radio Group (-), Costs Endurance (-)
0 5 4
Perks Reputation: celebrity supervillainess (among Americans) 11-, +3/+3d6 Skills +3 with Force Projection System Multipower +4 with Flight Acrobatics 13- (15-) Breakfall 13- (15-) Computer Programming 14Electronics 14KS: The Superhuman World 8Oratory 13PS: Public Relations 11SS: Physics 14SS: Force Field Physics 14Stealth 13- (15-) Streetwise 13-
15 8 3 3 3 3 1 3 2 3 3 3 3
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Movement:
Cost Powers END 62 Talisman Of The Elder Worm: Major Transform 2d6 (human Body into Elder Worm Body, heals back through special arcane ritual requiring the Talisman), Continuous (+1), Reduced Endurance (0 END; +); OAF (-1), Limited Target (humans; -), Requires The Presence Of At Least One Additional Elder Worm Within 10 (-1), Linked (-), Limited Range (20; -) plus Major Transform 2d6 (human Mind into Elder Worm Mind, heals back through special arcane ritual requiring the Talisman), BOECV (Power Defense applies; +1), Continuous (+1), Reduced Endurance (0 END; +); OAF (-1), Limited Target (humans; -), Requires The Presence Of At Least One Additional Elder Worm Within 10 (-1), Limited Normal Range (20; -) plus Major Transform 2d6 (human Spirit into Elder Worm Spirit, heals back through special arcane ritual requiring the Talisman), Continuous (+1), Reduced Endurance (0 END; +); OAF (-1), Limited Target (humans; -), Requires The Presence Of At Least One Additional Elder Worm Within 10 (-1), Linked (-), Limited Range (20; -) 0 83 Worm-Gem: Multipower, 125-point reserve; all OIF (-) 5u 1) Caress Of The Worm: Ego Attack 4d6 (Alien and Human classes of mind), Reduced Endurance (0 END; +); OIF (-) 0 3u 2) Strength Of The Mind: Telekinesis (30 STR); OIF (-) 4 5u 3) Paralysis Of Fear: Entangle 4d6, 4 DEF (Alien and Human classes of mind), BOECV (Mental Defense applies; +1), Works Against EGO, Not STR (+), Takes No Damage From Physical Attacks (+); OIF (-), Cannot Form Barriers (-), Mental Defense Adds To EGO (-) 0
4 4 3 1 3 3 1 2 3
45 50
6 4 0
Total Powers & Skill Cost: 419 Total Cost: 604 200+ Disadvantages 0 Dependence: must remain in an environment of at least tropical jungle/swamp humidity, or suffer 1d6 damage per 6 hours (Very Common) 20 Distinctive Features: Elder Worm body (Not Concealable; Always Noticed, Causes Major Reaction [fear/disgust]) 25 Hunted: Champions 11- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 15 Physical Limitation: Mute (All The Time, Slightly Impairing) 25 Psychological Limitation: Must Destroy Humanity And Cleanse The Earth For The Return Of The Elder Worm (Very Common, Total) 15 Psychological Limitation: Overcondent And Arrogant (Very Common, Moderate) 20 Reputation: monstrous threat to humankind, 14- (Extreme) 10 Vulnerability: 1 x STUN from Fire attacks (Common) 10 Vulnerability: 1 x STUN from Magic attacks (Common) 5 Vulnerability: 1 x STUN from Cold attacks (Uncommon) 239 Experience Points Total Disadvantage Points: 604
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Movement:
Cost Powers END 56 Witcheries And Thaumaturgies: Variable Power Pool (Magic Pool), 40 base + 20 control cost; Only Magic (-) var 75 Mistress Of Hellre: Multipower, 75-point reserve 7u 1) Hellre: Energy Blast 14d6 7 7u 2) Hellre Gate: Energy Blast 10d6, Explosion (+) 7 7u 3) Agonizing Hellre: Energy Blast 10d6, Armor Piercing (+) 7 7u 4) Writhing Hellre: Energy Blast 5d6, Continuous (+1), Penetrating (+), Uncontrolled (+) 7 60 Mistress Of Winter Magics: Multipower, 60-point reserve 6u 1) Winters Chill: Energy Blast 6d6, NND (defense is Life Support [Safe Environment: Intense Cold] or having cold/ice powers; +1) 6 6u 2) Chains Of Winter: Entangle 6d6, 6 DEF 6 4u 3) Icicle Dart: RKA 2d6, Armor Piercing (+) 4 4u 4) Storm Of Blinding Sleet: Change Environment (create ice sheet) 16 radius, -4 to DEX Rolls to move on, -2 to Sight Group PER Rolls, Multiple Combat Eects, Personal Immunity (+); DEX Penalty Only Aects Characters Who Are Moving On The Ground (-) 6 60 Foul Sorcery: Multipower, 60-point reserve 6u 1) Domination: Mind Control 12d6 6 6u 2) Befuddlement: Mental Illusions 12d6 6 6u 3) Spell Of Torment: Ego Attack 6d6 6 6u 4) Touch Of Terror: Drain PRE 6d6 6 30 Helpful Witcheries: Elemental Control, 60-point powers 30 1) Shield Of Sorcery: Force Field (20 PD/ 20 ED), Reduced Endurance (0 END; +) 0 30 2) Wings Of The Wind: Flight 20, Reduced Endurance (0 END; +) 0 30 3) Visions: Clairsentience (Sight and Hearing Groups), 4x Range (600), Reduced Endurance (0 END; +) 0 5 Magesense: Detect Magic 13- (Sight Group) 0
9 3 3 3 3 3 3 3 1 3 3 3
Total Powers & Skill Cost: 498 Total Cost: 666 200+ Disadvantages 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed; Detectable Only With Unusual Senses) 20 Hunted: Trismegistus Council 8- (Mo Pow, NCI, Capture) 15 Hunted: DEMON 8- (As Pow, NCI, Capture) 20 Psychological Limitation: Corrupted Soul (Common, Total) 15 Psychological Limitation: Utterly Self-Centered; Cares Only For Herself (Common, Strong) 15 Social Limitation: Secret Identity (Pamela Duquesne) (Frequently, Major) 371 Experience Points Total Disadvantage Points: 666 Talisman Update: As noted on page 22, Talismans power has grown in the past ve years just as her sisters has. In addition to her hellre powers, shes expanded her mastery of ice magics and of general thaumaturgy. Although her battles against Witchcraft and other heroes have rarely gone as shes hoped, she remains free and able to wreak her evil, which is a victory of sorts.
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4 4 4 4 5 4 4 5 4 3 16 24 20 7 7 6 3 7 3 3 7 8 8 6
Movement:
Cost Powers END 120 Armory: Variable Power Pool (Gadget Pool), 90 base + 45 control cost; Can Only Be Changed In Utilitys Armory (-) var 37 Omni-Pistol: Multipower, 75-point reserve; all OAF (-1) 2u 1) Electric Blaster: Energy Blast 15d6; OAF (-1), 4 Charges (-1) [4] 2u 2) Laser: RKA 4d6; OAF (-1), 4 Charges (-1) [4] 2u 3) Concussion Beam: Energy Blast 8d6 (physical), Double Knockback (+); OAF (-1), 4 Charges (-1) [4] 2u 4) Focussed Magnetic Beam: Energy Blast 10d6, Armor Piercing (+), OAF (-1), 4 Charges (-1) [4] 2u 5) Sonic Blast: Energy Blast 7d6, NND (defense is Hearing Group Flash Defense; +1); OAF (-1), 4 Charges (-1) [4] 15 Billy Club: Multipower, 30-point powers; all OAF (-1) 1u 1) HTH Club: HA +3d6; OAF (-1), Hand-To-Hand Attack (-) 1 1u 2) Thrown Club: Energy Blast 6d6; OAF (-1), 1 Recoverable Charge (-1), Lockout (prevents use of other Multipower slots until charge recovered; -) [1rc] 1u 3) Swingline: Swinging 15; OAF (-1) 1 60 Wrist Rockets: Multipower, 90-point powers; all OIF (-) 4u 1) Explosive Rocket: Energy Blast 12d6, Explosion (+); OIF (-), 4 Charges (-1) [4] 4u 2) Shaped-Charge Rocket: Energy Blast 12d6, Penetrating (+); OIF (-), 4 Charges (-1) [4] 30 Shock Gloves: Multipower, 60-point reserve; all IIF (-), 6 Charges for entire Multipower (-) [6] 3u 1) Taser Touch: Energy Blast 4d6, NND (defense is ED Force Field/Force Wall or an insulated suit; +1), Trigger (mental command, activation takes no time, Trigger immediately automatically resets; +1); IIF (-), No Range (-)
Armored Costume: Armor (12 PD/ 12 ED); OIF (-) Shunt Field Belt: Physical and Energy Damage Reduction, Resistant, 25%; OIF (-) Omni-Visor: Sight Group Flash Defense (10 points); OIF (-) Omni-Visor: Hearing Group Flash Defense (10 points); OIF (-) Strong Runner: Running +3 (9 total) Strong Leaper: Leaping +3 (7 forward, 5 upward) Cling-Boots: Clinging (normal STR); OIF (-) Omni-Visor: Infrared Perception (Sight Group); OIF (-) Omni-Visor: Ultraviolet Perception (Sight Group); OIF (-) Omni-Visor: Increased Arc Of Perception (360 Degrees) (Sight Group); OIF (-) Omni-Visor: +8 versus Range Modier for Sight Group; OIF (-) Omni-Visor: +8 versus Range Modier for Hearing Group; OIF (-) Omni-Visor: HRRP (Radio Group); OIF (-), Aected As Sight And Hearing Groups As Well As Radio Group (-) Perks Money: Wealthy
10 9 6
Talents Ambidexterity (no O Hand penalty) Lightning Reexes: +4 DEX to go rst with all attacks
Total Powers & Skill Cost: 606 Total Cost: 758 200+ Disadvantages 25 Hunted: Champions 11- (Mo Pow, NCI, Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Overcondence (Very Common, Moderate) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Psychological Limitation: Determined To Prove Himself Better Than Superhumans (Common, Strong) 10 Psychological Limitation: Collapses Under Torture/Interrogation (Uncommon, Strong) 10 Reputation: clever supervillain, 115 Rivalry: Professional (with Mirage) 15 Social Limitation: Secret Identity (William Chow) (Frequently, Major) 423 Experience Points Total Disadvantage Points: 758 Utility Update: See page 104. When not planning a specic mission, Utility spends most of his time training and practicing. Hes honed his skills to even higher levels, and has expanded his martial arts to encompass some of the quick-and-dirty maneuvers of Commando Training. Hes also added to his standard arsenal of gadgets, which now includes an improved armored costume and OmniVisor, cling-boots, a shunt-eld belt, and concealed shock pads in his gloves that let him deliver a stunning or lethal touch (though he only uses the latter against robots and other non-living targets).
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Total Powers & Skills Cost: 470 Total Cost: 623 200+ Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed; Detectable Only By Unusual Senses) 25 Hunted: Champions 8- (Mo Pow, NCI, Capture) 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Code Versus Killing (Common, Total) 20 Psychological Limitation: Hatred Of The Police And Other Authority Figures (Common, Total) 15 Social Limitation: Public Identity (Angela Charles) (Frequently, Major) 308 Experience Points Total Disadvantage Points: 623 Zephyr Update: See page 104. Zephyrs powers have grown in recent years. Not only has her control of air and wind strengthened, but to her surprise shes developed a small amount of control over two other classical elements: earth and re. She can manipulate small amounts of ame, shaping it or moving it into contact with someone as an attack, and she can make earth and stone shift to the side to form a tunnel. Both abilities are tiring to use, however. She hopes to get better at them, and develop other powers, but she hasnt had as much time to practice as shed like. In the meantime shes trying to keep them secret; her new powers are not public knowledge.
Movement:
Cost Powers END 135 Wind Attacks: Multipower, 135-point reserve 9u 1) Wind Blast: Energy Blast 9d6, Double Knockback (+), Reduced Endurance ( END; +) 4 6u 2) Wind Gust: Energy Blast 9d6, Area Of Eect (10 Cone; +1); No Range (-) 8 9u 3) Tornado Blast: Energy Blast 9d6, Area Of Eect (5 Radius; +1); Random Knockback (see Champions, page 153; -0) 8 9u 4) Out Of Air: Energy Blast 7d6, NND (defense is LS [Self-Contained Breathing]; +1), Reduced Endurance (0 END; +) 0 9u 5) Wind Manipulation: Telekinesis (40 STR), Reduced Endurance (0 END; +) 0 27m 6) Fire Starvation: Dispel Fire 15d6, all Fire Powers simultaneously (+2) 13 5 Pyrokinesis: Telekinesis (10 STR); Increased Endurance Cost (x3 END; -1), Only Works On Fire (-1) 3 40 Air Shield: Force Field (20 PD/20 ED) 4 7 Air Shield: Life Support (Self-Contained Breathing); Linked (to Force Field; -) 0 140 Air Travel: Flight 30, x8 Noncombat, Rapid Noncombat Movement (+), Combat Acceleration/Deceleration (+), Reduced Endurance (0 END; +) 0 11 Lithokinesis: Tunneling 1 through DEF 5 materials; Increased Endurance Cost (x2 END; -) 4 22 Sense Air-Currents: Spatial Awareness (no Sense Group) 0 6 6 3 3 3 3 2 3 3 3 3 Skills +2 with Wind Attacks +3 with Flight Acrobatics 15Breakfall 15Climbing 15KS: Con Games 12KS: The Superhuman World 11Lockpicking 15SS: Meteorology 12Security Systems 12Stealth 15-
Val 15 22 25 15 25 24 25 14 8 12 6 10 50 40
6 6 6 0 6 6 0 0 0 0 0 0 0 0
Movement:
Cost Powers END 75 Philosophers Stone: Multipower, 150-point reserve, all OAF (-1) 7u 1) Transmutation: Major Transform 5d6 (anything into anything; heals back when touched by this or another Philosophers Stone), Improved Result Group (anything; +1); OAF (-1), 12 Charges (-) [12] 3u 2) Burst Of Raw Power: Energy Blast 20d6; OAF (-1), 2 Charges (-1) [2] 52 Arcane Furnace Sta: Multipower, 105-point reserve; all OAF (-1) 10m 1) Belching Smoke: Darkness to Sight Group 6 radius, Personal Immunity (+), Reduced Endurance (0 END; +); OAF (-1) 0 9m 2) Arcane Shield: Force Wall (12 PD/ 12 ED), Reduced Endurance (0 END; +); OAF (-1) 0 9m 3) Gout Of Mageame: RKA 3d6, Armor Piercing (+), +2 Increased STUN Multiplier (+); OAF (-1) 9 8m 4) Arcane Wave: Energy Blast 6d6, NND (defense is Power Defense; +1), Area Of Eect (7 Radius; +1), Personal Immunity (+); OAF (-1), No Range (-) 10 9m 5) Lemurian Shackles: Entangle 6d6, 6 DEF, Reduced Endurance (0 END; +); OAF (-1) 0 8m 6) Flare Of Bright Flame: Sight Group Flash 6d6, NND (defense is Power Defense; +1), Area Of Eect (7 Radius; +1), Personal Immunity (+); OAF (-1), No Range (-) 10 100 Arts Arcane: Multipower, 100-point reserve 12m 1) Bolt Of Power: Energy Blast 12d6 6 12m 2) The Livid Lightnings Of The Loyal Larethian: RKA 2d6, Armor Piercing (+), +2 Increased STUN Multiplier (+) 6 12m 3) Iskaris Invoked Iridescence: Sight and Hearing Group Flash 7d6, Reduced Endurance (0 END; +) 0
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ENEMIES UPDATE
assets into space undetected, and in that it worked brilliantly. VIPER wants to move forward with Project High Ground, its planned space station, and Sunstroke was a step along that path. It even hired Menton to make Firewing attack the GATEWAY station as a distraction so it could get some materials and supplies to the still-in-progress space station. The latest, most advanced cloaking devices protect the station from detection. On the other hand, Project Mendel suffered a severe blow in February 2004 when Dr. Timothy Blank defected from VIPER (taking most of his notes and data with him) and transformed himself into King Cobra. The Council of Thirty estimates that VIPERs plans to mass-produce superhuman soldiers have been set back by as much as a decade... though research continues on many fronts. King Cobra is now considered third on VIPERs ten most wanted list, behind only Dr. Destroyer and Secretary-Marshal Eckhardt (displacing Gyeroy Vedun to #11). VIPERs also been putting a lot of effort and resources into the Generation VIPER project. It knows the worlds current generation of superhumans is mostly lost to its influence, but it wants up-and-coming generations to serve it. Aggressive recruitment efforts, particularly in the Third World, have netted Mrs. Garter over two dozen teenaged superhumans to try to mold into new members of her team. They range in power from the relatively weak (codename Babel, who has the limited psychic power to interfere with other peoples ability to communicate) to the promising (Landmass, a growing brick with minor earth-control powers; Solarion, a solar-powered energy projector). If a new teenaged superhuman appears anywhere in the world, VIPER is likely to respond by either giving him the hard pitch for voluntary recruitment or simply kidnapping and brainwashing him. If all goes as VIPER plans, within a decade Dragon Branch will be much larger and the carefully-constructed message that VIPER wants to send to the youth of the world via subtle propaganda and Generation VIPER will make many people much more receptive to VIPERs goals. The Dragon Branch members who joined the fight during the Island of Dr. Destroyer incident legitimately fought against the fiendish Doctor and his minions. But they also took the opportunity to steal as many bits and pieces of his technology as they could lay their hands on, and VIPERs scientists are now studying those samples. Destroyer has deduced what happened and vowed revenge.
eres some more information about villains not covered above, and/or to supplement the publicly-available information provided in Chapter Five.
ENEMY ORGANIZATIONS
PAGE 100 ARGENT UNTILs theory is correct ARGENT is in a rebuilding mode, not only because it needs to restore its physical resources but to shore up its underworld reputation. As of early 2007 it seems to have succeeded, partly by shifting more of its operations away from North America to South/ Central America, Africa, and Central Asia. For any other group this might cause logistics problems, since its customers are mostly in the United States and Europe, but meeting delivery schedules is no problem for an organization with teleportation technology. PAGE 100 DEMON DEMONs increased activity does have a common purpose, but its one known only to Luther Black. As February 29, 2012 the day of his apotheosis approaches, he wants to make sure everything goes off without a hitch. DEMONs increased activity is a way of (a) distracting the authorities and superheroes by forcing them to react to one crisis after another, and (b) tricking them into thinking DEMONs only involved in minor crimes and has no overarching, long-term agenda. And so far his plan seems to be working. The loss of the Satan Furnace was a severe blow, though. The Furnaces purpose was to poison Earths magic with Qliphothic energies, thus weakening DEMONs foes and improving Blacks ability to accomplish his goals. He desperately wants to get another one working, but hes not sure if theres time enough to do it right... and doing it wrong is worse than doing nothing. Unbeknownst to the authorities or the Mystic World, DEMON has clashed with the Slug and his minions on several occasions. The Inner Circle has learned that the Slugs seeking the Basilisk Orb, and since DEMON wants the Orb for itself, the Slug has to be distracted, slowed down, or eliminated. PAGE 100 VIPER Operation Sunstrokes failure wasnt really a failure. While the Council of Thirty wouldnt have minded if it had succeeded, the real purpose of Sunstroke was to work on VIPERs ability to launch
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PAGE 102 THE WARLORD The Warlords armor upgrades (see page 108 for his new character sheet) come from two sources. First, he and his scientists have continued to study Blueboy technology (and to acquire any new samples that become available), and the more they learn, the more they can enhance his armor. Second, after ARGENT fell on hard times the Warlord was able to purchase its services cheaply to assist with his upgrade process. The Warlords current activities other than stirring up trouble in the Middle East relate to his goal of wanting a country of his own from which to launch wars of conquest. He doesnt plan to rule it publicly; he simply wants to be the power behind the throne. He sees Central Asia and Central Africa as holding the most promise for him, so hes been conducting recon by hiring the Shadow Army out to leaders in those areas for discount rates. Once he nds the optimal target, hell put a puppet in the presidency and then begin plans for full-scale invasions of neighboring nations.
MASTER VILLAINS
PAGE 102 TAKOFANES As hinted at on pages 102 and 133-34 of Champions Universe, the Dragon Crown of Takofanes gives him some power over the other Crowns of Krim. Specically, it lets him track them to a limited extent. When Dark Seraph and his followers make active, intense use of their Crowns (such as when they ght a super-battle or commit a super-crime), Takofanes gets to make a PER Roll to sense where they are. Hes often too distracted by his studies to notice them, but when he makes the roll he appears and tries to claim the Crowns for his own. Hes researching ways to use the Crowns to take control of those who wear them, but fortunately for the world he hasnt succeeded yet.
VILLAIN GROUPS
PAGE 103 THE CROWNS OF KRIM Dark Seraph realizes that Takofanes can track him and the other Crowns somehow, and he assumes (correctly) that it has to do with the use of the Crowns themselves. Hes trying to nd a way to block whatever beacons the Crowns emit, but has so far had no success. PAGE 103 GRAB For Breeze, simply use a normal human character sheet but add Desolidication (aected by magic), Reduced Endurance (0 END). In time shell probably develop other ways to use her powers, but for now shes only 18 and thats all she can do.
SOLO VILLAINS
PAGE 103 FIREWING Firewing still doesnt realize that the attack on GATEWAY wasnt his idea he thinks he did it for the challenge. If he ever realizes Menton took control of his mind, hell stop at nothing to nd and destroy the insidious psychic.
NEW VILLAINS
Val 0 18 10 10 25 18 20 10 0 2 5 10 90 15 Char STR DEX CON BODY INT EGO PRE COM AUTOMATON Cost Roll Notes -10 9Lift 25 kg; 0d6 [0] 24 13- OCV: 6/DCV: 6 0 110 1115 14- PER Roll 1416 13- ECV: 6 10 13- PRE Attack: 4d6 0 11Total: 0 PD (0 rPD) Total: 2 ED (0 rED) Phases: 3, 5, 8, 10, 12 15 Total Characteristics Cost: 128 3 3 3 3 3 3 3 3 3 3 17 3 3 3 16 45 9 140 Energy Form: Teleportation 20, x4 Noncombat 4 Merging: Clinging (normal STR), Aects Physical World (+2); Only To Remain Merged With A Machine If Its Moved Involuntarily (-2), Linked (to Desolidication; -) 0 Machinery Abilities: Variable Power Pool, 80 base + 40 control cost, Aects Physical World (+2); all slots OIF (appropriate machines or devices within 20; -), Limited Class Of Powers Available (only abilities of nearby devices; -) var Skills +5 with Computer Programming, Electronics, and System Operations Bugging 14Combat Driving 13Combat Piloting 13Computer Programming 14Cryptography 14Electronics 14Inventor 14CK: Millennium City 14KS: High-Tech Companies 14Mechanics 14Power: Machinery Powers 21SS: Robotics 14Security Systems 14Systems Operation 14TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Jetskis, Large Motorized Boats, Large Planes, Railed Vehicles, Small Motorized Boats, Small Planes, Snowmobiles, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
Movement:
Cost Powers END 99 Machine Possession: Elemental Control, 198-point powers 0 64 1) Interface: Telepathy 13d6 (Machine class of minds), Aects Physical World (+2), Reduced Endurance ( END; +); Linked (to Desolidication; -), No Range (-) 10 63 2) Control: Mind Control 12d6 (Machine class of minds), Aects Physical World (+2), Telepathic (+), Reduced Endurance ( END; +); Linked (to Desolidication; -), No Range (-) 10 63 3) Deactivate: Dispel 206, any Electrical or Mechanical Device power one at a time (+), Aects Physical World (+2), Reduced Endurance ( END; +); Linked (to Desolidication; -), No Range (-) 10 57 4) Manipulate: Telekinesis (34 STR), Fine Manipulation, Aects Physical World (+2), Reduced Endurance ( END; +); Linked (to Desolidication; -), No Range (-) 10 60 Incorporeal: Desolidication (aected by electromagnetic manipulation), Reduced Endurance (0 END; +), Persistent (+), Inherent (+); Always On (-) 0 45 Incorporeal: Invisibility to Sight, Hearing and Smell/Taste Groups, Reduced Endurance (0 END; +), Persistent (+), Inherent (+); Always On (-) 0 50 Energy-Form: Life Support (Total, including Longevity: Immortality) 0
Total Powers & Skills Cost: 782 Total Cost: 910 200+ Disadvantages 5 Distinctive Features: devices possessed by Automaton have a distinctive high-end electromagnetic spectrum signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: Champions 8- (Mo Pow, Harshly Punish) 25 Physical Limitation: No Physical Form (All the Time, Fully Impairing) 5 Physical Limitation: can be aected by Mental Powers that aect either the Human
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20 20 10 5 605
Total Disadvantage Points: 910 Background/History: Arthur Judge was a Millennium City researcher developing cybernetic interfaces between the human brain and computer devices. One day he was hooked into one of his experimental prototypes when a freak electrical storm caused a massive power surge through the system. The resulting blast incinerated his body, but his mind was somehow transformed into a coherent, invisible cloud of oddly-charged electromagnetic particles. He soon discovered he could possess any electronic or mechanical device and use it as a body. Driven mad by the experience, Judge believed hed become a god, far superior to his former meat existence. Initially he used his powers capriciously for his own amusement, rst by causing machines to harass and embarrass people who had annoyed him previously. Slowly but surely he graduated to killing people he found the havoc and fear he created energizing. But when he seized control of Millennium Citys Smart Roadway system, he was tracked down by the combined eorts of Dr. Silverback and the cyberkinetic FBI agent Teknique, who defeated him and trapped his consciousness in a magnetic bottle. Automaton later escaped and took Teknique hostage, intending to dissect her and learn how she was able to control him, but the Champions located and rescued her, in the process blowing up a computer that Automaton was inside before he could escape. His current whereabouts, if he survived the destruction, are unknown. Personality/Motivation: Arthur Judge has become completely deranged as a result of his transformation. He considers himself the rst member of a new, perfect race, far superior to the humans around him who now only exist for his entertainment and live and die at his whim... but secretly, in his heart of hearts, he yearns to have a physical form once more. Quote: Do you have any idea how disgusting your bodies are? Meat and blood, uids and brains. I can barely stand to look at you.
Movement:
Cost Powers END 87 Bow And Arrows: Multipower, 87-point reserve 0 5u 1) Fiery Arrows: Energy Blast 14d6, Reduced Endurance ( END; +); Extra Time (Full Phase, -), Limited Range (30; -) 3 5u 2) Invisible Arrows: RKA 2d6, Armor Piercing (+), Invisible Power Eects (Fully Invisible; +1), Reduced Endurance ( END; +); Extra Time (Full Phase, -), Limited Range (30; -) 3 6u 3) Deadly Arrows: RKA 3d6, Armor Piercing (+), Reduced Endurance ( END; +); Limited Range (30; -) 3 13 Magical Club: Hand-To-Hand Attack +4d6; Hand-To-Hand Attack (-) 2 55 Takes Many Forms: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, any non-technological form), Instant Change, Costs Endurance Only To Change Shape (+) 5 20 Demonic Form: Damage Resistance (20 PD/20 ED) 0 50 Demonic Form: Life Support: Total (including Longevity: Immortality) 0 45 Home In All Realms: Extra-Dimensional Movement (any physical location in any dimension) 4 7 Fearsome Gaze: +15 PRE; Only For Fear/Intimidation-Based PRE Attacks (-1) 0 18 Runs Like The Wind: Running +9 (15 total) 2 23 Find The Warriors Soul: Detect PureHearted Warriors 17- (no Sense Group), Range, Telescopic (+6 versus Range Modier), Tracking 0 5 Demonic Eyes: Nightvision 0 10 Demonic Eyes: Sight Group Flash Defense (10 points) 0 15 Demonic Will: Mental Defense (20 points total) 0 15 Demonic Form: Power Defense (15 points) 0
Total Powers & Skills Cost: 477 Total Cost: 736 200+ Disadvantages 15 Hunted: Tomahawk 11- (As Pow, Harshly Punish) 15 Hunted: Other Chippewa Spirits 11- (Mo Pow, NCI, Watching) 25 Psychological Limitation: Seeks To Consume The Souls of Noble Warriors (Very Common, Total) 20 Psychological Limitation: Loves The Thrill Of The Hunt (Very Common, Strong) 5 Vulnerability: 1 x STUN from ChippewaBlessed Weapons (Uncommon) 5 Vulnerability: 1 x BODY from ChippewaBlessed Weapons (Uncommon) 451 Experience Points Total Disadvantage Points: 736 Background/History: Baykok is a menacing creature from the Higher Lands, the portion of Faerie inhabited by the gods of the Chippewa tribes. It has long plagued the Timasjomi tribe. The Timasjomi swore centuries ago to oppose it in all ways and were blessed with the Dawn Fire Ritual, which creates warriors specically charged with battling Baykok and similar monsters. The current wielder of the Dawn Fire magic and weapons is Tomahawk of the Justice Squadron (page 82), whos fought Baykok on multiple occasions. Personality/Motivation: Baykok is a demon who feeds upon the hearts and souls of true warriors for sustenance, though it certainly enjoys killing other people for sport. It has a particular antipathy for the Timasjomi tribe, which has opposed it for countless centuries, but it happily feasts on warriors from other cultures whenever the opportunity arises. The
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level to really challenge your PCs. If its a bit too tough already, scale back its Combat Skill Levels and reduce its CON and DEX to about 25 each. Baykok is a dangerous Hunter, for its an expert at stalking and tracking even if it didnt have its shapechanging powers to fall back on. It will trail a character for days, leaping to the attack at the most unexpected and inconvenient moment. Appearance: Baykok is a skeletal warrior standing seven feet tall; it wears buckskins and carries an oversized longbow. Its eyesockets glow with small red ames, and it has a long forked tongue like a serpent.
Val 45 23 30 20 18 20 30 6 24 24 5 17 60 58
Total Powers & Skills Cost: 405 Total Cost: 639 200+ Disadvantages 20 Hunted: Forces Of Light 11- (Mo Pow, Harshly Punish) 15 Hunted: More Powerful Demons 11- (Mo Pow, PC has a Public ID or is otherwise very easy to nd, Watching) 25 Psychological Limitation: Loves To See Others Fight (Very Common, Total) 15 Psychological Limitation: Fascinated By Earths Superheroes, Especially Those With Hidden Savageries (Common, Strong) 15 Psychological Limitation: Fears More Powerful Demons (Uncommon, Total) 10 Susceptibility: Holy Items Or Attacks, 2d6 damage Instant (Uncommon) 10 Vulnerability: 2 x STUN from Holy Attacks (Uncommon) 5 Vulnerability: 1 x BODY from Holy Attacks (Uncommon) 524 Experience Points Total Disadvantage Points: 639 Background/History: Bloodrage is a demon whose native home is the Netherworld (a plane to which it can return at will). As far as it can remember it has always existed... and always found humans fascinating toys to play with and feed o of. Personality/Motivation: Bloodrage both physically and psychically feeds on rage, particularly the intense rage that occurs during combat. It uses its powers to manipulate people into ghting each other so it can voyeuristically satiate itself on the resulting emotions. During the twentieth century it discovered that costumed criminals and crimeghters are particularly rich sources of both nutrition and amusement. Quote: Ahhh, delicious... a bold, righteous anger with cinnamony whi of frustration. Powers/Tactics: Bloodrage usually lurks invisibly around people or places where it might have the opportunity to feed. When a situation arises that it things can spark a conict, it uses its Instill Rage power to fan that spark into a full-blown ame. Then it sits back and enjoys the fun. The victim eventually realizes that he was subjected to demonic Mind Control, but of course convincing other people of that may not be possible.... Campaign Use: Bloodrage is a walking plot device for when GMs want to provoke combat between characters with no other good reason to ght. Heroes with Enraged/Beserk Disadvantages, especially those who try to control these aws and regret their failures to do so, are particularly appealing to Bloodrage; its the surrender to the primal emotions of combat that it nds tasty. To make Bloodrage more powerful, either give
Movement:
Running: 6/12
Cost Powers END 93 Instill Rage: Mind Control 14d6 (Human class of minds), Telepathic (+), Invisible Power Eects (Fully Invisible; +), Reduced Endurance ( END; +); Only To Cause Anger And Provoke Combat (-) 6 56 Claws: HKA 3d6 (6d6 with STR), Reduced Endurance ( END; +) 2 18 Demonic Body: Damage Resistance (18 PD/18 ED) 0 16 Demonic Mind: Mental Defense (20 points total) 0 10 Demonic Body: Power Defense (10 points) 0 47 Demonic Body: Life Support (Total, except for Diminished Eating) 0 30 Remaining Unseen: Invisibility to Sight, Hearing and Smell/Taste Groups 3 20 Infernal Escape: Extra-Dimensional Movement (to a single location in Hell) 2 22 Detect Anger And Rage: Detect A Single Thing 13- (Unusual Group), Discriminatory, Range, Telescopic (+8 versus Range Modier), Tracking 0 14 Demonic Body: Healing BODY 2d6, Reduced Endurance (0 END; +), Persistent (+); Extra Time (Regeneration, 2 BODY per Turn; (Post-Segment 12); -1), Self Only (-) 0 5 Tail: Extra Limb, Inherent (+); Limited Manipulation (+) 0 2 Perks Fringe Benet: Member of the Lower Nobility Of Hell Talents 22 6 15 3 3 3 3 2 Universal Translator 15Skills +3 OECV with Instill Rage +3 HTH Concealment 13Conversation 15KS: The Descending Hierarchy 13AK: Hell 13KS: Earths Superhumans 11-
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Val 15 25 25 10 13 10 20 14 10 10 6 15 100 50
Char STR DEX CON BODY INT EGO PRE COM PD ED SPD REC END STUN
17
12 3 3 3 2 3 2 1 9 3 3 3 5 2
Movement:
Cost Powers END 140 Hurricane Blast: Energy Blast 12d6, Area Of Eect (15 Radius; +1), Continuous (+1), Personal Immunity (+), Reduced Endurance ( END; +); No Range (-), Random Knockback (-0) 9 105 Wind Power: Multipower, 105-point reserve 10u 1) Wind Blast I: Energy Blast 16d6, Reduced Endurance ( END; +) 4 10u 2) Wind Blast II: Energy Blast 14d6, Area Of Eect (One Hex; +) 10 7u 3) Wind Blast III: Energy Blast 10d6, Area Of Eect (20 Line; +1); No Range (-) 10 9u 4) Wind Chill: Energy Blast 8d6, NND (defense is Life Support [Safe Environment: Intense Cold]; +1), Reduced Endurance ( END; +) 4 9u 5) Sucking The Air From Your Lungs: Energy Blast 8d6, NND (defense is Life Support [Self-Contained Breathing]; +1), Reduced Endurance ( END; +) 4 9u 6) Fire Extinguishing: Dispel Fire Powers 20d6, any Fire power one at a time (+), Reduced Endurance ( END; +) 3 45 Wind Power: Elemental Control, 90-point powers 45 1) Hurricane Shield I: Force Field (30 PD/ 30 ED), Reduced Endurance (0 END; +) 0 26 2) Hurricane Shield II: Force Wall (14 PD/14 ED, 2 long), Reduced Endurance ( END; +); Linked (to Hurricane Blast; -), Restricted Shape (always forms a ring around Hurricane; -) 3 49 3) Hurricane Flight: Flight 35, x4 Noncombat, Reduced Endurance ( END; +) 3 45 4) Wind Shear: Telekinesis (40 STR), Reduced Endurance (0 END; +) 0 34 Body Of Air: Desolidication (aected by Ice/Cold or Aects Porous Telekinesis), Reduced Endurance (0 END; +); Cannot Pass Through Solid Objects (-), Accidental Change (power shuts o on an 11- each Phase in temperatures below freezing; -) 0
Total Powers & Skills Cost: 628 Total Cost: 818 200+ Disadvantages 15 Hunted: Flashover 11- (As Pow, Harshly Punish) 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Greedy (Common, Strong) 15 Psychological Limitation: Loves And Hates His Sister (Common, Strong) 15 Social Limitation: Public Identity (Phillip Beaudoin) (Frequently, Major) 5 Vulnerability: 1 x STUN from Ice/Cold (Uncommon) 5 Vulnerability: 1 x Eect from Ice/Cold (Uncommon) 528 Experience Points Total Disadvantage Points: 818 Background/History: Phillip Beaudoin was born in 1978. His father was Philip Beaudoin, the supervillain Flashover during the Seventies and Eighties. In 1994 his sister Danielle, eager to avenge their fathers many defeats at the hands of the Justice Squadron, had the arch-geneticist Teleios transform her into a new Flashover. When Danielle turned soft and became a superhero and member of the very team she had once sought to destroy, Phillip was disgusted. Well, if she wasnt going to get the job done, it was up to him. He approached Teleios in turn... and
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Movement:
Cost Powers END 45 Claws: HKA 2d6 (4d6 with STR), Reduced Endurance (0 END; +) 0 10 Fang-Like Teeth: HKA 1 point (d6 with STR), Armor Piercing (+), Reduced Endurance (0 END; +) 0 7 Inspires Panic: +15 PRE; Only For Fear-/ Intimidation-Based Presence Attacks (-1) 0 2 Tough Skin: Damage Resistance (2 PD/2 ED) 0 12 Runs Like A Cat: Running +6 (12 total) 1 6 Leaps Like A Cat: Leaping +6 (12 forward, 6 upward) 1 15 Goes For The Throat: Find Weakness 12with Claws HKA 0 12 Animalistic Senses: +4 to PER Rolls with all Senses 0 5 Cats Eyes: Nightvision 0 11 Fast Healer: Healing BODY 2d6, Reduced Endurance (0 END; +), Persistent (+); Extra Time (Regeneration, 2 BODY per Hour; -2), Self Only (-) 0 12 10 6 10 3 3 3 11 3 11 Talents Combat Luck (6 PD/6 ED) Skills +2 HTH +3 OCV with Claws +2 DCV Acrobatics 15Breakfall 15Climbing 15Shadowing 14Stealth 15Tracking 14-
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Val 75 23 45 35 25 26 45 18 25 30 5 24 90 96
24 3 3 3 3 7 3 3 3 3 3
Movement:
Cost Powers END 94 Fiery Breath: RKA 4d6, Armor Piercing (+), Area Of Eect (38 Cone; +1); Extra Time (Extra Segment, -), 12 Charges (-) [12] 100 Dragon Sorcery: Variable Power Pool (Magic Pool), 50 base + 25 control cost cost, Cosmic (+2); Only Fairy Tale-Style Magic (-) var 45 Massive Bite: HKA 3d6 (6d6 with STR) 4 37 Rending Claws: HKA 1d6 (3d6+1 with STR), Armor Piercing (+) 2 25 Tail Bash: HA +5d6, Area Of Eect (One Hex; +); Hand-To-Hand Attack (-) 4 20 Scaly Skin: Damage Resistance (20 PD/20 ED) 0 60 Tough Body: Physical and Energy Damage Reduction, Resistant, 50% 0 24 Heavy: Knockback Resistance -12 0 15 Strong Mind: Mental Defense (20 points total) 0 10 Mystical Form: Power Defense (10 points) 0 20 Ponderous Winged Flight: Flight 15; Restrainable (-) 3 12 Large Legs: Running +6 (12 total) 1
Total Powers & Skills Cost: 644 Total Cost: 1,002 200+ Disadvantages 15 Physical Limitation: Gigantic (32m long, -8 DCV, +8 to PER Rolls to perceive her) (Frequently, Greatly Impairing) 10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing) 20 Physical Limitation: Must Behave Like Archetypal Evil Queen (Always, Greatly Impairing) 25 Psychological Limitation: Overcondence (Very Common, Total) 20 Psychological Limitation: Vain, Jealous, And Petty (Common, Total) 15 Psychological Limitation: Cruel And Vengeful (Common, Strong) 15 Reputation: Monstrous Queen of the Shadow Realm, 14- (Extreme; known only to a small group) 682 Experience Points Total Disadvantage Points: 1,002
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Val 15 23 28 15 25 26 30 24 13 17 5 9 56 40
Total Disadvantage Points: 532 Background/History: Brangomar, the Shadow Queen, rules a kingdom known as the Shadow Realm, which exists in the same part of Faerie that was once Bravos home. Like most inhabitants, she has no memory of any time when things were dierent from the way they are now. Its entirely possible, as some human scholars have theorized, that she and the entire Shadow Realm were created by the collective unconscious of Humanity, and therefore Brangomar actually has no real past. Whatever the truth, Brangomar has been the Shadow Queen for as long as she or anyone else can remember... and shes always ruled with cruelty and caprice. Brangomar has been bedeviled by Bravo on countless occasions. Their stories resolve themselves dierently every time but always return to the status quo. Since Bravo came to live on Earth, Brangomar has attacked him on several occasions. Each time the Sentinels have defeated her by the narrowest of margins. Few people within the Shadow Realm know that Brangomar is actually a dragon who takes human form simply because it makes it easier to rule and more convenient to spend time in her luxurious castle. She resumes dragon form for combat and to hunt. Usually her innocent subjects assume the dragon is a monster summoned by Brangomar, if they associate it with her at all. While her draconic form is paramount in physical combat, in human form shes a more powerful witch. Personality/Motivation: Brangomar behaves exactly like one would expect the evil Queen or villainous stepmother to behave in a fairy tale: shes petty, vengeful, and vain on an epic scale. Shell destroy the lives of young milkmaids simply because she feels threatened by their physical beauty or general sweetness. She pursues anyone she feels has wronged her to the ends of the universe. She executes her advisors and henchmen with almost comical regularity for failing her, and invents complicated tortures for her enemies or condemns them to permanent imprisonment in a cell on the top of a mountain. While shes capable of great slyness, she frequently fails to think her plans through fully and almost always leaves a loophole or possible escape route for a hero with sucient skill and bravery. She ies into towering rages at the drop of a hat, but can just as quickly become ingratiating and honey-toned in attempts to deceive. Quote: Now you shall deal with me, hero, and all the powers of Hell!
Movement:
Running: 6/12
Cost Powers END 140 Fairy Tale Magic: Variable Power Pool (Magic Pool), 70 base + 35 control cost, Cosmic (+2); Only Fairy Tale-Style Magic (-) var 60 Tough Body: Physical and Energy Damage Reduction, Resistant, 50% 0 10 Tough Body: Damage Resistance (10 PD/10 ED) 0 15 Strong Mind: Mental Defense (20 points total) 0 10 Mystical Form: Power Defense (10 points) 0 5 Night Sight: Nightvision 0 10 10 24 6 3 3 3 3 7 3 3 3 3 3 3 Perks Fringe Benet: Queen of the Shadow Realm Money: Wealthy Skills +3 with All Combat +2 with Fairy Tale Magic VPP Concealment 14Conversation 15AK: Shadow Realm 14KS: Arcane And Occult Knowledge 14KS: Fairy-Tale Magic 18KS: History Of The Shadow Realm 14KS: Legends And Lore 14Oratory 15Persuasion 15Stealth 14Tactics 14-
Total Powers & Skills Cost: 327 Total Cost: 532 200+ Disadvantages 20 Physical Limitation: Must Behave Like An Archetypal Evil Queen (Always, Greatly Impairing) 25 Psychological Limitation: Overcondence (Very Common, Total) 20 Psychological Limitation: Vain, Jealous, And Petty (Common, Total) 15 Psychological Limitation: Cruel And Vengeful (Common, Strong)
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10 19
10 5 5 15 12
0 0 0 0 0 0
Movement:
Cost Powers END 90 Mastery Of The Electromagnetic Spectrum: Multipower, 90-point reserve 9u 1) Microwaves Or UV Waves: RKA 3d6, Invisible To Normal Sight (+), Penetrating (+), Variable Special Eects (+) 9 8u 2) Lasers: RKA 3d6, Armor Piercing (+) 8 8u 3) Visible Light Burst: Sight Group Flash 13d6, Reduced Endurance ( END; +) 3 9u 4) Large Visible Light Burst: Sight Group Flash 9d6, Area Of Eect (5 Radius; +1) 9 8u 5) Electrical Transmission: Energy Blast 16d6 8 8u 6) EM Power Manipulation: Dispel EM-Spectrum Based Powers 18d6, any two EM Spectrum-based powers simultaneously (+) 8 6u 7) E-M Pulse: Dispel Electricity-Based Powers 8d6, Personal Immunity (+), Explosion (+), all Electricity powers simultaneously (+2); No Range (-) 9 8u 8) Photon Absorption: Darkness to Sight Group 8 radius 8 8u 9) Radio Interference: Darkness to Radio Group 16 radius 8 26 Electromagnetic Spectrum Mastery: Elemental Control, 52-point powers 0 36 1) Electromagnetic Field: Force Field (15 PD/25 ED), Protects Carried Items, Reduced Endurance ( END; +) 2 39 2) Light Flight: Flight 30, x4 Noncombat 6 26 3) Lightbending: Invisibility to Sight and Radio Groups , No Fringe, Reduced Endurance (0 END; +) 0 10 Inhumanly Tough: Damage Resistance (10 PD/10 ED) 0 60 Energy Mastery: Energy Damage Reduction, Resistant, 75% 0 25 Energy Mastery: Sight Group Flash Defense (25 points) 0 25 Energy Bending: Missile Deection (any Ranged attack), Missile Reection (any target); Only Works Against Electromagnetic Spectrum Energy Attacks (-1) 0
12 3 3 3 3 3 3 3 2 3 15 3 8 3 3 3
Total Powers & Skills Cost: 577 Total Cost: 817 200+ Disadvantages 10 Hunted: Justice Squadron 8- (As Pow, Harshly Punish) 15 Hunted: Russia 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Physical Limitation: Man Out Of Time (see text) (Frequently, Slightly Impairing) 15 Psychological Limitation: Fervent Communist And Old-Soviet Patriot; Hates The Current Russian Regime (Common, Strong) 15 Psychological Limitation: Emotionally Lost, Looking For A Cause To Believe In (Common, Strong) 10 Psychological Limitation: Isolated From Humanity (Common, Moderate) 10 Rivalry: Professional, with other super-patriots (Seeks to Harm or Kill Rival) 10 Unluck 2d6 522 Experience Points Total Disadvantage Points: 817
Background/History: During the late 1950s and early 1960s, Viktor Simolenko was a Soviet scientist working to develop powerful new weapons for his Communist masters. In 1964 a laboratory accident during a test of an experimental microwave cannon resulted in his body being bombarded with microwaves and somehow being transformed into living energy. As a result he gained power over the electromagnetic spectrum. The Soviet military wasted no time enlisting him as one of its super-agents and christened him Spektr. During the Sixties and Seventies he was a frequent thorn in the side of American superheroes, particularly Vanguard and the Justice Squadron. But his supervillainous career came to an end in 1984 when Vanguard knocked him into a dynamo at a power plant. The resulting explosion somehow discorporated Spektrs body and projected it into the ether. It took twenty years for Spektrs consciousness to slowly, agonizingly, piece his energy body back together again. In 2004 he re-appeared in the exact same spot where hed been when Vanguard hit him.
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Movement:
Running: 9/18
Cost Powers END 30 Fangs: HKA 1d6 (2d6 with STR), Penetrating (+), Armor Piercing (+) 3 23 Blood Drain: Drain BODY 1d6, No Normal Defense (defense is rPD on the neck; +1), Continuous (+1), Reduced Endurance (0 END; +); Fangs Must Do BODY First (-) 47 Create Vampire: Major Transform 10d6 (humans into lesser vampires, heals back though special exorcisms and holy rituals), Reduced Endurance (0 END, +); No Range (-), Extra Time (1 Turn; -1), All Or Nothing (-), Limited Target (humans; -), Only Works On Targets Reduced To 0 BODY Or Less By Blood Drain (-1) 0 70 Hypnotic Gaze: Mind Control 12d6, Telepathic (+), Reduced Endurance (0 END; +); Eye Contact Required (-) 0 9 Undead: Damage Resistance (10 PD/8 ED) 0 30 Undead: Physical Damage Reduction, Resistant, 50% 0 15 Undead: Energy Damage Reduction, Resistant, 25% 0 6 Undead: Mental Defense (10 points total) 0 36 Undead Vitality: Healing BODY 3d6, Resurrection, Reduced Endurance (0 END; +), Persistent (+); Extra Time (Regeneration, 3 BODY per Turn (Post-Segment 12); -1), Self Only (-) 0 47 Undead Vitality: Life Support (Total, except for Diminished Eating) 0 6 Swift: Running +3 (9 total) 1 10 Silent: Invisibility to Hearing Group 1 5 Vampires Eyes: Nightvision 0 27 Mist Form: Desolidication (aected by cold, heat, or wind); Cannot Pass Through Solid Objects (-) 4 35 Wolf and Bat Forms: Multiform into Wolf or Bat form built on up to 150 Character Points 0 52 Call The Creatures Of The Night: Summon up to 16 Wolves, Bats, Rats, or Insects built on up to 90 Character Points, Expanded Class (+), Reduced
Total Powers & Skills Cost: 545 Total Cost: 739 200+ Disadvantages 20 Distinctive Features: No Reection (Not Concealable; Causes Major Reaction) 10 Distinctive Features: Has No Soul (Not Concealable; Causes Major Reaction; Detectable Only By Unusual Senses) 10 Physical Limitation: Cannot Enter A Dwelling Without Permission (Infrequently, Greatly Impairing) 15 Physical Limitation: Paralyzed In Deathless Sleep When Staked Through Heart (Infrequently, Fully Impairing) 20 Psychological Limitation: Obsessive (Very Common, Strong) 15 Psychological Limitation: Considers Humanity His Feeding Stock (Common, Strong) 15 Psychological Limitation: Loves The Thrill Of The Hunt (Common, Strong) 25 Susceptibility: takes 2d6 per Phase from physical contact with holy items (Common) 30 Susceptibility: takes 2d6 per Phase from direct sunlight (Very Common) 379 Experience Points Total Disadvantage Points: 739 Background/History: The Stalker was once Billy Hearn, born in Wyoming in 1852. Hearn was a criminal, a cheater at cards, and an occasional cattle rustler, and occasionally part of a small gang of bank robbers. In 1878 he fell afoul of a vampire called Carraway. The bloodsucker killed Hearn and several of his friends, transforming them into a pack of vampire henchmen to attack his enemy, the sixth Black Mask. Narrowly avoiding being staked like his sire during their final confrontation in a burning church near Soda
Lake, Hearn struck off on his own, traveling south and east while leaving a trail of death and horror in his wake. He soon began thinking of himself under another name: Stalker. After nearly 80 years of careful killing, during which he encountered but escaped from several of the great Pulp heroes, Stalkers luck ran out. In 1957 in rural Texas he had a run-in with El Espectro. The masked Mexican wrestler, an expert at ghting vampires and other monsters, staked him through the heart, leaving him a paralyzed skeleton. El Espectro intended to burn the bones and kill Stalker for good, but at that point the oor of the printing plant they were ghting in collapsed, and the skeleton was lost in the rubble. Almost half a century later, in 2001, a Texas construction company working overtime to build a new shopping mall discovered a previously unknown cavern beneath the site. A worker found an intact skeleton inside it, with a wooden stake running through the ribcage. Not realizing what hed discovered he removed the stake. A few minutes later Stalker was alive again. He killed the worker and escaped into the night, resuming his reign of terror across the South until he made his way to Vibora Bay in late 2005. There he encountered the descendant of his old nemesis, the tenth Black Mask, and began a fateful game of cat-and-mouse on the streets at night, culminating in his physically defeating and nearly killing her.
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16 10 4 3 3 3 3 3 3 3 3 2
Movement:
Running: 6/12 Flight: 20/160 MegaFlight: 7 to 70 million km FLT Travel: 1 LY/2 minutes
Total Powers & Skills Cost: 579 Total Cost: 976 200+ Disadvantages 15 Hunted: Star*Guard 11- (As Pow, Harshly Punish) 10 Hunted: Sentinels 8- (As Pow, Harshly Punish) 15 Physical Limitation: Does Not Understand Earth Culture Or Technology (Frequently, Greatly Impairing) 25 Psychological Limitation: Lives Only To Conquer And Destroy (Very Common, Total) 20 Psychological Limitation: Overcondence (Very Common, Strong) 15 Psychological Limitation: Vengeful (Common, Strong) 10 Reputation: Ravager of Worlds, 11(Extreme; known only to a small group [some alien species and some Earth heroes]) 666 Experience Points Total Disadvantage Points: 976 Background/History: Valak, Ravager Of Worlds, is widely regarded by many interstellar societies as a myth a story told to younglings at bedtime to persuade them to be good or Valak will get them. But a few planets have learned, to their eternal sorrow, that theres a great deal of truth behind the tales. Valak was born centuries ago on a world somewhere in the Sextans dwarf galaxy some 300,000 light-years from Earth. A powerful mutant among his own race, he conquered his own world with ease, then sent his armies forth to do the same to nearby planets. A group of worlds formed an alliance against him, and their combined armies overwhelmed his own, destroying them entirely as well as reducing his own planet to rubble. But Valak himself escaped, and over the next several centuries attacked each of those worlds in turn individually, destroying their armies, overthrowing their governments, and slaying millions. Finally his enemies were defeated, but Valak still burned with an unquenchable rage and desire for combat. He left the burning worlds of his home system and headed out into space, determined to bring the glory of war and destruction to
Cost Powers END 25 Can Fight All Day: Reduced Endurance ( END; +) for 100 STR 0 62 Cosmic Halberd: HKA 4d6 (7d6+1 with STR), Armor Piercing (x2; +1); OAF (-1) plus Stretching 1, Reduced Endurance (0 END; +); OAF (-1), Always Direct (-), No Noncombat Stretching (-), Only To Cause Damage (-), No Velocity Damage (-) 12 100 Enhanced Psyche: Multipower, 100-point reserve 20m 1) Psychic Shockwave: Ego Attack 9d6 (Human and Alien classes of minds) 10 10m 2) Psychic Domination: Mind Control 10d6 5 10m 3) Psychic Invasion: Telepathy 10d6 5 10m 4) Psychic Sense: Mind Scan 10d6 5 11m 5) Psychic Force: Telekinesis (30 STR), Fine Manipulation 5 9m 6) Psychic Defensive Force: Force Field (15 PD/15 ED/15 Mental Defense) 4 20 Battle Armor: Armor (10 PD/10 ED); OIF (-) 0 25 Tough Body: Damage Resistance (25 PD/25 ED) 0 30 Tough Body: Energy Damage Reduction, Resistant, 50% 0 30 Tough Body: Physical Damage Reduction, Resistant, 50% 0 30 Tough Mind: Mental Damage Reduction, Resistant, 50% 0 50 Tough Body: Life Support (Total, including Longevity: Immortality) 0 50 Cosmic Energy Propulsion: Multipower, 50-point reserve 0 5u 1) Atmospheric Flight: Flight 20, x8 Noncombat 5 4u 2) Interplanetary Flight: Flight 7, MegaScale (1 = 10 million km; +2), Can Be Scaled Down 1 = 1km (+) 4 5u 3) Interstellar Flight: Faster-Than-Light Travel (30 Light Years/hour)
each and every one of the stars that shone in the night sky. Eventually his travels brought him to humanitys portion of the Milky Way Galaxy, where he destroyed several minor civilizations before being trapped by the combined eorts of dozens of Star*Guards, and imprisoned at the center of a small planetoid. It took Valak many years to escape, but at last he did, and began traveling from Star*Guard outpost to outpost, killing everyone he found. By the time he was approaching the Sol system in May 2006 CONTROL had gured out what had happened and sent a message that Earths Star*Guard... which he received while he was in New York assisting the Sentinels. They accompanied him into space in an attempt to slow Valak down and save Star*Guards support crew. Fortunately, his escape eorts and long years without sustenance had weakened Valak, so the heroes were able to defeat him in an epic battle that ranged from the orbit of Jupiter to the streets of New York City. Valak once again found himself imprisoned, this time via hot sleep in Stronghold; his armor and Cosmic Halberd are being studied by the Goodman Institute.
chapter seven:
his chapter contains additional and/or secret information about the Champions Universe and recent events in the various Champions settings for the GMs eyes alone. If youre playing in, or plan to play in a campaign based in the Champions Universe, do not read this section!
CHAPTER ONE
PAGE 6 - CONSTRUCTION Of course, with all of the money owing into the coers of construction companies, its also a boom time for the shadier businesses that own a piece of that action. Matthew Cresse has become the undisputed king of organized crime in the Millennium City area for two primary reasons: rst, his legitimate businesses are doing very well, providing plenty of cash ow to help cover the illicit cash that gets laundered; second, he formally bought out the interests of the Sorelli family, ocially ending the days of Maa control of any part of the areas organized crime networks and transferring their assets (and in most cases their employees) directly into Cresses hands. So far, Cresses had the good sense not to get greedy and upset the apple cart with any big splashes. Loansharking, drug dealing, and the casinos are all quite protable as currently run, and he has little interest in VIPER-style operations that only attract attention. Instead hes concentrated his eorts on consolidating his empire and providing for its future. Hes hired several bodyguards with minor superhuman abilities to supplement his already-imposing sta, paying them well enough to keep their loyalty without making them cocky. Hes also started the process of grooming his son James to take over his operations. Unfortunately for him, James (whos now 24) is proud, headstrong, and has grander ideas and a good deal less subtlety... as well as an impressive cocaine habit that only feeds the familys natural paranoia. Matthews completely aware of his sons failings, but largely dismisses them as a phase hell grow out of. His advisors think hes wrong and worry about Cresses health, since a premature death could set o a war of succession between James and his various lieutenants that would denitely be bad for everyones business. PAGE 6 CURRIE AND HARMON James (Defender) Harmon is one of Curries strongest supporters and has held several fundraisers for him. As a rule, the Champions try not to let their political views become public knowledge, since they rightly fear it would hamper
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CHAPTER TWO
PAGE 38 THE MAYORAL RACE Tom Stankos candidacy was supported by a collection of businesses who felt that Earl Jamison couldnt beat Barker thanks to his straight-laced attitudes and general unpopularity with the citys freethinking, eccentric majority. Stanko received a great deal of money from Guy Sweetland and his Easton mob, and was hand-selected for the job by Soa Sweetland. Sweetland was extremely disappointed in the outcome of the election, and privately attributes Barkers victory at least in part to secret eorts by Clark Robinson and The Big Picture to keep her in oce. (This is partly true, though less sinister than it sounds Barkers not dirty, but Robinson nds her reliable and predictable and certainly prefers to keep her in oce instead of Jamison [who favors his business connections] or Stanko [whod would give Sweetland entirely too much power for Robinsons taste].) Sweetlands relationship with Robinson has soured;
both police and the citys street-level crimeghters have noticed an upswing in tensions on the street between the two organizations, and fear that any small incident amid all the tinder thats been gathered recently might be enough to set o a gang war. PAGE 38 HURRICANE KATRINA The rumors that Katrina was caused by a water-demon are absolutely incorrect. But a few people did see something in the oodwaters, something that was fought by Dr. Ka, Brother Thunder, and Sister Rain. None of them are entirely sure what it was and are investigating; in the meantime they havent said anything publicly because they dont want to cause any sort of panic. What they fought was a Water Viceroy of Tyrannon the Conqueror, sent to Earth on an espionage mission. Tyrannon has nally noticed Earth and its dimension and decided to scout it out at an opportune moment. The defeat of his Viceroy there intrigues him, and when hes nished other projects that are central to his current plans he may examine Earth further but that could be years from now, as Earth measures time. PAGE 38 NIGHT OF THE MUMMY To create the mummies that were a part of this event, use the Mummy character sheet from page 122 of The HERO System Bestiary, but give it an HKA 1d6 to represent the fangs or beak of its beastly head. Some of them may also have HKA d6 claws.
PAGE 39 THE JANUS KEY The Janus Key gave itself to Amnesia. Its at least semi-intelligent, if not fully so (a dicult question for humans to resolve, since its sentience is decidedly inhuman), and its mystic senses perceived how cleverly and destructively the Cirque would use it. It remains buried somewhere in the San Sebastien Swamp, an inviting target for mystical villains able to detect its reality-altering power. Carlota Sylvestri plans to make another eort at it herself. So far shes kept its location secret from her own family and the Sylvestris various rivals. She wants to become the sole owner of the Key, and to that end shes both been studying every scrap of information she can get on it, as well as quietly recruiting a team of mystical mercenaries that are powerful enough to help her but not so powerful as to become rivals or truly know what to do with the Key if they got hold of it. Of course, any other Sylvestri might catch wind of this; so could just about any other mystical villain, from the likes of Salt or Valerian Scarlet locally to Black Paladin, Zorran the Articer, or pretty much the entire roster of Arcane Adversaries. An entire mystic underground war could break out as various villains and factions try to obtain the Key. The Key itself seems content to remain in the swamp... for now. The swamp itself has only a limited awareness of the potential danger of the Janus Key, but feels a powerful urge to keep it hidden from humans. Therefore, anyone searching for it also has to deal with the full force of the swamp and its natural protectors. Perhaps the arcane energies of the Key will begin to twist and warp the swamps collective intelligence, turning it into a menace. Or perhaps the Key is a vital ingredient
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CHAPTER THREE
PAGE 49 BLACK ROSE PLOT SEEDS Here are three plot seeds for Black Rose: While recuperating from some battleeld injuries, Black Rose gets word that Lythrum is under attack! The rest of the Sentinels are in deep space on a mission, so she asks the PCs to go to the help of the darkling dimension. Black Rose believes shes found a way to make her thaumaturgical powers work on Earth as well as in Lythrum, but it involves a long and arduous quest. For some reason the Drifter advises her to take the PCs along for help rather than her teammates on the Sentinels. Lord Stolas decides to get revenge on Black Rose by using his illusions and spells to trick the PCs into attacking her. PAGE 51 DIAMOND PLOT SEEDS Here are three plot seeds for Diamond: ARGENT contacts Diamond with an oer. It claims it can transform him back to human, and perhaps even leave him a little of his super-strength and durability in the process, with no negative side eects. All he has to do for them rst is betray the Sentinels.... Diamonds body starts to become more deformed rockier, lumpier, even with sharper edges in some places. When none of the Sentinels can gure out whats happening to him, he turns to the PCs for help.
CHAPTER FOUR
PAGE 70 BLINK PLOT SEEDS Here are three plot seeds for Blink: Blink teleports away one day to deliver a piece of JS equipment to the NYPD... and never reappears. The JS is very concerned and enlists the help of the PCs so the mystery can be solved as quickly as possible. Did someone snatch him in midteleport, and if so how and why? Did he somehow accidentally wind up in another dimension? Blink nally nds himself a girlfriend who seems just perfect. She doesnt even mind that hes a superhero! But after he introduces her to his friends the PCs, something doesnt sit quite right. She seems awfully familiar. Could that be Lady Blue in disguise? Howler? Riptide? Scorpia? Whoever it is, whats she up to? Blink comes to visit the PCs and socialize a little... but then when theyre not looking he teleports them, and himself, far away! They end up in a
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CHAPTER FIVE
The secret or GM-only information for villains and criminal organizations discussed in Chapter Five is covered in Chapter Six. PAGE 89 MESSENGER PLOT SEEDS Here are three plot seeds for the Messenger: The classic Messenger plot: a villain looking for revenge, publicity, money, or all of the above attacks the Messengers church during services. Its more than he can handle alone, so the heroes have to help him stop the bad guys... without getting any of the terried civilians killed. The Messenger begins receiving much more precise dream-visions from God some of which tell him to do things that dont seem very Godly. Is it really the divine talking to him, or an evil mentalist manipulating him for some other purpose? The Messenger vanishes from the pulpit in front of his entire congregation (and on live TV) one Sunday morning. A stench of brimstone lls the air is it the work of Satan? Or has DEMON arranged a long-range mystical kidnapping so it can use one of Gods highest-prole servants in a sacricial ritual.... PAGE 91 UNTIL Secretary-Marshal Eckhardt has no intention of resigning. The whole thing is just a stupid office rumor around the organization with no basis in fact. Firewings attack on GATEWAY was the result of mental manipulation by Menton. The aim of the attack was to distract the station, and in that it succeeded. Mentons employers? VIPER, whose High Guard project needed to move some materials into orbit without being observed. PAGE 93 THE TRISMEGISTUS COUNCIL The leading candidate for Archmage as of 2007 is Dweomer. While most scholars think (correctly) that Witchcraft will one day be far more powerful than the Scottish mage, at present she lacks the depth and breadth of his learning, experience, and mystical skills. In addition to his copious powers and gifts deriving from Faerie, in 2006 he took two more steps toward qualifying for Archmage: he tricked Mephistopheles into giving him a powerful enchanted item, a grimoire called The Illumination of Kalchizadek; and then he received a gift from Elysium, the power to pronounce a special blessing on others, as a reward for having thus mulcted the Emperor of Pride. If he can obtain a gift from Babylon, hell be in a position to learn the Quaternion Banishment and thus become the new Archmage... ...assuming, of course, that no one beats him to it. Takofanes has long had gifts from the Netherworld, Babylon, and Faerie; if he could regain the Crowns of Krim (see page 103) he might have enough power to literally storm Elysium and take a gift from there, thus qualifying as Archmage himself.
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PAGE 105 SELENUS The situation in Selenus is left open for the GM to use as he sees t. It could be as innocent as a radio malfunction, or as serious as the Selenites planning to use their advanced technology to conquer Earth. Other possibilities include a disaster wiping them out (or nearly so), having been defeated by some cosmic supervillain who intends to use them as his footsoldiers, or the accidental unleashing of some ancient super-weapon. Theres also the question of who built those ruins, and what that observatory was intended to observe. Could it once have been an outpost of the Elder Worm, or some other species that would view Humanity as slaves, targets, or food? Or is its purpose more benevolent, or at least neutral?
PAGE 105 HIDDEN LANDS Theres one more hidden land that even heroes dont know much (if anything) about: the Kingdom of the Apes. In 1796 a strange radioactive meteor fell to Earth in the depths of the Congo, about a hundred miles north of the Zambian border. The meteors mutagenic rays transformed a small tribe of native gorillas, granting them human intelligence and mutating their vocal cords so they can speak in a guttural voice (punctuated with growls and whistles). The original tribe, which numbered about forty, moved into a deep cave complex in the jungle to avoid contact with humans and began building a civilization of their own. They passed rapidly through basic tool use and soon adopted agriculture and mining technology, smelting iron ore and also making use of a rich lode of diamonds they found deep in the caves for tools and weapons. As of early 2007, the Kingdom of the Apes numbers nearly 2,000 gorillas led by King Simianus, their nigh-immortal, superhumanly-strong ruler. Population pressures have forced them to the surface more frequently than ever. Thanks to their faint memories of human predation and a strident religious culture thats emerged over the past two centuries, they hate the Hairless Ones. Environmental exploitation in the regions near their cave has only made that hatred stronger. Realizing their situation is rapidly becoming unstable, the apes have been preparing for a war they fear they have no way to win. Despite their greater strength and intelligence, they have no gunpowder and therefore must rely on stolen guns... at least until an ape miner working deep in the earth breaks through into an adjoining cave system and makes contact with a distant Lemurian outpost....
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Ogre ..............................................11 Ohio .............................................88 Olympics ......................................99 Omegaworld Amusement Park ..............................................8 Operation Sunstroke ....... 100, 126 Ophidian Plague .....................9, 94 Otanga, Joseph ........... 98, 102, 154 Pantera ................................ 97, 136 Paradox ........................................87 Paris ..............................................95 Peacekeepers, the ........................86 Pentagram....................................88 Philadelphia.................................87 Phoenix, AZ .................................88 Poe, Kevin ................10-11, 148-49 Prentice, Virginia ..........................6 Prentiss, Peter ........................... 148 Presto Change-O ..................... 125 Progenitors ............................... 106 Project Hermes ...........................91 Project High Ground .............. 126 Project Mendel ......................... 126 Project Mind Game ....................92 Project Mongoose .................11, 23 Proteus ................................ 62, 152 PSI......................... 6, 10-11, 148-49 Psimon ...................................10-11 Psiphon ..........................................9 Putty .............................................34 Python ..........................................86 Quaternion Banishment ......... 153 Qularr, the....................................48 Raaktor...........................................9 Rainmaker ...................................48 Rakshasa ................................... 102 Ranger ..........................................48 Rashindar ....................................93 Ravenswood Academy ................... .......... 11, 34-36, 55, 69-70, 80, 86 Rawson, Keith ...............................8 Raya de Plata ............................ 101 Reality Storm, the .........................9 Reex ............................................10 Renton, Michael ..........................52 Renton, Patty ...................See Siren Retrograde ...................................88 Revenger ..............................105-06 Riptide ..........................................11 Robinson, Clark ....................... 149 Rocketman ............................46-47 Root ..............................................35 Rosenbaum, Bernadette .............14 Rothenberg, Capt. Robert ..........92 Roundhouse ................................88 Rowan ........................55, 69-70, 80 Russia ...........................................97
Marus ........................................ 106 Marus, Prince ..............................48 Masser, Wilma .............................96 Mathewson, Prof. ........................26 MC-8 ..............................................9 McAulie, Phillip ..................6, 148 McDougal, Dr. Danielle .............95 Mechanic, the ..............................87 Mechanon ..........12, 65, 87, 102-03 Mechassassin ............................ 102 Medusa ...........................10-11, 149 Megaera .........................................9 Meklani, President ......................97 Melbourne ...................................95 Memorial Park ..............................7 Mentiac ........................................91 Menton.............. 101, 126, 149, 153 Mephistopheles ........................ 153 Mercuria ......................................97 Messenger, the .................... 89, 153 MeteorMan ............................47, 86 Miami ...........................................87 Microman ....................7, 23, 46-47 Middle East, the ..........................97 Millennium City .....................5-36 Millennium City 8 ........................9 Millennium City Zoo ...................7 Millennium Highway ...................6 Mind, Inc..................................6, 11 Mind Slayer ...................10-11, 149 Mirage ....................................... 102 Mocker, the ..................................47 Monument ...................................88 Morgan, Julie ...............................25 Mountain .....................................55 Mrs. Garter ............................... 126 Nandyal ........................................98 Netherworld ..................... 132, 153 New Knights of the Round Table ........................... 101 New Orleans ................................88 New Paladins, the .......................86 New Urbana Galleria ...................7 New York City .............................87 Nighthawk .......................11, 23-25 Nightwind....................................11 Nocturne ........................41-43, 151 NORAD .......................................46 Nova .............................................87 Oak ...............................................87 Ocelot ...........................................69