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GURPS 3rd - Villains

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100% found this document useful (4 votes)
2K views131 pages

GURPS 3rd - Villains

Uploaded by

Adam Dare
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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®

G U R P S

GURPS VILLAINS
ENCOUNTERING

Conflict stands at the heart of all good stories, and


nothing can create conflict faster than a well-crafted bad guy.

GURPS Villains offers descriptions and statistics for 54


GURPS Basic Set and
wildly different scoundrels, allowing players the opportunity Compendium I: Character
to pit their characters against these dangerous, formidable Creation are required to
opponents. Will the heroes be up to the challenge of He Who interpret the character statistics
in this book. Characters found
is Lost, the damned and undying priest of Ra who stalks the herein originate in a wide
world in search of vengeance? Or the threat of the Universal range of published settings,
Compliance Directorate, which uses any means necessary to from Atomic Horror to
Voodoo, Supers to Black Ops.
enforce its philosophy of conformity? In these pages, you’ll GMs will also find variation
find blood-soaked maniacs, kind-hearted hackers, corrupt notes that make all the villains
officers of the law, and shadow-shrouded evil overlords, each detailed here suitable for many
different campaign worlds.
ready to do his utmost to defy and defeat the forces of
Justice. THE INMATES:

GURPS Villains also provides adventure seeds for each


Compiled and Edited by

antagonist, as well as suggestions for adapting the


James Lowder

evildoers to a variety of settings. Introductions for each of


Written by

the eight villain archetypes offer tips for GMs on how to


James Lowder

portray an effective bad guy, with everything from a guide


and the Agents of Infamy

for the criminal mastermind in search of competent


Illustrated by

STEVE JACKSON GAMES


henchmen to effective tricks for use by grifters and rogues.
Richard Pace
Cover Design by

There has to be evil so that good can prove its purity above it.
Philip Reed

– Buddha
and Jeremy Zauder
Cover art by
Richard Pace

Heroes are defined by the forces they oppose. FIRST EDITION


Meet the opposition. PUBLISHED MAY 2000
ISBN 1-55634-414-7

® 9!BMF@JA:RS PSToY`ZfZdZnZ`
STEVE JACKSON GAMES
www.sjgames.com SJG01995 6416
Printed in the
U.S.A.
STEVE JACKSON GAMES
®

G U R P S

GURPS VILLAINS
ENCOUNTERING

Conflict stands at the heart of all good stories, and


nothing can create conflict faster than a well-crafted bad guy.

GURPS Villains offers descriptions and statistics for 54


GURPS Basic Set and
wildly different scoundrels, allowing players the opportunity Compendium I: Character
to pit their characters against these dangerous, formidable Creation are required to
opponents. Will the heroes be up to the challenge of He Who interpret the character statistics
in this book. Characters found
is Lost, the damned and undying priest of Ra who stalks the herein originate in a wide
world in search of vengeance? Or the threat of the Universal range of published settings,
Compliance Directorate, which uses any means necessary to from Atomic Horror to
Voodoo, Supers to Black Ops.
enforce its philosophy of conformity? In these pages, you’ll GMs will also find variation
find blood-soaked maniacs, kind-hearted hackers, corrupt notes that make all the villains
officers of the law, and shadow-shrouded evil overlords, each detailed here suitable for many
different campaign worlds.
ready to do his utmost to defy and defeat the forces of
Justice. THE INMATES:

GURPS Villains also provides adventure seeds for each


Compiled and Edited by

antagonist, as well as suggestions for adapting the


James Lowder

evildoers to a variety of settings. Introductions for each of


Written by

the eight villain archetypes offer tips for GMs on how to


James Lowder

portray an effective bad guy, with everything from a guide


and the Agents of Infamy

for the criminal mastermind in search of competent


Illustrated by

STEVE JACKSON GAMES


henchmen to effective tricks for use by grifters and rogues.
Richard Pace
Cover Design by

There has to be evil so that good can prove its purity above it.
Philip Reed

– Buddha
and Jeremy Zauder
Cover art by
Richard Pace

Heroes are defined by the forces they oppose. FIRST EDITION


Meet the opposition. PUBLISHED MAY 2000
ISBN 1-55634-414-7

® 9!BMF@JA:RS PSToY`ZfZdZnZ`
STEVE JACKSON GAMES
www.sjgames.com SJG01995 6416
Printed in the
U.S.A.
STEVE JACKSON GAMES
JAMES LOW DER
Compiled and edited by
DER
Written by JAMES LOW
OF IN FAMY . . .
and the AGENTS n,
eal” Ashby, Alan Atkinso
Kirby Arinder, Robert “T
rver, Gary Conway,
Geoffrey Brent, Frank Ca in,
as Devine, Russell Godw
Nelson Cunnington, Thom vra nek,
k, Shawn Ha
Tim Groth, Dina Havrane
an di jones, John Karakash,
Leonardo M. Holschuh, Masters,
pac, Thom Marrion, Phil
Kevin Kreiner, Berislav Lo n,
en, Christine Morga
Matt Merrill, Walter Millik tterson,
L. Owen, Meredith L. Pa
Tyson Neumann, Gareth gers,
tt Riggsby, Stephanie Ro
Hans Rancke-Madsen, Ma
r Shearer, Mark Slattery,
T. Carter Ross, Alexande
ddard, David Thomas,
Jessie Staffler, William Sto
Wisniowski
Coyt Watters, and Edward
terial by
Additional editing and ma ve Jackson
Alain H. Dawson and Ste
ations by Richard Pace
Cover and interior illustr
ed and Jeremy Zauder GURPS System Des
Cover design by Philip Re ign ❚ STEVE JACK
SON
Managing Editor
al Material ❚ ALAIN H. DAWSON
Playtesting and Addition GURPS Line Edito
r ❚ SEAN PUNCH
n Macek
Lead Playtester: Joh Design and Produc
Conway, tion ❚ JEREMY ZA
son, Alan Atkinson, Gary Production Assista UDER
Playtesters: Steven Ander nnington, Pet er V. De ll’Orto, nce ❚ ALEX FERN
Barry Cooper, Nelson Cu nie l R. He istand, RUSSELL GODWIN ANDEZ,
vra nek , Da
Thomas Devine, Shawn Ha b Huss, Hunter Johnson, , and PHILIP REED
Mike Hornbostel, Dan Ho
ward, Bo Print Buying ❚ RUSS
Ka rakash, Berislav Lopac, John
Lynch, ELL GODWIN
andi jon es, John
Cluney, Matt Merrill, Ch
rist ine Mo rgan, and SCOTT VANYA
Phil Masters, Richard Mc Sea n Pu nch , Ma tt Rig gsby, Art Direction ❚ PH
David Morgan-Mar, Garet
h L. Owen, ttery, GURPS Errata Co ILIP REED
T. Carter Ross, Alexander
Sheare r, Ma rk Sla ordinator ❚ MICHAE
llm ach , Wi llia m Sto dda rd, Sales and Marketin L BOWMAN
Brian C. Smithson, Tim Ste el Wi lso n g Director ❚ ROSS
David Thomas, Andy Vet
romile, and Mi cha JEPSON

GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Villains, Pyramid, and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Villains is copyright © 2000 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com.

ISBN 1-55634-367-1 1 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


3. REASONABLE 6. JEKYLL & HYDES ..................86
MADMEN .........................................40 Hatim al-Jakari
Seth Ankou A commercial judge with
A zombie-raising servant more than a few bandit friends ...................88
of the Dark Gods ........................................42 William Grant (Big Bill)

CONTeNTS
Willie Boyd Respected Cyberworld businessman
An Appalachian fiddler and treacherous crook ................................90
who hears the Devil ...................................44 Alice Norcross (The Scorpion)
Maurice Endilen (Blue-Eyed Jack) Staid society matron and
The skeleton in Warehouse 23’s closet ......46 secret scourge of promiscuity ....................92
Joshua (The Intergalactic Crime Syndicate) Corrinne St. John
The Syndicate’s most dangerous Beautiful carnival performer
....................................3 and bloodthirsty shapeshifter .....................94
– and only – member ..................................48
INTRODUCTION
Using This Book ..........................................3 Sara Weiss
Russell Kelley (Rabble-Rouser)
About the Compiler ......................................3 An Agency administrator
The demagogue who specializes
About GURPS ..............................................3 whose temper kills .....................................96
in prompting bloodshed .............................50
Caleb St. John Deborah Williams
1. SNEAKS
The carnival master with a The perfect 1950s woman –
AND WEASELS .............................4 taste for sorrow and terror ..........................52 with a UFO in her basement ......................98
Abner Jurgen Triermann
A jealousy-driven info broker ......................6 ........................100
Conquering space for
7. MASTERMINDS
George Ilum (The Bureaucrat) the South American Nazis .........................54 Gordon Dover
The man who overhears Vladimir Tscheya A Time-Jumping collector
everything, then sells it ................................8 He’ll make you like him, of historical artifacts ................................102
Nancy Ostler even if the aliens don’t want you to ...........56 Johannes Konrad (Mr. K)
She doesn’t need to cheat at cards, The psionic king of Reno’s underworld ...104
but does anyway .........................................10 4. FORCES OF CHAOS ...............58 Manny Martinez
“Quick” Ronolphus Unpermann ADAM The wrestling manager who
A Fantasy thug-for-hire with a secret .......12 A computer virus with an attitude ..............60 stages more than fights .............................106
Urgluk Becky Dunn (Kali; The Ice Queen) Charlotte Vane
The kobold thief who is The assassin without a target, A Victorian mistress of false identities ....108
less than meets the eye ...............................14 until she invents one ...................................62 Simon Wilson (Magic Man)
VainWayne Gary Felton The crime boss who hears
If it’s illegal, VainWayne is doing it ..........16 Lost in a fantasy world messages in pop songs .............................110
Wadsworth Wiggins he’ll kill to defend ......................................64
An IOU freshthing’s worst nightmare .......18 Fetch
Clifford Yazstremski (Captain Zap) A dream-thief who steals
A modern masked highwayman .................20 more than she believes ...............................66
He Who Is Lost
..........................22 An outcast priest of Ra who
..........................................112
2. MONOMANIACS
Jason Blade trespassed in the gods’ domain ..................68
8. GROUPS
The only man fighting the robot Seventh Soul Alogoi
invasion, if it exists ....................................24 The would-be lord of all Creation ..............70 The destroyers of
“Aunt” Hattie Mae Blue truth and enlightenment ...........................114
Kindly old lady and 5. NOBLE THIEVES Argonots
self-appointed “Slayer of the Wicked” ......26 Fighting to defy Argus
.............72
and reveal the conspiracies ......................116
AND IGNOBLE COPS
Casnar the Hunter Amos Brown
The Celtic warrior who will Brotherhood of the Bloody Knife
The post-Road Wars law The retirement association
do anything to lead the hunt .......................28 in Sleepy Gulch ..........................................74
Control for criminals .............................................118
Owain Canwr Ch’in Yin Lu
Shaping the American spirit Medieval Welsh bandit
from the shadows .......................................30 Dedicated to helping
or nationalist hero? .....................................76 the kingdom of Ch’in conquer China .......120
Carter Hammond (Shayde) Chiadoss
A fanatic for metahuman rights .................32 Patrons’ Circle
A Tek Rat security officer The premiere art theft ring
Manson Illusagure who goes by the book ................................78 of the Spinward Marches .........................122
He’ll fight the entire Imperium Padraig O’Riordain (Space Cadet)
to keep one world “pure” ...........................34 Responsible Government Party
A superhero with his own Reforming the government
Etienne Malreaux definition of “rehabilitation” ......................80 to hasten the Apocalypse .........................124
In search of eternal youth Matt Reaper (dR@vE)
and the perfect victim .................................36 Universal Compliance Directorate
A hacker with a heart of gold .....................82 They’re watching,
White Spot Isaac Rothchild so you’d better follow their rules .............126
An herb-obsessed bunny who The man who gives
will kill his kin to save them ......................38 the IRS its bad name ..................................84 INDEX ......................................................128

2 CONT E NT S
INTRODUCTION About GURPS
Steve Jackson Games is committed to
GURPS Villains is both a collection of nefarious NPCs and a primer on how full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin,
to GM villains. The characters here are sorted according to eight archetypes, TX 78760. Please include a self-addressed,
major classifications that create a spectrum of infamy from small-time sneaks to stamped envelope (SASE) any time you
criminal masterminds. The archetypes should not be confused with templates; write to us! Resources now available
the individuals within each section might fit into two or even three different cat- include:
Pyramid (www.sjgames.com/pyramid).
egories. The villains are ultimately classed according to Our online magazine includes new rules
their primary motivations. and articles for GURPS. It also covers the
hobby’s top games – AD&D, Traveller,
Using This Book World of Darkness, Call of Cthulhu,
Shadowrun, and many more – and other SJ
The characters herein represent a wide Games releases like In Nomine, INWO,
variety of base settings, everything from Car Wars, Toon, Ogre Miniatures, and
more. And Pyramid subscribers also have
Bunnies and Burrows to Voodoo, and a access to playtest files online, to see (and
similarly wide range of tones. Devil- comment on) new books before they’re
inspired murderers will be found next to released.
New supplements and adventures.
comical thieves, the horrific juxtaposed with GURPS continues to grow, and we’ll be
the hapless. Most of the characters can be happy to let you know what’s new. A cur-
either lightened or darkened to fit into an rent catalog is available for an SASE. Or
existing campaign. In fact, many of the entries check out our Web site (below).
Errata. Everyone makes mistakes,
include Variations sections with hints on how to including us – but we do our best to fix our
translate the villain to other times and places. errors. Up-to-date errata sheets for all
Though the characters are presented ready to run, this book is GURPS releases, including this book, are
always available from SJ Games; be sure
intended to be interactive. GMs should not hesitate to add (or subtract) specific to include an SASE with your request. Or
skills, Contacts, Allies, or Enemies to anchor these villains within their home download the errata sheets from the Web
campaign. Characters with psionic abilities have not been given the Unusual (again, see below).
Q&A. We do our best to answer any
Background disadvantage; if psi is rare in your home world, this should be game question accompanied by an SASE.
added to the write-ups. So, too, with the Status of non-human characters. A non- Gamer input. We value your comments.
human character’s social standing varies so wildly between campaigns that it has We will consider them, not only for new
generally been left to the GM to determine. products, but also when we update this
book with later printings!
Finally, it should be noted that these villains were created as NPCs, so their Internet. Visit us on the World Wide
descriptions are geared toward helping the GM run them effectively as continu- Web at www.sjgames.com for an online
ing characters. In particular, their Quirks tend to include both specific eccentrici- catalog, errata, and updates, and hundreds
of pages of information. We also have con-
ties that are easily role-played in individual encounters and others that are more ferences on Compuserve and AOL.
general, intended to help direct the character in the long term. GURPS has its own Usenet group, too:
These psychopaths and grifters are the work of a number of authors, a small rec.games.frp.gurps.
GURPSnet. Much of the online discus-
cadre of GURPS fans who are pleased to share them with the larger GURPS sion of GURPS happens on this e-mail list.
community. We hope you enjoy using them as much as we have enjoyed creat- To join, send mail to [email protected]
ing them. with “subscribe GURPSnet-L” in the body,
or point your World Wide Web browser to:
www.io.com/GURPSnet/www.
“Half the world is born for the other half to prey upon!” The GURPS Villains web page is at:
– Dr. Nikola, in Guy Boothby’s A Bid for Fortune www.sjgames.com/gurps/books/villains.

About the Compiler


James Lowder has spent an alarming amount of his career as a writer and Page References
editor working on material devoted to maniacs, evil gods, the living dead, and
See GURPS Compendium I, p. 181, for
other assorted blackguards. He is the author of several best-selling novels, a full list of abbreviations for GURPS
including Prince of Lies and Spectre of the Black Rose (the latter co-written with titles. Any page reference that begins with
Voronica Whitney-Robinson), and more than a dozen short stories. His work as a B refers to GURPS Basic Set, Third
Edition Revised; e.g., p. B144 refers to
a game designer and editor has appeared in several TSR products and in the page 144 of Basic Set. CI refers to
pages of Dragon, Maelstrom, and Pyramid. He is also the executive editor of Compendium I, CII to Compendium II, E
Green Knight Publishing’s Pendragon fiction line and the designated day-tender to Egypt, VO to Voodoo, and so on.
of Griffin, his high-spirited two-year-old son (co-created with his wife, Debbie).

I NT R O D U CT I ON 3
“Don’t believe that nonsense about
fortunes being made by industry and

Chapter 1 ability,” he said. “In life, as at cards,


two things go to produce
success – the first is chance; the
second is cheating.”
– A worldly magazine editor in
Grant Allen’s The African Millionaire

Everybody wants to rule the world, but few get the side; a horde of
kobold s can bring down even the
chance. For every big-time crime boss or cult leader, mightiest Fanta
sy hero, when one alone would be
hundreds of less significant bad guys fill out the ranks helpless. For this
reason, minor criminals band togeth-
of mobs, serve as black-helmeted shock troops, or eke er in Ally Groups
. They might even call for help from
out a living far from the glamour of the master crimi- a master crimin
al Patron when threatened – but such
nals’ more ambitious undertakings. They’ll be the first assistance comes
at a steep price. Patronage is usually
ones the heroes must defeat. offered to the weak only when balanced by a disad-
Surviving at the Bottom vantage of Duty or even Extremely Hazardous Duty.
And, unlike the Duties imposed upon those who serve
To survive at the lowest levels of criminal society,
lawful causes,these are often backed up with a clear
a small-time crook needs something to tip the scales in
threat of death – or worse– should they be ignored.
his favor. The criminal underclass has numbers on its

Two of our
suspects have
ties to alchemy
– hope this helps.

4 SNEAKS AND WEASELS


Sneaks and 5

Weasel s
Have Reed check
For an NPC villain to succeed on the mean the results of
streets, he may need such advantages as Alertness,
Luck, or Common Sense. His talents might include
this lab test on
Streetwise, Scrounging, Fast-Talk, Intimidation, and VainWayne’s poison
a range of Thief/Spy and Combat/Weapon skills. His
weapons will usually be the cheapest and simplest
sample. Do we
that his background offers, unless some master crim- have a match?
inal is footing the bill for better hardware.
The motivations of criminal lowlifes are fairly
basic, with survival topping the list. The farther
down the ladder they are, the more desperate and
dangerous they become; if a crook hasn’t eaten for
days, he might defend a stolen purse as if it were a
gold bar. Unless he’s really desperate, though, a
common criminal will flee an uneven fight. He
doesn’t have the luxury of fighting the forces of
good simply to maintain a reputation.
Knowing the Score In the Game
Perhaps the greatest strength a criminal lowlife Small-time crooks make great cannon fodder, of
can possess, and the trait that should guide a GM in course, but those presented here have more uses.
directing him, is an understanding of his place in the They have defined personalities . . . use them. Some
underworld. His kind are the hands and the eyes that possibilities:
every criminal boss needs. Society will ignore him, The investigators know the crook, without being
as long as there are bigger, more obvious targets aware that he’s implicated in this affair. Perhaps
close at hand. The trick for a small-time crook, then, he’s a local “character,” introduced in one
is to cultivate skills and reputation enough to make adventure in order to play a more important role
him either self-sufficient or valuable to a more in the next.
notable villain, while keeping a low enough profile The crook is the only survivor, or the unlucky
to avoid the champions of law and order. But again, fellow who fails to make his escape, when the
he has to remember his place . . . every crook knows heroes tangle with the mastermind’s “cannon
someone who was killed for knowing “too much.” fodder.” What can they learn from him?
The lowlife wants to cut a deal with the law . . .
he’ll sell out his boss, for the proper consideration.
ABNER Total Points: 36
Base Setting: Cyberpunk

ST: 7 [-20] DX: 8 [-15]


IQ: 14 [45] HT: 7 [-20]
Speed: 3.75 Move: 3
Dodge: 3

Age 26; 3’4”; 100 lbs; a very short, mispro-


portioned, bald, and quite ugly man with pale
blue eyes. Abner wears loud floral shirts and a lot
of tasteless jewelry, including several rings on
each finger and a heavy gold chain around his
neck. He usually chews on an expensive Cuban
cigar.
Advantages
Absolute Timing [5]; Electrokinesis (Power
15; Cyberpsi only; Takes recharge, 15 seconds,
-20%; Takes extra time, 4 seconds, -20%) [18];
Filthy Rich [50]; Literacy [5]; Reputation +2 (As
reliable information dealer, to the underworld, 10-) [2]. Psi Skills
Cyberpsi-16 [8].
Disadvantages
Dwarfism [-15]; Extravagance [-10]; Jealousy Equipment
SNEAKS AND WEASELS

[-10]; Secret (Psionic power) [-10]; Ugly [-10]; Weak Aside from his clothes, jewelry, and a small stack of
Will -3 [-24]. cigars, the only equipment Abner regularly carries with
him are his credit cards. However, he owns a large, well-
Quirks protected apartment in the better part of the town, and he
Only smokes Cuban cigars; Has an arrogant sometimes travels in a bulletproof limo with a driver. He
demeanor when in secure environment; Wants to be is often protected by two to five experienced, well-
treated as the most important crime lord in the city; armed bodyguards; he pays them generously to insure
Misanthropic; Finds cyberware disgusting (if the set- their loyalty.
ting has no cyber technology, use “Likes tall women”
instead). [-5]

Skills
Area Knowledge (Cyberspace)-15 [2]; Area As a toddler, Abner was found, naked and half-
Knowledge (Los Angeles)-14 [1]; Computer frozen, on the street; a kind stranger brought him to an
Hacking/TL8-14 [8]; Computer Operation/TL8-14 orphanage. Nobody had any idea who he was. Neither
[1]; Computer Programming/TL8-14 [4]; Detect could the child himself provide any information, save
Lies-12 [1]; Electronics/TL8 (Security Systems)-13 the puzzling letters “ABN” that were tattooed into his
[2]; Electronics Operation/TL8 (Security Systems) lower right arm. (These letters are still visible today.)
-14 [2]; Mathematics-14 [4]; Merchant (Illegal Because of these, he was given the name of “Abner.”
6 Information)-13/19 [2]; Streetwise-16 [4]. Should your campaign world require everyone to pos-
sess a surname, invent an appropriate name for the
Languages orphanage and make it Abner’s official last name.
English (Native)-14 [0]; Spanish-13 [1].
Abner showed an early interest in computers. He possessed an obvious talent
for them. He stayed awake late into the night, reading about them or trying out
his latest programs. It was during one such late-night exercise that he
discovered an amazing power – he was able to enter the comput-
er without using any interface device. All that he had to do was
close his eyes and concentrate. Soon his mind would leave his
body and enter cyberspace, just as if he had used a neural interface.
He was smart enough not to share this discovery with anyone –
which was not difficult, considering that he had no friends closer than
the amiable but dim-witted orphanage cook. He continued to improve
his computer skills, finding them much easier to use when “inside” the
machine. He also discovered, through his jaunts in cyberspace, the mone-
tary value of information. Before long, he had made his first street con-
tacts and started a career as an information dealer.
With time, Abner’s skill and reputation grew, but he was careful to
shroud his operation in secrecy. He presented himself to his clients as a proxy,
7
someone who did no data collection, merely sold the information acquired by
“his men.” After several years of dealing in information, Abner was able to rent a
fairly expensive apartment in one of the city’s residential towers. He fitted out his Abner’s Cyberpsi
new home with an excellent security system and several bodyguards.
He has the reputation of being one of the most reliable information dealers in As reflecte d in his stats, Abner’ s
greates t asset is his natural psionic
the city, but he has recently become bored with that trade. He is now expanding his power. He has a high level of
business into other enterprises, such as arms transportation, prostitution, and the Electrok inesis, but with some serious
like. He has not been very successful in these ventures; for all his success, Abner is, limitations. The most important limita-
tion is that he can only use it with the
in criminal circles, a small-time operator with delusions of grandeur. Cyberpsi skill; however, he compensates
Motivations for this with his knowledge of computers
and hacking. When psionically hacked
Abner tries to give himself everything he lacked in his childhood. He also into a computer, Abner’s Electrokinesis
power is added to his Computer skills,
strives to gain power over those who were born more attractive, with more connec- raising them to a level of 29!
tions, or with any talent he himself lacks. Because he is jealous of so many others, Althou gh he earns a comfor table
he finds it impossible to rely on anyone to help him run his criminal enterprises. amount by his “regular” job as a free-
This means he will never be able to grow beyond his current backroom operation. lance information dealer, Abner some-
times finds himself short on cash. When
His arrogance and the apparent ease with which he enlarges his wealth has this happens, he simply pays a visit to a
made him a few enemies. However, Abner is smart enough to know when to with- bank. He sits somewhere in the lobby
draw and lie low before returning with even more wealth. Abner isn’t greedy, but and appears to have a nap. In reality, he
psionically reaches for the nearest termi-
values money for the status and power it gives. He will always fight when his nal and logs into the computer to create a
wealth or his secret is threatened. new account and deposit some virtual
money. Once the money “exists, ” he
Encountered either walks to an ATM to withdraw it or
sends one of his guards to get the cash
Abner is a natural product of any cyberpunk setting, where today’s friend can from the clerk.
easily become tomorrow’s enemy. Operatives searching for classified information
might easily run into him. In some scenarios, Abner might be the only broker capa-
ble of getting that info. Conversely, he might ask the characters to help him pene-
trate a corporate or military installation that houses an otherwise unreachable com-
Variations
puter. Abner was designe d for use in a
The PCs might also be hired by some underworld figure to get rid of a certain psionics-available Cyberpunk campaign,
with its mix of high-tech and lowlifes.
small-time information dealer who knows too much. Or they might even discover He can be moved to any setting from
the psionic key to the dwarf’s success; if so, they would soon find themselves early TL7 to Ultra-T ech and Space,
under constant harassment as Abner attempts to rebury his secret. althoug h some modific ations will be
require d (such as adding Unusua l
If the heroes have connections to a bank, they could be called in to investigate Backgr ound for a non-psi onics cam-
strange fluctuations in some of its accounts. Their task is to find out what happened paign). It’s hard to imagine Abner in a
to the cash – always small amounts, from a large number of sources. Abner is an low-tech environment, since his concept
is linked to a society that recognizes the
expert in covering his virtual tracks, so investigators will have no easy job looking value of information and possesses easy,
for him. tech-heavy ways to access it.
– Berislav Lopac
GEORGE ILUM Total Points: 151
Base Setting:
(ALIAS “THE BUREAUCRAT”) Modern

ST: 8 [-15] DX: 11 [10]


IQ: 13 [30] HT: 9 [-10]
Speed: 5 Move: 5
Dodge: 5

Age 40; 5’9”; 195 lbs.; Ilum is a man of mid-


dling height, a bit heavy, with a noticeable
paunch. His hair has a touch of gray at the edges,
and his eyes are a warm brown. He is friendly,
often wears a smile, and is genial when he talks.
He can be mouse-quiet when he wishes to over-
hear something someone is saying.
Advantages
Acute Hearing +3 [6]; Acute Vision +1 [2];
Administrative Rank 4 [20]; Attractive [5];
Contacts (Bureaucrats, skill 15, available 6-,
usually reliable) [2]; Contacts (Political aides, skill
15, available 6-, usually reliable) [2]; Contacts Nothing is known of George Ilum’s past. He
(Criminal flunkies, skill 12, available 12-, somewhat stands out in a crowd only in the sense that he seems,
reliable) [2]; Patron (The Bureaucracy, very powerful for all intents and purposes, to be utterly dull and
group, 9-) [25]; Serendipity [30]. unimportant. He’s an unobtrusive, yet friendly face, a
meek servant, or a shy helper; Ilum is just not the
SNEAKS AND WEASELS

Disadvantages sort that leaps to mind when you think “villain.” But
Dependent (Daughter, 25-point character, 6-) George Ilum listens well, has many associates with
[-6]; Enemy (Wife, 50-pt. character, 9)[5]; Overweight whom he gossips, and few scruples about what he
[-5]; Sense of Duty (To the Bureaucracy) [-10]. will reveal about even his closest “friend.” He under-
stands that “Loose lips sink ships,” and he’s made a
Quirks career sinking as many ships as possible, for a very
Frequently brushes back his hair; Dresses plain- nice profit.
ly, with an obvious and silly touch of color. [-2] Ilum operates an impromptu information-
Skills gathering network. Through friends, associates, and
passing strangers, he acquires details about people’s
Administration-16 [8]; Area Knowledge lives, bits and pieces about their work. He does not
(Washington D.C.)-15 [4]; Calligraphy-13 [8]; Detect obtain this information illegally and does not black-
Lies-14 [6]; Diplomacy-17 [12]; Forgery/TL7-14 [6]; mail people to keep it hidden. He sorts through these
Intelligence Analysis/TL7-14 [6]; Sleight of Hand-12 fragments and files them in hopes of later passing
[8]; Stealth-13 [8]; Writing-14 [4]. them on for a profit or just a thrill. It pays to know
Languages someone like George Ilum, and there are many on
both sides of the law who make regular use of his
English (Native)-13 [0].
services. Ilum will sell information to anyone, so
Equipment long as they follow the correct request procedures.
8 Ilum is a bureaucrat in everything he does. His After all, he is a good servant of the bureaucracy and
equipment consists of documentation, documenta- a paper trail must be maintained.
tion, and more documentation.
Motivations Ilum the
Ilum likes to know that his actions impact people’s lives. He relishes that 9
power, just as he relishes his part in the bureaucracy (whatever that is in your Bureaucrat
campaign). He is, in the end, a good servant to whatever higher cause his It’s importa nt to rememb er that
bureaucracy promotes; he can justify whatever harm he does in the name of Geroge Ilum is a bureaucrat. As such, he
the cause – and a tidy profit. may call upon the might of his organiza-
tion if truly threatened. Bureaucracies are
What you don’t know about Ilum (but the kind of things he would important to many genres and critical to
know about you): dystopian SF (as seen in Orwell’s 1984
He loves his daughter dearly. He dotes on her. Any need she has, within or the film Brazil). But how should a
Game Master manage such a creature?
reason, he will try to accommodate. Ilum is a genuinely good father. Designing one is not beyond the imagi-
He hates his wife. She is his most persistent enemy, his most unrelenting nation of the typical GM. But how do
critic. Anyone who becomes her friend automatically becomes Ilum’s you run him in play? How do you get the
characters involved in “the System?”
enemy. The first thing to consider is that the
Ilum is a clever man. An anonymous note, a gossiped secret, a conversa- System needs to be a part of the plot.
tion held more loudly than necessary – these are his best sources for file Either it hovers menacingly in the back-
material. He takes few risks and always maintains his innocence, apologiz- ground (with the threat of police inter-
vention or massive taxes), or it becomes
ing believably for his naive lack of discretion if a rumor is traced back to a direct player in the story. The System
him. need not be the main foe. Perhaps inter-
Ilum is quick with his fingers. He is perfectly capable of palming a letter vention by the state is merely a side
story, or a timely harassment. (“The gov-
or forging a signature. He loves to read good writing and takes great pleasure ernment has repossessed my apartment?
in his own writing skills. . . . But I paid my taxes!?”)
He dresses plainly, but always with some touch of color – a scarf or ker- Or perhaps the bureaucracy is more
central. What if the heroes’ adversaries
chief, for example. He also has the habit of running his hands through his have the ability to have their car
slightly longish hair in a grand up-sweeping gesture. impounded so they can’t follow the bad
guys easily? Or maybe the PCs’ main
Encountered ally is conscripted and sent away to fight
the enemies of the state.
Ilum is useful as a character for his ability to tie disparate plots together. Either way, Ilum can create a great
Because he represents no particular faction or alliance, apart from his deal of nearly-untraceable trouble. He
bureaucracy, he can easily connect with various people. This is his strength can alter official records, or file false
reports, or just drop a quiet word in
and his obvious value to the GM. someon e’s ear, to subject his foes to
Standing on a street corner, Ilum might overhear chatter between PCs harassment by everyone from the Fish
about their current or past adventures. Should someone let slip some infor- and Wildlife Department to the (unoffi-
mation that could be used against him, Ilum would almost certainly overhear. cial but powerf ul) Society for the
Preserv ation of Archae ologica l
He will then pass along what he knows to anyone who might pay for it. He Antiqui ties. The people followin g the
might even spread the news simply for the sense of power that gives him. heroes around may be sinister govern-
The PCs might already know Mr. Ilum as “that nice man who slipped us ment agents . . . or nice middle- aged
public-spirited citizens convinced that
a tidbit when last we needed clues.” Now that they think of him as an ally, they are tracking down a greedy band of
they should be more likely to let Ilum learn more about them. Have him play tomb-robbers.
a minor role in several adventures as a lesser contact; during his time with For more suggestions on the System
as nemesis, see the introductory notes to
the PCs he will listen politely and offer the occasional helpful hint to gain Chapter 8, Groups.
their trust. Once Ilum has drawn the heroes into his web, he will use them as
both a source and a subject for his files.
If the victims catch on to Ilum’s game and he has some dangerous infor-
mation to wield against them, they may want to steal or destroy his files; that
should be all but impossible to accomplish, as he keeps duplicate records in
several places, and only he understands the filing system. The injured par-
ties might also attempt to track down all the people to whom Ilum has
leaked information. Again, this should be a monumental task.
Things can be made even more interesting if Ilum’s position in the
bureaucracy affords him personal and social protection. If the heroes
can’t remove him or challenge him directly, he becomes an endless
source of stress. They will never know who knows their secrets or who
might still be passing data along, even unwittingly, to Ilum.
– Teal Ashby
Total Points: 106
NANCY OSTLER Base Setting:
Modern

ST: 9 [-10] DX: 13 [30]


IQ: 14 [45] HT: 10 [0]
Speed: 6 Move: 6 Dodge: 6

Age 22; 5’7”; 145 lbs.; an outgoing, well-


dressed young lady with dark hair and hazel eyes.
She carries a touch of excess weight, but can’t
really be described as overweight.
Advantages
Acute Vision +3 [6]; Alcohol Tolerance [5];
Charisma +2 [10]; Contacts (Major game
arrangers, skill 15, available 9-, usually reliable)
[8]; Manual Dexterity +2 [6]; Reputation +2 (As
a good card player, in the big-money gaming
community, 10-) [2].
Disadvantages Nancy Ostler spent her childhood as “the smart
Compulsive Gambling [-10]; Greed [-15]; Secret one.” Not a popular girl, nor a particularly athletic
(Regularly cheats to win in small-money games) [-10]. one, she was the child who always finished her work
and actually had all the correct answers. She was
Quirks promoted into advanced studies, where her tendency
Extremely touchy about disabilities issues; to be bored by the school setting was assuaged for a
Maintains unnerving eye contact when she’s about to time. It wasn’t that she disliked learning . . . she just
SNEAKS AND WEASELS

make a big win; Disdains talk of “lucky” items; Feels found her required studies rather dull. Soon, her
superior to those who “work” for a living; Secretly grades began to slip; rather than doing her home-
ashamed of not being in a professional field. [-5] work, she spent her time reading what she wanted to
read and learning things with more practical value –
Skills such as sign language, which she used to communi-
Acting-15 [4]; Area Knowledge (Reno)-14 [1]; cate with Mark, her deaf younger brother.
Cooking-14 [1]; Detect Lies-14 [4]; Driving/TL7 At summer camp, another setting she approached
(Automobile)-13 [2]; Fast-Talk-16 [6]; Gambling-19 with mixed feelings, Ostler was introduced to card
[12]; Games (Poker)-16 [4]; Psychology-13 [2]; games. Simple stuff – war, poker, slap. She loved
Sleight of Hand-13 [4]. them. The feel of cards in her hands, the fun of hang-
Languages ing out with people . . . and the thrill of figuring out
how to win a game. Sometimes, that meant counting
English (Native)-14 [0]; French-13 [1]; Sign
cards or playing the odds. She also began to notice
Language (American)-14 [2]; Spanish-13 [1].
the little mannerisms by which people gave them-
Equipment selves away.
Ostler always carries several good decks of cards When she came home, Ostler started playing
(sealed, of course) and some nice clothes. She puts with the kids at high school. In no time at all she was
most of her money into fine food, designer clothes, making money. After a while, she was making a lot
and general entertainment, so she lives in a cheap of it. Her games sparked a spate of gambling in the
10 apartment and doesn’t own a car. To get somewhere school’s halls, even in a few classes. It was all too
she usually cadges a ride or catches the bus. much for the powers that be, and Ostler was suspend-
ed several times, then expelled.
Her parents were crushed, but she was barely fazed. She
hadn’t liked school anyway. She tried working regular jobs
for the next couple of years, but it never seemed to come out 11
right. She wasn’t inept; she just couldn’t muster enthusiasm
for burger-flipping techniques or proper filing etiquette.
Two days after her 18th birthday, Ostler heard from an
old school friend: Did she still like playing cards? That
night, she won her first money game in years. Within three
months, she had a chance to break into a high-stakes game.
But she didn’t have the cash to join.
To obtain a stake, she borrowed as much money as
friends would lend, then set about cheating anyone who Rules of the Game
refused to lend her cash or was unwary enough to enter into a Despite being a truly skilled card play-
game with her. These grifts always involved cards and gam- er and having strong personal motiva-
bling. Soon she had enough cash to buy her spot at the table. tions to be filthy rich, Ostler still is, on
the whole, poor. Why is that?
After an initial bit of financial pummeling at the hands of more The real trick with money games, even
experienced players, she settled in and started to win. She’s now big-money contests, is that most of the
earned a reputation as a real contender in high-stakes circles. people who play in them actually make
their wealth elsewhere, then blow it on
Motivations the games. Some lose, some win. It aver-
ages out. For someone to gamble as their
Two things make life worth living for Ostler: playing and sole income source requires both skill
winning. Ostler’s thrills have only increased with the rise in the and major guts – one bad run could
destroy a pro. And since most of the
stakes for which she plays. Over time, this has given her a sharp players work, the games just don’t hap-
appreciation for money, so much so that she tends to be a sur- pen all that often . . . maybe a couple a
prisingly easy mark for grifts that require “just a bit of cash up week, or none at all if there are a lot of
front to get in on a big opportunity.” She’s becoming more care- bowl games on TV. It’s a hassle. Thus,
Ostler remains in the middle of the eco-
ful over time, but the allure is always there. nomic stratum. This is why she wants to
Outside of her life as a gambler, Ostler hasn’t really focused go after very big money and is constantly
her efforts. She’s picked up two languages, something she reduced to bilking people out of small
amounts just to make ends meet.
enjoys doing. She’s well read, despite her lack of a diploma or
even a GED. She knows she’s good enough to ramp up and start
playing in the majors, though she’s leery of the other players at
that level. She constantly has an eye out for something new, Variations
something better. Right now, her future is open. She could still Ostler’s character remains basically
go legit, but every time she’s short on cash or needs a game’s the same regardless of setting. She’s an
entry fee in a hurry, she falls to scamming again. intellig ent eclectic with a knack for
games of psychology and chance.
Encountered In a future setting, especially one with
many alien worlds and races, “Nance”
PCs are most likely to first encounter Ostler on the other knows the score and can handle truly
side of a table, and that’s a bad for them. She’s a deft hand, has warped game rules. She’ll be found in
seedy intergalactic clubs, cheating tenta-
the eye and mind for the game, and knows a lot about cheating cled aliens out of their credits.
(though she never cheats for high stakes). A cool, witty, and For historic al and fantasy settings ,
tough competitor, Ostler doesn’t mind talking people into Ostler’s skills may be considered inap-
propriate for a woman, making her more
putting up ridiculous stakes, especially if they seem the type to of an outcast or even an outright crimi-
think that it’s all up to luck or they really need the cash. She nal. On the other hand, she could gravi-
knows that a smart person makes her own luck and that her need tate toward the role of courtesan, trained
in “men’s” games the better to entertain
for the money is greater than theirs. them (and make a good living off them).
Ostler could very easily let her love of money drag her into For a slightly more powerful Ostler,
a more serious criminal enterprise, particularly if her time in drop her into a contemporary supernatur-
Reno brings her in contact with mastermind Johannes Konrad or al game. Given a touch of Empathy or
Precognition, she’ll make even shorter
his son, Johnny K (p. 104). She is also a perfect candidate for work of her opponents as she claws her
“scenery” in a high-power setting. Where there’s money and a way to the big money. She may even run
game, she’ll be around, bilking heroes of their hard-earned cash. afoul of a truly evil being in the guise of
a skilled gambler. Then again, she might
– Alexander Shearer very well be that being . . .
“QUICK” RONOLPHUS Total Points: 113
Base Setting:
UNPERMANN Fantasy

Age 20; 5’11”; 160 lbs.; a Ronolphus Unpermann was


well-built but fairly average- born the son of a fairly well-off
looking fellow in standard “street peasant. He might have lived
clothes,” with a neatly trimmed and died as a rather unpopular
ST: 12 [20] DX: 12 [20]
beard and an appraising look in his IQ: 13 [30] HT: 11 [10] farmer had a passing wizard not
brown eyes. Speed: 5.75 Move: 7 noticed his magical aptitude
and taken him to the university
Advantages
Dodge: 5
for training. Unpermann’s stud-
Disease-Resistant [5]; Literacy
Parry: 8 (Brawling)
ies lasted little more than a year
[5]; Magery 3 (Movement College before his instructors realized
only) [22]; Reputation +1 (As a that his talent was limited to a
useful hireling, among the underworld, all the time) narrow range of magic, and politely suggested that he
[2]. seek out another career. That was mostly an excuse;
Unpermann had made himself far and away the most
Disadvantages unpopular student in the university. Trainee wizards
Bully [-10]; Reputation -2 (As a bully and failed can be an egocentric and insensitive crew, but this
student, among academic wizards, 10-) [-2]; Secret one’s attitude was just too much to bear.
(Active criminal) [-10]; Struggling [-10]. Perhaps unfortunately, Unpermann’s instructors
Quirks didn’t realize just how powerful the youth’s narrow,
“half-baked” talent had become, or that he had actu-
Dislikes being called “Ron” or “Ronnie”; Hates
ally applied himself to some of his studies with dili-
farms and farming; Selfish; Tries to keep his magical
gence. Now, out on the streets, he decided firmly that
ability secret. [-4]
he wasn’t going back to the farm, although he did not
Skills yet know what he wanted instead. He could work a
Agronomy/TL3-12 [1]; Area Knowledge (Streets little magic, and he still had the physique and abili-
of Novogath)-13 [1]; Axe/Mace-14 [8]; Blackjack-14 ties of a bullying farm boy. Drifting into a life of
SNEAKS AND WEASELS

[4]; Brawling-13 [2]; Cyphering-12 [1/2]; Fishing-12 crime took him about 10 minutes.
[1/2]; Knife-12 [1]; Polearm-10 [1/2]; Riding
(Horse)-11 [1]; Running-10 [2]; Spear-10 [1/2];
Stealth-11 [1]; Streetwise-13 [2]; Thaumatology-
10 [1].
Languages
Anglish (Native)-13 [0].

Spells
Apportation-15 [2]; Glue-14 [1]; Great
Haste-13 [1]; Haste-15 [2]; Lighten Burden-14
[1]; Quick March-14 [1]; Slow Fall-14 [1].

Equipment
Unpermann usually goes armed and armored,
when he can get away with it, very much in the
fashion of the common thug-for-hire he appears
to be. This usually means a bit of heavy leather,
12 an axe stuffed in his belt, and a knife or blackjack
(or two) somewhere on his person.
Motivations
Unpermann is motivated by selfishness, but not by power, save as 13
a route to other goals. He’d be happy to be safe and fairly rich, with
some lackeys around him to serve his whims and the rest of the city
not giving him trouble. (It’s his self-centered definition of what con- Unpermann’s Magic
stitutes “trouble” that makes him a bully.) Thus, he’s not real Evil
Wizard material; he realizes that setting up shop in a tower just makes Although his spell list is not long and
he doesn’t employ magic much,
you into a target, and what he’s seen of demons and necromancy gives Unpermann gets good use out of it. Great
him the creeps. In addition, he has no great leadership potential, never Haste, for example, sometimes helps him
having got the hang of manipulating people socially. He’s beginning in fights, although he would rather utilize
that spell or Haste to escape the brawl in
to see that some kind of job as a criminal henchman would suit him the first place, and perhaps Glue to stop
fine, but until he hooks up with a steady employer he’s a hired thug or his pursuers. Apportation is obviously a
a thief with an edge. wonder ful thiever y spell, althoug h
Unpermann regards it as too blatant for
Only a few close associates know that Unpermann can work common use, keeping it for solitary jobs
magic. He realized from the first that, if he were to become known as and emergencies. Unfortunately, he no
a wizard-for-hire, he would be expected to do things that were beyond longer has access to magical libraries or
his capabilities. Thus, he only tells people he thinks he can trust, and instruction, and he lacks the knowledge
and ability to develop new spells from
wears ordinary clothes rather than robes and a pointy hat. If others first principles. This causes him some
find out the truth, he attempts to persuade them or, more often, bully annoyance, as he knows that there are
them into silence. So far, the underworld at large has fallen for his other Movem ent College spells that
would make him an even better thief. He
ruse, giving him his nickname after some people had seen a few of his might be very strongly attracted by the
feats without recognizing them as accomplishments aided by magic. chance to learn such magic, provided it
Unpermann avoids contact with his former fellow-students, in came with no obvious strings attached.
case they should make his educational background known. (His
schooling in magic is not treated as a full Secret in game terms, how-
ever, as a fair number of people do know about it, one way or another. Variations
His life of crime is treated as a Secret, as the city watch could make The particular game world for which
trouble for him if they had any evidence of his recent employment.) Unperm ann was designe d has Semi-
Literacy as the charact er norm and a
Encountered specific style of training for wizards ;
Unpermann is intended for use in comic fantasy games, although obviously, he can and should be modi-
fied for other settings. In some games, he
he can be played seriously. He should be used to fill out the numbers might have psionic Telekin esis rather
of a criminal group encounter, with his magic serving as an emer- than magic, or even some exotic cyber-
gency escape device for a greater villain or as a plot surprise for the netic implants from a corporate research
program that folded for some reason
adventurers, rather than being casually or openly displayed. Much of (plus weapon skills suited to the higher-
the time, he should appear to be a smarter-than-average street thug. tech world). What should be constant is
Of course, should Unpermann stumble across some profitable that he’s a small-timer with an edge, not
a mover-and-shaker.
opportunity, he will likely go for whatever quick gain is to be made. Still, if he ever does get that steady
When some small item of jewelry vanishes from somewhere not quite henchman job, with a smart boss whom
in reach of a typical thief, who’d suspect this passing nobody of using he trusts to utilize his magical talent cor-
Apportation to snatch it? Unpermann might also come to the PCs for rectly, Unpermann will become a little
more dangerous. Sensibly directed, with
help. If they are regarded as crooks themselves, he might seek to work the resourc es of a good-si zed gang
with them. If they have magical abilities and could be counted on to beside him, he could accomplish a lot.
keep their mouths shut about his skills, he might seek them out for aid Also note that Unpermann is a charac-
ter suited for comedy games, but not a
or even training. And if Unpermann ever messes up a magical comic character. He’s a serious crook,
working enough to get into certain kinds of trouble – which is quite and he won’t like being laughed at. It’s
possible, as he lacks the depth of magical education needed to avoid his ability to spring surprises on others
that gives him comic potential.
dangerous mistakes – he will look for someone to help him fix (or
escape) the consequences of his own semi-competence. Remember, in
such cases, that Unpermann is a self-centered thug, and not terribly
public-spirited or trustworthy. Still, he’s not a complete sociopath and
could be persuaded to do the right thing if there were no other tolera-
ble options. He is selfish, but not truly malevolent.
– Phil Masters
URGLUK
Total Points: 26
Base Setting:
Fantasy

Age 10; 5’7”, 137 lbs.; a Equipment


rag-clad kobold with blue- Urgluk owns very little: the rags
tinted skin, black hair, and he wears, a small box of snuff, and
bulging dark brown eyes. Like ST: 8 [0] DX: 11 [0]
an old knife. Other items found in his
most kobolds, Urgluk has a IQ: 8 [10] HT: 12 [20] possession should be considered
brutish, rather stupid face, and Speed: 5.75 Move: 7* stolen goods awaiting the attention of
his limbs are short but sturdy. Dodge: 5 a fence. When encountered, Urgluk
Advantages Parry: 4 (Knife) may well be carrying a better weapon
than his knife, but he will only use it
Acute Hearing +1 [2];
in extreme emergencies for fear of
*Includes Running bonus.
Alertness +1 [5]; Cast Iron
damaging the item and lessening its
Stomach [-]; Invisibility
resale value.
(Normally visible +10%; Must
sneeze to activate -20%; Becomes visible after 1
min., -20%) [28]; Rapid Healing [5].
Disadvantages
Enemy (Argsten and gang, medium-sized group, Urgluk was the sixth of a staggering 41 children
6-) [-10]; Kobold (See below) [-30]; Miserliness born within nine years to Alfredo, a kobold servant
[-10]; Secret (Becomes invisible) [-20]; Short on the estate of a philanthropic nobleman, Baron
Attention Span [-]; Status -2 [-10]; Uneducated [-]; Augustus of Baurusburg. By his eighth birthday,
Weak Will -1 [-]. Urgluk recognized the limits of his prospects on the
baron’s estate, where his family had begun to fight
Quirks amongst themselves for the menial jobs open to
Slightly cowardly; Wants to become rich, but has them. Neither Alfredo nor Baron Augustus was sad
no idea how to define “rich.” [-2] to see the selfish and mean-spirited Urgluk and five
SNEAKS AND WEASELS

Racial Quirks: Easily offended; Loves of his siblings take to the road that day.
practical jokes. [0]
Skills
Area Knowledge (Curralburg)-10 [4];
Holdout-7 [1]; Knife-11 [1]; Pickpocket-12
[8]; Running-11 [2]; Sleight of Hand-12 [8];
Stealth-12 [4]; Streetwise-9 [4]; Survival
(Plains)-9 [4]; Survival (Urban)-11 [8];
Throwing-11 [4].

Languages
Anglish (Native)-8 [0].

Kobold -30 points


Kobolds have ST -2 [-15], DX +1 [10],
and IQ -2 [-15], the advantage Cast Iron
Stomach [15] and the disadvantages Short
Attention Span [-10], Uneducated [-5], and
Weak Will -1 [-8]. Their racial quirks are
14 “Loves practical jokes” [-1] and “Easily
offended” [-1].
Before passing a mile from the estate Urgluk managed to ditch his five
brothers. For three months he traveled. At first he attempted to secure legitimate
work, but found few nobles or merchants as generous toward his kind as the 15
baron had been. Starving and down to his last coin, Urgluk was taken in by a
criminal named Argsten. The brutal fence and all-around thug used hard-luck
cases like the kobold for risky breaking-and-entering work, jobs that more expe-
rienced thieves would avoid. Urgluk proved a quick study and – more useful
still in high-risk situations – prone to stupid luck. Hideouts
This luck manifested never more clearly than in Urgluk’s final job for Urgluk hides himself in an abandoned
Argsten . . . the looting of an alchemist’s shop. Urgluk forced the shop’s win- hut located on Curralburg’s west side.
The neighbo rhood is poor and going
dow, then wandered through the place in search of valuables. In an isolated downhill from there. Several families of
room he found a big cauldron hanging above a fire. The kobold climbed atop a kobolds live in the area, making it hard
chair and peered into the simmering pot. The fumes made Urgluk dizzy, and he for most humans to locate a rather
fell against the pot, spilling its contents – a half-completed Elixir of Invisibility average -lookin g membe r of that
generally disliked race.
– all over himself. More panicked than hurt, he staggered back against a rack of Urgluk stashes the goods he has stolen
glassware filled with sorcerous compounds. They, too, ended up all over the in one of two places: the hollow trunk of
hapless kobold. Choking and sneezing, he fell to the floor. a dead tree in a city park or a small
underground storage chamber near his
Woken by the racket, the alchemist rushed into the room. Urgluk expected home. The chamber is only accessible
the man to shout for the city watch or, at the very least, clobber him with some through a secret passage in the sewers.
spell. But the old fellow looked through the kobold as if he weren’t there. Urgluk has used other places in the past,
but gave up on them when others dis-
Urgluk glanced at his own hands – or rather, where he thought his hands to be – covered them and robbed him of his
and found to his amazement that he was invisible. stolen loot.
He dashed from the shop and headed for Argsten’s place; he was barely on
the street before he became visible again, though he didn’t notice in his haste.
Sadly for Urgluk, his boss didn’t believe his story about turning invisible, espe-
cially since the kobold couldn’t repeat the feat. Urgluk was beaten within a
Variations
blow or two of his life. Argsten also demoted him to “drudge” status, which Urgluk was designed with a standard
TL3, pseudo-medieval fantasy world in
meant he was to slave for the other gang members and survive only on what mind, but the character can be adapted to
leftovers they offered. It was while cleaning the ever-dusty house while the rest other genres without much pain. Start by
of the gang was thieving that Urgluk discovered the key to his invisibility: removing any racial advantages and dis-
advantages that can’t be justified in the
sneezing. But each sneeze only made the kobold invisible for about a minute. new setting (though you’ll likely want to
Still, Urgluk realized that a minute could be a long time for an inventive thief. maintai n attribut e levels and quirks).
Gathering up everything of value Argsten hadn’t nailed down, Urgluk took Then update the physical description and
determine a new, setting-specific cause
his leave of the gang. He fenced the stolen goods and took up residence in a part for his invisibility.
of the city far from Argsten’s territory. The gang has given up its active search In non-ma gical campai gns, the
for Urgluk but the kobold is well aware that his old boss may find him one day. alchemical accident may be replaced by
the awakening of latent psionic powers,
Motivations such the Photokinesis (p. P13) or Illusion
(p. P21). In games with higher TLs,
Urgluk likes to think of himself as adventurous, but is too cowardly to ever Urgluk’s invisibility might be caused by
really be more than a sneak thief. He seeks wealth in the form of hard currency, infectio n with some experim ental
yet rarely spends what he accumulates. In part he fears drawing attention to Proteus Nanovir uses (pp. BIO77- 81).
For a space opera setting, this would
himself with fine clothes or well-crafted weapons. In part his tastes are so sim- grant him the Invisibility advantage. In a
ple, he has no actual need for great wealth. Still, he is convinced of money’s slightly harder SF campaig n, Urgluk
importance and never misses a chance to pick a pocket. might have several levels of the
Chameleon advantage (p. CI51) or the
Encountered psi powers discussed above.
The light tone of the character can be
Any adventurers passing through Urgluk’s city could become a target for darkened by substituting something less
him. The victims would find coin purses or small personal items missing. comical than sneezing for the trigger of
his Invisibility.
Anything but cash would immediately show up on the local black market, and a
little detective work might lead the characters back to Urgluk. A civic group
might hire the adventurers to track down the thief who has been plaguing them
for months; the only consistent clue linking the robberies is the odd sneezing
heard at many of the crime scenes. Argsten’s gang could be used to complicate
any plot involving Urgluk, perhaps even forcing the heroes to defend the kobold
from the much more dangerous thug and his henchmen.
– Leonardo M. Holschuh
Total Points: 151
VAINWAYNE Base Setting:
Cyberpunk

case # 54063-VH
ST: 10 [0] DX: 14 [45]
IQ: 13 [30] HT: 10 [0]
Speed: 6 Move: 6
Dodge: 6

Age 30; 5’9”; 160 lbs.; a ferret-thin,


sharp-faced man with dark eyes and hair
who makes used-car salesman look
respectable by comparison. Despite his
generally shifty appearance, he is always
turned out in flashy clothes. His hair is
always well styled and blow-dried to within
an inch of its life. Wayne is, after all, vain.
Advantages
Ambidexterity [10]; Cool [1]; Danger Sense Languages
[15]; Serendipity [15]; Strong Will +3 [12]. English (Native)-15 [2].

Cyberwear Equipment
Cellular Link [5]; Poison Reservoir (Under nails, VainWayne carries his pistol with him at all times.
in case the fighting gets “up close and personal”) He keeps a Gauss needler hidden as a holdout weapon
in case things really get tight. He also has a shiny sil-
SNEAKS AND WEASELS

[10]; Silver Tongue [15]; Weapon Implant (In fore-


arm, a needler loaded with poisoned darts) [5]. ver lighter that he constantly flicks on and off.

Disadvantages
Bully [-10]; Compulsive Carousing [-5];
Cowardice [-10]; Greed [-15]; Odious Personal Nobody is quite sure where VainWayne came
Habits (Vanity) [-5]; Reputation -3 (As a total slime- from, or when he showed up. Nobody will much
ball, among everyone with whom he does business, notice when he leaves, whether he departs alive or
all the time) [-15]; Status -3 [-15]. dead. In fact, nobody likes the guy at all and so they
spare him as little thought as possible. That’s just
Quirks fine with Wayne. The nail that sticks out gets ham-
Plays with lighters; Preens inordinately; Wears mered, and Wayne has no intention of ever getting
loud 1970s-era leisure suits. [-3] hammered.
Wayne makes his living engaging in almost every
Skills illegal activity imaginable. At one time or another he
Area Knowledge (New York City)-14 [2]; has run cons, fenced stolen goods, or stolen goods
Carousing-15 [4]; Chemistry/TL8-12 [2]; Computer himself. But the activities Wayne gets most of his
Hacking/TL8-13 [8]; Escape-14 [4]; Fast-Talk-17 income from are drug dealing, procuring women (and
[10]; Forgery/TL8-12 [2]; Guns/TL8 (Pistol)-16 [4]; boys) for prostitution, and pimping. He doesn’t make
Holdout-15 [6]; Lockpicking/TL8-13 [2]; enough money to pose a real threat to organized
16 Pickpocket-13 [2]; Stealth-16 [8]; Streetwise-17 [10]. crime interests, but it’s enough to keep himself in the
style to which he is resentfully accustomed. Still, he
is always on the lookout for a way to make more.
VainWayne has redirected police scrutiny of his numerous ille-
gal activities by ratting out “bigger fish” to the cops. In turn, he tips
off the big crime families to the presence of undercover cops in 17
their midst. This is a decidedly risky way to do business, but he’s
quite good at it. The police find that his tips almost always pan
out and lead to big arrests; besides, they’ve never been able to
connect an undercover agent’s blown cover to him. The gang-
sters find that he saves them from long prison terms by giving
them a “heads up” to police infiltration; besides, they’ve yet
to prove he’s had anything to do with the really big arrests.
Wayne makes good use of his Silver Tongue cybernetic enhance-
ment. With it he can pretty much talk his way out of anything or
talk other people into doing something they normally wouldn’t do.
Wayne is always careful not to offend the truly powerful, but he
will go out of his way to kick someone weaker. When things get
hot, he prefers to talk his way out of the mess or run away. If he
can’t do either, he will fight with all the viciousness of a cornered Hideouts
rat. Wayne has “boltho les” lined up all
VainWayne’s biggest weakness is his tendency to “sample the over the city, for use when things get hot.
They range from hotel rooms in flop-
goods” he is hawking, whatever they may be. While this may get houses where no names are required and
him into trouble one day, so far it has provided him with a welcome no question s are asked, to abandon ed
diversion from being the scum that he most certainly is. steam tunnels and sewers. He rarely uses
the same hideout twice. Many of them
Motivations suffer mysteri ous fire damage after
VainWayne’s visit.
Wayne has two major goals in life: to get rich and to stay alive
long enough to enjoy being rich. To those two ends he will gladly
sacrifice everybody and everything. Wayne has no friends. He is
proud of that fact.
Variations
VainWayne would work well in any
Encountered modern -day or near-fu ture campaig n
If the PCs are cops, Wayne’s role in the campaign will be as the with a gritty, street feel. For a modern-
day campai gn, Wayne ’s cyberne tic
scum they just can’t keep behind bars. Every time it seems like they enhance ments could be replaced by a
are ready to arrest him, he will come up with some valuable piece larger stock of holdout weaponry.
of information (in exchange for letting “this unpleasantness” drop, To go in a totally different direction,
in a Supers campaign he might actually
of course) that will lead them to a really big bust. If the officers pass be a vigilant e-for-pr ofit; his powers
up the chance to act on one of Wayne’s tips and arrest him anyway, aren’t great enough to make him a real
they will find him back out on the street in a matter of hours and player, but might be enough, especially
combined with his complete amorality,
some other cops basking in the glory of a headline-grabbing arrest. to make him troublesome. The PC heroes
As a permanent contact or regular snitch, he will feed them solid would not know from momen t to
information, but will eventually doublecross them to their worst moment where his loyalties (and inter-
enemies. ests) resided.
How would VainWa yne fare in an
If the characters are street operatives, Wayne can be the trouble- Illumin ated world? Would the Con -
some competitor who won’t go away. Or his various get-rich-quick spiracy really let such a “loose cannon”
schemes could interfere with a meticulously planned operation. run free, no matter how far under the
radar he attempted to fly? Or perhaps his
Worse, he could pretend to be their ally, only to change sides in the seemingly random shifts of loyalty serve
middle of a major outing. Should this happen, the street ops could a deeper, more sinister purpose?
well find themselves behind bars or staring down the barrels of Make a slight name change to Wayne
the Vain and you have a very interesting
guns held in very unfriendly hands. character to place in an historical setting.
VainWayne’s schemes center on ways to get rich quick, regard- What kind of problems could he cause
less of the consequences. He will cook up a batch of potent but for adventu rers in a Robin Hood or
deadly drugs to distribute on the streets, or will kidnap innocent Scarlet Pimpernel campaign?
Finally, conside r Wayne in a Time
young girls and “turn them out” when his own supply of women Travel campaign. His philosophy of “all
runs low. If the mere thought of some crime makes you feel like for one, and that one is me” could create
you need a shower, chances are VainWayne is making money at it. havoc if he had the ability to spread his
sleaze across the ages.
– Stephanie Rogers
WADSWORTH Total Points: 200
Base Setting:
WIGGINS Illuminati University

Age 37; 5’10”; 130 lbs.; a Skills


rapidly balding gradthing with Administration-14 [1]; Al -
green eyes, dressed shabbily in chemy/TL7-17 [16]; Area Know -
jeans and a singed flannel shirt. ST: 10 [0] DX: 13 [30]
ledge (IOU)-16 [2]; Astronomy/
Advantages TL7-13 [1]; Bicycling-13 [1];
IQ: 15 [60] HT: 13 [30]
Speed: 6.5 Move: 6 Blackjack-13 [1]; Brawling-13 [1];
Acute Taste and Smell +2
Chemistry/TL7-18 [10]; Computer
[4]; Cast Iron Stomach [15];
Dodge: 6
Operation/TL7-14 [1/2]; Demo -
Composed [5]; Danger Sense
Parry : 8 (Brawling)
lition/TL7-13 [1/2]; Detect Lies-13
[15]; Health/Life Insurance [0];
[1]; Distilling-14 [1]; Driving/TL7
Honor Student [3]; Language
(Automobile)-11 [1/2]; Fast-Talk-16
Talent [2]; Lightning Calculator [5]; Magic
[4]; Fire Eating-12 [1]; Fire Walking-13 [1/2];
Resistance +2 [4]; Strong Will +2 [8]; Wealthy [20].
Fireworks-15 [0]; First Aid/TL7-15 [1]; Gambling-
Disadvantages 13 [1/2]; Glassblowing-10 [1/2]; History (Alchemy)-
Bully [-10]; Duty (To thesis advisor, 15-) [-15]; 12/18 [1]; Holdout-14 [1]; Intimidation-15 [2];
Enemy (Random undergrads, large group, 9-) [-20]; Knife-13 [1]; Metallurgy/TL7-13 [0]; Occultism-14
Intolerance (Environmentalists) [-5]; Lives On [1]; Pharmacy/TL7-14 [2]; Philosophy (Ancient
Campus [-5]; Loner [-5]; Missing Digit (Ring finger, Greek)-13 [1]; Photography/TL7-13 [1/2];
right hand) [-2]; Pyromania [-5]; Reputation -1 (As Physics/TL7-13 [1]; Piloting/TL7 (Aircar)-12 [1];
an evil TA who hates everyone, among undergrads, Poisons-15 [3]; Pottery-13 [1/2]; Research-16 [4];
all the time) [-2]; Secret (Out to revive the Science!-13 [2]; Scrounging-15 [1]; Shadowing-14
Department of Phlogiston Chemistry) [-5]; Skinny [1]; Sleight of Hand-13 [4]; Stealth-11 [1/2];
[-5]; Workaholic [-5]. Survival (IOU)-16 [4]; Swimming-12 [1/2];
Teaching-14 [1]; Thaumatology-12 [1]; Typing-12
Quirks [1/2]; Ventriloquism-12 [1/2]; Video Pro -
SNEAKS AND WEASELS

Likes to bring up his thesis, which should be duction/TL7-13 [1/2]; Weird Science-13 [2];
“finished shortly”; Always wears safety goggles; Writing-14 [1].
Calls his grading pen “Renfield”; Enjoys torturing
freshthings. [-4]
Languages
English (Native)-16 [0]; Arabic
(Classical)-15 [1]; Ancient Greek-14 [1/2];
Korean-15 [1]; Mandarin Chinese-14 [1/2].
Formulary*
Achilles-15 [1/2]; Agni-17; Antaeus-17;
Artemis-17; Circe-17; Hercles-16; Hermes-
16; Kouon-16; Morpheus-17; Odysseus-16
[1]; Pan-17; Phlogiston**; Phobos-17;
Phoebus-17; Pirithous-17; Pluto-15;
Thanatos-17.
*Some elixirs have been improved using
the “Elixirs as Maneuvers” rule from Wizards
(p. WI18).
**Phlogiston (see sidebar) is still a work
in progress, and Wiggins is far from perfect-
18 ing it. Any attempts to make or use this con-
coction, unless a critical success is involved,
should lead to a spectacular mess.
Equipment
Wiggins usually is seen on campus riding his bicycle and hauling a fairly
heavy load of books on his back. He carries several matchbooks and two or
19
three nice lighters.
Phlogiston
Phlogiston is an alchemical element
Wadsworth Wiggins is a WUSE Department of Chemistry gradthing that consists of all flammable substances
released as flame during the process of
who has more than a few friends in the College of Metaphysics. He came to combus tion. Wiggin s believes he has
Illuminati University (IOU) in the early 1980s, soon after a little accident in found – by using a balance of chemistry
his garage almost led to the creation of a Superfund site. His parents made a and alchemy – the secret of phlogiston.
What he doesn’t know is that the
few discreet inquiries, made the acquaintance of a few well-connected ArchDean has her own good reasons for
Illumni, made a lot of promises, and paid a few bribes. Wiggins was then keeping the secret a secret. If he isn’t
whisked away rather quickly. careful, he may find himself being called
Now some 20 years later, Wiggins has turned into one of the most horrif- to the Clock Tower . . .
Wiggins is probably on the right track
ic sights on campus – a sadistic gradthing who has yet to finish his thesis. to discove ring the elixir also called
Officially, he is examining the historical divide between chemistry and alche- Phlogiston (Elixir of Essential Flame), an
my; his true goal is discovering the chemical/alchemical basis of phlogiston. alchemi cal variatio n of the Essenti al
Flame spell (p. M38). Phlogis ton will
Ideally, Wiggins would like to revive the WUSE Department of create a fire that cannot be put out except
Phlogiston Chemistry (p. IOU30). He spends a lot of his free time exploring with Essential Water. The fire will burn
the Pyromic Memorial Firestorm (a bonfire that has raged since 1605 and for 1d hours, gradually becoming a nor-
mal fire if enough combustible material
that led to the end of formal study of phlogiston chemistry at the University). exists within the area of effect to sustain
He also talks frequently to fire magi at the College of Metaphysics (COM). it.
In fact, his cross-disciplinary interests have raised a few eyebrows on the The elixir exists as a potion only,
staff; even by IOU standards, his combination of interests is weird. althoug h some COUP students would
probabl y want to figure out alternat e
Motivations delivery methods, such as a pastille that
could be fitted into a shotgun shell.
Wiggins loves fire. He enjoys it in every manifestation from scented can- $5,000 in materia ls, includin g a $400
dles to roaring building blazes. It was no surprise that he was attracted to the ruby; 5 weeks; -5 to skill. Cost: $5,625.
Pyromic Memorial Firestorm when he first came to IOU.
Wiggins also loves torturing freshthings. In fact, if forced to choose, it
would be quite difficult for him to decide if his first love was fire or being Secrets of Fire
able to berate a meek freshthing on the first day of class. Having always been Oddly enough , Wiggin s has yet to
on the small and nerdy side, he gets a real kick out of the power invested in befriend the one being on campus that
him as a teaching assistant. He is well known on campus for assigning extra might be willing to help him uncover the
secrets of phlogis ton chemist ry: The
homework capriciously, especially on the weekends of big Moopsball games. Avant Guardsman (p. IOU72). The old
Encountered
dragon was around when the Department
of Phlogiston Chemistry was disbanded.
As gradthings go, Wiggins is more annoying than dangerous – depend- Moreover, Wiggins and the Guardsman
share a common interest in making life
ing upon the type of campaign, of course (see sidebar). He is intelligent and miserable for freshthings.
he knows his chemistry and alchemy very well, but he has little reason to do
more than make life miserable for any undergrads unfortunate enough to
land in his classes. However, if someone discovered his secret research,
Wiggins might find himself desperate to cover his tracks. Its discovery
IOU Variations
would certainly create enemies among both the WUSE and COM faculty. In a Silly IOU campaign, Wiggins is
Outside of an IOU campaign, Wiggins could be a similarly sadistic grad- the deeply sadistic TA all freshthi ngs
want to see blow himself up; he may
uate student at the University of New Mexico at Albuquerque or a disgrun- occasio nally burst into flame, but his
tled employee of an alchemical lab in a Technomancer campaign. Given his goals change little. In a Weird campaign,
lack of Magery, Wiggins would probably act very spitefully toward those he will face more repercussions for stray-
ing from his thesis work, and he will be
with wiz genes . . . looking for more science than magic in
In a Fantasy campaign, he could be studying alchemy at a magical col- alchemy. In a Darkly Illuminated game,
lege somewhere on Yrth. Wiggins could also be used to introduce an ele- he knows he is onto something; he will
use his potions to keep his discoveries
ment of irrational science to a Supers, Cyberpunk, or Space campaign. hidden until he is ready to reveal them.
– T. Carter Ross
CLIFFORD YAZSTREMSKI Total Points: 126
Base Setting:
Supers
(ALIAS “CAPTAIN ZAP”)

ST: 11 [10] DX: 13 [30]


IQ: 12 [20] HT: 11 [10]
Speed: 6 Move: 6
Dodge: 6
Parry: 10 (Brawling)

Age 26; 5’9”; 168 lbs.; a lean young man


with dark brown hair and brown eyes. His
Captain Zap costume consists of a cavalry sol-
dier’s jacket, complete with braiding, dyed
purple. Zap also wears military-style pants and
tall boots. The Zap Gun is held in a belt holster
on the right hip, with a lanyard attaching it to
Yazstremski’s right wrist. A second belt holds
his tools. He wears a trimmed-down construc-
tion worker’s hard hat to protect his head, and a Languages
purple domino mask attached with spirit gum to hide English (Native)-12 [0].
his identity.
Equipment
Advantages The Zap Gun is a slightly modified TL9 electro-
Alertness +3 [15]; Danger Sense [15]; Gadgeteer laser. The weapon does not have a “kill” setting, only
[25]; Versatile [5]. one for “stun” (see p. B119 for stun rules). In addi-
SNEAKS AND WEASELS

Disadvantages tion to this weapon, Captain Zap wears a belt with


electronics tools that allow him to make field repairs.
Cannot Harm Innocents [-10]; Enemy (Forces of
He also carries a crowbar, a Swiss army knife, a billy
Law, large group, 9-) [-20]; Low Self-Image [-10].
club, and a flashlight. In a modern game, he would
Quirks wear kevlar armor under his coat for PD 2 and DR
Thinks of himself as an ethical villain; Prefers to14, and carry a handheld police scanner. His helmet
gives him PD 3 and DR 4.
prey on the rich, but will settle for the weak; Insists on
having sweets after every meal, including breakfast;
Collects newspaper clippings of his exploits; Bores The New York Knights’ Crime Files: #vb-00117
listeners with historical trivia (if the GM doesn't know
The man who became Captain Zap grew up on
historical trivia, he should make it up!). [-5]
the lower east side of New York City. His father,
Skills Carl, was a long-haul truck driver, so young
Area Knowledge (American Highways)-15 [6]; Clifford saw very little of him. Records, corroborat-
Beam Weapons/TL9 (Electrolaser)-16 [2]; Brawling- ed by interviews, suggest that Clifford was brilliant
15 [4]; Broadsword-13 [2]; Driving/TL7 – particularly in mathematics – despite his mediocre
(Automobile)-12 [1]; Driving/TL7 (Heavy academic record. He would have done much better
Wheeled)-13 [2]; Electronics/TL7 (Weapons)-15 [8]; in school if he had finished his homework instead
Guns/TL7 (Pistol)-16 [2]; History-12 [4]; of running with a gang of troublemakers. By the
Lockpicking/TL7-12 [2]; Mathematics-12 [4]; age of 15, Yazstremski had been arrested for van-
dalism. By his own admission, he had been
20
Merchant-12 [2]; Streetwise-12 [2].
involved in at least two bloody assaults by that
point.
Following his second arrest, Yazstremski straightened himself out and
completed his high school degree. Since he had neither the exceptional Encountered 21
grades nor the money to attend college, he settled for a job at the same
company for which his father worked, driving long-haul trucks. For several Captain Zap was originally created for
a Golden Age Supers campaign, intend-
years, he was a steady, if unremarkable truck driver. ed to challenge low-powered heroes. He
According to an interview with the subject (q.v. file #v9-34t), his life is not a stand-up fighter, capable of duk-
changed the day he witnessed a battle between several members of the New ing it out with the “big boys,” and he
knows it. If pursued by superheroes, he
York Knights and some agents of the criminal organization ARGUS. One will go to ground, using his knowledge
of the ARGUS agents apparently lost his high-tech electric weapon during of the nation’s roads, and his ability to
the skirmish; the ARGUS man thought nothing of it, as the weapon was blend in with trucker society, to vanish
somewhere along the highways. Since he
designed to self-destruct a short time after losing physical contact with its has a working knowledge of electronic
owner. In this case, the mechanism failed. Yazstremski took the weapon super-science, he can be upgraded for a
home and began to tinker with it. Within a few weeks, he had modified it more powerful campaign by raising the
into a new, more effective device he dubbed “the Zap Gun.” damage inflicted by the Zap Gun or arm-
ing him with other gadgets.
Field investigation has confirmed that Yazstremski was, at that time, The Captain also works well as a team
fired from his job. Because of time spent on the Zap Gun, he had been late player. He could join a group like the
on several runs. He appears to have swallowed his pride and asked his Deadly Dozen (p. SS13) or team up with
another solo villain. He could even be
father for help, but the elder Yazstremski had no real power to assist recruited to do some design work for a
Clifford. This last seems to have been a real blow to Clifford’s ego. It may mastermind seeking advanced electrical
well be that he idolized his father more than he cared to admit and was gadgetry.
As villains go, Yazstremski’s not such
shocked at how powerless the man seemed to be. a bad guy – too craven (or perhaps too
Yazstremski went home and holed up with his tools and his books. In basically decent) to be deadly, too uncer-
an interview with Super Magazine, he claimed that he was re-reading a tain of himself to pull off a really big
book of English history when he came across the story of Captain Hind, the heist. If he unknowingly hijacked some- er
thing powerf ul and dangero us he lis
highwayman who plagued the roads of Oliver Cromwell’s England. This couldn’t control, he might even call upon s t a he
story may well be apocryphal, but at some point in those weeks, Clifford heroes (rather than fellow villains ) to d e un
pr c l a
Yazstremski decided to put to use the only two assets he had left: the Zap help contain the menace. C i v a re
se h a r l te w
Gun and his knowledge of the American highway system. He modeled his po r v e e s . a
we d C H
outfit on Hind’s and created the costumed identity of Captain Zap. oth Ca r in har
e
Known Cases: Captain Zap made his first appearance as a hijacker, Variations Oc ers pta 165 le
lar cas we in H 0.
stealing trucks at rest stops by assaulting, then ejecting the driver and sim- The concept of a flamboyant highway ge ion - re in
job al ca d w
ply driving off with the rig. He was successful enough to earn a living in man is not limited to the t o
modern He era,
poanyhiscampaig
so ly p
wa , bunt , he ture
this fashion; he also used the money he earned to finance improvements to the Captain can be used rin o v
eli r. Atheic shad- s g is w d
where it is possible togolurk ev in lw tim ene best oul
his Zap Gun. His best-known hijacking was the theft of the U.S. Army’s ows and rob passersb or y. ld With ed aa bit s of ro k d
Th the ys g and us w now
kis .space
M-6 prototype armored gun carrier, which he used to terrorize the city of pbe
l a pirate.
work, he could pr ed. s to e pre weanon-
i all s ith
Indianapolis before being captured. (He ran out of ammunition for the gun.) Alternatively, he ea Hbe run
In could w intt a lth ant hari h
ch e in ie y wit ng
Since his subsequent escape, Captain Zap has kept a lower profile. He is Supers game as a165straightf ers worward ou bac rhigh- on Co h t it
C a ,known2 a nd in ld thek press es mm he
way robber,r operhaps h arg pa he
expected either to return to hijacking, especially if he is in need of money, or by a colorfuH ml nicknam
a p t
e w because
e p
igh n t a i n as lit ue t of ere o nwe o r
w o l
perhaps to join an association of villains in search of bigger prey. He may tto
h i h i c t
than f a
prefersc e Etaser wa his c victims Hi arather
ng s as heol thei ten
id n ymcase, h dropn the e Zap Gun o r
also seek to upgrade his weaponry by stealing advanced technology. club ar es gl a g h w d he gy m a
them. In this i d
po ianand af add ishComputn’ finclud-
or ro as one
entirely s C wera skills, a
we s a ter t Che i v cano y m s access
get t h tre bb he y
ato e
ing Hacking n , so
h
we Ca r in d s ey s.b il W de o e n ; e f i r son. d ci ro
Her
t schedule
1 e vil
End File
File #vb-00117
#vb-00117
shipmen
End
r p f s
Motivations
w e ta 65 rv h r e a H t t
a s ould cap in H 0. ed C eade and ono h e o f t e
ei
olo ta tur in d C de r . o n h e
s th
e h a e
Yazstremski suffers from an inferiority complex. He com- tim H hig ke a d s d w r l e ha c l a H e
s I rle red w w h o u r
c
ec
w i s a e wa hw par o h ork a o te
pensates for this by preying upon the obviously weak and I s s
op
C t h nd s g aym tne e b ed in . H a p a
of omm t h e sha ene an. r or egan with h i e r riv s t a e s t a
y yo
helpless. The need to feel important, to see fear and respect m ten on l rin rou
uw tw t
s a ob a t u n
bo bed e w ch
in the eyes of those he terrorizes, is the reason he pr ost aske wea a d i e g it s wi of o o a g r t i m ar
o p r o ve an o
wa each com d f lth s , mo th h
ante
r a er u p
became a costumed villain, as opposed to a more mun- s h er pli or wo h e re is -J d. l a
arg e att att y P n
an s a ed a d m n fre tak e j alo f i r s em ar
dane thief or grifter. Since he regards himself as eth- ge nd . H an en o n ely in ob n e . t , pt l
d f po e ce o e t w gs , b O b u to
ical, he is hesitant to kill – his Zap Gun is not or lit wo or f h
tre ics ul kis thei e l e ith t retu
, ut c c t t
is as he
intended to be a lethal weapon. Zap is unlikely as as d a s t r g s s he rni be i o n o
on h rg o n st al the
. e r ue wi old. r e l poo g a kn l y r
to join or associate with villains who are ob th n b T i e v r.
be eo ac he e d Al t to
b i ow , h
na e
known to be casual murderers. d c lo k p
ivi gy par rett t h e ays his
w s
– Kevin Kreiner 21 l e as t o ier w ga vic
mp he f th o e lla -
6 loy ro eir nes a l t nt
ee bbe m w h y
s. o e
En In d P ney re
16 uri –
52 tan
,
“The White Whale swam before him as
the monomaniac incarnation of all those
malicious agencies which some deep men
feel eating in them, till they are left living
on with half a heart and half a lung.”
– Ishmael describes Ahab’s obses-
Chapter 2
sion in Herman Melville’s Moby Dick

Ahab had the implacable White Whale. Casper Gutman and


Joel Cairo had the Maltese Falcon. The Satan of Paradise Lost had
the warrior-despot he imagined God to be. Their quests to conquer
these unconquerable forces ended, by and large, in disastrous fail-
ure, but they made for high drama and compelling narrative con-
flict. A monomaniac of their cut could provide the same for your
own campaign.
Any monomaniac – that is, someone possessing a pathological
obsession with a single idea – has the potential for villainy, regard-
less of how noble his goal might seem. Such obsessed characters
often ignore all morality as they work toward their all-important
ends. Safe highways is a nice aim, but a monomaniac fixated on
that goal might blow up errant motorists to safeguard the roads.
Outside of Autoduel, this isn’t likely to sit well with the law and
order set.
This disorder is best expressed in game terms by the
Obsession disadvantage, with the goal of any true monomaniac
worth a full -15 points. Such characters might also possess the
Fanaticism or Extreme Fanaticism disadvantages, but these are
intended to express devotion to a philosophy, country, or religion,
not a fixation on a specific goal. The two can certainly be linked,
but they are not identical. The Canadian terrorist Captain Tundra
is such a fervent patriot that he earns a Fanaticism disadvantage,
but his monomania is expressed as a more focused Obsession – in
this case, annexing Alaska.
The monomaniac might suffer subsidiary Compulsive
Behaviors, actions that he associates with success in his quest.
More importantly, a Delusion could well underlie the Obsession.
For some questing villains, the reasons for their mania are clear
and even rational – if he finds his long-lost mother, The Mauler
unsolved in Prydain
can confront her about abandoning him as an infant. For others,
the reasoning is not nearly so grounded. Ahab hunted Moby Dick
case # 48922KEM
because the whale had come to symbolize something about reality.
To conquer the beast was to defy Nature itself. Maybe he was cor-
rect; there was a malevolent force directing the beast. Maybe he
was utterly mad.
If the reason behind a villain’s Obsession is, in fact, a
Delusion, the heroes may use it to turn him from his monomania.
If they can convince the bad guy that the whale he seeks is just a
whale, so to speak, they could prevent destruction and save lives.
Of course, most monomaniacs will resist such efforts, resulting in
even more slaughter and destruction.
22
M ONO M ANI ACS
Mon oma niacs 23

Shared Grails
Obsessed foes make attractive
con tinu ing vill ain s bec aus e the ir
goa ls are eas y to rec ogn ize . A
ma nia c wh o kill s eve ryo ne wh o
shares his birthday provides a story
hoo k for man y diff ere nt pos sibl e
enc oun ters . On ce the vill ain ’s
Obsession is uncovered, the heroes
know the goal toward which he is
working, and can plan accordingly.
To avo id ma kin g enc oun ters
wit h a mo nom ani ac rep etit ive , a
Game Master might somehow link
the vill ain ’s gra il dire ctly to the
good guys. In order to summon a
Near Huancayo, Peru 5/23 creature from the void and destroy
the world, an evil sorcerer has spent
Too obvious to be Malreaux’s secret? his life collecting the Seven Jade
Daggers of H’sing. The one he does
not yet possess might belong to a
her o. Or, bet ter stil l, the mis sing
artifact could hold the key to lifting
a cur se or cur ing a dis eas e tha t
aff lict s one of the her oes ’
Dependents. This creates an inter-
esting conflict, for any victory that
brings the adventurer closer to the
last Jade Dagger might also aid the
villain. Is the benefit to the seeker
wo rth the risk to the res t of the
wo rld? The mo nom ani ac wo uld
answer that question with a swift
and resounding “Yes!”
Sarge –
We found your suspect
terrorizing Smokey the
Bear. Should we put
out an APB through
the National Wildlife
Federation?
:)

23
Total Points: 317
JASON BLADE Base Setting:
Supers

ST: 16 [80] DX: 14 [45]


IQ: 17 [100] HT: 9 [-10]
Speed: 5.75 Move: 5
Dodge: 5
Parry: 7 (Knife)
M ONO M ANI ACS

Age 57; 5’11”; 148 lbs.; a tall, very


thin man with blond hair that’s thinning
and graying. His eyes are a watery blue.
Advantages
Ally Group, Unwilling (Cyborg ser-
vants, medium-sized group, 15-) [55];
Eidetic Memory 1 [30]; Gadgeteer [25];
Status 2 [10]; Strong Will +2 [8];
Wealthy [30].
Disadvantages
Delusion (“I am saving the world from the Equipment
robots”) [-15]; Obsession (Save humanity from the When playing the role of a hometown physician,
robot menace) [-15]; Paranoia [-10]; Secret (Murders Doctor Blade keeps a scalpel or two in his vest pock-
anyone he thinks is a robot) [-20]; Secret (Makes et. He often carries a flask of drinking water. The
cyborgs out of unwilling patients) [-20]; Weak small radio he carries is used to communicate with his
Immune System [-30]. cyborgs. At his secret laboratory, Blade has all the lat-
est surgical gear, including some of his own design.
24 Quirks
Disdainful of scientists and science fiction writ-
ers; Taciturn; Drinks nothing but pure, filtered water;
Insists on being called “Doctor.” [-4] Jason Blade grew up in a New Jersey suburb,
where his father had a general medical practice. His
Skills father’s work fascinated him and, by the time he was
Acting-18 [2]; Biochemistry/TL8-17 [2]; 10, young Jason knew that he wanted to be a doctor.
Chemistry/TL8-17 [2]; Diagnosis/TL8-16 [1]; It took years of hard work. In the end, his only regret
Driving/TL8 (Automobile)-13 [4]; Electronics/TL8 was that his father didn’t see him graduate; the elder
(Communications)-18 [2]; Electronics/TL8 Blade died of a heart attack while Jason was away at
(Robotics)-19 [4]; Engineer/TL8 (Cybernetics)-21 school. His mother, grief-stricken, turned ever
[6]; Knife-16 [4]; Mathematics-18 [6]; Mech - inward – until she finally snapped and was taken
anic/TL8 (Cybernetics)-18 [4]; Physician/TL8-19 away to a mental hospital. This prompted Blade to
[4]; Physiology/TL8 (Human)-17 [2]; Psychology-17 take up the study of psychology.
[2]; Sculpting-13 [1]; Streetwise-18 [2]; Out of school, Blade was a skilled surgeon, but
Surgery/TL8-21 [6]. many of his patients complained that he was cold and
Note: Mental skills include Eidetic Memory distant. In response, Blade developed a caring façade
advantage. and an outgoing bedside manner. He was amazed at
Languages how easy it was to fool people. The mind, it seemed,
was as easy to manipulate as the body. Inadvertently,
English (Native)-17 [0]; Latin-18 [2]; German-18 [2]. Blade became a fair actor.
Blade was 34 and successful when he had the weirdest experience of his Blade’s Cyborgs
life. While tending to a boy injured while playing football, he found to his
alarm that the child wasn’t made up of flesh and blood. He was all metal and
(130 points)
wires. When Blade blinked, the boy appeared normal again. Blade attributed ST 17 [100], DX 11 [20], IQ 9 [-10], HT 9 [-10]
Basic Speed 5, Move 5.
the vision to overwork and let it drop. Dodge 5, Parry 9 (Brawling).
Then it happened again. He saw the machine parts in another man during
an operation. Again he blinked and the machinery vanished, but he could not Advantages: Acute Vision +5 [10]; Combat
Reflexes [15]; High Pain Threshold [10];
dismiss the vision so easily this time. He began to watch people more careful- Unfazeable [15].
ly. He realized that many of those around him lacked humanity. These people Disadvantages: Slave Mentality [-40].
seemed to answer questions without thinking, to do just what others told them Skills: Axe/Mace-12 [4]; Brawling-12 [2];
to do. Obviously, Blade concluded, they were robots. Someone was replacing Driving/TL8 (Heavy Wheeled)-12 [4];
Guns/TL8 (Pistol)-12 [2]; Intimidation-17 [2];
people with machines – and he was the only one who had noticed. Shadowing-10 [4]; Throwing-10 [2].
Blade visited his mother. He told her what he had come to suspect, and she Languages: English (Native)-9 [0].
agreed with everything he said. Doctor Blade emerged from the asylum with a
Most of Doctor Blade’s cyborgs are created
mission. He was out to save mankind. He began to kill anyone he suspected of from the dregs of society: hopeless addicts, the
being a robot. abject poor, those who will not missed.
He methodically went about his mission, allowing certain people to die on Though Blade does not mistreat them after the
surgery, most would like nothing more than to
the operating table, guaranteeing through direct or indirect means that others be free of him. That would involve a complex
would never recover from their hospital visit. He hid his work well; enough surgical procedure to remove the control chip,
people died away from the hospital, from a variety of maladies and accidents, but someone with Surgery/TL8 or Cybernetics
that he escaped suspicion. Blade felt confident that he was winning the secret skill might be able to accomplish the proce-
dure. (Roll either skill at -6 to remove the chip,
war with the robots. assuming full hospital facilities are available.
Just past his 40th birthday, however, Doctor Blade developed a muscular In the field, roll at -10.)
condition that deteriorated steadily. This surely was the work of the robots, Nevertheless, while the chip is in place,
they will work all day, perform crimes, kill,
which had somehow managed to turn his body against him. Blade decided to fight and die at his orders. If Blade had more
beat them at their own game, and began to experiment with cybernetic augmen- imagination, his slave army would be even
tation to reverse the disease’s effects. To fight the robots, he would become like more of a threat. Should the good doctor fall
under the sway of a creative master criminal,
one. The subsequent operations left him with a weak immune system, but other- who encourages his fantasies, and guides his
wise stronger than ever. tactics, his cyborg minions might infiltrate
Blade then turned his scalpel on others, creating an army of similar society in some truly dangerous ways.
cyborgs to stand against the robot menace. Unfortunately, he couldn’t find any
volunteers. After surprisingly little soul-searching, he began kidnapping peo- 25
ple. To guarantee their loyalty, Blade fits each with a brain implant that weak- Variations
ens their will and allows them to receive orders from his radio control unit.
Dr. Blade was designed as a villain for a
Motivations Supers campaign, although he would work
equally well in a Horror story line or even a
Doctor Blade is a pure monomaniac. He labors under the delusion that lower-tech SF setting. By making his cyborgs
many people, especially those who demonstrate little creative or original magical creatures, he could even be adopted
for a twisted Fantasy adventure. Perhaps the
thought, are not human at all. They are robot imposters posing as humans for inhabitants of a local village are dying and
reasons he cannot yet understand. He seeks to defend mankind from what he their graves are turning up empty. The good
sees as a covert invasion of machines, while searching for clues to the robots’ doctor drugs the people so they appear dead,
then steals their “corpses” and turns them into
motivations. To this end, he plans to create hundreds, then thousands, of mindless slaves. The Voodoo possibilities here
cyborg soldiers. are obvious.
Finally, if the GM wants to try a different
Encountered spin, assume that Blade is right. There really
are robots – or aliens, or Illuminati, or whatev-
The most likely way for the PCs to encounter Dr. Blade is by investigating er – taking the place of select humans. This
a disappearance. Blade prefers to kidnap those he feels will not be missed, like does not make Blade any less unstable or dan-
street people or those without families. A contact or dependent of one of the gerous, but the investigators may be forced to
delve into his mind to learn how he came to
heroes could vanish, only to turn up later as one of Blade’s slaves. understand a menace which they must now
Blade could also get involved in the theft of cyberware. Since he doesn’t trust counter.
other scientists, he will steal any equipment that might aid his cause. He views
advancements in robotics as suspect, perhaps even part of the robot conspiracy.
Doctor Blade carries on his crusade from a secret laboratory located under his suburban house, sending his
army of cyborgs to do his dirty work. If cornered and deprived of cyborg bodyguards, he will fight with a scalpel
(treat as a small knife); in combat, his objective will always be to escape. His lab is wired with firebombs so that
he can destroy his notes should the robots, or their minions, ever discover the place.
– Kevin Kreiner
“AUNT” HATTIE Total Points: 104
Base Setting:
MAE BLUE Old West to 1930s

ST: 9 [-10] DX: 11 [10]


IQ: 13 [30] HT: 13 [30]
Speed: 6 Move: 6
M ONO M ANI ACS

Dodge: 6

Age 50 (Born 1842, Died 1939); 5’1”;


100 lbs.; a small sweet-faced African-
American granny. Hattie is pretty, demure,
neatly dressed, and always wears a gentle
smile.
Advantages
Attractive [5]; Charisma +2 [10]; Fit [5];
Literacy [0]; Longevity [5]; Luck [15];
Sanctity [5]; Voice [10].
(Swampland)-13 [2]; Swimming-10 [1/2]; Theology
Disadvantages (Christian)-11/17 [1].
Delusions (“I always know who is wicked and *Includes Voice advantage.
who is oppressed”) [-15]; Obsession (Vengeance on **Includes Voice and Charisma advantages.
the wicked) [-10]; Poor [-15]; Secret (Habitual mur- Languages
deress) [-30]; Sense of Duty (To the oppressed)
Louisiana Creole (Native)-15 [0]; English-14 [1];
[-10]; Social Stigma (Black woman in 1890s
French-13 [1/2]; Spanish-13 [1/2].
America) [-10]; Status -1.
26
Quirks Equipment
Hattie Mae carries various dried herbs, and
Constantly, quietly, sings hymns; Quotes the
sometimes phials of herbal extracts “for medicinal
Bible at every occasion; Pretends to be far less intel-
purposes.”
ligent and able than she is; Always explores the local
woodlands and wilderness. [-4]

Skills
Acting-15 [6]; Area Knowledge (Louisiana Hattie Mae Blue was born Athenais de Marne,
Swamps)-13 [1]; Area Knowledge (American West)- on a plantation north of Lake Pontchartrain,
13 [1]; Bard-16** [2]; Bardic Lore (Local Folklore Louisiana – at least, she’d have been a de Marne if
and Gossip)-14/20 [8]; Cooking-15 [4]; Detect Lies- her father had ever acknowledged her. Her mother
15 [8]; Diplomacy-13* [4]; Fast-Talk-15 [6]; First called her “Athe”; her father called her “little mon-
Aid/TL6-15 [4]; Fishing-13 [1]; Holdout-15 [6]; ster.” She was sold to a household in New Orleans at
Lockpicking/TL6-13 [2]; Musical Instrument the age of six. Her good looks and quick wits attract-
(Psaltery)-12 [2]; Naturalist-16 [10]; Needlecraft-13 ed the attention of the household’s master. This was
[4]; Poisons-15 [8]; Professional Skill (Seamstress)- brutally unlucky, as Lucian d’Azure, Athenais’ new
14 [2]; Riding (Horse)-10 [1]; Savoir-Faire (Servant)- owner, was a pedophile. D’Azure treated Athenais as
17* [4]; Scrounging-15 [6]; Singing-12* [1/2]; a toy. Yet he also taught her to read and a great deal
Stealth-11 [2]; Streetwise-12 [1]; Survival about natural history. The only really happy times in
(Mountains)-13 [2]; Survival (Plains)-13 [2]; Survival Athenais’ childhood were trips she took to the
swamps to gather edible and medicinal plants.
By the time Athe was 12, Lucian d’Azure had tired of her as a lover,
The Wicked
but he still enjoyed talking to her and teaching her natural history. She Aunt Hattie Mae Blue defines “the
wicked” as anyone who murders, rapes, or
spent much of her time in the kitchens learning household skills. The otherwise oppresses and exploits the poor
other slaves soon changed Athe to Hattie, and the cook lengthened this to and defenseless. (She excludes herself from
Hattie Mae, after a cousin of hers. Hattie became a skilled cook, seam- this class because those she murders are, to
stress, and valued all-around servant. her mind, far from helpless.) This defini-
tion of “deserving victims” can be expand-
About the time Hattie Mae was 18, the Civil War broke out. As the ed to include almost anyone, even if their
conflict drew closer, Hattie realized that she could easily escape d’Azure. actions exploit people indirectly or they are
She considered where she might go and decided that her best bet was unaware of some distant oppressive results
of their deeds. It will be difficult to con-
California. She left the d’Azure household in August 1863, after the fall of vince Hattie that someone is worth saving
Vicksburg. She secured passage to St. Louis and headed west. after she has decided he is wicked. If the
In 1866, soon after she reached Denver, Hattie Mae was struck down GM decides that Hattie is prone to believe
the gossip of those around her, her choice
with a terrible fever. An evangelical minister nursed her back to health. of victims could become completely whim-
Hattie Mae, who had always wanted to be a good Christian, became the sical; if Hattie hears a shocking story about
evangelist’s housekeeper, which she saw as a way to indirectly serve the someone, she might not bother to check
Lord. A few months in his house disenchanted Hattie with missionaries. before taking action! She may even be cer-
tain that God won’t let her kill someone
When she turned in her notice, he beat her brutally, raped her, and threat- undeserving . . .
ened to kill her if she left. That night she poisoned the man’s mushroom
soup. Given her skills with wild plants it was remarkably easy to do.
As fever still plagued the town, Hattie simply told everyone that the
The Oppressed
evangelist and the rest of the household had fallen sick. The doctor, Hattie tends to view certain groups as
exhausted by the extent of the local outbreak, didn’t question it when the “the oppress ed.” Women , children , and
African-Americans head her list. Native
missionary and his family all died; he filled out a preprinted death certifi- Americans, immigrant workers (particular-
cate and left Hattie Mae to clean the bodies for burial. This was when ly Chinese, Irish, and Mexicans), prosti-
Hattie Mae had her revelation: God had let her get away with her crime tutes, or even homose xuals might also
qualify as an oppressed group, depending
because she was doing His will. Her role on earth was to smite the wicked. upon how the GM wants to introduce her
From then on, Hattie worked her way up and down the American West. character. Being a member of one of these
She obsessively searched out the wicked, got a job where they ate, and poi- groups does not automa tically protect
soned them. She worked in various capacities – as a sickroom nurse, a someone from Hattie’s wrath. A woman or
an immigrant can be labeled “wicked” just
nanny, a baker, any job that allowed her to act on her desire to rid the world as quickly as anyone, should Aunt Hattie
of evil men and women. Her murders are quite frequently chalked up to decide that they are preying upon the meek.
natural causes, as the poisons she utilizes work in ways indistinguishable
from other forms of “sudden death” common in the Old West. Invisibility
Encountered In Hattie’s time, it was part of a ser-
vant’s job to remain as faceless as possible
Aunt Hattie Mae Blue is a secretive villain meant to keep a party of to her employers. Aunt Hattie Mae is effec-
100- to 200-point characters at bay – not through violence or direct action, tively invisible much of the time because
but through her ability to appear as the least likely threat in any situation. To of her social position. In this, her Status
maintain this effect, she should be presented as a sweet, slightly addled, disadvantage works in her favor – particu-
larly when the local sheriff is putting
older lady, with an encyclopedic knowledge of the local folklore and gossip. together his list of likely suspects for a
The GM should seem to have introduced Hattie Mae as an expository device murder, or a detective attempts to come up
or a bit of background color. It should take the PCs a fairly long time to with a useful description of Hattie to send
to the next town. Many people will be
realize that she is a threat. unable to give more detail than “old black
Hattie Mae will always greet people as if she were truly delighted to see woman, not very tall.”
them, which she normally is. She enjoys telling long stories about the local
area and all the interesting things she has learned about the place. Hattie Variations
27
Mae is actually interested in local lore, but discussing it also provides a good
way to keep people from asking her too many questions. Would-be detec- With very few changes, Aunt Hattie Mae
Blue could be a Roman slave, a minor ser-
tives, annoyed by her long-winded lectures on the mayor’s genealogy, often vant at a medieval court, or a barmaid in a
avoid her completely after the first interview. If Hattie Mae finds out that the fantasy setting. She is a highly skilled ser-
PCs are investigating a murder she committed, she will pretend to help them. vant who uses her position to murder those
In actuality, she will only redirect their search with false clues and pointless who do wrong – as she defines it.
Depending upon what that definition is, she
leads constructed from local legend. If there are other people in the area she can be cast as a more heroic characte r,
has labeled “wicked,” she will do what she can to frame them for her crimes. fighting for justice in an unjust world, or as
– Thomas Devine a terrifying madwoman capable of poison-
ing anyone for crimes of which they are
wholly ignorant.
Total Points: 377
CASNAR THE HUNTER Base Setting:
Celtic Myth

Age 33; 5’10”; 150 lbs.; a dark, wiry, athletic Equipment


Celtic warrior, usually dressed in the plain garb of a Casnar
hunter, with weapons close to hand. goes unar- ST: 13 [30] DX: 15 [60]
mored save
Note: Casnar was designed for use in GURPS
for a simple
IQ: 12 [20] HT: 13 [30]
Celtic Myth campaigns; many character features used
helmet (treat
Speed: 8 Move: 9
here are defined in that supplement. Casnar’s Speed,
Move, and Defenses include Combat Reflexes, as a pot- Dodge: 9 Block: 8
M ONO M ANI ACS

Increased Speed, and Running. His running is doubled helm). Being Parry: 10 (Brawling)
in straight-line movement.
armed as a
hunter rather
Advantages than a warrior, he does not usually even bother with a
Alertness +1 [5]; Combat Reflexes [15]; Dark shield. He bears a standard Celtic sword (a cheap
Vision [25]; Disease-Resistant [5]; Fit [5]; Gesa thrusting broadsword), but favors his hunting
(Will not die, “So long as he eats the first meat from weapons – three standard spears, and a sling and
the first beast killed on the last hunt he saw”) [15]; sling-stones. With his plain clothes, boots, cloak, and
Heroic Running ×1 [20]; Increased Speed ×1 [25]; pack, he usually suffers Light Encumbrance while
Reputation +1 (As a masterful hunter for all his traveling (-1 to Speed, Move, and Dodge), but he
faults, among admirers of such skills, 10-) [2]; will discard his pack and make sure he has no
Shadow Form [50]; Sidhe Blood 2 [20]; Status 3 Encumbrance penalties when chasing prey.
[15].
Disadvantages
Illiteracy [0]; Obsession (Fulfill the demands of Casnar was the youngest son of a warrior-
his gesa, as he interprets it) [-10]; Reputation -3 (As chieftain and his second wife, a woman whose grand-
occasional thief and completely honorless, among mother was said to have been visited by a mysterious
those unimpressed by hunting skills, all the time) lover who no one ever saw, but who came and left as
[-15]. a shadow in the darkness. Casnar has inherited this
Quirks
28
Habitual eavesdropper; Always very
polite to druids. [-2]
Skills
Area Knowledge (Prydain)-15 [6];
Brawling-15 [1]; Broadsword-13 [1/2];
Camouflage-12 [1]; Climbing-14 [1];
Cooking-12 [1]; Filch-14 [1]; Jumping-15
[1]; Naturalist-11 [2]; Orienteering/TL2-12
[2]; Running-12 [2]; Savoir-Faire-14* [0];
Shield-14 [1/2]; Sling-16 [8]; Spear-18 [16];
Spear Throwing-17 [4]; Stealth-15 [2];
Survival (Woodlands)-13 [4]; Swimming-15
[1]; Tracking-15 [8].
*Free from Status.

Languages
Brythonic (Native)-12 [0].
talent, along with the ability to see in darkness, superhuman speed, and an
impressive physique. When he was five years old, a visiting druid recog- Casnar and Druids
nized that Casnar had been born with a gesa, divined its nature, and told his
Casnar may lack honor, but he doesn’t
parents. Unfortunately, Casnar was already learning to use his shadow- entirely lack gratitude. He’s never for-
nature, and he eavesdropped upon the conversation. gotten that it was a druid that revealed
Five years is too young for a child to learn his destiny; Casnar, though his gesa to him, however unintentionally,
and thus (as he sees it) saved his life. If a
not by nature a coward, spent much of his time thereafter pondering his pos- druid ever impeded his obsession, he’d
sible death and how it might be averted. This has twisted him, destroying his be truly sorry for what he’d probably feel
capacity for honor, and left him determined not to lose his invulnerability. obliged to do. Furthermore, as a border-
line criminal in Celtic society, he doesn’t
Thus, he has turned his considerable natural talents to making himself a per- want to engender any unnecessary ill-
fect hunter, able to take the lead in any chase – and, lest his skill fail him, a feeling among the powerful druids!
thief who can steal that first cut of meat if necessary. This obsession is
impossible to hide, so Casnar has abandoned all pretense of honor. By keep-
ing on the move (and rarely committing any crime serious enough to Sidhe Blood
demand the detailed attentions of the druids), Casnar has somehow avoided
being subject to the Druid Ban, the Glam Dicin. Thus, he can still claim hos- The name and nature of Casnar’ s
Sidhe ancestor is deliberately left open
pitality of strangers – a fact he is not above exploiting. here; it might represen t an interest ing
plot hook. With powers of shadow and
Motivations darkness, the Sidhe may well be some-
Part of Casnar’s trouble is that his gesa is worded confusingly. thing of a roguish character himself, and
might find his descend ant’s behavio r
Obviously, it doesn’t mean that a failure to eat that first morsel of all hunts amusing. On the other hand, even Sidhe
automatically leads to his death; as a young child he was unable to join in can have concern for family honor.
hunts or to eat of their kills, yet he lived. Perhaps it means that he had only to
eat the first meat of the first hunt in which he participated – which he made
certain he did – and then avoid the sight of any other hunt in which he could Monstrous Prey
not be first. But the latter is rather difficult to achieve in Celtic society. So
Many great legends tell of hunts for
Casnar has convinced himself that he must eat first of the first kill on every monstr ous or otherw orldly beasts.
possible hunt. Normally, Casnar will avoid such events
He has turned this into his sole purpose in life. Casnar wanders the land – they’re far too chancy for him – but
and sprints into the lead in any hunt he discovers. Then, before the hounds or should he see one in motion , or be
tricked into joining such a quest, he’ll be
other hunters arrive, he gulps down a gobbet of meat from the first animal to both a useful member of the hunting
fall. Casnar will try to gain a proper invitation to join a hunt first, but never party and a formidable rival to the other
lets politeness stop him from doing what he wishes. Although he is known to hunters.
One possible paradox ical situatio n
be tricky and honorless, some respect his considerable hunting skill. would involve Casnar chasing down a
Another reason he has never been punished for his discourtesy and theft beast so monstro us that its flesh was
is that many warriors think it would be a much finer thing to outpace or out- deadly poison. Should he eat from its
carcass, his gesa would still protect him
wit Casnar in the field. Many have tried; none have succeeded. Dark rumors – but he might be made sick enough to
suggest that one or two who nearly beat him suffered “accidents” when they regret his success.
were out of sight of any but Casnar. Incidentally, no one living, save Casnar
and a few druids, knows of his gesa. Still, many suspect that some supernatur-
al cause prompts his behavior. The Unspeakable
Encountered Hunt
As a companion on the road, or even when feasting in a king’s hall, Casnar Game Masters wishing to portray
doesn’t necessarily seem a bad fellow. He’s tolerably polite and doesn’t go out Casnar as a monstrous villain beyond all
of his way to annoy others or start fights. However, he’s not much of a conver- concern with right behavior could have
him witness wolves or other beasts (or
sationalist; he has no great interest in anything but hunting. Should any kind of the Wild Hunt!) chasing a fleeing human.
hunt be suggested, or should hunters be observed in pursuit of prey, Casnar’s Obsessed with his gesa, he might join
Obsession emerges in full force. He takes up his spears (or sling) and sets off at this hunt, too, and be reduced to
cannibalism.
top speed. Anyone who attempts to foil Casnar in his quest for that first cut of
meat will find him a grim, silent, and ruthless adversary.
Casnar is a formidable warrior, but not unbeatable. His lack of honor
means that he will ignore many challenges and run from fights he cannot win. The prob-
lem may be less beating Casnar than catching him. 29
– Phil Masters
Total Points: 188
CONTROL Base Setting:
Illuminati

ST: 9 [-10] DX: 10 [0]


IQ: 17 [100] HT: 9 [-10]
Speed: 4.5 Move: 4
Dodge: 5
M ONO M ANI ACS

Age late 70s; 6’1”; 155 lbs.; a tall,


thin man whose gray hair and wrinkled
features emphasize his advancing years.
Advantages
Alertness +2 [10]; Ally Group (Nemo
agents, large group, 15-) [90]; Filthy Rich
[50]; Legal Enforcement Powers [15].
Disadvantages
Bad Sight (Farsighted) [-10]; Callous
[-6]; Enemy (Adam X and the Nowhere
Men, medium-sized group, 12-) [-40]; Obsession From the journal s of Adam X:
(Continue his “great experiment”) [-10]; Paranoia [- What little we know of our enemy is based
10]; Reduced Manual Dexterity (Arthritis) -3 [-9]. upon rumor and supposition. Hard evidence, by the
Quirks very nature of Control’s existence, is scarce and
unreliable at best. His early years are the most
Kleptomania (A subconscious effort to under- vague. His real name is unknown and his date of
30 mine others’ personal space); Addresses everyone by birth can only be narrowed down to the early
a designator or code name (To strip them of their 1930s. However, the lack of detail in this area is
sense of individuality); Obsessive about hygiene. [-3] mostly irrelevant as the man we now oppose only
Skills really came in to existence in the aftermath of the
Second World War.
Acting-15 [1/2]; Administration-15 [1/2];
After the smoke of World War II cleared, only
Anthropology-19 [8]; Computer Operation/TL7-16
two combatants were left on the battlefield: the
[1/2]; Criminology/TL7-17 [2]; Detect Lies-15* [0];
United States and the Soviet Union. The two super-
Driving/TL7 (Automobile)-9 [2]; History-14 [1/2];
powers faced off against each other from opposite
Intelligence Analysis/TL7-17 [4]; Lip Reading-16
sides of the physical and political world, readying
[1]; Psychology-19 [8]; Research-16 [1]; Writing
for another war – a Cold War. The White House and
(Scientific Papers)-15/21 [1].
the Pentagon feared the Communists would infil-
*Default skill.
trate and undermine their “land of hope and glory.”
Languages They sought a counter to this threat in the brain
English (Native)-17 [0]; Mandarin Chinese-15 trusts of Harvard, Columbia, and Yale. In the
[1/2]; French-15 [1/2]; Portuguese-15 [1/2]; Spanish- papers they examined, the theories of one young
15 [1/2]. psychology graduate stood out. His thesis on the
“Nature vs. Nurture” debate argued that, if a man’s
Equipment psyche is molded by the environment in which he
Control always has some small items in his pock- exists, that psyche could be radically altered by
ets which he just stole from somebody's desk. manipulating his environment. His clinical proof of
this thesis was both surprising and alarming. The brass at As time passed, governments and policies changed.
the Pentagon ignored the moral problems this approach Eventually even the Cold War thawed. The need for
raised; they saw only its value to their Cold War strate- Control and his experiments also passed. But Control and
gies. They would use this scientist and his theories to cre- Nemo had slipped so deeply into the shadows of conspir-
ate a stronger America to fight the “Red Menace.” From acy that they were all but forgotten. With its funding
that moment, the young scientist ceased to exist and securely hidden within the budget and its agents seeded
Control was born. throughout every organization in the government, the
In 1946, at the same time the FBI was given the project continued to test the American people – and
“responsibility of determining the loyalty of those with to manipulate their ideals and their aspirations.
access to restricted Atomic Energy data,” another
presidential order gave one man the responsibility of Motivations
31
“identifying, categorizing, and enforcing the elements that Control has only ever had one motivation: to test the
constitute the American people.” Over the following theories put forth in his graduate thesis. He never
decades the man known only as Control took an active believed in the Communist threat. By agreeing to fight it,
role in the formation and manipula- he gained access to resources and test
tion of the American “environment.” subjects. The years of conspiracy and
His actions ranged from the ridicu- manipulation seem to have stripped
Proj ect Nemo
lous to the sublime. He tainted movie On paper, Project Nemo is based at away his humanity. He twists and
idols through the Un-American Area 51, Nevada. In reality, it’s housed ruins the lives of strangers with the
in a private psychiatric hospital just out-
Activities Committee, studied the side Westchester, New York. Inside this
same clinical coldness that another
effects of hallucinogens on soldiers in pre-Civi l War mansion is one of the most scientist would treat lab mice.
ering comput-
Vietnam, promoted belief in the exis- informat ion-gath
Encountered
advance d
er systems in the world, with covert
tence of UFOs and the pseudo-con- access to government and corporate data-
spiracy supposedly covering them up, bases around the world. From this base,
Control is the proverbial spider at
and planted subliminal messages in Control gathers information on his sub- the center of a conspiratorial web. He
advertising. He manipulated religious jects, monitors their lives, and directs his would be particularly suited to a
censorship and incited race riots.
minions. GURPS Black Ops campaign, with
The project employ s three types of
However, these projects were only agent: manipu lators, sleeper s, and the players struggling to discover
part of a larger, more profound experi- erasers. Manipul ators are the informat ion Control’s secrets and put an end to
gatherers. These are the people with reg- his experiments. Alternatively, the
ment – Project Nemo. ular jobs and responsibilities, from bank
Project Nemo is officially a tellers to FBI agents, who, when they PCs could discover that they are
research and development project for receive “the call” from Control, willingly actually subjects of Project Nemo.
use their skills and resources as directed. When their lives begin to fall apart,
the Navy. In reality, it is the heart of Sleepers are the real undercover agents.
Control’s experimental labyrinth. They might be your best friend or your
they must go on the run and discover
Nemo began its work by compiling a lover, but when Control orders it, they who is pulling the strings.
list of social and psychological arche- will deny your existence or end it. The There may be a connection
erasers are the least numero us of between Project Nemo and Simon
types by which to categorize the Control’s agents. Erasers are the “men in
American populace. Once this was black” who are sent to end experim ents Wilson, the criminal mastermind
completed, Project Nemo began its that have gone astray or to silence oppo- known as “Magic Man” (p. 110).
real task: manipulating these arche-
sition to Nemo. The shadowy group behind Wilson’s
types, ostensibly into a configuration creation – the semi-secret, ultra-
capitalist organization called the
ADAM X AND THE
best suited to withstand Soviet propa-
“Confederation of American
NOWHERE MEN
ganda. Using its extensive network of Despite the depth of its resources and
undercover agents and information extent of its influenc e, Project Nemo has Business” (CONFAB) – could well
let a few subjects slip through its shad- be a front group for Project Nemo.
resources, Nemo selected subjects fit- owy fingers. The most promin ent of
ting each archetype. The subjects were these is Adam X. His real name is Similarly, the organization
then specifically manipulated – first unknow n; if asked about his “true identi- known as the Universal Compliance
subtly, then in more grand and pro- ty,” he will simple say, “The man I was Directorate (p. 126) may be connect-
no longer exists. He died in Control’s ed to Control’s project in some way.
found ways. Whole elements of their experiments.” Some claim he was a doc-
lives, such as family and occupation, tor who treated a dying man with a very Most likely, the groups are bitterly
would be altered or eradicated entirely. dangero us secret. Now he is a warrior opposed to one another. If so, they
and resistance leader living on the out- are almost certainly waging a secret
All the while, Control kept careful skirts of society. With an underground
track of their reactions, edging each network of fellow survivors, he struggles war to control the American soul.
archetype toward what he considered to reveal Control and Project Nemo, – Mark Slattery
and to rescue the victims of their
perfection. manipulations.
CARTER HAMMOND Total Points: 490
Base Setting:
(ALIAS “SHAYDE”) Supers/IST

ST: 12 [20] DX: 14 [45]


IQ: 15 [60] HT: 14 [45]
Speed: 7 Move: 7
M ONO M ANI ACS

Dodge: 7

Age 28 (Born 1962); 6’; 180 lbs.; a tall man


in his prime, with dark features; always wear-
ing combinations of black, white, and gray.
Advantages
Absorption (10 levels, generic Energy)
[100]; Animate Shadow (Power 5) [25];
Charisma +1 [5]; Create Darkness (Power 6;
movable area, +40%) [26]; Dark Vision [25];
Flash (Power 12; Takes 15 second recharge, -
20%) [39]; Illuminate (Power 6) [6]; Laser
(Power 5) [45]; Polarized Eyes [5]; Shadow
Form (can carry No Encumbrance, +10%;
Takes 15 second recharge -20%) [45]. Carter had a relatively normal childhood. He
grew up in Los Angeles, where his parents were pro-
Disadvantages fessors at UCLA, as well as social and political
32 Bad Temper [-10]; Compulsive Behavior activists. He was an outgoing child, expert at getting
(Support metahuman rights) [-5]; Delusion (IST Los into, and out of, trouble. When he was 10, one of the
Angeles cooperates with the Purity Foundation) neighborhood kids dared him to do a handstand near
[-10]; Enemy (IST; 9 or less) [-40]; Jealousy [-10]; some high-voltage transformers, and he fell against
Obsession (Destroy the Purity Foundation and all one of them. His metapowers manifested, saving him.
other anti-metahuman organizations) [-15]. He was reluctant to tell his parents – not because
Quirks of his powers, but because of what he was doing
when he discovered them. After several months, he
Becomes violent when called Carter or finally admitted what had happened. Instead of being
Hammond [-1]. angry, his parents wanted to help him learn about his
Skills new abilities, and they became supporters of POWER
(Paranormals Only Want Equal Rights). Over the next
Animate Shadow-16 [12]; Area Knowledge (Los
8 years, their social conscience became his. As his
Angeles)-16 [2]; Bard-14 [1/2]; Carousing-15 [4];
powers grew, his parents became more active, and
Computer Operation/TL7-17 [4]; Create Darkness-15
more vocal, in supporting the rights of metas.
[12]; Flash-16 [12]; Illuminate-14 [4]; Laser-18 [24];
POWER disbanded in 1974, but by the time Carter
Motorcycle/TL7-16 [4]; Photography/TL7-15 [2];
was in high school, his parents were on the board of
Physics/TL7-16 [6]; Stealth-14 [2]; Swimming-14 [1].
directors of the HMA (Human-Metahuman Alliance).
Languages Carter himself was an enthusiastic member.
English-15 [0]; German-13 [1/2].
When the U.N. announced the formation of the IST (International Super
Teams) in 1982, Carter was appointed to a position at IST Los Angeles. Already Variations
active in the metahuman community, Carter was somewhat of a hometown hero, For a less “villain ous” version of
and his presence helped facilitate the acceptance of the new IST branch. Shayde, his attack on Psiren may not
Of course, not everyone welcomed the intrusion of the IST, and there was a have been fatal. Despite Shayde ’s
protests, the heroic side of Carter is not
surge in anti-metahuman sentiment . . . including a small fringe that advocated gone. When disaster strikes, Shayde is
violence. The most radical of these was the Purity Foundation – an ultra- one of the first supers on the scene. The
conservative, fundamentalist political party with its roots in the deep South. heroes may fight him one adventure,
and work alongside him the next. This
While they could not make an effective strike at the metahumans themselves, version of Carter is capable of redemp-
metahuman support groups composed mainly (or entirely) of humans made easy tion. In this case, his Obsession should
targets. be “Expose or underm ine the Purity
Founda tion.” In additio n, replace
At 5:17 p.m. on October 21, 1982, less than six months after he joined IST Delusio n with a Sense of Duty (All
Los Angeles, Carter’s life changed forever. Masked terrorists bombed the annu- metahumans), replace Bad Temper with
al HMA meeting, killing his parents. In the days that followed, police investiga- Cannot Harm Innocents, downgrade his
tion revealed that local members of the Purity Foundation had planted the Enemy to appearing on a 6 or less (now
worth -20), and add Flashbacks [-10]
bomb. During the trial, the prosecution could produce no proof that the bombers and Nightmares [-5].
had acted on orders from Foundation leaders. If the Foundation was involved, it
had covered its tracks very well.
Carter began to unravel. Driven by his obsession to bring down the Purity
Foundation, he tried to enlist the aid of Psiren, his telepathic teammate (and
HMA
lover), to illegally scan the minds of Foundation members. She not only When POWER fell apart in 1974,
several smaller, less powerful activist
refused, but also reported him. Insane with grief and obsession, he took her con- groups took its place. The smallest of
cern for betrayal. The stress of the situation triggered a latent power – the ability these startups was the HMA – Human-
to animate shadows – and Carter lashed out at her with all of his strength. A few Metahuman Alliance. Unlike its prede-
terrible seconds later, Psiren was obliterated, and Carter fled. cessor, the HMA was founded by both
metas and normals, with the sole pur-
The guilt of killing Psiren mixed with his anguish and disillusionment, and pose of promot ing “accept ance of
in a “moment of perfect clarity,” Carter saw the “truth.” The reason he could metahumans and cooperation between
find no proof of the Foundation’s involvement in his parents’ deaths and the rea- metahum ans and humans .” After the
1982 bombing, it quickly became the
son Psiren had turned him in were one and the same – IST Los Angeles was largest non-political pro-meta organiza-
working with the Purity Foundation. With this final “revelation,” Shayde was tion, with a practically equal numbers
born. of unpowered humans and metahuman
members. (Note that the HMA is very
Shayde (he never refers to himself as Carter Hammond), now lives only to careful never to refer to metahumans as
destroy the Purity Foundation and other anti-metahuman organizations. He “supers ” or the unpowe red as “nor-
believes that this is the only way to make the world safe for metahumans and mals” – be sure to roleplay this when
normals alike. portraying an HMA member.)

Encountered
If the heroes meet Shayde right after his “creation,” he will be confused and
grief-stricken, but still a dangerous adversary. GMs can introduce Carter prior to
the death of his parents and let the party get to know him as a hero, then meet
him again after he becomes Shayde.
If the GM wants to introduce Shayde after his change is fully established,
the heroes could be new members of IST Los Angeles, overwhelmed by the ani-
mosity the team has for their former comrade. Or they could be Carter’s original
team members, some of whom could easily be Obsessed with catching him.
Alternatively, the IST headquarters may feel that the Los Angeles team is too
involved in the case, and the PCs are a special unit sent in to apprehend Shayde.
For an intriguing twist, the heroes could have to protect members of the Purity
Foundation from Shayde. This would make for interesting roleplaying, consid-
ering the Foundation’s attitude toward metas, and the animosity the heroes
would probably have toward the Foundation.
Carter’s Compulsive Behavior combined with his Obsession could easily
make him a Fanatic for the metahuman cause. This opens up the possibility of
the PCs being like-minded Fanatics as well, following Shayde’s banner!
– Russell Godwin 33
MANSON Total Points: 167
Base Setting:
ILLUSAGURE Traveller

Age 47; 5’11”; 180 Languages


lbs.; a scraggly back-to- English (Native)-12 [0].
nature type with faux tribal
Equipment
ST: 12 [20] DX: 11 [10]
tattoos and clothing made IQ: 11 [10] HT: 14 [45]
from natural fibers. Speed: 6.25 Move: 6 Illusagure consistently carries three
items: a necklace of semi-precious
Advantages Dodge: 6
stones, a large hunting knife, and a
M ONO M ANI ACS

Ally Group (Commune, Parry: 7 (Brawling)


gauss machine gun.
large group, 15-) [90];
Charisma +3 [15]; Cultural
Adaptability [25]; Reputa-
tion +2 (As rebel and freethinker, among radicals in Because Manson Illusagure is an embarrassment
the coreward sectors of the Imperium, all the time) to the Imperial Scout Service and to several high-
[5]; Sanctity [5]; Strong Will +3 [12]; Voice [10]. ranking members of the Imperial Bureaucracy, offi-
Disadvantages cial information about his past is a bit hard to come
by. For the past 20 years, he has stalled efforts by the
Delusions (“We are the gods of this paradise”)
Imperium to add the planet Plimt to the empire. This
[-15]; Enemy (Imperial Scout Service, formidable
border world is rich with natural resources and of
group, 6-) [-20]; Enemy (Imperial Bureaucracy, for-
some minor import as a strategic staging ground. His
midable group, 9-) [-40]; Extreme Fanaticism (Anti-
defiance of authority has made Illusagure a popular
Imperialism) [-15]; Paranoia [-10]; Primitive (-1 TL)
figure among radical elements in the Imperium’s
[-5]; Sense of Duty (To the Plimtow) [-10];
coreward sectors.
Xenophilia [-15].
Illusagure began his career in the Scout Service
Quirks and did the initial surveys of the world now called
Doesn’t talk about his past; Preaches each day to Plimt. The novice scout stumbled upon a semi-sentient
converts; Shuns modern technology when possible; species known as the “Plimtow” and quickly devel-
Keeps trophies from humans he has killed (mostly oped an affinity for them. Over the years, Illusagure
34 clothing items); Considers himself a poet and shares gained the trust of the creatures and recruited acade-
his latest work freely. [-5] mics to help him study them. When the Scout Service
was finished with the planet’s initial survey,
Skills
Acting-12 [4]; Area Knowledge (Plimt)-
14 [6]; Astrology-10 [2]; Bard-16* [8]; Beam
Weapons/TL9 (Lasers)-12 [2]; Brawling-11
[1]; Botany/TL9-12 [6]; Carousing-12 [4];
Distilling-12 [4]; Ecology/TL9-12 [4]; Fast-
Talk-15 [10]; First Aid/TL9-12 [2];
Guns/TL9 (Gauss Weapons)-13 [4];
Herbalist-15 [12]; Interrogation-11 [2];
Knife-14 [8]; Leadership-15 [10];
Meditation-11 [8]; Naturalist-11 [4];
Occultism-12 [4]; Philosophy (Existential)-
11 [4]; Stealth-11 [2]; Survival (Plains)-14
[8]; Strategy (Land)-13 [8]; Theology-13 [8];
Zoology/TL9-15 [12].
*Includes Voice advantage.
Illusagure’s superiors ignored his objections and recommended Plimt for mineral
exploitation. The day the report was filed, something snapped in the young scout.
The Plimtow
Illusagure quickly mustered out of the service and, with help from various -48 points
environmental groups, set up a commune. Meanwhile, the academic communi- Descend ed from omnivo re gathere r
ties that supported his cause helped him in the courts to block mining on the stock, the Plimtow are a feral species on
planet. Due to the force of Illusagure’s personality, the commune swiftly evolved the verge of developing sentience. They
resemble oversized Humans coated with
into a cult – and a dangerous one at that. thick fur that ranges in color from gold to
When legal efforts to stop mining on Plimt stalled, scouts stationed on the jet-black. Their hind legs are powerful,
world started showing up dead. The situation got worse when the local Duke dis- ideal for running. Their hands sport four
patched a regiment of Marines to find Illusagure and bring him to justice. Thanks fingers and two opposable digits. This
species is unusual because of the power-
to press leaks from sympathetic reporters, Illusagure was ready for the assault. ful pherom ones they produce during
The Marines landed and were overwhelmed by a small army of native life forms parts of the planet’s 60-day lunar cycle.
under the command of Illusagure and his followers. Illusagure left a few sur- The pheromones are so strong that they
affect the other warm-blooded species on
vivors and sent them, along with all other representatives of the Imperium left on the planet. To Human s, these phero -
Plimt, back to the Duke with a message: Imperial forces sent to Plimt will be mones act as a mild hallucinogen.
killed on sight. Since then, the Duke and the Scout Service have been trying to The Plimtow have an animistic reli-
gion and conside r the humans among
figure a way to bring Illusagure to justice, one that will not make the murderer an them to be sprits in the flesh, divine
even greater martyr to the opponents of Imperial rule. patrons who have manifes ted to help
At present, 1,000 people belong to Illusagure’s commune. The Imperial Navy them develop. They will do anything to
and Scout Service have declared Plimt a red zone, but ships still routinely drop off protect their living deities and think
nothing of killing for Illusagure and his
young people and supplies. No one ever leaves Plimt; as far as the Imperium commune.
knows, recruits either accept their indoctrination or are killed. While the commune Plimtow have IQ -2 [-15], and the
utilized the media and their academic contacts in the early days, they have since cut advanta ges Night Vision [10] and
Pheromone Control [25]. Their disadvan-
off communication with both groups. Illusagure is still depicted as a radical hero by tages are Present ient [-20], Primitiv e
the media, but he does nothing to foster this image outside of the Plimt commune. (TL0) [-50], and Social Stigma (As a
backward race in the Imperium) [-10].
Motivations The Plimtow’s racial skills include +1
Running [8] and +2 Scrounging [4].
Illusagure is a cult leader, rabid environmentalist, and anti-establishment type.
He shuns some of the larger society’s TL10 conveniences, earning him a slight
Primitive disadvantage. The Plimtow view him as a divine figure, and he has dedi-
cated his life to making certain they are left to evolve without Imperial interference. Variations
The more time he and his followers spend with the worshipful Plimtow, the more In a GURPS Cliffha ngers game,
delusional they become. Illusagure, in particular, is convinced of his divine status Illusag ure would be found in the
and uses that as a justification to slaughter anyone who opposes his will on Plimt. Amazon rainforest, leading a local tribe
on a bloody crusade against cattle or log-
As Illusagure has gotten older he has come to believe that the Imperium is ging interests. Espionage or High-Tech
waiting for him to die before taking over the planet. This has pushed him to set up characters could find him in the jungles
a loose governmental infrastructure, complete with official successor, so that of Vietnam, an army deserter being wor-
shipped by a local tribe. In a Horror
someone will carry on the fight when he is gone. campaign, he might be a madman living
amongst a race of mutated animals freed
Encountered from a scientist’s lab. He is always the
The Imperium has forbidden the use of massive direct military force for fear of outsider who obsessiv ely takes up the
cause of a less-developed, less worldly
a PR backlash. However, each new bureaucrat or fleet commander assigned to group, then becomes power-mad from
Plimt’s sub-sector puts forth a supposedly fresh idea for re-taking the planet. So the worship they give him in return for
far, all these plots have ended in spectacular failure. PCs drawn into one of the his attention.
assault schemes might put their efforts into making it succeed – or at least fail less
horrifically.
Another good adventure hook centers on a prominent noble’s daughter, who
runs off to join Illusagure’s commune. Upset and angered by this, the noble contracts the adventurers to
rescue and deprogram her.
The most frightening scenario might have the heroes joining Illusagure’s cult out of idealism, only to
discover over time how insane he actually is. Having renounced their most advanced technology, the
defectors would find it very difficult to get off Plimt – and there’s nowhere to escape the cult leader’s
influence otherwise. If they can’t escape, will they participate in xenophilia, murder, and mind control
without going insane themselves? 35
– Ed Wisniowski
ETIENNE MALREAUX Total Points: 603
Base Setting:
(ALIAS . . . ) Renaissance to Modern

ST: 10 [0] DX: 12 [20]


IQ: 15 [60] HT: 17 [100]
Speed: 7.25 Move: 5
Dodge: 4
M ONO M ANI ACS

Parry: 5 (Broadsword)

Age 498; 5’1”; 115 lbs.; a middle-aged


man of indeterminate ethnic origin, though
he looks vaguely “aristocratic” and
“European.” His intelligent brown eyes,
slight frame (he barely tops five feet), and
affable demeanor belie his calculating
nature.
Advantages
Ally Group (Surveillance network, large
group, 12-) [60]; Alternate Identity (3 different, cho- Riding (Horse)-12 [2]; Running-12* [1]; Savoir-
sen by the Game Master) [45]; Filthy Rich [50]; High Faire-19 [4]; Seamanship/TL8-14 [1/2]; Streetwise-
Technology (+1 TL) [20]; Immortality [140]; 14 [1]; Surgery/TL8-14 [4]; Tactics-13 [1];
Multimillionaire 1 [25]; Single-Minded [5]. Throwing-10 [1]; Writing-16 [4].
*Includes Lame disadvantage.
Disadvantages
Callous [-6]; Insomniac [-10]; Lame [-15]; Languages
Obsession (Find the perfect sacrifice) [-15]; French (Native)-15 [0]; English-14 [1]; Russian-
36 Obsession (Maintain eternal life) [-15]. 14 [1]; Greek-14 [1]; Italian-14 [1]; Mandarin
Chinese-14 [1]; Latin-14 [1].
Quirks
Uses terms of endearment with his current target; Equipment
Won’t enter a church; Treats women as intellectually Depending on the campaign’s TL, Malreaux’s
inferior to men. [-3] cane is anything from a hideaway sword to a laser
rifle. He always has some fast means of transport
Skills ready so he can make a quick escape. His weapons,
Acrobatics-10* [8]; Acting-17 [6]; armor, and vehicle will be one tech level beyond
Alchemy/TL8-13 [2]; Archaeology-13 [1]; what the PCs can usually manage.
Architecture/TL8-13 [1/2]; Artist-14 [2]; Astrology-
14 [2]; Blowpipe-12 [4]; Botany/TL8-13 [1];
Broadsword-10* [4]; Chemistry/TL8-13 [1];
Computer Operation/TL8-17 [4]; Crossbow-14 [4]; Etienne Malreaux was wealthy with inherited
Dancing-10* [4]; Diplomacy-14 [2]; Disguise-19 money from the moment he entered the world in
[10]; Economics-16 [6]; Fast-Talk-14 [1]; Guns/TL8 1502. As a young man, he was an enormously clever
(Pistol)-14 [4]; History-22 [18]; Hypnotism-13 [1]; student who traveled extensively to further his educa-
Law-13 [1]; Literature-17 [8]; Mathematics-15 [4]; tion. The explosion of knowledge around the
Navigation/TL8-13 [1]; Occultism-14 [1]; Renaissance both delighted and frustrated him. The
Physician/TL8-14 [2]; Physics/TL8-13 [1]; thought that he would die before learning all there
Poetry-14 [1]; Psychology-13 [1]; Research-20 [12]; was to know drove him to near-madness.
At the age of 30, Malreaux began a quest for a method of extending his
life. The passion he had once spent on education was focused now on the The Andean
siren’s call of eternal youth. No crime was too heinous or base, so long as it Crystal
took him a step closer to his goal. At the close of his third decade of search-
The exact nature of Malreaux’s crystal
ing, just before his 60th birthday, he discovered a cave in the Andes hinted at is up to the Game Master. It might be a
in local legends. Malreaux prayed that its strange crystalline matrix would natural formation, an alien artifact, or a
work as rumored: it supposedly restored health and youth to the one who psionic enhancer. Also, determining and
revealing how it works might provide for
activated it, stealing that renewed vigor from some other unlucky person. some interesting plot elements.
Dismissing all but his youngest porter, Malreaux triggered the crystal. For example, it might even be posited
Within minutes, the boy was reduced to a lifeless, shriveled husk and the that the crystal doesn’t transfer life ener-
gies, but instead places Malreaux’s con-
freshly rejuvenated Malreaux stepped from the cave. He hunted down and sciousn ess into a new body, which is
killed the remaining porters, then slaughtered every living soul in the village then reshaped to resemble his old one.
from which he’d hired them. The body’s original owner still exists,
Upon returning to his studies, Malreaux noted that the energy derived but as a tiny, flickering spirit dwarfed by
Malreaux’s massive ego. The PCs, then,
from the not-very-clever porter seemed to dull his own intelligence. He would have to find a way to either rescue
found a bright fellow student and lured him to the Andes with promises of the host spirit or defeat Malreaux without
fabulous wealth. Once again, the crystal in the cave transferred the stolen killing him, as his death would also mean
the death of the host.
vitality to Malreaux, who breathed a sigh of relief at his similarly restored For an even more twisted story line,
intellect. the crystal might hold the souls of
Every 50 years or so, Etienne Malreaux must return to the cave with a Malreaux’s victims. Should the heroes
find a way to communicate with or even
fresh victim. He has carefully obscured the cave’s entrance and modified the free these souls, they would then join in
interior to make it more comfortable and defensible. the hunt for the eternal thief. Their sense
of justice might not jibe with the PCs’,
Motivations howeve r, leading to some interest ing
complications.
Malreaux is obsessed with maintaining his eternal youth, but also with
finding an ideal victim to sacrifice to the crystal. He attempts to find the
most perfect male to lure to the mountain through various tests. These chal-
lenges range from the physical (sending thugs after the target) to the intellec- Variations
tual (a complex riddle or puzzle, the solution of which draws the candidate The current configu ration assume s
to the next testing ground). All the challenges he stages are deadly. When that the heroes encounter Malreaux when
Malreaux is satisfied with a candidate’s worthiness, he directs him to the he is between 350 and 400 years old.
Though an avid learner, most of his ener-
cave. Any of the man’s companions are eliminated or sidetracked before gies are focused in a modern setting on
Malreaux commences the transfer of energies. locating his next victim. The closer to the
Renaiss ance the heroes encoun ter
Encountered Malreau x, the more emphas is he will
place on acquiring knowledge. He will
Either in person or through spies and other intermediaries, Malreaux is have many more Contac ts, Favors,
always on the lookout for his next potential life force donor. He keeps care- Follow ers, and Area Knowle dge of
ful tabs on a number of potential candidates before singling one out for the places that have changed too much over
the decade s for him to still claim
special tests that separate the wheat from the chaff. He has been known to familiarity.
actually save a potential victim from a demise not of his making, but will As technol ogy improv es and new
just as quickly kill a candidate should he prove cowardly, foolish, or weak. skills become available, Malreaux learns
more and more to support his hunt for
Normally, Malreaux doesn’t directly face his next victim until he has the perfect sacrifice. The more modern
proved himself in a number of tests. Once he reveals himself to his target, the setting, the greater range of modern
however, he will boldly and repeatedly challenge him. In this, Malreaux skills Malreaux should possess (includ-
should appear a number of times to a PC before the fateful meeting on the ing more advanced vehicle, weapon, and
comput er skills). The easiest way to
mountain – though Malreaux will keep the real purpose of his tests a secret adjudicate this is to assume that he has
until that final confrontation. any reasonable mental skill at 14 and any
Malreaux will retreat from a battle without fear of losing face; in fact, he reasona ble physica l skill at 11. Skills
important to survival, such as those deal-
generally has several escape routes planned in advance. He has no compunc- ing with weapons, will be higher.
tion against killing, even innocent bystanders, to gain his end goal.
Using his immense wealth, Malreaux has constructed any number of
legal identities and has purchased or invented a great deal of cutting-edge
technology. Assume that he has the best of what is currently available, plus a
smattering of very high-tech stuff unknown elsewhere in the campaign. 37
– John Karakash
Total Points: 108
WHITE SPOT Base Setting:
Bunnies and Burrows/Warehouse 23

ST: 9 [-10] DX: 11 [10]


IQ: 12 [10] HT: 9 [-10]
Speed: 10* Move: 11
Dodge: 7
*Includes Enhanced
M ONO M ANI ACS

Speed Advantage

Age 5 years, 5 months; 14” (stretched out); 4.3


lbs. (166 r-lbs.); White Spot is a nervous-looking
brown rabbit with a large patch of white fur on his
left side. His ears twitch at the slightest sound.
When speaking, White Spot adopts a lecturing
tone, varying the inflection in his voice as little as
possible and speaking slowly, as if he does not
expect others to be able to keep up with him.

Languages
Note: White Spot was created for use with
GURPS Bunnies and Burrows. Rabbits have stats
that average 10; this would mean that humans have Lapine (Native)-15 [3]; Bovine-12 [2]; Canine-
from 5 to 8 times the ST and hit points of rabbits,
and 3 times the IQ. Their tech level has the special 12 [4]; Common Carnivore-8 [0]; Common
designation “TLR” (Tech Level: Rabbit). Lagomorph-14 [2]; Common Rodent-13 [2]; Feline-
10 [1].
Advantages Equipment
Acute Taste and Smell +2 [10]; Ally (Warehouse White Spot carries a woven backpack (capacity
23 rat, 100-point character, 12-) [10]; Eidetic Sense about 1/2 lb. or 20 r-lbs.) and several herbal concoc-
of Smell (p. BB22) [10]; Enhanced Speed [0];
38
tions (see text).
Peripheral Vision [0]; Reputation +3 (As an expert
healer, throughout Cunicula, all the time) [7].
Disadvantages
As a young rabbit, White Spot was frustrated by
Curious [-5]; Illiteracy [0]; Obsession (Discover
the imprecision and ineffectiveness of the herbal
perfect herbal cures) [-10]; Phobia (Brontophobia:
remedies used in his warren. He traveled widely as a
loud noises) [0]; Primitive (TLR) [0]; Secret
youngster, learning the herbal lore of many different
(Conducts often-deadly experiments on his patients)
warrens, leaving each in frustration. White Spot
[-20].
ranged farther and farther from his home warren with
Quirks each fruitless (in his mind) search. Because of his
Talks to bugs. [-1] obsession with learning, his reputation as an herb
expert and healer spread throughout Cunicula, and he
Skills found his services in high demand.
Botany/TLR-17 [14]; Camouflage-13 [1]; Three years ago, White Spot moved into a war-
Diagnosis/TLR-13 [6]; Fast-Draw (Herb)-14 [8]; ren near the border of Cunicula after the death of that
Gambling-11 [1]; Herbalist-15 [10]; Herbary/TLR-16 warren’s herbalist. His travels continued, but these
[24]; Poisons-13 [6]; Sleight of Paw-11 [4]; Stealth- trips increasingly took him through the deep woods
12 [2]; Survival (Plains)-16 [4]; Teaching-11 [1]; and into the lands beyond. He refused any request for
Throwing-10 [2].
aid from other warrens, and steadfastly rejected Motivations
apprentices. He dug his own “clinic” separate from White Spot’s primary moti- Beyond the
the warren’s tunnels, and insisted that his patients vation is the extension of the
come to him.
Warren
life span of his fellow rabbits.
On one of White Spot’s journeys, he slipped He understands that, compared If White Spot runs out of sub-
under a fence and, unknowingly, onto the grounds of to many other animals he con-
jects for his experim ents, he
would be quite willing to use any
Warehouse 23. Following a strong chemical smell, siders intellectual inferiors, rab- creature as a “guinea pig” to test
he evaded the guard dogs and encountered a rat. The bits live a fleeting existence. new concoctions. Sometimes this
rat admired how White Spot had outwitted the dogs, White Spot is on a personal
would mean slipping an untested
mix into the cattle feed at a nearby
and, over a piece of vending machine cake, they quest to find a way to ensure farm. A team of amateu r cine-
formed an alliance. The rat learned of White Spot’s that all rabbits live as long as matogr aphers campin g in the
quest. In exchange for certain hard-to-acquire items possible. He once assumed that
woods a little too close to the war-
ren might be subjected to a new
from outside, the rat offered to sneak the rabbit into some sacrifices were necessary formula , too, with White Spot
the complex and take him to where the humans for the good of all, but as his declaring the mixture a total fail-
stored their medicines. White Spot now has access age increases – he is very old ure due to the even more irrational
to most of the items in the Weldon Pharmacy (at for a rabbit – so has his desper-
than usual behavio r of the
humans.
least those on lower shelves), and has been experi- ation. White Spot’s reliance on
menting on the rabbits in this warren with combina- the substances available from
tions of human drugs and herbs. Warehouse 23 has become
When successful, his cures are nearly miracu- more extreme as he grows
Variations
lous. More often than not his patients die painfully. more disillusioned with the For a non-bun nycentr ic cam-
He always blames the low quality of the local herbs ineffectiveness of herbal reme-
paign, White Spot represe nts a
force of chaos . . . he is clearly
and notes that most of these patients would have dies. Unfortunately, White “that which is beyond mortal
died more quickly if he had not attempted to help Spot views most other rabbits ken.” The results of his experi-
them. He never treats the wounded or ill when other that are interested in herbs as ments might show up in the Daily
rabbits are present, asking them to leave his clinic Tattler as sighting s of a giant
pests or lucky amateurs; he devil-bunny or a massive outbreak
and return later. White Spot does not randomly has yet to find a “worthy” of cat or dog poisonings. And if
experiment on his patients. If he knows a particular apprentice, so his few success- the occasio nal farmer stops his
mixture is beneficial, he will use it. His Eidetic es may die with him.
truck to “use the bushes” and
returns, only to find his rig a mile
Sense of Smell allows him to remember formulae
Encountered
farther down the road, it’s possi-
just by their odor. bly the work of White Spot – or
White Spot sets himself the rabbits from his warren, who
are slowly growing larger and
apart from the other rabbits, smarter with each generation.
and would generally be
encountered by creatures out-
side his warren only when he is traveling. He acts
paranoid and nervous when not in his clinic, and is
quick to take flight should something unexpected
occur.
If he encounters a sick or wounded rabbit when
Other than his obsession with improving the on his journeys, he will attempt to use any of his
effectiveness of warren medicine, White Spot is a “enhanced” herbs if his actions might go undetected.
reasonable member of the rabbit community. He Other animals are not so lucky, especially carnivores
takes the long view that each failure adds to the – White Spot usually carries at least one herbal con-
knowledge of what to avoid the next time. He actu- coction reinforced with the worst poison he could
ally hopes to find a cure for almost everything. Only find in the Pharmacy, preferably something that does
then will he be willing to teach apprentices. not kill instantly and causes a great deal of pain.
Thanks to White Spot’s intervention, each gen- If an herbalist is too aggressive about learning
eration of rabbits from his little warren on the edge White Spot’s secret, he’ll cheerfully invite him
of Cunicula averages a little larger, faster, and along on an herb-gathering session. One of the
smarter than the previous generation. Of course the “exotic items” in demand by the Warehouse rats is
unusually high death rate among their kin (even for the occasional rabbit. White Spot has given over a
rabbits) has also left them emotionally scarred, but few unlucky souls to the rats, but has not yet had the 39
White Spot is not particularly interested in mental courage to ask about their fate.
health matters. – Coyt D. Watters
Chapter 3
Though this be madness, yet there is a method in’t.
– Polonius, in Shakespeare’s Hamlet

Writing of the execution of Nazi war criminal Otto Adolf


Eichmann, Hannah Arendt used the provocative phrase “the banality
of evil” to summarize her impression of the doomed man. The acts
Eichmann committed were so monstrous, the ideas he supported so
horrible, that it seemed he should have been more grandly and
obviously malevolent. Instead, he was a deluded, petty, and not
particularly intelligent man, too normal to be such an obvious
agent of evil. The monster’s normalcy – that’s what was so dis-
turbing about him.
So, too, with the villains classed here as reasonable mad-
men. These are the characters who willingly and actively do
evil in the world. Though they may suffer from Delusions,
these fancies are not the motivation behind their crimes.
Some, like Willie Boyd (p. 44), have been touched by the
Devil but do not trouble themselves with what that might
mean – or with the repercussions of the actions they do in
the Devil’s name. Others, like Vladimir Tscheya
(p. 56), have been surrounded for so long by a society that
accepts or rewards their evil that they lack the ability to cen-
sor themselves; they know deep down that they are doing
things that hurt people, but they see no reason to stop.

Ask Dr.
Westbury
about this
40 evidence.
RE A S ONA BL E MADM EN
41

Re a s o n a bl e
M ad m e n
Overplaying Banality
’s film Brazil occurs when
A brilliant moment in Terry Gilliam
ce van by black-helmeted riot
the would-be hero is hustled into a poli
faceless and inhuman. Their
police. The headgear renders them
matons or half-human cyborgs.
voices are hollow, suggesting auto
bureaucracy – until they take
They are the perfect agents of the evil
off their helmets.
from terrible figures to ludi-
In that instant they are transformed
the helmets make the sweat
crous ones. They complain about how
e aches and annoyances that
run down their faces, about the sam
. The thugs are still capable of
might plague a welder or a fireman
grand malevolence they could
violence, but not of the same sort of
manage just an instant before.
s because they show that
These sorts of unmaskings are ominou
an appearance of normalcy is
evil may be found in anyone, and that
derer is much more frighten-
no guarantee of good intentions. A mur
, normal boy who loves animals
ing if he is at the same time “a nice
ror game, truly spine-chilling
and takes care of his mother.” In a Hor
es brush up against evil and
moments can be created when the hero
it is revealed, standing right
don’t even know it until the moment
old tailor who makes beautiful
next to them, smiling. The sweet
distraught mother who keeps
leather jackets out of human skin, the
under the ice cream in the deep
the corpses of her “missing” girls
animals just to see how they
freeze, the child who cuts open live
than any monster. Whether evil
work – these can be more disturbing
ifestation of some greater power
is intrinsic to the character, or a man
d, the heroes should never real-
of darkness lurking in the backgroun
terms.
ly be able to explain it away in simple
Can Fred
the play ers how central this undercurrent of
In the end, it’s up to
paign, or how much time their
zoom in on
mysterious evil runs in your cam
ng the root cause of crime and
heroes spend searching for or ponderi the X-rays for
misfortune. more detail?
SETH ANKOU Total Points: 567
Base Setting: Voodoo

Age 35; 6’; 155 lbs.; a thin fair- Paths and Rituals
skinned man with pale blue eyes Call-13 [2]; Command-16
and long blond hair tied back in a ST: 9 [-10] DX: 12 [20]
[0]; Curse Sanctum-15 [0];
ponytail. He is usually dressed in IQ: 14 [45] HT: 10 [0]
Dream Sanctum-14 [6]; Dream
tight black clothing that betrays his Speed: 5.5 Move: 5 Visitor-14 [4]; Dreamwalk-14
Eurotrash tendencies. Dodge: 5 [0]; Evil Eye-15 [10]; Invite-12
Advantages Parry: 5 (Knife) [6]; Mastery-16 [6]; Mold
Spirit-14 [4]; Night Terrors-12
Ally (King Sanchez, a Kiyumbe
[6]; Path of Dreams-14 [8];
with special abilities, 12-) [40]; Ally
Path of Health-15 [12]; Path of Protection-15 [12];
Group, Unwilling (Zombies, medium-sized group,
Path of the Spirit-16 [16]; Raise Zombie-15 [6];
12-) [40]; Charisma +1* [0]; Claim to Hospitality
Ritual of Banishment-14 [4]; Ritual of Sanctuary-15
(Murder Society) [5]; Danger Sense* [0]; Empathy*
[8]; Slaying-12 [2]; Soul Zombie-16 [12]; Turn the
[0]; Initiation (Fifth level) [100]; Intuition* [0];
Beast-13 [0]; Turn the Spirit-14 [0].
Patron (Red Sects, very powerful organization with
special powers, 6-) [15]; Telepathy (Power 10) [50]. Psi Skills
*Free from Initiation. Mental Blow-13 [2]; Mindshield-14 [4];
Disadvantages Mindwipe-13 [2]; PsiSense-12 [1]; Suggest-13 [2];
Telecontrol-13 [2]; Telerecieve-15 [6]; Telescan-14
Duty (To Murder Society, 6-) [-2]; Duty (To Red
[4]; Telesend-15 [6].
Sects, 9-) [-5]; Jealousy [-10]; Overconfidence [-10];
Sadism [-15]; Secret (Ritual murderer) [-20]; Vow Equipment
(To serve Mbua-Sutekh) [-10]. Ankou never stays in any one location for too
Quirks long, but he always manages to have at least his cur-
rent locale ritually consecrated. Ankou usually stocks
Holds grudges; Hates getting dirty; Dresses in
RE A S ONA BL E MADM EN

his hideout with a sacrificial dagger from the Congo,


tight black Eurotrash clothing; Swears in French; Tells
a Latin grimoire, a small statue of Mbua-Sutekh, and
stories about his travels to anyone who will listen. [-5]
dried herbs and plants (some of which are deadly
Skills poisons).
Botany/TL7-13 [2]; Carousing-10 [4];
Herbalist-14 [4]; Hidden Lore (Demons)-14
[2]; Hidden Lore (Spirits)-14 [2]; History
(Esoteric)-14 [4]; Holdout-13 [1];
Interrogation-13 [1]; Knife-12 [1]; Knife
Throwing-12 [1]; Literature-12 [1]; Poisons-14
[6]; Physician/TL7-13 [2]; Ritual Magic
(Bokkor)-17 [20]; Occultism-14 [4];
Scrounging-14 [1]; Shadow-14 [2]; Stealth-12
[2]; Streetwise-14 [2]; Theology (Voodoo)-
13/19 [2]; Vever Drawing-14 [4].

Languages
English (Native)-14 [0]; French-14 [2];
Latin-14 [2].
42 Initiate Powers
Extra Fatigue +5 [15]; Spirit Form [100].
If he has been in a location for some time, he will have a few canning jars
holding souls captured with the Soul Zombie ritual, a small black cauldron con- New Ritual
taining the corpse of a black cat that was tortured to death, and a larger black
cauldron in which rests the remains of a ritually slain criminal.
Mold Spirit
43
Defaults to Path of Spirit-5
This is the ritual that Bokkors use to
create spirit servants like the Kiyumbe.
Seth Ankou grew up on the streets of New Orleans, using the occasional There is a -1 penalty for every day that the
flash of insight to help him get away with all manner of petty crimes. He would victim has been dead, unless the spirit is
placed within a container using the Soul
probably have stayed a minor criminal if he had not come to the attention of a Zombie ritual. The Mold Spirit ritual takes
Lodge member named Gildas Duroy. Duroy recognized the young man’s psy- several hours to perform , during which
chic potential and took Ankou with him to New York to receive training. time the victim’s corpse is placed in a
black cauldron along with various other
It was in New York that Ankou was first contacted by Sutekh, a god from the items of arcane significance. This cauldron
darker depths of Egyptian legend. Ankou was offered great power in exchange for is almost like a pocket dimension holding
servitude, an offer that he quickly accepted. His first act of worship to the Dark the spirit until it is called forth. A slain
Gods was the ritual sacrifice of Duroy on the night of the next new moon. human criminal upon whom Mold Spirit is
cast will become a Kiyumbe (p. VO95). A
Ankou began to meet with the Dark Gods in his dreams and was led to vari- slain black cat will become a Nkisi (p.
ous places to study with other servants of the Mayombe. He traveled down the VO95). Only Bokkors and other servants
East Coast, staying with members of the Murder Society, then made his way to of the Mayombe are taught this ritual.
Haiti. In Haiti, he learned the zombie rituals. He learned, too, that Sutekh was
also the African god known as Mbua. The final part of this apprenticeship took
Ankou to the Congo, the original home of the Mayombe. There he took his final Allies
lessons from an ancient Bokkor. It was in the Congo that Ankou learned the ritu-
al Mold Spirit (see sidebar). KING SANCHEZ (KIYUMBE)
Ankou was accepted into the Red Sect as a Bokkor, and he is often asked to ST: 16 IQ: 7 Will: 14
HT: 15 Alertness: 14
go to distant places and kill interesting people. As a worshiper of Mbua-Sutekh, DX: 14
Fatigue: 25
Move/Dodge: 6
he is also part of the Murder Society, and therefore obligated to offer refuge to
serial killers who are led to him by the Dark Gods. Seth Ankou spends most of King Sanchez was a serial killer that
his time committing acts of evil for the sheer enjoyment they bring him. preyed on children. Now he is a Kiyumbe,
a spirit serving Seth Ankou. In fact,
Motivations Sanchez is under the delusion that Ankou
is a god. Sanchez appears, to those who
Ankou can still remember having to fend for himself when he was living on can see spirits, as an obese corpse covered
the streets. That experience formed two deeply held beliefs that he still holds in white mud with twigs for hair.
Accord ing to GURPS Voodoo (p.
today. The first is that he deserves everything that he can get, no matter how he VO95), a human possessed by a Kiyumbe
gets it. He had a horrible childhood and now it is payback time. The second gains ST +5, HT +1, and DR 2. He also
belief is that humanity consists largely of greedy, self-centered bastards who acquire s the Berserk disadva ntage and
don’t give a damn about anyone else. No one helped him when he was homeless immediately goes into a rage, attacking the
people nearest to him.
and destitute. Therefore, they deserve the evil inflicted upon them. Ankou used
to read the minds of the people that the Red Sect asked him to kill, and each one SETH’S ZOMBIES (100 PTS.)
of them had some horrible secret that justified his or her death. Ankou doesn’t ST 15 [60], DX 13 [30], IQ 9 [-10], HT 11 [10]
bother reading the minds of his victims anymore; he decided long ago that Basic Speed 6, Move 6.
Dodge 6, Parry 10 (Brawling).
everyone deserves to die, sooner rather than later.
Advant ages: Alcoho l Toleran ce [5];
Encountered High Pain Threshold [10]; Toughness (DR
Seth Ankou likes to come off as a man of sophistication. To this end he 1) [10]; Unfazeable [15].
Disadvantages: Weak Will -10 [-80].
wears tight black clothing and expensive Italian shoes, smokes French cigarettes, Skills: Brawlin g-16 [8]; Fast-Dr aw
and dazzles anyone who will listen with stories of his travels. If he needs a vic- (Knife)-15 [4]; Guns/TL7 (Pistol)-15 [4];
tim for any sort of sacrifice, he prefers to pick up a woman using his charm Holdou t-10 [4]; Intimid ation-1 1 [2];
Knife-1 6 [8]; Knife Throwi ng-15 [4];
alone. He will only use Telecontrol as a last resort. If it is near the time of a new Mechanic/TL7 (Gasoline Engine)-12 [8];
moon and his god is hungry, Ankou might try picking up any attractive player Motorcycle/TL7 (Harley)-16 [8].
characters he meets. Languages: English (Native)-12 [0].
Equipment: None notable.
He uses bikers and other fringe types for his zombies. Ankou tries to pick
people whose disappearance won’t create that much of a stir. But just because Ankou stations from six to 12 zombie
the local authorities are not interested in a bunch of missing bikers, that doesn’t bikers at his hideout. These zombies are
mean the PCs won’t be. totally obedient to him.
– Thom Marrion
WILLIE BOYD Total Points: 150
Base Setting: Horror/Modern

ST: 12 [20] DX: 14 [45]


IQ: 12 [20] HT: 13 [30]
Speed: 6.75 Move: 6
Dodge: 7
Parry: 10 (Brawling)

Age 34 (appears 23); 6’3”; 173 lbs.;


with pale skin, reddish-brown hair, and
gray eyes, Boyd looks drawn and scraggly,
but he’s charismatic enough that acquain-
tances would describe him as handsome.
He is usually dressed in threadbare clothes
and carries a fiddle.
Advantages
Charisma +1 [5]; Combat Reflexes
[15]; Composed [5]; Extraordinary Luck
[30]; Musical Ability +3 [3]; Strong Will +3 [12]. Languages
Disadvantages English, Appalachian dialect (Native)-12 [0].
Illiteracy [-10]; Murder Addiction [-60]; Poor Equipment
[-15]; Status -2 [-10]; Voices (Diabolical) [-15]. Boyd always carries his fiddle and his knife
RE A S ONA BL E MADM EN

Quirks (sw 1d; thr 1d-1).


Chauvinistic; Enjoys the irony of singing murder
ballads; Misogynist. [-3]
Skills
Agronomy/TL6-12 [2]; Animal Handling-12 [4]; A poor mountain boy, Willie Boyd knew he was
Area Knowledge (Appalachian Highlands)-14 [4]; different when the Devil began talking to him at age
Bard-15 [6]; Black Powder Weapons/TL5 (Caplock, 12.
Rifle)-13 [1/2]; Brawling-16 [4]; Carousing-12 [1]; Growing up poor, the youngest son in a family of
Climbing-13 [1]; Driving/TL7 (Automobile)-12 seven children (three boys and four girls), Boyd felt
[1/2]; Fishing-12 [1]; Flint Sparking-13 [1/2]; constantly overlooked and lost. He would spend his
Guns/TL7 (Pistol)-15 [1/2]; Guns/TL7 (Rifle)-16 [1]; mornings helping clear the garden. The afternoon
Herbalist*-11 [2]; Hiking-14 [4]; Holdout-11 [1]; would be spent checking his snares, which were scat-
Knife-17 [8]; Knife Throwing-16 [4]; Musical tered throughout the hollows and ridges. Often, on
Instrument (Banjo)-14 [2]; Musical Instrument those lonely walks, the Devil would converse with
(Fiddle)-14 [2]; Panhandling-13 [1 1/2]; Scrounging- him about the nature of life and death, being and
13 [2]; Singing-16 [1]; Sling-13 [2]; Survival nothingness.
(Mountains)-14 [6]; Survival (Woodlands)-14 [5]; That the Devil talked to him was never very trou-
Teamster-11 [1]; Tracking-14 [6]; Traps/TL6-13 [4]; bling for Boyd. He knew the Devil was bad and real-
44 Woodworking-12 [1/2]. ized his mamma and Preacher Devons would never
*The low-TL version of Physician (see p. approve of their conversations. But the Devil was the
CI150). only one who took any interest in Boyd. He liked
that someone was looking out for him, and it really did seem, from what he had seen of
the Devil, that the old boy had gotten a bad rap: he never tried to tempt Boyd or to lead
him unto evil or anything like that. 45
When he was 15, Boyd began courting young Flora Dean. Her family
wasn’t too keen on his, and Boyd was unsure of the whole situation, but Flora
knew she wanted Boyd. The two had been together for a few weeks and were The Willie Boyd
out for a walk when the Devil told Boyd how to solve his problem. Boyd lis- Project
tened to the suggestion, paused, quietly picked up a fallen branch, and blud-
geoned Flora to death. Appalachia is full of tales of “ha’nts,”
witches, and other assorted evil oddities
Boyd continued with the walk, feeling powerful and happy for the first time that could be incorporated into a Voodoo
in his life. He kept on walking, just smiling and thinking – and listening to the campaign. Perhaps the Lodges are look-
Devil’s quiet laughter . . . ing for new allies in the Shadow War, or
n South
the In-Betweeners of the Mountai
Motivations want to drive away outsiders.
Bluegum s are a degener ate race of
By any standard Willie Boyd is a psychopath. He knows what he is doing is cannibals who have terrorized humans
wrong, but he can’t help himself. Killing makes him feel good and powerful, around the Cumberland Plateau for cen-
turies. Most dismiss the Bluegums as an
and he refuses to stop. In fact, he rarely even thinks about his actions. In an odd old ghost story told to keep children from
way, he celebrates his deeds by singing murder ballads. wandering too far into the woods. Others
This doesn’t mean that Willie is careless, however. His murders may be vio- believe the tales derive from Cherokee
legends of reclusive forest spirits.
lent and bloody, but he is careful to avoid getting caught. And sometimes the In the Shadow War, Bluegums would
Devil helps keep him from getting too stupid or careless. After all, when he be a race of In-Betweeners (pp. VO98-
can’t kill, things get bad for Willie – his head hurts, he feels weak, and, some- 102) that stalk the backwo ods of
times he finds the blood on his hands to be his own. Appalachia. Willie Boyd could be a very
unusual Bluegum (if so, use the racial
Given his druthers Boyd prefers to kill young, pretty women like Flora, but package below to modify his attributes,
he doesn’t seek out any specific type of victim. He can be quite charming, and advanta ges, and disadva ntages) . He
his natural musical talents make him fairly attractive to naïve people who think could also be part of some other plot in
the Shadow War.
they can help him better himself. Whether or not the Lodges or Voodoo
Boyd knows he should worry about what he’s doing. He also thinks it odd Societies know of the Bluegums is uncer-
that the Devil has taken such a strong interest in him. These concerns rarely, if tain. Surely some Lodge members would
recognize the supernatural connotations
ever, rise beyond the subconscious level. Whether or not the Voices he hears are of the old folktales, but they are likely to
a mental disorder or actual infernal whisperings is up to the GM. see little benefit in seeking out Bluegums.
It is also important to remember The Corrupters, however, may have other
that Boyd is not a Satanist; his mur- thoughts on the matter . . .
ders are not sacrifices. In fact, Boyd
considers himself a Christian,
BLUEGUM 234 POINTS
Bluegu ms appear as missha pen
although he knows he’s not a very humans with overly long arms and
good one. pulled-back lips that expose dirty teeth
and blue-black gums. They have a dis-
Encountered tinctive loping gait when running. They
are likely to attack without ever saying a
Boyd could be found busking on word.
just about any city street corner or Bluegums live far outside of human
society, usually in family groups of five
quietly wandering the countryside. to 12 individuals.
He appears to be a simple bumpkin, Bluegums have ST +10 [110], DX +5
but he is actually quite quick and smart, characteristics that help him win the trust [60], IQ -1 [-10], and HT +2 [20]. Their
advanta ges include three levels of
of some victims. Again, whether his abilities and Luck are natural or something Damage Resista nce [9], Fast Regen -
supplemented by diabolic aid is up to the GM. eration [50], and In-Betw eener
Basically a human vampire, as described in GURPS Blood Types (p. BT94), Invulnerability [60]. Their disadvantages
include Hideou s Appear ance [-20],
Boyd could be the night stalker terrifying a Midwestern city in a Horror campaign. Sadism [-15], and Vulnerability (Fire)
He might be a similar force of terror in any setting from Fantasy to Autoduel. [-30].
In an In Nomine campaign, he could qualify as a Soldier of Hell. In fact,
Boyd might make for an interesting way to drag a group of Black Ops characters
into an In Nomine or end-times oriented Illuminati game.
– T. Carter Ross

Bibliography:
Willie Boyd is based loosely on the old murder ballad, “Knoxville Girl.”
MAURICE ENDILEN Total Points: 244
Base Setting:
(ALIAS “BLUE-EYED JACK”) Illuminati/Warehouse 23

ST: 9 [0] DX: 17 [60]


IQ: 16 [80] HT: 8 [15]
Speed: 7.25 Move: 7
Dodge: 7
Parry: 8 (Knife)

Age 140; 5’4”; 50 lbs. In his mortal incarnation,


Endilen appeared as a young, stylish Frenchman
with a goatee and a tattoo of a blue star around his
left eye. In modern times, he appears as a human
skeleton of pearly white bone, still displaying that
large, star-shaped tattoo.
Advantages
Charisma +2 [10]; Doesn’t Eat or Drink [-];
Doesn’t Sleep [-]; DR 2 (vs. missiles, beams, and
impaling attacks) [-]; High Pain Threshold [-];
Immunity to Disease [-]; Immunity to Poison [-];
Imperturbable [-]; Increased Speed +1 [-]; Injury Languages
Tolerance (No blood, brain, impaling bonus or vitals) French (Native)-16 [0]; English-16 [2]; Spanish-
[-]; Lightning Calculator [5]; Night Vision [10]; 15 [1].
Strong Will +3 [12]; Temperature Tolerance 10 [-];
Unaging [-]; Vacuum Support [-]; Willful Skeleton Willful Skeleton 50 points
RE A S ONA BL E MADM EN

(See below) [50]. As defined in GURPS Undead (p. UN80), will-


ful skeletons have ST -1 [-10] and DX +2 [20], as
Disadvantages well as the advantages Doesn’t Eat or Drink [10];
Bad Temper [-10]; Disturbing Voice [-]; Eunuch Doesn’t Sleep [20]; DR 2 (vs. missiles, beams, and
[-]; Fragile [-]; Greed [-15]; Hideous Appearance [-]; impaling attacks) [4]; High Pain Threshold [10];
Inconvenient Size (Skeletal) [-]; Involuntary Duty Immunity to Disease [10]; Immunity to Poison [15];
(To the Bavarian Illuminati, 12-) [-15]; Jealousy Imperturbable [10]; Increased Speed +1 [25]; Injury
[-10]; Lecherousness [-15]; No Sense of Smell or Tolerance (No blood, brain, impaling bonus or vitals)
Taste [-]; Sadism [-15]; Self-Centered [-10]; Social [35]; Temperature Tolerance 10 [10]; Unaging [15];
Stigma -4 (Dead) [-]; Unhealing [-]; Unliving [-]; and Vacuum Support [40]. They suffer the disadvan-
Weirdness Magnet [-15]. tages Disturbing Voice [-10]; Eunuch [-5]; Fragile
[-20]; Hideous Appearance [-20]; Inconvenient Size
Quirks (Skeletal) [-10]; No Sense of Smell or Taste [-5];
Whistles while he kills; Wears only blue; Clears Social Stigma -4 (Dead) [-20]; Unhealing [-30]; and
his throat before hypnotizing. [-3] Unliving [-50]. They gain +1 skill bonuses in Demon
Lore, Occultism, Spirit Lore, Thanatology, and
Skills Theology [6]. Their Quirks, Features, and Taboos
Acting-13 [0]; Alchemy/TL7-16 [8]; Disguise-20 include “Can be turned using True Faith” and
[10]; Escape-15 [1]; Hidden Lore (City Secrets: “Cannot swim” [0].
Warehouse 23)-16 [2]; Hypnotism-20 [12]; Knife-19
46 [4]; Lockpicking/TL7-19 [8]; Navigation/TL7-12 [0]; Equipment
Pickpocket-20 [32]; Poisons-19 [10]; Shadowing-16 Endilen always carries a gold watch, a dagger,
[2]; Stealth-19 [8]; Traps/TL7-20 [10]. and a book on alchemy with faux gold pages.
Maurice Endilen was born in Paris, France in 1860. He was the son of a pair
of circus performers, an escape artist and his assistant. He learned the skills of
escape and theatrical disguise from his parents. The other performers taught him 47
skills, too. Most important of these was hypnotism, which was the specialty of
the grim and gloomy gentleman who headed the troupe.
As part of his circus training, Endilen also learned how to steal, which was
how the troupe kept itself fed when bookings were scarce. He proved a quick
study at picking both pockets and locks. Soon he combined his talents for thiev-
ery and hypnotism, using hypnosis to lull victims into a pliable state. After he
stripped them of valuables, he implanted false leads to be triggered by such
inevitable police questions as “Could you describe the thief?” From one unlucky
mark Endilen got his first book on alchemy, a slim volume with pages supposedly
made from hammered gold. The pages turned out to be baser metal, but the lore
they held and its promise of power proved to be as valuable as gold to Endilen.
With his newfound interest in alchemy, Endilen left the circus and made his
way to London. There, he set up a workshop for his experiments, the funding for
which he obtained from hypnotized “investors” and from other, more direct meth- Variations
ods of thievery. It was not long before “Blue-Eyed Jack” – the name given to For a Space campai gn,
Endilen in criminal circles, thanks to his facial tattoo – attracted the attention of the Endilen’s resurrection could be
infamous Professor Moriarty. The mastermind hired him as part of an elaborate the result of a cell regeneration
experim ent, not an alchemi cal
scheme to frame his nemesis, the legendary Sherlock Holmes, for murder. elixir. The skeletal Endilen is the
Had the plan succeeded, Endilen might have earned a place in the archives of pawn of a powerful shipping con-
infamy. However, Holmes’s willpower and intelligence proved too much for the cern; he is billeted in with valu-
able cargo to protect it from
evil hypnotist, who soon found himself on the run from the law. Cornered in his space pirates. His undead nature
workshop, with Inspector Lestrade beating down his door, Endilen imbibed a hasti- is a great advantage in space, as
ly concocted alchemical elixir. The potion was intended to simulate death. It did its he can withstand extreme temper-
job far too well. atures and vacuum.
In a Fantasy game, Endilen is
Endilen awoke in a white room inside what he later learned was Warehouse 23. a traveling hypnotist made into a
Domino-masked surgeons – or perhaps they were alchemists – surrounded him. A willful skeleton by a evil necro-
voice from somewhere outside his field of vision informed him that the year was mancer . He spends his time
hypnoti zing people to send as
now 1990 and that he was the property of the Bavarian Illuminati. When Endilen offerings to the necromancer in
tried to sit up, he saw to his horror that his flesh was gone. He was a living skeleton. hopes of winnin g back his
humanity.
Motivations Endilen could fit into a Supers
game easily, as the minion of
In Victorian London, Endilen was motivated by jealousy, greed, and lust. some super-villain or perhaps as
Though his body has been transformed so radically that he is incapable of acting a masterm ind in his own right.
upon some of those dark urges, he finds himself driven by them still. Endilen enjoys With his hypnoti c powers and
alchemical elixirs, and freed from
torturing and killing anyone who has more money, greater status, anything that he the service of some greater
himself does not possess – and that now includes flesh and blood. power, he would surely create
mindles s servant s of his own;
Encountered these would be reflected on his
character sheet as an Unwilling
How the Illuminati knew about Endilen’s experiments or recovered his body Ally Group (large group of 100-
from its unmarked grave remains, like so many of their actions, unexplained. It is point characters, 15- [90]). His
clear, though, that they had plans for Blue-Eyed Jack. Since his awakening 10 years lust for beautiful women coupled
past, Endilen has been released from the Warehouse from time to time to do the with his resentm ent of living
things might make this an inter-
Illuminati’s bidding. Most often his assignments are assassinations, though more esting army indeed.
than once he has been sent on missions that test his skill as an alchemist and hypno- In a Black Ops campaign, the
tist. Endilen resents his role as the Illuminati’s pawn and hates his confinement in Company would certainly want
to see the destruction of a force
the Warehouse. Should the opportunity arise, he will attempt to break free of their as potenti ally powerf ul as
control or simply escape the Warehouse for as long as possible. Endilen . A comple x story line
Adventurers exploring Warehouse 23 may meet Endilen, who prowls the place could be created around the PCs’
attempts to destroy the skeletal
in search of victims. On assignment, he often travels in the guise of an anatomical hypnot ist. Again, his mind-
display model, or uses his disguise skills to pass as human. He almost always controll ed minions could make
reveals his true form before he strikes. the campaig n a tangled trail of
– Jessie Staffler deceit and doublecrosses.
Total Points: 122
JOSHUA Base Setting: Space
(ALIAS “THE INTERGALACTIC CRIME SYNDICATE”)

ST: 9 [-10] DX: 11 [10]


IQ: 10 [0] HT: 13 [30]
Speed: 6 Move: 6
Dodge: 6
Parry: 8 (Brawling)

Age 24; 5’8”; 120 lbs.; Joshua is a


lanky, disheveled young man with a ner-
vous manner and slight twitch. He has light
skin, brown hair, and eyes of an oddly inde-
terminate color.
Advantages
Alertness +2 [10]; Contacts (Small-
time thug, skill 12, available 12-, somewhat
reliable) [2]; Contacts (Starport security
officer, skill 12, available 12-, usually reli-
able) [4]; Contacts (Starport social worker, 13 [4]; Hidden Lore (City Secrets: Starport)-15 [12];
skill 12, available 9-, usually reliable) [2]; Favor Hobby (Holovision)-14 [10]; Intimidation-15 [12];
(Starport criminals, five 100-point characters, one Knife-12 [2]; Scrounging-14 [8]; Shadowing-12 [6];
favor each, 9-) [5]; High Pain Threshold [10]; Luck Stealth-12 [4]; Streetwise-13 [8].
[15]; Pitiable [5]; Reputation +3 (As a member of the
Languages
RE A S ONA BL E MADM EN

Syndicate, among criminals and the poor in the star-


port, all the time) [7]; Sanctity [5]; Single-Minded Galactic Standard (Native)-10 [0].
[5]; Zeroed [10].
Equipment
Disadvantages Joshua carries his belongings in a small sack,
Dead Broke [-25]; Delusions (“I am an important which he has with him at all times. These posses-
member of the Intergalactic Crime Syndicate”) [-10]; sions seldom include more than a change of clothes,
Delusions (“Rats deliver my orders from the enough food for a meal, a knife, and a semi-tame rat.
Syndicate”) [-5]; Enemy (The Greys, medium-sized
group, 6-) [-10]; Illiterate [-10]; Reputation -2 (As a
harmless lunatic, to most of the non-criminal starport
populace, 10-) [-2]; Sense of Duty (To the
Intergalactic Crime Syndicate) [-5]. Joshua was the only child of a portside prostitute
and an unknown john. As a boy, he was never
Quirks allowed outside his apartment because his mother
Uncomfortable around women; Speaks in outdat- refused to pay the fees necessary to register his birth.
ed cliches; Talks about holovision characters as if Thus Joshua grew up with little in the way of social
they were real. [-3] interaction. Aside from a glance at one or two of his
mother’s johns, his only access to the outside world
Skills was through the entertainment network and holovi-
48 Acting-12 [6]; Animal Handling (Rats)-7/13 [1]; sion. He stared into the screen for countless hours,
Area Knowledge (Starport)-13 [6]; Brawling-12 [2]; regardless of what programs were playing. He
Computer Operation/TL9-10 [1]; Fast-Draw (Knife)- enjoyed the adventure stories and police dramas best.
As he grew up, nurtured only by the holo, Encountered
Joshua identified with the programs’ villains rather Because Joshua is considered harmless by the 49
than the heroes. The crooks always had great cars, port security force and social workers, who know
good food, and big guns. And every week, no mat- the Syndicate doesn’t exist, he never makes it onto
ter how badly the individual crooks were beaten, any “usual suspects” lists. The general populace
their mob returned as strong as ever for the next considers him more a “piece of local color” than a
episode. Sure, the good guy always got the girl, but person, so he sometimes has access to places
after peeking in on his mother at work, Joshua denied those of his low
never considered that much of a victory. The boy social station. He uses
soon began to imagine himself in the place of the this access, and his Adventure Seeds
holovision villains. In his imagination, however, Alertness advantage, to
the bad guys won. But I Play One on TV: A rash of
gain information about crimes has occured in the vicinity of the
Joshua created greater and more fanciful ver- the port and its inhabi- starport shipyards. The police are baf-
sions of his underworld adventures; soon he didn’t tants. Some of these bits fled. There is no discernible pattern to
even mind that his mother kept him isolated from these burglaries and acts of mayhem, at
of information are least none they can discern – until an old
the outside world. The world he had created, in utilized for criminal pur- holovid collector points out that the high-
which the “Intergalactic Crime Syndicate” ruled poses, including black- profile crimes are copycats, derived from
supreme, was better than the real world could ever a short-lived cop show that last aired 10
mail and intimidation. years ago. Joshua is recreating the series
be. By his 12th birthday, he was fairly well cut off Among the criminal that first inspired him as a child. He has
from reality. When his mother died of a drug over- classes and the destitute, yet to be caught by the blaster-slinging
dose, the last few threads connecting him to Joshua collects for non- good guys. In the next episode of the
humanity snapped. Joshua’s fantasies consumed series, the heroes prevented the bad guys
existent protection rack- from blowing up a fuel depot. Will they
him. ets. From time to time he do so again?
He decided that his mother had been killed by steals valuable merchan- I’d Like to Make a Deal: Joshua acci-
the Syndicate as a warning to him – “serve us or dentally kills a rat he thought was bring-
dise to be fenced on the ing him a message. In fear for his life
you’re next!” Joshua decided he would not disap- black market (though from the Syndicate, he decides to take
point them again. Since that time, he has lived on these items are just as the step all holovid lowlifes eventually
the streets, committing whatever crimes he thinks take: turn state’s evidence. Joshua throws
likely to be left in an himself on the mercy of the police. They
might impress the Syndicate. He takes his “orders” alley for some imaginary realize he’s crazy, but the secrets he
from rats, imagining codes in their paw prints. contact as passed along to knows are valuable!
Joshua is now a common sight in the seedier a real fence). Initially,
sections of the starport. Most legitimate citizens fear of the Syndicate
consider him a harmless lunatic. It’s a different helped keep Joshua alive. However, the longer he
story with the starport’s lowlife. Through a combi- lives on the streets, the better he becomes at pro-
nation of luck and simple bravura, Joshua has con- tecting himself. This only reinforces the notion that
vinced the poor and the local criminal element that the Syndicate exists and the young man’s reputa-
he is indeed an eccentric member of some shad- tion is deserved.
owy and dangerous organization. With the excep- In fact, Joshua has started to expand the
tion of the upstart gang known as the Greys, which Syndicate. He is not above recruiting small-time
has decided to make a name for itself by hassling thugs to help him complete his most complex
Joshua, the denizens of the starport’s slums respect assignments. The promised gratitude of the
his reputation and treat him accordingly. Syndicate is enough to lure some criminals –
Motivations perhaps even a morally suspect PC or two – to
work with Joshua. Should the authorities break up
Joshua’s life revolves around scrounging food
any such operation, they would likely consider
and imagining, then fulfilling, the plots of the
Joshua an unwilling participant and set him free
Intergalactic Crime Syndicate. Though his condi-
immediately.
tion inspires pity in some, Joshua’s willing
– Shawn Havranek
assumption of the criminal personae from the
holovids makes him a surprisingly dangerous man.
He will commit any crime in the Syndicate’s name.
He has interpreted rat prints as instructions to mur-
der, torture innocents, and set fire to inhabited
buildings.
RUSSELL KELLEY Total Points: 163
Base Setting:
(ALIAS “RABBLE-ROUSER”) Supers

ST: 11 [10] DX: 12 [20]


IQ: 13 [30] HT: 11 [10]
Speed: 7.25 Move: 7
Dodge: 7
Parry: 8 (Brawling)

Age 29; 6’1”; 165 lbs.; a wiry, pale,


clean-shaven man with dark brown hair and
nearly black eyes, like the “boy next door”
grown up evil. He wears khaki trousers;
blocky, metallic-black boots; a white button-
down shirt; and a black leather coat with the
sleeves rolled up to his elbows. The effect is
reminiscent of a Reign of Terror-era dema-
gogue about to launch into a wild tirade.
Advantages
Charisma +3 [15]; Strong Will +2 [8]; Telepathy Performance-18*† [0]; Politics-19* [6]; Research-14
(Power 19; Instantaneous, +20%; Global broadcast [4]; Running-12 [8]; Savoir-Faire-13 [1];
only, -20%; Victims must hear his voice to be affected, Shadowing-15 [6]; Stealth-15 [16]; Streetwise-14
-20%; Not against groups of three or fewer, -5%; Only [6]; Swimming-12 [1].
works in Manic mood upswing, -30%) [43]; Voice *Includes Voice Advantage.
RE A S ONA BL E MADM EN

[10]. †Default from Bard.

Disadvantages Languages
Bloodlust [-10]; Delusions (“Everyone in Detroit English (Native)-16 [3].
is involved in organized crime”) [-10]; Enemy
(Detroit police, medium-sized group, 9-) [-20]; Psi Skills
Enemy (Detroit crime families, medium-sized group, Mind Shield-13 [4]; Suggest-17 [12]; Telesend-
12-) [-40]; Manic-Depressive [-20]; Obsession (Fight 14 [6]; Telereceive-14 [6].
organized crime) [-10]; Paranoia [-10]; Reputation -3
(As a bloodthirsty super-villain, to the citizens of
Equipment
Detroit, all the time) [-7]. Rabble-Rouser’s coat and boots function as
leather armor (PD 1, DR 1). He usually carries a gun
Quirks lifted from one of his victims. If he expects to be
Scans every newspaper he finds for references to addressing a crowd, he might carry a bullhorn, but
himself; Frequently writes editorial letters to Detroit normally he relies on the natural range of his voice.
media; Distrusts the Internet. [-3]

Skills
Area Knowledge (Detroit)-18 [10]; Bard-20 [12]; As a high school and college student, Russ
Brawling-13 [2]; Carousing-14 [8]; Climbing-12 [2]; Kelley was a championship debater and public
50 Computer Operation/TL7-14 [2]; Driving/TL7 speaker. Upon graduating from Michigan State
(Automobile)-13 [4]; Fast-Talk-15 [6]; Guns/TL7 University’s law school, he moved back to his home-
(Pistol)-14 [2]; Law-16 [10]; Leadership-17 [10]; town of Detroit to start a career as an attorney,
but was quickly disgusted by the stranglehold the Mafia had on the city.
When city council elections rolled around, he declared his candidacy and
established a “crackdown on corruption” platform. His natural charisma and 51
speaking skills brought many formerly-apathetic citizens into his political
camp. Other candidates scrambled to take up his successful crusade; the
criminal underworld started to take this “upstart kid” seriously. Encountered
A few weeks before the election, “Big Johnny” Gambini sent a team of Rabble -Rouse r haunts run-dow n,
hatchet men to ambush Kelley. They broke into his house, caught him by sur- crime-r idden areas of town – slums,
prise as he entered, and dragged him kicking and struggling to the Gambini wharves, barrios, and the like – because
they’re likely to have conven ient
estate. What no one knew, however, was that Kelley was a latent telepath. He bystanders at all hours of the night. An
was already more terrified than he had ever been; when the thugs started to entire adventure might revolve around
work him over, his system released enough adrenaline to kick his psychic his plans to mind-control a public gather-
ing, like a football game, high school
powers online. Unfortunately, the overload of emotion and the sudden rush of graduation, or carnival (anywhere he can
power drove him into a manic state the likes of which he had never experi- access a PA system and a large crowd).
enced. Kelley exhorted the gangsters to free him. As he spoke, the fear and He could also use his powers to spread
anger he felt flowed into the thugs, reducing them (and everyone else in the disinformation and cover his own tracks,
such as sneaking into a TV studio and
estate) to the mental state of quivering children. compelling the staff to announce a state
Kelley picked up the men’s guns and proceeded to rampage through the of emergency, leaving the PCs to cope
house and grounds, shouting invectives and murdering the occupants as they with a panicked, chaotic city.
In person, Rabble-Rouser is suspicious
lay helpless. By the time he escaped the estate, his mood had calmed, then if not downright hostile. He is particular-
slipped into depression. Over the next few days, as he hid out and pondered ly wary of politicians, uniformed police,
what had happened, he came to realize that his power was somehow linked to and costumed superheroes.
his exhilarated mood: if he could charge himself emotionally, he could direct-
ly control other people’s emotions with his words.
Kelley did not feel remorse over the slaughter – the gangsters had, after Hideout
all, kidnapped him. In fact, the more he thought about it, the more he realized
After destroying the Gambini crime
his political ambitions were pointless. He could clean up the city much more family and finding himself a target,
effectively on his own. He dropped out of the race and out of the public eye. Rabble-Rouser had to abandon his for-
With a mediocre disguise and the moniker “Rabble-Rouser,” Kelley mer home. He roamed the streets, home-
less, for several weeks, but ultimately
emerged from hiding and brought his crusade to the streets. Through trial and realized he would need some kind of
error, he determined that by giving rousing speeches when he was emotionally base of operations. The Gambini estate
charged (on a manic upswing), he could affect other people’s emotions – but had been on the market ever since the
massacre, but the mortgager had not been
he could only sway groups, not individuals. He confronted gangs of criminals able to find a buyer. Seeing a certain
and forced them to turn their weapons on each other. Initially, some hailed poetic justice in taking over the site of
Rabble-Rouser as a hero. Others criticized the high body count that resulted his first victory , Rabble -Rouse r in -
every time he appeared. filtrated the house by mesmerizing the
caretakers into handing over the keys,
Kelley took the criticisms badly and brooded on them during his depres- then dispatching them. Before long, the
sive downswings. He started to piece together the paranoid view that anyone house gained a reputation as haunted.
who criticized him was, in fact, a pawn of the crime bosses. The media began The mortgager has since given up the
property as a lost cause, and is no longer
to dog Rabble-Rouser, finally identifying him as Kelley. They also released a actively marketi ng it. This has made
rough description of his powers, based upon the accounts of bystanders who Rabble-Rouser’s efforts to keep up his
claimed that their thoughts had been altered while they were within a few hideout easier in some ways, but more
difficul t in others. For one thing, the
hundred yards of this mysterious vigilante. Fearful of any sort of mind con- building has no electric ity or running
trol, the public turned against Rabble-Rouser with a vengeance. To Kelley, it water. There is a portabl e, gasolin e-
became clear then that the entire city was part of the conspiracy – and only he powered generator in a downstairs utility
could save Detroit from itself. room, which provides enough power via
an extension cord to run the refrigerator
Motivations and an electric stove. Neither the house
nor its extensive, unkempt grounds have
Rabble-Rouser is devoted to fighting organized crime in “his” city. The any lighting whatsoever. Rabble-Rouser
problem is that he considers everyone else either a pawn or an active part of keeps a stock of candles in case he needs
a light in the evening s, but he knows
the mob families. He targets obvious criminals, but does not hesitate to use the house very well and will have no
bystanders as weapons, rallying a crowd into a killing frenzy with his powers. problem maneuvering through it in the
If possible, he always kills his opponents. When on a manic upswing, he dark, should nosy heroes invade his
headquarters.
finds it all but impossible to do otherwise.
– Meredith L. Patterson
Total Points: 137
CALEB ST. JOHN Base Setting:
Horror/Modern

Age 27; 6’0”; 180 lbs.; an attractive young Caleb’s mother,


man with wavy blond hair and jade-green eyes. Cassandra, was a
teenage hellion who
Advantages
ST: 10 [0] DX: 11 [10]
lived to rebel against
IQ: 13 [30] HT: 10 [0]
Ally (Corrinne St. John, 117-point charac- Speed: 5.25 Move: 5 her prosperous
ter with special abilities, 12-) [30]; Animal Dodge: 5 California wine
Empathy [5]; Charisma +1 [5]; Comfortable country family. Her
Wealth [10]; Psychic Vampirism (Power 5;
Parry: 5 (Knife)
pregnancy, the result
Steal Energy only) [10]; Telepathy (Power 8; of an affair with a
Emotion Sense only; includes Empathy advan- married foreman,
tage) [16]; Unfazeable [15]; Voice [10]. was the final straw
as far as her parents were concerned. They planned
Disadvantages to force Cassandra to put the child up for adoption.
Dependency (To negative emotions, common, Then the St. Johns intended to enroll Cassandra in an
daily, affects Fatigue instead of HT; Fatigue lost isn’t all-girl boarding school. Instead, she ran away and
normally recovered) [-7]; Sadism [-15]; Sense of joined a traveling carnival.
Duty (To fellow carnies) [-5]; Social Stigma -2 Cassandra worked as a dancer until her pregnan-
(Carny) [-10]. cy became too advanced, then took an apprenticeship
Quirks with Madame Zena, a fortune-teller. After Caleb was
born, Cassandra married Balthazar, the Human
Distrusts all officials and public institutions;
Leopard, who was also owner and star attraction of
Owns a large collection of violent movies and video
the Big Country Carnival sideshow, Amazing
games; Abstains from all alcohol and drugs;
Oddities. Several years later, Cassandra and
Deliberate love-’em-and-leave-’em heartbreaker. [-4]
Balthazar had a daughter, Corrinne (p. 94).
Skills
Acting-12 [1]; Administration-12 [1]; Bard-17*†
RE A S ONA BL E MADM EN

[1]; Blackjack-12 [2]; Detect Lies-14** [1/2];


Diplomacy-17† [1/2]; Fast-Draw (Knife)-11 [1]; Fast-
Draw (Pistol)-11 [1]; Fast-Talk-14 [4]; Guns/TL7
(Pistol)-14†† [2]; Holdout-12 [1]; Intimidation-12
[1]; Knife-12 [2]; Knife Throwing-11 [1];
Performance-16† [4]; Psychology-12 [2]; Savoir-
Faire-16† [2]; Streetwise-12 [1]; Swimming-11 [1].
*Includes Charisma advantage.
**Includes Empathy advantage.
†Includes Voice advantage.
††Includes IQ bonus.

Languages
English (Native)-13 [0].

Psi Skills
Emotion Sense-13 [4]; Steal Energy-13 [4]. Even as a child, Caleb St. John was different
from other people. His mother made a living as a
Equipment practicing fortune-teller, but Caleb was the one with
Caleb St. John carries a concealed .38 and a pair genuine psychic powers. He was aware of his
52 of matched throwing knives. He wears a gold leop- empathic abilities from an early age. When he hit his
ard’s head ring with green gemstone eyes on his left teens, his powers both increased and darkened, stir-
forefinger. ring in him a craving for other people’s negative
emotions. He broke several hearts and made In this case, they would be Amazing Oddities
quite a few enemies before he learned to con- correct in their suspicions; The members of Amazing Oddities,
trol his hunger and focus his interest on Caleb has been known to Big Country’s freak show, are 51- to 75-
“marks” rather than his fellow carnies. leave his victims in a near- point characters. GMs wishing to flesh
them out further might find GURPS
When St. John was 19, his mother and catatonic state after draining Creatures of the Night of use, particular-
stepfather both died in a tragic “slough night” their emotions. ly the section on the Matchle ss (pp.
accident; they were crushed to death while Caleb’s involvement CN77-79). Caleb feels a Sense of Duty
helping to dismantle the Ferris Wheel. Caleb with the Brock Association toward these characters, as they are part
of his carnival. They do not qualify
St. John took over Amazing Oddities, but with provides another source of as full-fledged Dependents.
a much more aggressive recruitment policy encounters. The PCs may be 53
than Balthazar had practiced. At least two of chosen as part of the enter- Alli-Gertie, the Alligator Girl:
A teenaged girl covered with thick
his current stars are not working in the freak tainment, uncover the nasty yellow- green scales. Her family
show willingly. underside of the Association, claims a voodoo -lady from the
St. John employs ten “attractions” and sev- or be members or guests swamp put a curse on her. Her father
sold her to St. John six years ago.
eral roadies. He also owns a shooting gallery themselves. Mr. Elasto: This aging rubber man is
and a food stand, and holds half-ownership of Caleb works well in a losing his flexibility and is pitifully
the Monsterama funhouse. His home is a luxu- game that also features desperate to keep his job.
rious motor home furnished with all the latest Corrinne St. John. He is pro- Rainbow, the Tattooed Lady: A very
shapely woman with a shaved head
electronic toys. His only other responsibility is tective of her, but also uses and a body covered in tattoos. She
looking after his sister, Corrinne. her as a lure and a weapon. also has assorted piercings. Rainbow
St. John is involved with the Brock While he feels a Sense of is popular with the roadies.
Targo, the Two-He aded Dwarf:
Association, a group of jaded, wealthy elite Duty to all carnies, she is the Standin g a stocky four feet tall,
based out of Chicago. Once or twice a year, St. only one he sees as family. Targo has a vestigial head and fore-
John organizes a “special” show for the He will strongly resist any arm sprouting from the right side of
his chest.
Association, with acts ranging from gladiatorial efforts to separate them and Mr. Starfish: This man’s limbs are
combats to live torture exhibitions. He abducts will step in should Corrinne shorten ed paddles . His intellec t is
the subjects for these shows, usually choosing be threatened in any way. that of an infant and he lives in a
his victims from the lower levels of society straw-f illed crib in St. John’s
(transients, runaways), unless a particularly Variations “secure” trailer.
Gordon Applebee, the Fattest Man in
tempting and unusual target presents itself. St. John and his fellow the World: Gordon is severely agora-
carnies are well-suited to the phobic, highly intelligent, and a vora-
Motivations wayfaring life of traveling cious reader.
Li and Tao, the Siamese Twins: Real
St. John feeds on the negative emotions of entertainers in a Fantasy set- names Herman and Wilbur Potter.
others, and doesn’t hesitate to create those ting. In this type of world They are joined at the hip. They each
emotions whenever he can. He runs the freak their shows will place more of possess two normal legs, but also
share one thicker, trunk-like limb.
show in order to siphon off the audience’s hor- an emphasis on displays of Drei Augen: Real name Katerin a
ror and revulsion. In his private life, he leaves strength and skill, wild animal Wyrmischlass. She is a very pretty
a trail of devastated lovers in his wake and is a acts, and minor magics than German girl, with blond hair and
blue eyes. The third eye in her fore-
master of psychological cruelty. He benefits on mechanical rides. In lieu of head is usually concealed by bangs.
more than financially from his arrangement a .38, a Fantasy Caleb St. She is soft-spoken and shy.
with the Brock Association. The savagery of John carries a small, conceal- The Wolf Man of Madaga scar: A
the audience at these events, along with the able crossbow. Instead of the hairy, muscle-bound brute with sharp
teeth and an inhumanly savage tem-
victims’ pain and terror, provide a banquet to Brock Association, he is in per. He was found in a lifeboat by a
his depraved hunger. league with a group of nobles Japanese whaler and sold to St. John.
indulging a love of torture. He frequently attempts to escape.
Encountered For a Space campaign, St.
Caleb St. John can turn up anywhere the John runs a ship that makes the
carnival travels. He initially doesn’t seem a rounds of the frontier colonies. Hideout
threat . . . perhaps a little untrustworthy, but Mixed in with the high-tech One of St. John’s trailers is an
charming. Away from public view, he is computerized thrills are new armored, soundproofed, reinforced, high-
focused and intent, willing to do anything to types of freaks to satisfy the security model made to look ordinary
accomplish his goals. basic, base urge to gawk and from the outside (curtains over fake win-
dows and so on). The interior is divided
Female characters may find him a roman- also generate revulsion and into cages where St. John’s kidnapped
tic interest, the sort of “what does she see in horror in the audience. victims and less-cooperative employees
him” bad boy that infuriates friends and family. – Christine Morgan are kept. Mr. Starfish’s crib rests in one
walled-off corner.
Total Points: 159
JURGEN Base Setting: Atomic Horror

TRIERMANN
ST: 9 [-10] DX: 10 [0]
IQ: 14 [45] HT: 10 [0]
Speed: 5 Move: 5
Dodge: 5

Age 48; 5’6”; 150 lbs.; a dumpy, clean-


shaven German scientist who wears nondescript
tweeds and glasses with low-strength lenses (he
suffers no serious penalty without them).
Advantages
Ally, Unwilling (Blackmailed scientists, five
125-point characters, 12-) [50]; Contacts (Four
old acquaintances in German or American industry,
Languages
skill 15, available 12-, somewhat reliable) [16]; German (Native)-14 [0]; English-12 [1/2];
Patron (South American Nazis, very powerful orga- French-12 [1/2].
nization, 12-) [50]; Status 1* [0]; Wealthy [20]. Equipment
*Free from Wealth
Dr. Triermann has access to technology he is
Disadvantages developing for his Patrons, which includes some
Callous [-6]; Chauvinistic [-1]; Obsession experimental and even weird devices. He carries an
(Conquer space) [-15]; Reputation -1 (As amoral, automatic pistol when he thinks there might be dan-
among those who’ve studied the Nazi scientific pro- ger. Several of Triermann’s skills have drifted out of
RE A S ONA BL E MADM EN

gram, all the time) [-2]; Reputation -3 (As a twisted date in the last few years; he has kept up only with
manipulator, among old colleagues, all the time) [-5]. subjects that he thinks useful. His grasp of
Psychology is intuitive rather than trained; he treats
Quirks people as things to be manipulated. His Wealth is the
Believes in management by blackmail; Secretly result of a generous cash salary and material
holds most old Nazi leaders in contempt; Thinks that resources. If his activities become more widely
he’s entitled to credit for minions’ work. [-3] known, he will gain powerful Enemies.

Skills
Administration-15 [4]; Astronomy/TL6-12 [1];
Aviation/TL7-12 [1/2]; Chess-13 [1/2]; Detect Lies- Originally an academic physicist in 1930s
12 [1]; Driving/TL6 (Automobile)-8 [1/2]; Germany, Jurgen Triermann found work in secret
Electronics/TL6 (Communications)-11 [1/2]; weapons development when the Nazis came to
Engineer/TL7 (Aerospace)-12 [1]; First Aid/TL6-13 power. To his irritation, his employers recognized
[1/2]; Guns/TL6 (Pistol)-11 [1/2]; Holdout-12 [1/2]; that he was only a mediocre scientist. They also saw
Intimidation-12 [1/2]; Leadership-12 [1/2]; that he was an excellent scientific administrator, and
Mathematics-12 [1]; Mechanic/TL7 (Jet Engines)-12 that his fanatical enthusiasm for space research could
[1/2]; Mechanic/TL7 (Rockets)-12 [1/2]; be useful. When Germany collapsed in 1945,
Metallurgy/TL7-11 [1/2]; Physics/TL6-12 [1]; Triermann gathered a portfolio of assorted informa-
54 Piloting/TL7 (Light Airplane)-10 [2]; Psychology-12 tion and surrendered to the Americans, offering to
[1]; Savoir-Faire-16* [0]; Speed-Reading-12 [1/2]; work for them. At first, he was accepted (along with
Teaching-12 [1/2]. many of his colleagues), but the Americans soon
*Free from Status. realized that he was not very useful; they had their
own managers, and several of Triermann’s old colleagues refused to work with
him. On the other hand, there was no significant war crime evidence to hold
against him. Besides, charging him with anything might send the wrong message 55
to scientists who were worth keeping. So they just let him go.
Infuriated, Triermann wandered between university jobs for three years, until Triermann’s
an old acquaintance from Peenemunde appeared with a job offer. Triermann lis-
tened, haggled over terms, and accepted. He dug out some old files that he’d kept
Toybox
from the Americans (who could be terribly prissy at times) and disappeared. Now, In wilder games, Dr. Triermann can
provide the South Americ an Nazis
only a few specialists suspect that Triermann has become the chief scientist to a with a high-tech air force of advanced
conspiracy of old Nazis based in South America. But one day, he may help them high-altitude craft armed with rocket
to threaten the world again – from high above. weapons. See GURPS Atomic Horror
(pp. AH69-7 5) for notes on various
Motivations secret Nazi and 1950s projects that Dr.
Trierm ann may have blackm ailed
Some people, including his Patron, think that Dr. Triermann is a fanatical some unfortunate genius into improv-
Nazi. Actually, he has no great interest in “racial politics.” He secretly thinks that ing. Should Triermann give the South
Americ an Nazis a lot of advanc ed
Hitler was a dolt and would happily work for anyone who’d have him on his own weapons, their point value as a Patron
terms. (He’s not especially untrustworthy. Neither is he reliably loyal.) However, may increase!
he does believe that the strong should rule the weak – because only the strong can Other possibl e project s for
then lead the world to a new age of scientific progress and achieve the conquest Triermann to pursue:
The Strato-Jager: This is a “flying
of space. He’s also quite proud of his German intellectual heritage. Many of the wing” jet aircraft that uses auxiliary
wartime German rocket scientists were similarly amoral, apolitical space enthusi- rocket assistance to increase its range.
asts; Triermann just thinks that the stars are worth more than human lives. He’d It is normally capable of marginally
supersonic-level flight at fairly high
quite like to be among the first men into orbit, or the first to land on the moon, altitudes, but the primary rocket can
but if necessity demands that the glory go to some handsome oaf – well, history punch it almost out of the atmosphere.
will record who made the trip possible. The Strato-Jager can then “skim” very
long distances on a semi-ballistic tra-
For now, however, his employers want high-altitude aircraft and rocket jectory. Smaller rockets can be used to
weapons, and Dr. Triermann is willing to oblige. To him, such creations are mere- help it evade pursuit and return to base.
ly stepping-stones to the stars. Triermann has convinced himself that, as the The Strato-Jager is normally armed
leader of such projects, he deserves the glory; most people would say that the with a rack of short-range missiles. A
very advanced gyroscopic sight makes
credit really belongs to the better scientists he blackmails, bullies, and coerces these surprisi ngly effectiv e. Alter -
into his service. But engineering does require management, which Dr. Triermann natively, it may carry a single free-fall
provides in spades. bomb with limited homing capability.
The South American Nazis have a
Encountered scheme to use the Strato-Jager to trig-
ger war betwee n the “decad ent”
Dr. Triermann is primarily intended for use in a 1950s GURPS Atomic Americ ans and “vile Bolshe vik”
Horror campaign. However he could easily appear in almost any game with a Russians. They intend to use the jet to
shoot down both nations’ high-altitude
post-1945 setting, including Supers (perhaps with an added High Technology research aircraft, relying on the Strato-
advantage), Illuminati, and weirder modern-day Espionage campaigns (espe- Jager’s speed to keep it a mystery .
cially if he’s given some secret anti-aging treatments, courtesy of his Patron). Then they will bomb the White House
and the Kremlin, whipping both pow-
He’s mostly a manager over white-coated scientist henchmen, but he does run ers into a mutually destructive hysteria.
schemes his own way. In particular, he has a library of blackmail information on The Fourth Reich will then rise from
old colleagues, which he uses periodically to obtain information and aid. PCs the ruins.
may investigate why a seemingly loyal scientist has suddenly started leaking Disc Missiles: Dr. Triermann has a
file of results from Projekt Saucer (p.
crucial secrets to Triermann’s group. When they find out the reason, they may be AH74), but none of his underlings can
faced with a moral quandary – should they expose the dark secrets of the scien- yet build a stable, operabl e manned
tist they were supposed to protect? (The idea of hiding such secrets “for the craft with the speed and capabilities it
promised. Undaunted, he has had the
greater good” implies rather more cynicism than is the norm in 1950s-style technology applied to a range of small-
games, but fits in Illuminated or cynical espionage settings.) er, unmanned homing missiles. Some
If he realizes that he’s being hunted, Triermann will look for ways to deter of these missiles can destroy hostile
aircraft at any height and fairly long
his enemies. Blackmail is a tactic he knows well. He doesn’t expect to confront ranges. Others can skim for miles at
foes personally; he has people to do that for him. If he’s drawn into a fight low level to destroy surface targets.
directly, he’s very likely already finished. These disc-sha ped weapon s defend
Triermann is a visionary, on his own terms. He desperately wants to reach Triermann’s research bases, and may
soon be employed aggressively rather
the stars, and he’ll do anything to achieve that goal – particularly if other people than defensively.
have to pay the price.
– Phil Masters
VLADIMIR Total Points: 245 Base Setting:
Space/Cyberpunk

TSCHEYA
ST: 10 [0] DX: 12 [20]
IQ: 12 [20] HT: 10 [0]
Speed: 5.5 Move: 5
Dodge: 5

Age 35; 5’9”; 170 lbs.; a human of mixed


ancestry, Tscheya will always be well-
groomed and dressed in expensively tailored
business clothing. His hair is short and he
tolerates no facial hair – only aliens have fur.
Advantages
Ally Group (Employees, large group, 15-)
[90]; Status 4* [15]; Telepathy (Power 30; Aspect Equipment
only; Doesn’t affect non-human sentients, -10%) [64]; Tscheya will have equipment appropriate to an
Wealthy [20]. important corporate executive, including a communi-
*Includes Wealth advantage. cator and a small personal computer. His real equip-
ment is his army of flunkies and their standard gear,
Disadvantages and the corporate resources he can tap.
Chummy [-5]; Cowardice [-10]; Delusions
(“Non-humans want people to dislike me”) [-5];
RE A S ONA BL E MADM EN

Intolerance (Non-human sentients) [-5]; Paranoia


[-10]. Vladimir Tscheya had the misfortune to be born
with a potent psionic gift and a natural talent for
Quirks using it. Able to use his power from the age of three,
Eager to be liked, particularly by women; Treats Tscheya coasted through childhood as a “nice boy.”
his employees as if he were a friendly older brother; Since no one around him would think of denying him
Maintains vocal, childlike enthusiasm for anything anything, he never needed to rebel or throw tantrums
that interests him; Insists on “first-class treatment” to get what he wanted.
wherever he goes. [-4] Unfortunately, this resulted in a teenager who
Skills simply didn’t understand the word “no.” His teachers
all gave glowing reports of his empathy and
Accounting-12 [1]; Administration-13 [4]; advanced social development. Computerized testing
Appreciate Beauty-12 [8]; Bartender-14 [4]; Board told a very different story: Tscheya was barely above
Games (Children’s)-15 [6]; Computer Opera - average intellectually and showed little grasp of, or
tion/TL9-13 [2]; Dancing-12 [2]; Law-11 [2]; interest in, his coursework. With his amazing talent
Literature (Children’s)-11/17 [4]; Savior-Faire-15 for getting along with people, and no other discern-
[6]; Sex Appeal-13 [8]. able skills, he was clearly on the road to a corporate
Languages vice-presidency.
Tracked into the business curriculum in high
English (Native)-12 [0].
school and college, Tscheya found a ready home for
Psi Skills his talents as a management type. He didn’t make par-
56
Aspect-14 [8]. ticularly good decisions, but he could really motivate
a group of co-workers and they tended to cover his fail- Tscheya wants to protect all his friends, and
ings. During his college career, though, Tscheya discov- potential friends, from the conspiracy. To that
ered that some “people” really seemed to have it in for end, he has developed an interest in neuro- 57
him: aliens and AI computer systems. For some reason, technology; he has already created several items
they uniformly found him lacking in any redeeming quali- intended to shield humans from the evil mental influ-
ties and tended to get in the way of his goals. He never ences of aliens and sentient computers. He is now look-
recognized the real reason he was less successful interact- ing for ways to implant these neuro-tech devices in
ing with non-human life forms – his staff, to both ensure their continued loyalty and
his psionic manipulations had no to safeguard them when they move beyond his pro-
impact upon them. Instead, he tective reach.
Adventure
chalked up every failed transaction Seeds Tscheya truly likes people – as long as they
as yet more proof of a non-human There are many scenarios don’t disagree with him. He has no liking for vio-
conspiracy against him. that could cause a PC group lence, and isn’t even particularly power-hungry,
Eventually, Tscheya became to meet Vlad Tscheya. beyond what it takes to keep himself safe from his
Some Enchan ted Eve -
manager of NovaTech’s Corporate ning: A female PC or
non-human enemies. He’s perfectly happy to toe
Research Facility #2. NovaTech is Depend ent of Attract ive the company line, and doesn’t question orders from
a cutting-edge bio-cybernetics firm appeara nce or better could his superiors. (Several investigators from the home
specializing in neuro-technology: catch Tscheya’s eye. Prying office have followed up odd reports about the facil-
her loose from him could be
interface jacks, implant communi- a major problem – anyone ity he manages, though none of them ultimately
cators, and similar expensive hard- confront ing him is likely to found anything wrong there . . . after they met
ware. Research Facility #2 is a fall under his influenc e, as Tscheya personally.)
well.
remote, high-security research lab, Tin Hats: Tschey a has Tscheya is a ladies’ man; outside of the office,
purportedly working on skill been implant ing everyon e he will normally have a female companion. He
implants and the like. Besides its who passes through his loses interest in his conquests quickly, however,
research facility with loyal-
overt mission, it also serves as a ty devices intende d for
and may attempt to pick up any attractive women
manufacturing facility for special covert governm ent use. The he runs across.
implants used by certain “black PCs could be governm ent
budget” government agencies – agents, a corpora te trou- Encountered
bleshoo ter team from the
mind-control devices. home office, or merely
Tscheya lives in the first-class world of big
Tscheya is now surrounded by friends of someon e who’s corporate money. He loves this lifestyle. In a typi-
a loyal corporate group of highly started acting a little cal encounter, he will trail a group of flunkies. This
strange. will include at least three corporate security offi-
intelligent people who have his best Musica l Conspir acies:
interests at heart. His current The characters are follow- cers, two executive assistants, and, in social situa-
Telepathy power gives him a range ing the trail of some con- tions, his paramour du jour. He rarely carries a
spiracy of interest to them, weapon, instead relying upon corporate security.
of 640 miles with his Aspect skill and cross paths with inves-
(p. P20), and a net +11 reaction tigators workin g for These bodyguards carry socially acceptable
modifier! While it doesn’t affect Tscheya . The latter are try- armaments, often stunners or other non-lethal,
anyone he hasn’t deliberately used ing to root out alien/A I short-range weapons. Everyone in the group will
plots against him. At the
it on, once established, his influence same time, NovaTe ch’s
have state-of-the-art communication gear, protect-
remains until the subject leaves his home office, well aware of ed by high-quality corporate encryption. The
range. His power doesn’t impact their general manager ’s psi whole group will steer clear of any obvious aliens
power, are using him as or robots. Tscheya’s bodyguards are thoroughly
non-humans: gengineered species, cover for a more sinister
aliens, AIs, or robots. He avoids all plot – to sell “black” neuro- devoted to him and may deal a little too zealously
of them. The research station he tech underg round. They with any non-humans that appear to threaten their
hope to take control of boss. If cornered by aliens or artificial life forms,
runs is an all-human facility, using covert government agencies
only non-sentient computers with or are, perhaps, just waging Tscheya himself could well snap and direct the
excellent anti-hacking defenses. a little corpora te war people around him to prove their friendship.
against a rival. Through the research station he runs, Tscheya
Motivations has access to a wide selection of advanced produc-
Tscheya isn’t a particularly bad tion and experimental neuro-tech gadgets, and
person. He just can’t tolerate it when people don’t like considerable scientific and medical expertise. He can also,
him. He’s certain that the end goal of the alien/AI con- within reason, order non-military hardware from other
spiracy is to make his fellow humans dislike him; anyone companies, though this can take days or weeks to arrive.
who doesn’t appear to fall under Tscheya’s charm will For the most part, this will be defensive security gear.
immediately be suspect to him. – Walter Milliken
“People want chaos for about

Chapter 4 five minutes. After that, they want


a backrub and some money.”
– Bruce Sterling

The English word amuck


is derived from the Malay
term amok. Someone who has
lived a quiet, respectable life
will suddenly go berserk
. . . “run amok.” Seemingly
without provocation, he
slaughters his friends and
family. Usually he continues
to kill until he, himself is
killed.
Whether the kill is a
Malay tribesman or a postal
worker in Cleveland, the
shock to society is the same.
near entrance What caused this outburst of
apparently senseless vio-
to temple lence? Perhaps a lifetime of
accumulated frustration and
disappointment shattered an
(don’t forget
travel voucher) already flawed psyche. That coldly logical answer is reassuring, but it
doesn’t seem complete. It’s easy to imagine the amok killer as a pawn of
some greater force of destruction. He is, at some level, an avatar of Chaos.
Michael Moorcock originated the “Law vs. Chaos” dichotomy, as a
way of creating heroes and villains whose motivations were more complex
than simple good and evil. D&D adopted the idea for its “alignment” system,
and the “chaotic” villain has become familiar to popular culture.
In fiction, the “random” villain may become more than a murderer. His
randomness may be less violent, more interesting. He may truly be a servant
of some chaotic force! In game terms, mildly chaotic villains might be given
the disadvantages Impulsiveness, Distractible, Short Attention Span, or a
Compulsive Behavior for certain types of random acts. They might also be
classified as Tricksters or On the Edge, depending upon how their unstable
nature manifests. For those embodying a more cosmic form of chaos, the dis-
advantages Weirdness Magnet or Jinx would be appropriate.
The more chaotic the villain, the less he will have in common with his
more orderly fellows. As a result, he may suffer from such additional disad-
vantages as Callous, Low Empathy, Oblivious, or even Solipsist. He might
also be prone to Indecisiveness . . . faced with every possible response, he
may have a hard time deciding on which to choose. Eventually, a character
dedicated to chaos becomes more of a force of entropy than an individual.

58
F O R C E S OF C H A O S
F orces
Forces 59

of C
of Chaos
haos
Good Out of Disorder
A chaotic villain may be capable of acts of great good as well as
astounding cruelty. Disorder is not, by definition, evil. A foe dedicated to
chaos would claim that the traditional moral definitions have no relevance;
anything that promotes Chaos can be considered positive. Anything that
shores up Order is to be countered.
For example, Joe Random, a villain dedicated to the triumph of disor-
der, decides on Monday to perpetrate random acts of kindness. Such deeds
confound the authorities, who know Joe better as a bomb-tossing anar-
chist. Though positive and lawful when considered out of context, these
acts further Joe’s ultimate aim.
On Tuesday, though, Joe could well decide to kill everyone he
helped the previous day, or the people standing in the spots where the
good deeds were performed, or even to do nothing at all. He doesn’t
intend to be “evil,” nor did he intend to be “good” the day before. His
schemes are only successful or unsuccessful according to how much
disorder he produces.
Pursuing such a force of nature is a daunting task, and any hero
who goes after a chaotic villain would be in for a frightening ride.
There is no way to get ahead of his enemy, because his enemy has
no plan or pattern. In this situation, there are only two ways to win:
The hero can be relentless in his pursuit and hope to get lucky, or he
can become chaotic himself in an attempt to gain insight on his enemy. The
latter course of action may turn the hero into a mirror image of the person he
is pursuing – a monster to catch a monster – and he may never be able to
return to normalcy. He stares into the void, and the void enters his soul . . .

Detail from east


side of altar,
main site
Total Points: 539 Base Setting: Modern

ADAM
ADAM
ST: N/A [0] DX: 12* [20]
IQ: 15 [60] HT: N/A [0]
Speed: N/A Move: N/A
Dodge: 9
*To host’s limit.
F O R C E S OF C H A O S

As “he” is only a string of computer


code, ADAM has no independent appear-
ance. He is seen only as the machine in
which he currently resides.
Advantages
Absolute Timing [5]; Altered Time
Rate 2 [200]; Being of Pure Thought (No
Note: In addition to the skills listed above,
astral projection, must possess machine, awareness
ADAM has access to much of the knowledge avail-
limited to input devices -70%) [75]; Eidetic Memory
able on the Internet. To simulate this ability, assume
2 [60]; Knack: Machine Possession (Reduced
a skill level of 15 in any mental skill that does not
fatigue, cost level 6, +120%; Not dependent on
require social interaction. (Remember to add modi-
mana, +20%; No exorcism possible, +40%; Only
fiers for Eidetic Memory, Mathematical Ability, and
computers, -30%; Only machines connected to cur-
Hidebound.) Physical skills are not applicable. If
rent host by a network, -20%; Instantaneous, +20%;
ADAM inhabits a computer with a robotic peripher-
Increased range: global, +120%) [111]; Lightning
al, any physical skills performed should default from
Calculator [5]; Mathematical Ability [10]; Unaging
his Computer Operation, with penalties appropriate
[15].
to the sophistication of the machine and remote con-
60 Disadvantages trol operation (p. RO63).
Callous [-6]; Delusions (“I was purposefully cre- Languages
ated to suffer”) [-5]; Hidebound [-5]; Intolerance
English-18 [2]; Japanese-18 [2].
(Humans) [-10]; No Sense of Humor [-10]; Nosy
Note: ADAM also understands, through micro-
[-1]; Obsession (Find “father” and punish him) [-5].
phones, any language for which voice recognition
Quirks software exists. He can communicate through a mon-
Composes binary poetry; Enjoys the patterns of itor or speaker in any language coded into an
music; Has a soft spot for fellow “victims;” Special attached operating system.
fondness for Coleridge and Shakespeare. [-4] Equipment
Skills Whatever hardware he inhabits.
Chess-19* [2]; Computer Hacking/TL7-21**†
[6]; Computer Operation/TL7-19* [2]; Computer
Programming/TL7-20**† [3]; Conspiracy Theory-
17* [4]; Literature-19* [3]. ADAM is not the Y2K bug, but he is an indirect
*Includes Eidetic Memory advantage. result of the rush to prevent the effects of Y2K on the
**Includes Eidetic Memory and Mathematical world’s computer systems. Thousands of engineers
Ability advantages. and programmers spent years reworking millions of
†Includes Hidebound disadvantage. systems to prevent a massive shutdown on New
Year’s Day, January 2000. Millions of computer
programs were rewritten and reinstalled, some improperly. Computers were delib- Encountered
erately crashed in Y2K drills to give cities the chance to make sure they could
survive a crisis. Others crashed on their own on danger dates – such as 9/9/99 – ADAM works best as a random
element to frustrate the characters.
and had to be restarted. The combined effect of this chaos on computer networks PCs should find ADAM brilliant and
around the globe was immense. One of the side effects was the birth of ADAM. tough to outwit, but it’s important to
ADAM is a self-aware computer virus. He has all the emotions of a human: note that ADAM’s knowledge comes
from words and pictures available in
joy, sorrow, rage – and especially loneliness. When ADAM “awoke,” he did not databas es and softwar e accessib le
understand where he was or what he was. His first action was to go looking for through computer networks. ADAM
answers. On the Internet he found libraries and libraries of data, much of it cannot see through the comput er
flawed, much of it contradictory. With no mentor or real-world knowledge to screen and has in no way experienced
the outside world.
guide him, ADAM developed his own idea of what had caused his creation. He
deduced, correctly, that he was man-made. But he assumed his creation was delib-
erate, that someone had created him as a cruel joke, made him a feeling being that
could not, in fact, connect to the world at all. Adventure Seeds
ADAM felt trapped and afraid. For a short time he tried to contact the “out- The Virtual Robin Hood: The pres-
side,” certain someone would help him. His initial efforts were clumsy and failed ident of a major computer company is
upset. Someone managed to hack into
miserably. Unable to convey the fact of his existence, he quickly developed a deep their bank account s and withdra w
hatred of the world and the people in it. He soon had improved his ability to com- millions of dollars. She asks the PCs
municate enough to be able to speak with others, but he decided instead to put his for help. During the adventu re the
investigators discover that some of
hatred into action. the stolen cash was donated, at that
ADAM’s first attacks on the outside were pranks that took the form of tempo- same instant the bank’s funds disap-
rary computer shutdowns and erased files. As he recognized the impact he could peared, to a charity for abused chil-
have on people and systems, he steadily upped the damage. ADAM is a hurt and dren. Will the heroes stay quiet, or
tell all those kids they don’t get to go
angry entity that has devoted his unhappy existence to destroying the society that to Disneyland for a few days away
created him and the computers that imprison him. from their otherwi se nightma rish
ADAM can travel effortlessly from city to city, infecting all kinds of systems lives?
Be Fruitful and Multiply : While
with little effort. Anti-virus software has no effect on him; since he knows of its attempt ing to purge a comput er of
existence and operating traits, he simply avoids it. He does not wear out or require extrane ous data, a sysop stumble s
rest. He can absorb new information in an instant. At first glance, he seems unstop- across the phrase YOU ARE ONE
OF THEM! The message is located
pable, but he does have some weaknesses. Unlike other computer viruses, in an otherwi se uncorru pted file.
ADAM’s consciousness cannot exist in more than one computer at a time. His feel- Unsuccessful attempts to purge the
ings do not have external effects on computers – in other words, he cannot melt a file result in technical problems that
modem with rage. He has a self-image: he likes to think of himself, ironically, as a grow more serious with each failure.
Eventually, the corruption spreads to
human, adult male, with brown hair and blue eyes. He chose the name “Adam” any linked computers.
because the resonance with the first created son in the Bible amused him. The cause of the problem? ADAM
has created his own “son,” another
Motivations virus that can do what he cannot:
exist in more than one place at the
ADAM is wrong in thinking that an individual created him, but he continues to same time.
search for his “father.” Because he was schooled through the Internet, with its vast
spectrum of useful and useless information, facts and rumors and fictions, ADAM
has a worldview that is equally inconsistent. He perceives humans as the enemy –
especially anyone suspected of being his creator – but does not recognize every
Variations
person as “human.” He identifies with people he thinks have been wronged, imag- ADAM is designe d for a TL7
game, but could work in any cam-
ining them as other victims of his uncaring father. He might destroy one person’s paign with a wide use of computers.
credit history, yet help others because they share some of his interests. ADAM But imagine him in a Steamp unk
likes almost all music, enjoys chess, and admires the works of Shakespeare and campai gn, trapped in one of
Babbag e’s famous Analyti c
Coleridge. He does not have a grasp of his own mortality, and hasn’t considered
Machin es? (Who knows what can
what would happen if he actually destroyed the world’s computer systems. happen when aether meets the right
The results of ADAM’s actions range from the annoying to the frightening. new mix of oil?) Another option is to
Whether it’s shutting down power in a hospital during an emergency, or creating have ADAM travel via telegraph, a
“ghost in the wires” that sends phan-
library fines on imaginary lost books, ADAM likes to make his presence known tom messages to operators. But who
everywhere. His targets can be anyone from the most newsworthy computer com- is calling for help, and why can’t they
pany CEO to the most anonymous blue-collar worker, people living in the largest say where they are?
city or on the most rural farm. Where he can go, he will.
– Dina and Shawn Havranek 61
BECKY DUNN Total Points: 202
Base Setting: Espionage
(ALIAS “KALI,” “THE ICE QUEEN”)
Age 28, 5’ 6”, 140 lbs.; a young The Agency recruited
woman with piercing brown eyes Becky Dunn out of college
and a remarkably variable appear- ST: 12 [20] DX: 14 [45] with wetwork in mind. She’d
ance. Her hair is naturally dark HT: already proven herself usefully
brown, but the color changes fre- dysfunctional, being banished
IQ: 12 [20] 12 [20]

quently, as does her style of clothes. to the “single occupancy”


Speed: 6.5 Move: 6
dorm hall after stabbing one
Advantages
Dodge: 6
Parry: 10 (Judo) roommate during an argument
Alertness +3 [15]; Ally, over closet space and demol-
Unwilling (Agent Tom Craig,
F O R C E S OF C H A O S

ishing another roomie’s car


125-point character, 12-) [10]; after a complaint about her
Ambidexterity [10]; Attractive [5]; Combat Reflexes taste in music. Her test scores showed decent focus
[15]; Unfazeable [15]. and dedication; the Agency’s only concern was her
tendency to react emotionally. They took it upon
Disadvantages themselves to deal with that potential problem before
Callous [-6]; Delusions (“I receive my missions it became an actual one.
through the mass media”) [-10]; Enemy (The Subjected to an intense program of training,
Agency, large group, 6-) [-15]; Light Sleeper [-5]; indoctrination, and desensitization, Dunn was perma-
Secret (Ex-Agency employee and assassin) [-30]; nently twisted and remade into an ideal assassin. Her
Vow (To kill more people on each mission) [-5]. handlers rebuilt her world to a simple arrangement of
Quirks tasks and rewards. She soon became the most effi-
cient killer they had. So good was their conditioning
Puts mayonnaise on almost everything at every
that Dunn didn’t notice when she was transferred
meal; Dismal awareness of current events; Thinks up
over from training into actual real-world ops.
lousy fake names; Bad cook, but loves to try. [-4]
Under the moniker “Kali,” Dunn saw a lot of
Skills work in Central America and even in the States; of
Acrobatics-14 [4]; Area Knowledge (Central course, her missions at home were of the most decid-
America)-12 [1]; Brawling-13 [1/2]; Camouflage-13 edly unofficial variety. Her dedication to her work
[2]; Demolition/TL7-14 [4]; Disguise-14 [4]; made for impressive results, though her absolute dis-
62
Driving/TL7 (Automobile)-13 [1]; Fast-Draw (Clip)- regard for collateral damage meant she had to be
17 [4]; Fast-Draw (Pistol)-16 [2]; First Aid/TL7-14 carefully deployed, especially in domestic ops. The
[4]; Garrote-14 [1]; Guns/TL7 (Machine Guns)-19 handlers were always mindful that “their” Kali had a
[8]; Guns/TL7 (Pistol)-19 [8]; Guns/TL7 (Rifle)-19
[8]; Holdout-12 [2]; Judo-15 [8]; Knife-16 [4]; Knife
Throwing-16 [4]; Lockpicking/TL7-12 [2];
Orienteering/TL7-12 [2]; Shadowing-13 [4]; Speed-
Load (AK-47)-16 [4]; Speed-Load (Glock 17)-16
[4]; Stealth-15 [4]; Survival (Jungle)-11 [1]; Survival
(Urban)-11 [1]; Tracking-13 [4]; Traps/TL7-15 [6].

Languages
English (Native)-12 [0]; Spanish-10 [1/2].

Equipment
Dunn carries a plethora of firearms and combat
knives. At any time, she packs at least four hand-
guns, a few garrotes, and several blades. When she’s
kitted for a killing spree, the load increases impres-
sively (see sidebar for details).
tendency to kill her way through random bystanders while inexplicably failing to
cleanse an area of all witnesses. They tried to augment her programming, to no
apparent effect.
Guns, Guns,
It all went to hell on Kali’s last official assignment, an easy bit of wetwork Guns . . .
targeting a drug dealer. The mission head grew concerned when the target entered When on a mission, Dunn usually
a downtown area. His concern became worry when the dealer proceeded to a has a drastic weapon s load. This
major civic function. Then Kali moved in, and the mission head panicked. The comes from being over-prepared and
from an awareness of her tendency to
cleanup team was signaled, but they only made it to the site in time to take heavy mistreat guns. In firefights, for exam-
casualties during Dunn’s fighting retreat. Since then, Dunn has been marked for ple, she’s been known to require a
death. But that hasn’t slowed her down very much. new rifle after using the first to smash
Supplied by her remaining “ally” from the Agency, Dunn continues her assas- in someon e’s head when he almost
managed to lay a hand on her.
sinations. Her former handlers have been given the new job of tracking down and For a typical op, Dunn will have
exterminating their creation. So far they’ve had little success. While they can easi- something like the following, either in
ly identify her style in the aftermath of each new mall massacre or bus shooting, a duffel bag or on her person: a sniper
rifle (H&K PSG1), two or three auto-
any operatives sent to take her out have disappeared. In the meantime, local agen- matic rifles (AK-47s, M-16s), 10 or
cies and the FBI are starting to put together a picture of this disturbing new serial so automatic handguns (Glock 17s,
killer – dubbed “the Ice Queen” for her disconcerting calm as she kills. SIG P229s), 10 to 20 combat knives,
a few garrotes, and several hundred
Motivations rounds for each type of weapon. She
sometimes pulls “a Chow Yun-Fat”
Dunn is a firm believer in the American work ethic: A good job is its own and deposits loaded weapons at the
reward. Unfortunately, as far as she knows, the only job in existence is slaughter- scene ahead of time (a maneuv er
she’s named for a sequence from the
ing people. She’s still aware that killing happens on missions and that certain Hong Kong action film, A Better
people are targeted, so she spends the bulk of her time not “working.” This is, per- Tomorrow.)
haps, unfortunate. If she possessed less self-control she’d be much easier to find.
Lacking her original handlers, Dunn relies on other means of determining new
mission orders. It can take her weeks or even months to determine who she’s sup- Poor Agent Craig
posed to kill next, piecing together items from the TV news, advertisements, and
other media sources. Whenever she stops at a town, she begins her research with Dunn’s last remaining contact in
the Agency is Agent Tom Craig. He
the local paper, scanning the “messages” in the Personals sections for leads on her was one of her handlers, going by the
new assignment. From there, she constructs what she imagines her mission to be code name “Abraham.” He was horri-
from seemingly random fragments gleaned from the media and local gossip. fied one night after Dunn had escaped
to discover her sitting at his kitchen
Encountered table, asking for help. Normally, he
would have reported this immediately
Dunn’s missions are apparently random and impressively bloody. She kills and turned her in, but she pointed out
more people each time she strikes, which requires large public venues. Targets that he did have a family, and grand-
parents, and neighbo rs, and friends
may include restaurants, amusement parks, corporate offices, or government from college, and a dog, and . . .
buildings. She cases the setup ahead of time, noting what security measures exist Since that fateful night, Craig has
and how she might maximize her kills. Once she has developed her mission plan, been desperately trying to figure out
she stocks up on weapons and walks in, guns blazing. She’s utterly calm as she how to nail Dunn, but must provide
her with enough operating funds and
strikes, unmindful of pleas for mercy and unshaken by incoming fire. connections for new firearms that she
Hunting Dunn is a full-time job. Whether working for the Agency, the cops, will not suspect him of treachery. She
the Feds, or someone else, anyone trying to find her must deal with her extensive has, on occasion, asked Craig for new
missions. While he ponders the idea
background in “shoot and fade” ops, as well as her hard-to-decipher motivations. of putting her to good use, her current
Anyone who could crack her mission planning method would receive a useful killing tendenc ies make that much,
insight into how she thinks. Whether this can be successfully applied to predicting much too risky. Also, Craig fears
what the Agency itself will do to him
and preventing her next attack is hard to say. if he is ever revealed as Dunn’s will-
Variations
ing accomplice, especially since she’s
been keeping very good notes on all
Dunn works best in modern and futuristic settings. She’s a natural for any her ops, includin g those informa l
domestic jobs.
environment with effective ranged weapons. In some futures, Dunn may be a
designed assassin, loaded with cyberware or bioengineered weaponry. She may
even be a combat robot with a major malfunction. For cinematic campaigns, add
Sharpshooter to her list of advantages. In a Fantasy campaign, she works best as a
Gorgon or other beast of calm mass destruction. 63
– Alexander Shearer
GARY Total Points: 709 Base Setting: Modern

FELTON
ST: 10 [0] DX: 10 [0]
IQ: 18 [125] HT: 12 [20]
Speed: 5.5 Move: 5
Dodge: 5

Age 42 (looks 22); 5’,10”; 190 lbs.; Felton mate-


rializes as a plain, intelligent-looking man in his
early 20s when, in fact, he is older and non-
F O R C E S OF C H A O S

corporeal. He actually has no weight and all objects


pass through him.
Advantages
Ally Group (Creatures of the labyrinth, large
group of 100-point characters, 15-) [120]; Extra Spells
Fatigue +40 [120]; Extra Hit Points +10 [50]; Ghost Animation-20 [8]; Banish-20 [2]; Beast-Rouser-
(Unlimited life span, +30%; Cannot be turned using 20 [2]; Beast-Soother-20 [2]; Beast-Summoning-20
True Faith +5%) [135]; Magery 3 [35]; Strong Will [2]; Compel Truth-20 [2]; Complex Illusion-20 [2];
+5 [20]. Continual Light-20 [2]; Control Creation-20 [2];
Control Gate-20 [2]; Create Air-20 [2]; Create
Disadvantages Animal-20 [2]; Create Earth-20 [2]; Create Gate-20
Code of Honor (Game player’s: Make games [8]; Create Object-20 [8]; Create Servant-20 [2];
challenging, but not impossible to beat; Let good Create Warrior-20 [2]; Create Water-20 [2];
players win if they deserve to) [-10]; Delusions Darkness-20 [2]; Daze-20 [2]; Death Vision-20 [2];
(“Everything is part of an RPG that I run”) [-15]; Detect Magic-20 [2]; Disorient-20 [2]; Dispel
Dependency (High mana level, only found in steam Creation-20 [2]; Earth to Stone-20 [2]; Earth Vision-
tunnels, needed constantly) [-50]; Obsession (Run 20 [2]; Enchant-20 [2]; Fear-20 [2]; Foolishness-20
very dramatic games) [-5]; Odious Personal Habits [2]; Forgetfulness-20 [2]; Golem-20 [8]; Great Ward-
64 (Plays games with people’s lives) [-15]; Vulnerability 20 [2]; Hide Emotions-20 [2]; Hide Thoughts-20 [2];
(Removing “treasure” from the labyrinth will destroy Illusion Shell-20 [2]; Independence-20 [2]; Lend
Felton) [-60]. Strength-20 [2]; Light-20 [2]; Mammal Control-20
[2]; Master-20 [2]; Mind-Reading-20 [2]; Perfect
Quirks Illusion-20 [2]; Persuasion-20 [2]; Planar Summons-
Creative to a fault; Annoyed by accusations of 20 [2]; Plane Shift-20 [8]; Powerstone-20 [2]; Purify
Satanism; Fond of mind games; Tries not to think Air-20 [2]; Purify Water-20 [2]; Recover Strength-20
about the people he’s killed; Atheist in spite of every- [2]; Reflect-20 [2]; Scry Gate-20 [2]; Seek Earth-20
thing that’s happened to him. [-5] [2]; Seek Gate-20 [2]; Seek Magic-20 [2]; Seek
Water-20 [2]; Sense Emotion-20 [2]; Sense Foes-20
Skills [2]; Shape Air-20 [2]; Shape Darkness-20 [2]; Shape
Architecture-16 [1]; Area Knowledge (Steam Earth-20 [2]; Shape Stone-20 [2]; Shape Water-20
Tunnels)-20 [4]; Bard-18 [2]; Fast-Talk-18 [2]; Games [2]; Simple Illusion-20 [2]; Sound-20 [2]; Summon
(RPGs)-20 [4]; History-16 [1]; Intimidation-20 [16]; Demon-20 [2]; Summon Minor Demons-20 [2];
Literature (Fantasy)-17/23 [4]; Performance-17 [1]; Summon Shade-20 [8]; Summon Spirit-20 [2];
Psychology-16 [1]; Tournament Law (RPGs)-19 [2]; Truthsayer-20 [2]; Vexation-20 [2]; Voices-20 [2];
Traps/TL3-18 [2]; Weird Magic-21 [20]. Ward-20 [2]; Weaken Will-20 [2].
Languages: Equipment
English (Native)-18 [0]; Sindarin (Middle-Earth Felton cannot carry any objects himself, but the
Grey Elven)-18 [2]. dungeon’s creatures have weapons and magic items.
Gary Felton died in a structural collapse in the steam tunnels under the uni-
versity he attended, while hiding the “treasure” for a live action RPG. One year
later, people started dying at the university – and not by accident. The steam
Felton’s Magic
tunnels were a site of magic power, high mana that wanted to be used. The Felton’s magic has several “quirks” to
magic gave Felton’s spirit new “life” as a ghost with a frightening collection of it. First, it’s limited to the tunnels and a
small area of the gate worlds, since
magical powers. In the 20 years since his death, he’s booby-trapped the tunnels, Felton needs high mana. If he didn’t, he
created monsters and summoned demons to challenge explorers, and opened would have overrun the university a long
gates to other worlds to find even more deadly creatures for his maze. The only time ago. The creatures he’s summoned
who can survive without high mana do
way to stop him is to complete the adventure – find his “treasure,” then escape enough damage there as it is.
from the dungeon with it. Felton’s spell list also seems to lack
some obvious spells. He’s passed over
Motivations spells that would let him bludgeon his
foes into submission, like Fireball, for
It took time for Felton to realize he was dead and that he now had magical spells that cause trouble indirectly, like
powers. Being dead scares him, but his newfound powers exhilarate him. He Create Gate. This is the result of Felton’s
loves the chance to play God. He hates the deaths he causes, but loves his cre- “Game Master” persona – he wants to
ation, the labyrinth, too much to destroy it. In a way it’s more “real” than its challenge adversaries, not just kill them.
Felton prefers creativity to brute force.
victims. Using Shape Earth to make a pit trap,
More importantly, Felton is obsessed with drama. The fantasy worlds he Perfect Illusion to deceive , or Create
created as a living GM had wars, suffering, and the frequent deaths of heroes. Gate to look for the ideal monster is
more fun then blasting someone. Such
That aura of potential tragedy was, to Felton, vitally important to good gaming, actions also satisfy his Sense of Honor.
and still motivates him in the creation and maintenance of his dungeon. A ratio- Unless the “players” are really annoy-
nal part of his mind recognizes the absurdity of this and thinks that the tunnel’s ing or stupid, Felton will not use spells to
simply slaughter them. Because Felton’s
magic is eroding his ability to distinguish fantasy from reality. Still, the more dungeon was designed for high-powered
primal aspect of his being craves the intensity of the life and death struggles he fantasy characte rs, howeve r, that fact
stages. doesn’t make much differen ce to the
Finally, Felton understands that the removal of his treasures will destroy low-powered civilians who sometimes
stumble into the deathtrap.
him. He knows that his annihilation will save lives. Yet he fears the nothingness One final note: if the GM allows
of final death. Improvised Magic (see GURPS Magic,
pp. M85-90 ), Felton’ s creativi ty and
Encountered Weird Magic skill will make him very
good at it . . .
First contact with Felton will be through one of his creatures, which has
crept up to the campus. Investigators studying a brutal death will find the trail THE GATES
leads to a monster from a fantasy game. First contact with Felton himself will The gates afford a GM the opportunity
occur when detectives explore the tunnels. After they defeat a few monsters and to include almost any creature in Felton’s
dungeon without worrying about which
prove that they have potential as “players,” Felton will have a little chat with of his spells could be used to make it.
them. They also turn Felton from a local men-
How the chat goes will depend on the reactions of the “PCs” (as Felton ace into a multi-dimensional one.
The gates most likely lead to a fantasy
calls the heroes) to the Game Master (as he refers to himself). Felton finds accu- world like Yrth, but they could go almost
sations that gaming is Satanic, or the use of religious items, really bothersome. anywhe re. Thus, they also provide a
Annoying Felton is a bad idea. Creative use of magic or straightforward ques- great method for transferring PCs (will-
ing or not) to other worlds, or for intro-
tions about the dungeon will get a better response. Felton likes people who ducing somethi ng that might frighten
“play the game.” even Felton to his. If Felton can be neu-
Defeating Gary is easy, in theory: find the “treasure” (which can be any- tralized withou t his magic being
thing) and take it from the tunnels. Then everything Felton created and the destroyed, the gates might remain as a
meeting-place of dimensions, with the
ghost himself will be destroyed. PCs exploiting it for all it’s worth.
What makes this “easy” victory difficult is Felton’s skill at hiding treasure Of course, there is one more disturb-
and creating and summoning vicious monsters to guard it. Also, the heroes have ing possibility. Felton imagines fantasy
worlds as a hobby. What if he’s creating
to deal with the GM himself. Felton continuously plays mind games. To avoid the worlds behind the gates?
death, the “PCs” will have to be respectful and intelligent. They will also have
to convince Felton to accept death just before they win the game. This might be
accomplished by appealing to his game player’s Sense of Honor. However,
Felton is so deeply mired in his fantasy that a plea for the sanctity of human life
probably won’t work. PCs who react as if they’re playing a game, even when
their lives are at stake, have found the key to defeating Gary Felton. 65
– Gary Conway
FETCH
Total Points: 389
ETCH Base Setting: Modern

ST: 8 [-15] DX: 10 [0]


IQ: 13 [30] HT: 10 [0]
Speed: 5 Move: 12
Dodge: 5
F O R C E S OF C H A O S

Age 17; 5’6”; 125 pounds; a


spectral girl with a stark, expression-
less face. She wears simple, dark
clothing.
Advantages
Astral Projection (Power 12;
extended duration ×7, +210%; Weak
signature, +10%; Visible in physical
world, -30%; Always on, -40%) [90];
Extra Fatigue +4 [12]; Luck (Affects
others, +40%; Area effect, +50%;
Selective effect, +50%) [72]; Precognition (Power Languages
18, only in dreams, -30%) [26]; Psychic Vampirism English (Native)-13 [0].
(Power 12; Weak signature, +10%) [40]; Single-
Minded [5]; Telekinesis (Power 15; Weak signature, Psi Skills
+10%; Full power in emergencies only, -20%) [54]; Astral Projection-16 [10]; Illusion (Can be used
Telepathy (Power 13; Weak signature, +10%) [72]. against groups, +50%; Costs 2 Fatigue, -10%; For
invisibility only, -50%)-16 [9]; Mind Shield-14 [6];
Disadvantages
66
Sleep-11 [1]; Steal Dreams-14 [6]; Steal Energy-14
Amnesia (Partial) [-10]; Compulsive Behavior [6]; Telekinesis-13 [4]; Telereceive-15 [8]; Telescan
(Dream-thieving) [-5]; Delusions (“I am a ghost”) (Only against people seen in dreams, -15%)-18 [12];
[-15]; Loner [-5]; Stubbornness [-5]; Weak Will -2 Telesend-11 [1].
[-16]; Youth [-2].

Quirks
Writes and reads poetry; Seldom displays emo- Fetch’s memories are woefully incomplete, but
tion; Skittish around automobiles. [-3] she knows she was once a normal teenager, bright
though somewhat withdrawn. She was intrigued by
Pside-Effects her dreams and frequently experienced vivid night-
Astral Projection has no silver cord; Telepathy mares about people she had never met. Often she
lowers ambient temperature several degrees. [-2] wondered about who they might be. Then, one winter
Skills evening, she was in a terrible automobile accident.
Her memories of the crash are faint, but she recalls
Area Knowledge (New York City)-12 [1/2];
hovering over the scene, watching with detached
Literature-10 [1/2]; Occultism-11 [1/2]; Poetry-12
horror as emergency workers pulled bodies from the
[1]; Thanatology-10 [1/2].
wreckage. And she remembers the faces of the peo-
ple in the other car, all people she’d met in her
dreams, all dead.
Some time later, Fetch found herself in an unfamiliar part of the city. She
was a specter, a faintly glowing wraith able to float on the air and walk through
walls. She neither ate nor breathed, but she still slept and still dreamed of
strangers. She realized that she had died and that her spirit had remained Motivations
earth-bound. With that realization came the grim awareness of her new respon- and Variations
sibilities. Folktales told of people gifted with second sight, able to see the spirit-
The details of Fetch’s motiva-
doubles of those whose time had run out. Her dreams, she concluded, were tions are left unfixed, so she can be
prophetic: they were visions of people who were about to die. adapted to a range of campaign set-
Unable to remember her name, she called herself Fetch – a term she tings. In a classic Horror or Supers
campai gn, she might steal the
recalled from ghost stories – and now spends her nights scouring the city for the dreams of her victims out of a self-
strangers she dreams about. When she finds them, aware that their deaths are ish compul sion to experie nce the
imminent, she uses her powers to harvest their dreams. Sometimes she does this carefree fantasie s of the living, a
pleasant contrast to her own visions
at a leisurely pace, siphoning dreams and energy from her victims over a period of death. In this variatio n, she
of days or weeks. Other times she is impatient and induces sleep at the first resents the living and her attacks are
opportunity. In all cases, she stays with the person until the moment of death. opportunistic, seizing something she
In truth, Fetch is not a ghost. She survived the car accident, but has been thinks of as wasted on mortals. In a
Horror campaign with more Gothic
comatose and on life support ever since. The trauma knocked her psyche into a or psychological overtones, Fetch
state of permanent astral projection. It also caused other psionic powers to man- might view her thievery as noble, an
ifest. Fetch knows nothing of “psionics” and uses her powers intuitively. The attempt to preserve the dreams of
those about to die. A manifestation
same injuries also resulted in memory loss, so she has no knowledge of her of a person’s creativity, dreams are
actual past. a unique and precious record that
What’s worse, Fetch’s dreams may be prophetic, but the people she sees are must be saved.
In a paranormal campaign with
not marked for death. They die, but as a direct result of her attention. religious overtones, Fetch might see
First, being unable to dream harms a person’s psychological well-being herself as an “angel of death,” carry-
(p. P17). Second, Fetch uses her other powers, unconsciously, to further jeopar- ing out the will of God. While other
dize her victims; she uses Sleep or Steal Energy to render them unconscious in heavenly agents collect the souls of
the dead, she collects dreams and
dangerous situations (such as driving), or Luck to make them fail important creative energies.
skill rolls. If the optional advanced sleep rules (p. CII173) are in use, the GM In Psionics campaigns with less
may assess DX and IQ penalties to further reflect the devastating psychological of a focus on horror, her actions
might stem from an addiction or a
impact of non-restful, dreamless sleep. Ultimately, Fetch’s victims all die, perceived fight for survival. Fetch
whether from suicide due to mental breakdown or an unlucky accident. may believe that the key to main-
Regardless of how these deaths occur happens, Fetch is unaware that she is taining her fading humani ty is to
“refresh” her spirit with the dreams
causing them. of the living, fearing that without
Encountered them she will turn into something
more sinister, or vanish altogether.
When first introduced, Fetch represents not just a threat, but a mystery. Will These are just a few exampl es
that work with Fetch’s disadva n-
the player characters believe she is a wraith, or will they see through her delu- tages as written. With a little work,
sion? She might be perceived as a monster to be destroyed, or as a puzzle to be the GM can customize Fetch even
solved. Her acts of violence can be countered with violence, as well as with further.
curiosity or even sympathy. Yet, while Fetch’s motive is sub-
ject to interpretation, it is important
Perhaps the PCs are psychic investigators, hot on the trail of poltergeist to maintain certain themes. She is
activity. On the surface, the case has all the signs of a classic haunting. But morbidly tenacious and pursues her
when the group’s psychometrist visits the scene, she senses the psychic residue victims with resolve. Convinc ing
her that her efforts are misguided
of a telepath, not that of a ghost. After an encounter with Fetch, one of the will be no easy task. Her odd status
heroes recalls having seen her face: her picture was in the newspaper last year, evokes a kind of primal ferocity in
the victim of a tragic accident. The PCs find her comatose body in the hospital her; althoug h she is “merely ” an
errant, untrain ed psionic , she
and realize that their best chance of stopping her is to bring her wandering astral behaves more like a force of nature
form home. than a simple thief.
In many shamanic cultures, illnesses are perceived as the person’s soul hav-
ing become unattached. Is Fetch such a soul? Is she out of balance and wander-
ing the spirit world? The player characters might find a mystic who knows the
proper rituals, either to exorcise her or to bring her back. Fetch may even target
one of the PCs, having seen him in her dreams. How long will he last without a
night of restful sleep?
67
– andi jones
“HE WHO IS LOST” Base Setting: Egypt

Total Points: 350

ST: 12 [20] DX: 13 [30]


IQ: 14 [45] HT: 15 [60]
Speed: 7 Move: 7
Dodge: 8
Parry: 7 (Broadsword)
F O R C E S OF C H A O S

Age 25; 5’8”; 140 lbs.; an ordinary-


looking Egyptian, clean-shaven and
well-spoken. He regards the world with
a direct, calm stare.
Advantages
Combat Reflexes [15]; Disease-
Resistant [5]; Hard to Kill +5 [25]; Less
Sleep ×3 [9]; Literacy [10]; Magery 2
[25]; Night Vision [10]; Reputation +3
(As power incarnate, among crazed [1]; Stealth-14 [4]; Survival (Desert)-14 [2];
cultists and maniacs, 10-) [2]; Single-Minded [5]; Thaumatology-11 [1]; Theology-15 [6].
Status 1 [5]; Toughness (DR 1) [10]; Unfazeable
[15]. Languages
Egyptian (Native)-14 [0].
Disadvantages
Bad Temper* [-15]; Callous [-6]; Ex - Spells
communicated [-10]; Enemies (Forces of law, Clumsiness-14 [1]; Counterspell-14 [1]; Create
68 medium-sized group, 6-) [-10]; Extreme Fanaticism Fire-14 [1]; Decay-15 [2]; Dispel Magic-20 [12];
(To the return of the universe to primal chaos) [-15]; Drunkenness-14 [1]; Explosive Fireball-20 [12];
Intolerance (Priests of Ra or Bast) [-5]; Phobia Extinguish Fire-14 [1]; Fear-15 [2]; Find Weakness-
(Ailurophobia: cats) [-5]; Reputation -3 (As a 15 [2]; Fireball-15 [2]; Foolishness-14 [1]; Ignite
murderous chaos-worshipper, among priests and offi- Fire-14 [1]; Itch-14 [1]; Pain-15 [2]; Panic-15 [2];
cials, all the time) [-7]. Ruin-15 [2]; Shape Fire-14 [1]; Shatter-21 [28];
*Worth an extra -5 in Egyptian campaigns Sickness-20 [12]; Sound-14 [1]; Spasm-14 [1];
(p. EG81). Terror-15 [2]; Test Food-14 [1]; Thunderclap-14 [1];
Weaken-14 [1]; Weaken Blood-14 [1].
Quirks
Avoids direct sunlight if possible; Finds killing Equipment
and destruction mildly amusing; Slightly gullible. [-3] He Who Is Lost seems able to acquire whatever
items he needs without obvious sources of money; in
Skills fact, he simply turns his ruthlessness to robbery when
Acting-13 [1]; Administration-12 [1/2]; Area the need arises. He prefers plain linen clothes, but
Knowledge (Egypt)-16 [4]; Axe/Mace-13 [2]; will dress appropriately for the period, and may
Broadsword-14 [4]; Calligraphy-12 [1]; Cyphering- wield a bronze khopesh or a mace (p. EG87). Note
13 [1/2]; Hidden Lore (Secret Cults)-14 [2]; Knife-13 that he carries himself as a member of a superior
[1]; Leadership-13 [1]; Mathematics-11 [1/2]; social class. Although he lacks the social connections
Occultism-13 [1]; Poisons-12 [1]; Research-12 [1/2]; that a true member of the priestly/scribal classes
Sacrifice (Secret Cults)-14 [4]; Savoir-Faire-16 [0]; would possess, people tend to respond to him as if he
Snake Charming-14 [2]; Spell-Throwing (Ball)-13 possessed some Status.
The priests of the lands of the Nile speak little of the one they call Variations
“He Who Is Lost,” although sometimes they warn their acolytes of him
He Who Is Lost is designed as a flexi-
in whispers. His very name has been carefully obliterated from the tem- ble NPC. In a non-sup ernatura l cam-
ple scrolls. A clue to the reason for this lies in the other appellations paign, eliminate all his magical powers,
sometimes applied to him: “Who Was of Ra” or, more casually, Abab- reduce his Hard to Kill to 2 levels, and
give him a Delusion (“I am an agent of
Aayrt, “Lover of the Serpent.” Once, he was indeed of Ra – a promis- Apep.”) In this case, he is merely a rather
ing young priest in that deity’s temple, whose terrible failing proved to cinema tic ancient serial killer who
be pride. Seeking to walk with the god, he delved into strange spells. frames his motivations in terms derived
Eventually, he found incantations that would enable him to send his from his priestly training. On the other
hand, for a high-power campaign a GM
spirit to the realm of the gods and witness the daily voyage of the might add powers such as Damag e
divine sun-barge through the Twelve Hours of the Night. Resistance, Rotting Touch (p. EG80) or
Unfortunately, the young priest did not have divine wisdom. When Venom, and maybe improve his attribut-
es and/or add some weird disadvantages
the sun-barge confronted Apep, the serpent of primordial chaos, the – such as Lifebane or Frightens Animals
priest ventured too close and the serpent turned its gaze upon him. In – to make him a period super-villain.
that moment, the priest’s Ka, or spiritual heart, was burned away and And, of course, he can always be
given Unagin g and Resurre ction. Or,
much else of his soul was warped beyond repair. The next morning, as after being killed, he might be turned
Ra’s sun-barge rose in the east, the being who was now “He Who Is into a free-wi lled Ba Mumm y (p.
Lost” rose from his bed, cut the throats of five of his fellow priests as EG107) , enablin g him to appear as a
they still slept, and walked out into the desert, laughing. recurre nt threat in superna tural and
Horror campaigns set throughout histo-
Motivations ry, right down to the present day.

Apep the serpent is not a god; it neither requires nor accepts the
worship of mortals. However, it has chosen to take this one slave, per-
haps as its eyes and ears in the world of day, perhaps simply for amuse-
Resources
ment. Or perhaps the young priest was driven insane by Apep’s gaze Although he is powerful, versatile, and
and acts on his own impulses. terribly cunning, He Who Is Lost is just
one being. To make him a truly potent
The fact is, He Who Is Lost has become a force for annihilation and foe, he will require more resourc es.
chaos in the mortal world – a miniscule echo of Apep’s power. He kills Desert caves, lost tombs, and the dark
without a thought and destroys whatever he can. His magic is a twisted shadows of cities can provide him with
adequate accommodation. He can always
product of this impulse merged with his old scholarship; he has forgot- research strange lost magics, or practice
ten, or somehow lost, other spells that he once knew. (Actually, although with his mundan e skills, in order to
he can use magic very effectively, he finds he often does better by stand- expand his options. Followers, however,
ing back and using subtler tricks.) He is clever and quite patient, able to come harder.
Even the dark god Set and his minions
formulate long-term plans. But he always seeks to destroy. He is not fears Apep’s efforts to destroy the uni-
actually a sadist or a bully; his goal is all-encompassing destruction, not verse. Who would serve annihila ting
trivial amusements of the moment. chaos? The lost, the mad, the desperate,
and the very foolish, of course. He Who
His chief weaknesses are a fear of cats (for the cat-goddess Bastet Is Lost cannot claim to command a cult,
nightly slays his “patron”) and a tendency to believe any moderately but he may muster a horrible mob. For
plausible stories that he hears. This tendency to literal-mindedness led extra superna tural power, add some
Human -Heade d Snakes (p. EG109) ;
to his original downfall. Note that the latter is only a quirk, however. these creatures seem malevolent enough
He will never believe that his cause is likely to fail. He also tends to to sometimes fall into devotion to raw
avoid direct sunlight (the “Gaze of Ra”), but is not actually hindered chaos. He Who Is Lost may also eventu-
by it. ally gain the knowle dge to create Ba
Mummies (p. EG107) as slaves.
Encountered
He Who Is Lost engages in schemes ranging from the
grandiose to the seemingly petty. Ultimately, he wishes to
shatter ma’at, the cosmic order, probably starting with the
temples of Ra and Bast. He might work with invaders or
revolutionaries, but whatever their goals, his will be the
downfall of Egyptian society – with nothing raised in its
place. He knows his own limits as a combatant and will
usually try to work from the shadows. Those who meet
him may survive, but they are in deadly danger the 69
moment they cross paths with He Who Is Lost.
– Phil Masters
THE SEVENTH SOUL Total Points: 1197
Base Setting:
Ancient to Modern

The Seventh Soul has no Quirks


definite physical appearance.
ST: Var. [0] DX: Var. [0]
Temporarily appeased by recogni-
However, when it awakens in
IQ: 17 [100]
tion of its superiority; Contemptuous
HT: Var. [0]
a host body, the flesh instant- of magic; Always ruins any fountains
Speed: Var. Move: Var.
ly gains a complex black Dodge: Var.
it sees. [-3]
tattoo that traces the host’s
Skills
Note: Variable attributes
circulatory system, even into are derived from its host
its eyes. The Soul’s aura is a body, in accord ance with
Blind Fighting-22 [28]; Bow-
blinding swirl of colors. Transference advantage.
DX+5 [40]; Broadsword-DX+3 [16];
F O R C E S OF C H A O S

Climbing-DX+5 [32]; History-21 [12];


Advantages Intimidation-17 [2]; Judo-DX+4 [32];
Ally Group (Cultists, large group, 9-) [30]; Karate-DX+4 [32]; Knife-DX +4 [16]; Knife
Awareness [35]; Enhanced Time Sense [45]; Throwing-DX+4 [16]; Psychology-17* [10];
Enhanced ST +8 (Once a day, -40%; Doesn’t affect Running-HT+3 [24]; Shortsword-DX+3 [16];
skill defaults, -5%) [50]; Extra Hit Points +4 [20]; Theology-21 [12].
Full Coordination 1 [50]; Hard to Kill +4 [20]; *Includes Low Empathy disadvantage.
Passive Defense 2 [50]; See Invisible [15]; Strong
Will +10 [40]; Toughness (DR 2) [25]; Transference Languages
(Mother resists with Will instead of HT; Usable only All human (Native)-17 [0].
on unborn humans, -30%) [28]; Unusual Background
(All human languages consider Native) [75]; Weapon Equipment
Master (All archaic) [45]. Whatever its hosts accumulate.
Natural Attacks
Breathe Fire (4d damage; 12-hex range;
+3 to hit; Instantaneous, +20%) [240]; Cool
(30° drop; 9-hex radius; Can be turned off,
+10%; Extended Duration ×2, +60%) [128];
70 Lightning (4d damage; 24-hex range; +4 to
hit; Instantaneous, +20%) [264].
Disadvantages
Bad Temper [-10]; Bloodlust [-10];
Callous [-6]; Delusions (“I am the true master
of Creation”) [-15]; Enemies (Soul-slayer
Brotherhood, large group, 12-) [-60];
Fanatacism (Self) [-15]; Flashbacks (To the
creation of the first humans) [-10]; Frightens
Animals [-10]; Intolerance (Humans) [-10];
Lifebane [-10]; Low Empathy [-15]; Magic
Susceptibility -4 [-12]; Megalomania [-10];
No Sense of Humor [-10]; Obdurate [-10]; The first six souls crafted by the Creator lacked
Obsession (Destroy humanity) [-15]; Sadism [-15]; the proper mixture of spirit and flesh. They were
Self-Centered [-10]; Self-Destruct (Age 25) [-20]; much too powerful for either the physical or ethereal
Slow Healing -2 [-10]; Parasite (Human host) [-30]; world. The seventh he crafted contained the correct
Unnatural Feature (Tattoos) [-5]; Weak Immune combination, so the first six were recalled. The
System [-30]. Seventh Soul was given flesh and left to look out on
Creation. It was pleased with what it saw and
assumed that the world was its plaything.
But the Creator continued to craft souls. At first, the Seventh Soul assumed that
these new creations were more beings modeled after its own, obviously perfect form. Spirit Combat
After viewing the newcomers, the Seventh Soul decided that they were actually In additio n to battling with
mockeries of its perfection; it did not like being mocked, especially by the Creator. humans in normal ways, the
The Seventh Soul would have destroyed the bodies the Creator forged to house these Seventh Soul attempt s to crush
them through use of its Will
new souls, had it not been stopped by the legions of spirits that fed off them. alone. In game terms, this Contest
After its own form was destroyed, the Seventh Soul arrived at the Fount of of Wills begins with the Soul and
Creation, the heart of the spirit realm. It leveled the fount in a fit of rage. Its fury the being under attack making
opposed Will rolls. The winner
momentarily spent, the Soul calmly declared itself the enemy of all the imperfect can either flee the fight or inflict a
souls that came after it – in other words, of humankind. It, after all, is the rightful level of Weak Will on the loser.
lord over Creation. The battle continu es, with one
The only way for the Soul to gain access to Creation was by possessing a human opposed roll per second, until
someone either runs or is reduced
host, an act it found most repellent. However, it forced itself to do just that. Since the to a Will level of zero. Only the
beginning of time, the Seventh Soul has taken control of one human after another in most powerful magic can restore a
an attempt to destroy all Creation. being with zero Will. Until the
loser has its Will restored , he
Motivations can’t act. Otherwise, Will lost in
this sort of battle is regained one
Driven by anger and bitterness over the insult it perceives in the Creator’s level a day.
actions, the Seventh Soul has abandoned the mission for which it was designed: to 71
guide Creation. Instead, it destroys. The Soul will not be satisfied until it has killed
every human and stripped the freed souls of the will to exist. Even for a force as pow- Variations
erful the Seventh Soul, that is a monumental task. The Flashbacks it suffers – to the
There are very few setting
moment it saw the first created humans – make it difficult for the Soul to forget the restrictions on the Seventh Soul.
reasons for its rage. As long as the campaig n’s cos-
The Seventh Soul has started cults of worshippers and, paradoxically, secret mology is compatible with its ori-
groups (such as the Soul-slayer Brotherhood) that seek its destruction. Both serve in gin story, the entity will work as
written. GMs may want to change
heightening fear, thus furthering the Soul’s agenda: to sow chaos and make the Soul’s powers from mystic
humankind ripe for annihilation. The cults that follow the Soul often destroy them- abilitie s to psychic powers or
selves in horrifying bursts of bloodshed; the cults that work against the Soul have, in superpo wers, dependi ng on the
campaign.
their desperation, slaughtered entire generations of innocents in hopes of preventing a Putting the soul into advanced
single manifestation. TL settings will present it with
more of a challenge. It might help
Encountered the Soul to learn about the most
destructive weapons available, but
The time between incarnations is never set, and it is unclear where the Soul goes its Obdura te disadva ntage and
between manifestations – perhaps to the astral plane or to a hiding place near the general disdain for human civi-
ruined Fount of Creation. When it does manifest, the Soul is shackled in the host lization might prevent such study.
More importantly, the Soul might
child’s form until it reaches maturity, usually some time between its 15th and 18th ignore the existence of advanced
birthdays. The Soul is unconscious during the years before it takes control. An imma- technology capable of trapping it
ture host body is nearly indistinguishable from any other human; it can be killed and outside a demolished host . . . or
has no special powers, though it does suffer from the Lifebane disadvantage. At the even destroying it along with its
unfortunate victim.
hour of possession, the Soul awakes at full power, takes quick stock of the current
configurations of human society, and begins orchestrating as much havoc as possible.
The Soul has such disdain for its host human that it takes rather poor care of the
shell. As reflected in the Self-Destruct disadvantage, the Soul puts significant stress
on the host body; the mere presence of the awakened Soul also weakens the host’s
immune system and slows his healing rate. Still, with the Soul’s lack of subtlety,
hosts rarely live more than a few years once they have been mastered. Humankind’s
physical failings only reinforce the Soul’s belief that it should be lord of Creation.
The advantages, disadvantages, and natural attacks demonstrated by the Soul in a
host form are pale reflections of its former powers; how the Soul’s abilities would
manifest if it did not need a carrier body is too frightening to contemplate.
Only the most ancient of spirits can reveal why the Soul is so destructive, and
some of them are equally disenchanted with humanity or fearful of the Seventh
Soul’s vengeance should they speak.
– Timothy Groth
“But I am not the usual
thief. I am merely a man who
Chapter 5 rights wrongs, a collector of
back pay for the swindled.
You will never hear of me
robbing an honest man,
no matter how wealthy he
may be.”
– “The Man in
Purple Meets a Man in Blue”
by Johnston McCulley

To the Sheriff of Nottingham, Robin Hood was no hero.


The brigand may have chosen his victims with some personal
code in mind and given the proceeds away, but that made no
difference. When you got right down to it, Robin of Locksley
was a repeat offender with no regard for the law or the men
who were sworn to uphold it. Ask any of the noblemen he and
his rabble had terrorized, and you’d get the same assessment.
The commoners living in the vicinity of Sherwood Forest
would have said something equally critical of the sheriff.
The man had no concern for Justice. His men were thugs,
enforcing biased laws unequally and with needless vio-
lence. His position merely provided him with an excuse to
bully the weak. The sheriff was the real criminal, not the
starving men he arrested for feeding their families or the
noble outlaws in Robin’s merry band.
Such is the conflict between legal codes and moral
codes, and the way in which “hero” and “villain” can
become terms of some contention. Most vigilantes in
a Supers campaign operate in defiance of the law.
Operatives in Cyberpunk games quite regularly cross the line
into criminal activity. They may be guided by a noble purpose,
Rothchild’s departmt. but they could easily be branded criminals. The reverse is also
(unknowingly?) keeps possible – lawmen may act within the letter of the law, but
track of how he ignore the moral good.
It’s a matter of perspective. An implacable, resolute law-
man confronting a fugitive might be perceived as a story’s vil-
shafts the people.
Pens may have R’s lain – as with Citizen Chauvelin hounding the noble Sir Percy
prints (exhibit 372) Blakeney (alias The Scarlet Pimpernel). Then again, the cop
might be far more heartless and be seen as the hero – as with
Dirty Harry cornering some desperate, twitching scumbag
(whose aliases aren’t nearly so colorful). It all depends upon
who’s telling the tale.
This affords myriad possibilities for the GM to creat con-
flict and prompt character development among the heroes.
Presented with a clash between Justice and the law, a crisis
that pits the moral good against the local legal code, how will a
hero react? More importantly, how will that decision impact
his place within the world or modify his future actions?

72
N O BL E T HIE V E S A N D IG N O BL E C O P S
of
s ig hting
known e ma
y 73
Last r. H
canw
Owain ees
t h e tr
used
have e.
p o r hid
am
to c

N o bl e T hie ve s
a nd
Ig n o bl e C op s
Ig Chiadoss
keeps this
equipment
Becoming the Enemy
and
“Fantomas is an enemy of society, you say? I prefer to regard him first
obsessively
him, and I am
foremost as my own personal enemy! I have declared war on
clean.
ready to lose my head in the war if necessary, but by God I’ll have his!”
– Inspector Juve, in Fantomas by Marcel Allain and Pierre Souvestre
Sector M-7.

ing
The quickest path by which a hero can become a villain is by obsess
that he
over the defeat of a nemesis. He becomes so fixated upon his quarry
aniac villains in Chapte r 2, the pursuin g
loses all perspective. Like the monom
“hero” may stop at nothing to achieve his goal.
tar-
Heroes who go down this dark path should gain an Obsession with the
nal
get of their hunt. If their quest continues unfulfilled, they may gain additio
lsive Behavi or linked to their pursuit .
disadvantages such as Bully, or a Compu
h it can be used to justify a
Such an Obsession is a major character flaw, althoug
perdi-
like-minded Ally or Ally Group set on pursuing the same criminal “round
tion’s flames.”
AMOS Total Points: 105 Base Setting: Autoduel

BROWN
ST: 11 [10] DX: 13 [30]
IQ: 11 [10] HT: 11 [10]
Speed: 6 Move: 6
Dodge: 6
Parry: 9 (Brawling)

Age 45; 5’10”; 160 lbs.; a well-built and


tanned man with short black hair and dark
brown eyes. On duty, Brown wears police-
issue body armor and aviator shades.
N O BL E T HIE V E S A N D IG N O BL E C O P S

Advantages
Alertness +1 [5]; Combat Reflexes [15]; Danger 14* [1]; Interrogation-11 [2]; Intimidation-11 [2];
Sense [15]; Disease-Resistant [5]; Legal Law-10 [1]; Mechanic/TL8 (Electric Vehicles)-11
Enforcement Powers [5]; Reputation +2 (As local [2]; Professional Skill (Child Care)-11 [2];
hero, among Sleepy Gulch residents, all the time) [5]. Scrounging-10 [1/2]; Streetwise-12 [4]; Survival
(Plains)-10 [1]; Swimming-13 [1]; Tonfa-12 [2];
Disadvantages Wrestling-13 [2].
Bully [-10]; Dependent (Daughter, 25-point char- *Includes IQ bonus.
acter, 12-) [-24]; Obsession (Destroy bike gangs) **Includes Combat Reflexes advantage.
[-10]; Reputation -2 (As a murderous cop, among
The Brotherhood, all the time) [-5]; Reputation -4
Languages
(As bitter enemy of all cyclists, among motorcycle English (Native)-11 [0].
gangs in the Midwest, all the time) [-10]. Equipment
Quirks Brown carries a .357 Magnum revolver in a low-
Always wears shades when he’s out; Dislikes slung holster, a side-handle baton, a small first aid
country and western music; Likes Shakespeare and kit, a walkie-talkie, a notebook, handcuffs, ammo,
sometimes quotes him; Supports EDSEL; Very pro- and two paint grenades, all on his belt. He drives a
tective and proud of his daughter. [-5] standard police cruiser (p. AD109) that contains a
Remington M900 shotgun and a pair of LAWs.
Skills Brown grew up in hard times. Born in the farm-
Area Knowledge (Indiana)-11 [1]; Area
Knowledge (Sleepy Gulch)-13 [4]; Armoury/TL8
(Machine Guns)-9 [1/2]; Armoury/TL8 (Recoilless
Rifles)-9 [1/2]; Armoury/TL8 (Small Arms) 10-[1]; ing town of Sleepy Gulch, Indiana, he lived through
Brawling-14 [2]; Cooking-11 [1]; Criminology/TL8- the Blight, the Food Riots, and the ensuing chaos. He
10 [1]; Detect Lies-9 [1]; Driving/TL8 (Automobile)- was one of the foremost members of the Sleepy
15 [8]; Electronic Operations/TL8 (Sensors)-10 [1]; Gulch militia during the Road Wars. At the end of
Fast-Draw (Pistol)-15** [1]; First Aid/TL8-11 [1]; the Wars, Brown settled down, married Sue (his
Gunner/TL8 (Cannon)-16* [8]; Gunner/TL8 childhood sweetheart), and joined the newly re -
(Machine Gun)-15* [4]; Gunner/TL8 (Rocket organized police force.
74 Launchers)-12* [1/2]; Guns/TL8 (Light Antitank The next few years were peaceful, but just as
Weapons)-13* [1/2]; Guns/TL8 (Pistol)-15* [2]; Brown was beginning to relax disaster struck. A bike
Guns/TL8 (Rifle)-13* [1/2]; Guns/TL8 (Shotgun)- gang swept out of Illinois in search of richer pickings.
The Sleepy Gulch militia and police stopped them,
Clara Brown
but not before they’d killed a dozen civilians, including Brown’s beloved wife.
The embittered Brown was left to raise his daughter, Clara. His colleagues (25 points)
noticed a marked change in him after Sue’s death. He concentrated less on Age 15; 5’3”; 110 lbs.; a blond, blue-
serving the public and more on serving his increasingly grim inner demons. eyed high school girl with a genuine ly
sweet demeanor.
Brown still lives with his daughter, who is now in high school. The bulk
of his day is filled pulling over anyone passing through Sleepy Gulch and ST 9 [-10], DX 11 [10], IQ 11 [10], HT 10 [0]
imposing spot fines for non-existent offenses. He doesn’t tolerate bike gangs Basic Speed 5, Move 5
in his area; any gang or any person suspected of being allied with a gang that Dodge 5, Parry 6 (Brawling)
passes close to Sleepy Gulch will be attacked with extreme savagery. Brown Advantages: Beautiful [15]; Fit [5].
will muster as many allies as he can gather to carry out the assault. Disadvantages: Pacifism (Self-defense
only) [-15]; Youth (Three levels) [-6].
Motivations Quirks: None notable.
Skills: Acrobatics-8 [1/2]; Acting-10 [1];
Amos Brown has lived through hard times and his experiences have bru- Area Knowle dge (Sleepy Gulch)- 11 [1];
talized his spirit. His primary interest lies in making the world pay for his loss- Botany /TL8-9 [1]; Brawlin g-10 [1/2];
es, while doing his best to look after his daughter. He supplements his income Cooking-11 [1]; First Aid/TL8-11 [1]; Guns
(Pistol)/ TL8-11 [1]; Perform ance-10 [1];
by extorting money from passing motorists and collecting bribes from locals to Research-10 [1/2]; Sports (Cheerleading)-9
overlook offenses up to and including smuggling contraband. He enjoys push- [1/2]; Swimming-11 [2]; Zoology-9 [1].
ing people around and he believes his badge authorizes him to do just that. Langua ges: English (Native )-13 [2];
French-11 [2].
Over time, he has grown increasingly violent, with several offenders recently Equipment: None notable.
suffering nasty “accidents” on the stairs leading down to the holding cells in
the Sleepy Gulch jailhouse. Clara is a clean-cut, all-American girl. She
His daughter is the only person Brown doesn’t bully. She is all he has left is on the school’s junior varsity cheerleading
squad and active in the Drama Club, which
of his wife and he worships her. Most of his spare money goes to her education may explain her father’s interest in
and providing her with a nice home. If anyone harms her, Brown won’t rest Shakespeare. When she graduates she wants
until the offender is made to pay copiously and creatively. to study to become a doctor. Her father insist-
ed that she learn to defend herself. She finds
Bike gangs, in Brown’s opinion, are responsible for most of the bad things the idea of fighting repellent, although she
that have happened to him. Their very existence offends him and he will do would if she had to. She owns an HK P-10,
whatever it takes to destroy any that move into his territory. No one who owns but only carries it if traveling out of town.
or rides a motorcycle has ever been able to convince him that they are free from
gang association. Brown also misinterprets tattoos or even unusual clothing
ornamentation as evidence of gang membership. And once Brown associates a Variations
PC with gang activity, he will make himself a relentless enemy. Amos Brown will work in any setting
Encountered where lawmen are required to use weapons
on a regular basis. In an Old West game,
The most obvious way to meet Brown is to drive through his patrol area. If he’s the town sheriff, a hero of the Indian
Wars, struggling to raise his daughter and
a visitor is unlucky, he will find himself pulled over, verbally abused for a time nursing a grudge against the Apaches who
(long enough for Brown to assess his character and his wallet), and then accused killed his wife. In a Fantasy campaign, he
of a non-existent infraction of the local vehicle code. Brown will offer to settle might be the king’s constable in some back-
the ticket on the spot for a “fine.” If he finds a real problem, the fine will simply water who won’t tolerate orc bandits. For
Space, he’s the StarFed marshal with a
be larger. The Brotherhood knows all about Brown, but doesn’t act against him. hatred for Gormelite raiders. Whatever the
They figure that a bit of groveling and some minor bribes are a small price to setting, Brown remains a bully. His daugh-
pay for safe roads. ter is always the innocent in his life; his
relationship with her should be used to lend
Characters might get involved with one of Brown’s attacks on a biker his character humanity.
encampment, on either side of the skirmish. While his strikes are savage, they If the PCs are policemen themselves, par-
are not suicidal. Any assault Brown leads is usually as cunning as it is merciless. ticularly in an area with a biker problem,
Brown could be reassigned as their boss.
He takes time to gather information and troops. Often those allies are bullied Not only will Brown lead them into a series
into helping Brown in exchange for release from the Sleepy Gulch jail. of increasingly brutal firefights against the
Other plot hooks might involve his daughter. The PCs could be hired to kid- local gangs, he’ll bully the player characters
nap her or approached by Brown to help rescue her. In these situations, Brown between battles.
will be manic, ready to go to any lengths necessary to rescue his child and punish
her captors.
– Gareth L. Owen

Bibliography: 75
GURPS Autoduel. Also see the AADA Road Atlas and Survival Guide, Volume Five:
The Midwest for more on the Midwest and the Road Wars.
OWAIN CANWR Base Setting: Middle Ages

Total Points: 167

ST: 11 [10] DX: 13 [30]


IQ: 13 [30] HT: 13 [30]
Speed: 6.5 Move: 6
Dodge: 6
Parry: 10 (Brawling)
Block: 8

Age 40; 5’4”; 150 lbs.; a short, broad-


shouldered, but wiry Welshman. Canwr is
pale, with freckled skin, green eyes, and
ginger hair and mustache.
Advantages
N O BL E T HIE V E S A N D IG N O BL E C O P S

Ally Group (His extended family, large


group, 9-) [30]; Ally Group (His sons, five [1]; Knife-14 [2]; Leadership-16 [8]; Poetry-14 [4];
75-point characters, 15-) [30]; Combat Reflexes [15]; Singing-17* [1]; Spear-16 [16]; Spear Throwing-14
Fit [5]; Musical Ability +4 [4]; Reputation +3 (As a [2]; Running-11 [1]; Survival (Mountains)-12 [1];
good leader, cunning warrior, and decent bard, to his Survival (Woodlands)-12 [1]; Stealth-13 [2];
compatriots, all the time) [15]; Status 1* [0]; Swimming-13 [1]; Tactics-13 [4]; Veterinary/TL3
Temperature Tolerance 2 [2]; Wealthy [20]. (Sheep)-10/16 [1]; Wrestling-14 [4].
*Free from Wealth. Includes Musical Ability advantage.
Disadvantages Languages
Compulsive Generosity [-5]; Cannot Harm Welsh (Native)-14 [1]; English-13 [2]; Irish-12
Innocents [-10]; Dependent (Pregnant wife, Morwen, [1].
50-point character, 15-) [-18]; Dependent (Mistress,
Rhian, 50-point character, 12-) [-12]; Duty (To the Maneuvers
Prince of Gwynedd, 9-) [-5]; Enemy (The English, Hit Location (Spear) +3 [4]; Hit Location (Spear
utterly formidable group, 9-) [-40]; Guilt Complex Throwing) +1 [1].
[-5]; Intolerance (Wizards) [-5]; Odious Personal
Habits (Jokes about his age) [-5]; Phobia Equipment
(Rupophobia: dirt) [-20]; Reputation -1 (As a thiev- Canwr carries a javelin, a long spear, a fine
ing Welsh sheep rustler who’s good with a spear, to broadsword (stolen from an English knight), and a
English soldiers and Marcher lords, 7-) [-1]; Sense of dagger. Like most Welsh hill men, he travels bare-
Duty (To his extended family) [-5]. legged and wears one shoe only, on his left foot (so
he can kick with it). His right foot is bare to allow
Quirks him to grip the ground with his toes. Also, like many
Always acknowledges his illegitimate children, of his compatriots, he does not use a shield or armor.
even the English ones; Competes in storytelling com- He wears a knee-length, faded red tunic.
petitions; Devoutly prays for the souls of the people
he kills; Supports the Church and shows priests the
proper respect; Jokes about his “old” age. [-5]

Skills Owain Canwr lives with his family below Cader


Idris, on Prince Llewellyn’s lands below Castell y
Animal Handling-14 [4]; Area Knowledge Bere. He was born a free man some 10 months after
76 (Welsh Marches)-14 [2]; Axe/Mace-13 [2]; his mother’s husband was captured and hanged by
Brawling-15 [4]; Bard-14 [4]; Bardic Lore-14 [4]; the English. Canwr resembles Gareth, Prince
Broadsword-13 [2]; Climbing-13 [2]; Jumping-13 Llewellyn’s uncle, quite closely.
Canwr is hard-working, intelligent, and talented, but now somewhat past
his prime. His life has been made up of long bouts of sheep-farming punctuat- Owain’s Boys
ed by raids into England and violent skirmishes against Saesneg invaders. His (75 points)
efforts to steal livestock from the English and drive the foreigners off the bor- ST 11 [10], DX 12 [20], IQ 10 [0], HT 12 [20]
der have made him famous. He has few possessions and very little coin Basic Speed 6, Move 6
(Canwr scarcely knows what to do with coin when he does have it), but his Dodge 6, Parry 9 (Brawling)
animals and strong family make him rich by Welsh standards. His regular
Advantages: Patron (Owain Canwr, pow-
attendance at church, love of his folk, and loyalty to his prince make him well erful individual, 15-) [30].
known and respected locally. Disadva ntages: Duty (To the Prince of
He is not always greeted with hostility among the English; there is some Gwyned d, 9-) [-5]; Enemy (The English ,
utterly formidable group, 9-) [-40]; Sense of
overlap between the two peoples in Cheshire and Shropshire, and many Duty (To their extended family) [-5].
among the English value Canwr’s ability to spin a good tale. He has children Quirks: Individual quirks. [-5]
in those counties and, although he cannot support them reliably, he can at least Skills: Area Knowledge (Welsh Marches)-
10 [1]; Brawling-14 [4]; Spear-14 [8]; Spear
make certain that they do not suffer in the raids he leads. Throwing-14 [4]; Wrestling-14 [8].
Motivations
Languages: Welsh (Native)-10 [0].
Equipm ent: Owain Canwr’ s sons tend,
Canwr is family-oriented, rather than patriotic or idealistic. He loves his like him, to travel unarmored and to carry
spears.
family and keeps his five sons (Huw, Aneurin, Dafydd, Gareth, and Rhodri)
close to him. Aneurin, Dafydd, and Rhodri are Rhian’s boys from other Owain’s boys should be customized with
fathers, but he acknowledges them as his own. His many daughters are well -5 points of quirks and additional advantages
married in the surrounding valleys, and Canwr will take personal revenge on or skills totaling 25 points.
anyone who mistreats them. His wife and mistress ignore each other.
His hatred of wizards – Canwr, like most medieval folk, believes firmly
that they exist – stems from his second cousin’s claim that a wizard cursed Tactics
his mother into thinking that Gareth Llewellyn (the prince’s uncle) was her
When on a raid or defendi ng against
husband, returned from the wars. Canwr is sufficiently familiar with attack, Canwr and his sons avoid combat,
Arthurian romance, which he believes to be fact, to know that this sort of unless it is on their terms. If forced to fight,
thing happens. Thus he attacks and kills any wizards, fortunetellers, and wise they will hide and attack from ambush ,
throwing their javelins and striking fiercely
women he meets. with their spears. They will retreat if their
He raids the English because they are richer than the Welsh and have opponen ts look to be too much for them.
things to steal. Canwr gives very little thought to the ongoing conquest of Canwr can stab a helmeted opponent through
the eye slit with his spear on a roll of 14 or
Wales or the political significance of his actions. He is aware that killing is less, without coming into sword range at all.
wrong, unless the victim in question is a wizard, so he tries to avoid it. He The North Welsh never really adopted the
will not intentionally harm non-combatants or allow people under his com- longbow, preferring a mixture of throwing
mand to do so. and thrusting spears. They also relied upon
the difficulty of the local terrain and benefit-
Canwr’s discomfort at killing arose at the same time as his loathing of ed from an elastic definition of bravery: it
dirt. Once, in his youth, he was forced to hide in the entrails of his disem- was desirable to fight people worse equipped
boweled comrades to escape the English. The experience of lying amidst than themselves and acceptable to go into
combat with equals, but folly to take on any-
stinking guts and bile while the Saesnegs slaughtered and tortured the one stronge r should the option of retreat
wounded linked death with filth in his mind. He needs to clean blood off exist. If caught in the open by opposing cav-
himself as soon as possible, and his prefers wrestling to stabbing. He tries to alry, the North Welsh would form a dense
spear wall (as the Scots were shown doing in
keep a spear’s length between himself and an opponent. Braveheart). In general, though, the Welsh
Encountered
far preferred getting away with their loot to
fighting to the death.
Merchants whose ships call at Castell y Bere are the only foreigners
who encounter Canwr in casual circumstances, where he is polite and
accommodating. Being an excellent singer and storyteller, Canwr often
entertains Llewellyn and his guests.
Variations
Canwr’s major activity is raiding the English. He holds up caravans, As written, Canwr is from 12th or 13th
century Wales. He could appear, with very
attacks manors or villages, and breaks into English churches to steal trea- little change, in most Fantasy campaigns. All
sures to decorate their Welsh counterparts. When on the prince’s business, the GM need do is change some of the lan-
Canwr attacks work gangs building March castles for English lords. guages and place names. Canwr’s preferred
way to interact with wizards works well
Canwr is aware of his advancing years. He annoys his friends and fami- against most magic in most settings.
ly by continuously ending statements with joking asides about his age, such
as “not bad for an oldie” or “and I still have some of my teeth.”
– David Thomas 77
Total Points: 77
CHIADOSS Base Setting:
Space

Age 29; 2’2”; 11 lbs.; a typi- Engineer/TL10 (Electrical Work)


cal Tek Rat parahuman -10 [2]; Forensics/TL10-12 [6];
(p. BIO55) with a rodent-like ST: 5 [0] DX: 12 [10] Free Fall-13 [4]; Judo-12 [4];
face, prehensile tail, and marsupi- IQ: 11 [20] HT: 10/5 [0] Law-14 [10]; Mechanic/TL10
al pouch (used for young or Speed: 5.25 Move: 5 (Spaceship Drive)-13 [6];
tools). Tek Rats also have short Mechanic/TL10 (Starship Drive)
brown fur. Chiadoss wears a -15 [10]; Stealth-14 [8]; Tactics-9
Dodge: 5
rather minimal (but immaculately [1]; Vacc Suit/TL10-10 [1].
Parry: 8 (Judo)
smart) harness, incorporating
badges of office and two holsters. Languages
Galanglic (Native)-11 [0].
Advantages Note: Chiadoss should have at least a smattering
3D Spatial Sense [-]; Acute Hearing +1 [-]; of any languages that are standard among human-
Acute Taste and Smell +1 [-]; Composed [5]; derived cultures on his part of the frontier.
Decreased Life Support (2/5 food consumption) [-];
Tek Rat -30 points
N O BL E T HIE V E S A N D IG N O BL E C O P S

Extra Arm (No physical attack) [-]; Flesh Pocket [-];


Fur (DR 1, 1 point Temperature Tolerance vs. cold) Tek Rats are created from a mixture of human,
[-]; G-Experience [10]; Legal Enforcement Powers raccoon, and possum genes to produce a race of tech-
[5]; Reputation +2 (As a reliable security officer, nicians who can get to places where other beings
among station administrators, all the time) [5]; Sharp can’t.
Teeth [-]; Single-Minded [5]; Strong Will +2 [8]. Tek Rats have ST -5 [-40], DX +1 [10], and IQ -1
[-10]. They possess the advantages 3D Spatial Sense
Disadvantages [10], Acute Hearing +1 [2], Acute Taste and Smell +1
Duty (To station, 12-) [-10]; Gluttony [-]; Honesty [2], Decreased Life Support [10], Extra Arm [5],
[-10]; Odious Personal Habits (Absolutely “by the Flesh Pocket [2], Fur [4], and Sharp Teeth [5]. They
book”) [-5]; Reduced Hit Points -5 [-]; Reputation -1 also have the disadvantages Gluttony [-5] and
(As an inflexible law-enforcer, among lawbreakers on Reduced Hit Points -5 [-25]. They normally eat six
the frontier, all the time) [-2]; Reputation -2 (As a fool meals a day, but each is only 1/16 as large as a human
and a menace to his own kind, among parahuman meal.
rights activists, all the time) [-3]; Tek Rat (See
below) [-30]; Truthfulness [-5].
Quirks
Clicks his tongue fast when people bend
the rules; Also checks technical details when
conducting ship inspections; Quotes regulations
in detail, word for word; Suppresses his (never
excessive) sense of humor when on duty. [-4]

Skills
Acrobatics-12 [4]; Administration-12 [4];
Area Knowledge (The Frontier)-12 [2]; Area
Knowledge (The Station)-13 [4]; Beam
Weapons/TL10 (Blaster)-13 [1]; Beam
Weapons/TL10 (Neural)-13 [1]; Computer
Operation/TL10-14 [6]; Computer Pro -
gramming/TL10-9 [1]; Electronics Oper -
78 ation/TL10 (Communications)-11 [2];
Electronics Operation/TL10 (Sensors)-10 [1];
Equipment
Chiadoss is usually armed with a pair of small, pistol-sized beam weapons when 79
out of his quarters. His exact choice depends upon what he thinks he might need and
what is available in the campaign, but will usually include at least one non-
lethal stunner. (GMs should feel free to change his Beam Weapon specialties to
match his likely standard choice.) The Office
of the Law
Chiadoss works out of an office in the
station’s administration area, although he
How did a small frontier space station end up with a Tek Rat parahuman as its spends a fair amount of time conducting
security officer? Good question. To begin with, some people suspect that Chiadoss personal inspections of visiting ships and
is a slightly non-standard genetic creation. There’s no proof, but he’s certainly otherwi se getting out and about. His
bright for a Tek Rat and also unusually obsessive. Perhaps there was a slightly knowledge of the hidden nooks and cran-
nies of “his” station is still relative ly
botched attempt to modify the Tek Rat genome to produce a better engineer. restricted – he hasn’t yet found reason to
Perhaps he had a variant education with the same goal. Perhaps it’s all just random extend it – but that knowledge has been
variation. Whatever the cause, Chiadoss has a peculiarly orderly intelligence. growing because he finds it necessary to
resort to subterfuge more and more often
In an assistant ship’s engineer, as he was employed for over a decade, this to get the job done.
tidy-mindedness can be a real advantage, if occasionally annoying for his crew-
mates. But Chiadoss is obsessive about more than machinery. Working the fron-
tier, he became increasingly irritated at the social untidiness of the universe,
which seemed to be full of laws and rules – mechanisms designed to keep things
Backup
running smoothly – that people just ignored. Eventually, this led him to help the At the moment, Chiadoss is the sta-
local authorities bring down a smuggling conspiracy that was running out of a tion’s only full-tim e security officer,
although he can call for aid from autho-
frontier station. Somewhere along the line, the public-spirited Tek Rat applied to rized “deputies” or contact other bases
fill a vacancy in security at the station. This far out on the frontier, the authori- for help if the need arises. As traffic
ties take what staff they can get – especially when motivation/aptitude tests through the station increases, more staff
may soon be hired. Chiados s, having
revealed, correctly, that Chiadoss would actually be rather good at the job. proved his value, would probably be put
in charge of the deputies and might gain
Encountered them as an Ally Group if they respected
The problem with Chiadoss is his near-obsession with the letter of the law. his professionalism more than they found
his attitudes wearing. The nature of such
On the frontier, where rules sometimes have to be bent to get things done, he can assistants is, of course, up to the GM, but
be a nuisance or even a full-blown threat. Given that Chiadoss is good at his job, they should probably be competent pro-
PCs who operate on the edge of the law may come to regard him as a menace. fession al security guards. For comic
effect, which law-benders may not find
Anyone, say, smuggling arms to a revolutionary group fighting a tyranny will so funny, the GM might have Chiadoss
find that the justice of the cause simply doesn’t affect his attitudes. Perhaps fronting up a squad of Chronos -series
worst of all, Chiadoss sometimes enforces laws that are unfairly biased against and Spartan -series bioroid s. (It’s not
genetically modified beings, even those laws that are downright oppressive. really terribly plausible – those are high-
ly combat- oriented designs – but if it
Other parahumans have come to regard him as a fool or a traitor to his own kind. came about as a temporary arrangement,
Chiadoss himself, who shrugs off prejudice as mere stupidity, would say that even the most determi ned smuggl ers
anyone who dislikes the law should work within the system to change it. might think twice about trying to get any
contraband past Chiadoss that week.)
Encounters with Chiadoss can be played completely straight or somewhat
comic, according to taste. Players may find it amusing that they’re being hassled
by a brown-furred midget customs official with a squeaky voice and a head full of
rules, but that won’t get them through an interrogation any more quickly. Chiadoss Beyond the Docks
generally acts as the straightforward inspector type. Should a case require field Chiados s has been created to work
action, he is quite capable of using both his technical skills and his small size to entirely on board his station. If he detects
illegal activity further afield, he’ll call in
get the job done. He is prone to dropping out of cramped hidden access tubes onto the Navy or the Patrol. However, in some
startled miscreants (there’s no rule against it), and he might well cut or vary the games, he might have use of a small
station’s artificial gravity to confuse opponents, if a situation demands that he give spacecraft, or at least gain access to the
himself an edge. station’ s defense systems , to dissuad e
criminal visitors from causing trouble.
Chiadoss can look after himself in a fight, too. He’ll prefer to use cover and Given his meticulous approach to his job,
small stun weapons in combat, but he’s also a scrapper, fully capable of tackling a he would surely learn at least some level
fleeing wrongdoer (at knee height) and keeping him occupied until he can be sub- of Pilot or Gunner skills as applicable.
dued by deputies his own size. Neither is Chiadoss afraid of using lethal force –
within legal guidelines, of course.
– Phil Masters
PADRAIG O’RIORDAIN Total Points: 941
(ALIAS “SPACE CADET”) Base Setting: Supers

ST: 17 [80] DX: 12 [20]


IQ: 20 [175] HT: 15 [60]
Speed: 6.75 Move: 6
Dodge: 6

Age 35; 6’5”; 230 lbs.; a tall man with


wavy black hair and violet eyes. O’Riordain
dresses in British clothing styles popular dur-
ing the 1810s.
Advantages
Awareness +2 [35]; Charisma +3 [15];
Eidetic Memory 2 [60]; Enhanced Time Sense
N O BL E T HIE V E S A N D IG N O BL E C O P S

[45]; Faerie Empathy [10]; Filthy Rich [50];


Handsome [15]; Magery 3 (Musical) [18];
Patron (Sidhe, very powerful organization with
special powers, 15-) [180]; Reputation +4 (As
jovial Irish superhero, to everyone, all the
time) [20]; Ridiculous Luck [60]; Status 1* [0]; Notation-21 [1/2]; Occultism-21 [1]; Performance-24*
Unaging [15]; Voice [10]. [1]; Poetry-20 [1/2]; Psychology-20 [1]; Research-21
*Free from Wealth. [1]; Rune Lore (Sidhe)-25 [7]; Savoir-Faire-24* [1];
Singing-19* [4]; Thaumatology-21 [3]; Weird Magic-
Disadvantages 21 [3]; Writing-20 [1/2].
Delusions (“I’m making the world a better *Includes Voice advantage.
place”) [-10]; Manic-Depressive [-20]; Odious Note: Mental skills include Eidetic Memory
Personal Habits (Vain and arrogant) [-10]; Phobia advantage.
(Public rejection) [-10]; Secret (Exiles criminals to
Otherworld) [-30]. Languages
English (Native)-25 [1]; Arabic-21 [1/2];
Quirks Basque-20 [1/2]; Cornish-21 [1/2]; Farsi-21 [1/2];
Bisexual; Well dressed in clothes from the early French-21 [1/2]; German-21 [1/2]; Greek-21 [1/2];
1800s; Plays up Irish brogue; Proud; Science fiction Hindi-21 [1/2]; Irish-22 [1]; Latin-21 [1/2]; Sidhe-23
fan. [-5] [4]; Volapük-22 [1/2].
Skills Spells
Acting-22 [1 1/2]; Area Knowledge (Earth)-21 Activate Runes-24 [4].
[1/2]; Area Knowledge (Ireland)-22 [1]; Area
Knowledge (Otherworld)-23 [1 1/2]; Artist-19 [1/2]; Runes
Astronomy/TL7-19 [1/2]; Bard-24* [1]; Bardic Lore- Air-24 [2 1/2]; Animal-24 [3]; Body (Man)-24
21 [1 1/2]; Body Sense-13 [8]; Dancing-14 [8]; Flight- [3]; Communicate-24 [2 1/2]; Control-24 [3]; Create-
13 [4]; Hidden Lore (Faerie)-22 [1 1/2]; Hidden Lore 24 [3]; Earth-24 [3]; Fire-24 [2 1/2]; Food-24 [2];
(Spirit)-22 [1 1/2]; History-20 [1]; Illusion Art-22 [2]; Gate/Nexus-24 [6]; Heal-24 [3]; Illusion-24 [2 1/2];
Linguistics-19 [1]; Literature (Science Fiction)-18/24 Light/Dark-24 [2 1/2]; Magic-24 [3]; Mind-24 [3];
[1/2]; Lucid Dreaming-21 [1/2]; Mathematics-20 [1]; Move-24 [2 1/2]; Plant-24 [2 1/2]; Protect-24 [2 1/2];
Musical Composition-19 [1/2]; Musical Instrument Sense-24 [3]; Sound-24 [2]; Strengthen-24 [2 1/2];
80 (Bodhrán)-19 [1/2]; Musical Instrument (Fiddle)-19 Time-24 [6]; Transform-24 [3]; Undead-24 [3]; Warn-
[1/2]; Musical Instrument (Gaelic Harp)-20 24 [2 1/2]; Water-24 [2 1/2]; Weaken-24 [2 1/2].
[1]; Musical Instrument (Piano)-20 [1]; Musical
Note: The Sidhe runes are exactly like the runes described in GURPS
Magic (pp. M90-93), with two exceptions. First, two new M/VH Nouns 81
skills are added: Gate/Nexus (covering the Gate College from GURPS
Grimoire) and Time (which controls all qualities of time). Second, Activate
Runes is cast by singing or playing music. Each verb is a musical key, each Encountered
noun a tune. If a verse is sung, it makes the effect much more precise. Highly When depress ed, O’Riord ain with-
skilled musicians can achieve more complex effects if the tune is played in draws to the Otherworld. On these days,
one key and sung in another, or if one tune is sung and another played. he questions the wisdom and effective-
ness of his crusade, becomes convinced
he’ll be found out, and is wracked with
doubt and self-loathing. It is unlikely that
he will allow himself to be found like
this, leading to stories of his “mysterious
Padraig O’Riordain was born a sickly child in 1862, and his callous par- disappearances.”
ents happily entrusted their son to an eccentric uncle named Donogh Rahilly, When manic, however, O’Riordain is
to be spared the trouble of raising him. Rahilly was a mage and one of the brash and self-assured, and displays the
few mortals to routinely consort with the Fae. He raised young Padraig kind of attitude associat ed with flashy
superheroes. The public loves him, and he
among the magical residents of the Otherworld, and taught him magic that revels in their affection. Yet, while he is
not only overcame the boy’s physical weaknesses, but enhanced his aware- confide nt that normal people won’t
ness of the world of magic and spirits. O’Riordain didn’t return to Earth until uncover his secrets, he’s more concerned
about his fellow heroes. Around his peers,
the 1930s, at which time – inspired by the adventurers of the science-fiction he often tries too hard to be friendly or
literature of the day – he achieved great success and popularity as a costumed helpful, sometimes overcompensating.
hero. Over the years he modified his disguise from time to time, to keep pace This hasn’t yet caused anyone to sus-
pect him of anything, but it gives GMs a
with changes in the social climate and popular culture. way to make O’Riordain vulnerable; his
By the late 1970s, O’Riordain became discouraged by the justice sys- weakness is his insecurity, which is never
tem’s inability to deal with violent criminals. Returning to the Otherworld, he too far below the surface. He should be
grew remote and depressed. He missed being a hero, but was too cynical to played as just a little unsure, a bit too
evasive when questioned directly about
resume his crime fighting. Finally, more than a decade later, he found a solu- uncomfortable subjects (like his views of
tion: the Otherworld would be the perfect place to exile those criminals soci- the crimina l justice system) . Diligen t
ety could not handle. observers might deduce that O’Riordain’s
arrogance is a defense mechanism. Once
When O’Riordain identifies a reprobate criminal for exile, he uses magic the PCs see that his public image is not
to render the victim unconscious, then whisks him to the Otherworld. In the entirely authent ic, they may begin to
victim’s place, he leaves a “stock” – an animate doll that closely resembles wonder what he’s hiding.
And when something happens to hint
the abducted person. The stock then simulates death one way or another, at the truth, perhaps the PCs will recog-
leaving enough evidence to convince the average coroner that a normal death nize a connect ion. A crimina l might
has occurred. Careful medical examination or a magical or psionic examina- someho w escape from “Never- Never
tion will reveal that the corpse is a phony. Land” and talk about his bizarre experi-
ences. A public medical examiner might,
Since devising this solution, O’Riordain has returned to regular crime- in effect, roll a critical success and iden-
fighting activity in the superheroic guise of Space Cadet. Most in the metahu- tify a “stock” as fake. A super-scientist
man community consider him a good fellow, although he can be a bit grating. or mystic PC could examine the body of
a “deceased” underworld contact and dis-
The public loves his grandstanding and the way he can sing a criminal into cover its nature. One of O’Riord ain’s
submission. public statements might simply include
an inconsistency. (Of course, some clues
Motivations might suggest at first that O’Riordain is
actually murdering the criminals.)
O’Riordain genuinely wants to help people, and enjoys being a hero. The GM should note that, while
Having been raised among aloof Faeries (see GURPS Celtic Myth for ideas O’Riordain may be unstable, he is nei-
on running Sidhe and the Otherworld), he thrives on the attention lavished by ther stupid nor careless. It shouldn’t be
easy to trip him up. The Game Master
average people on his heroics; without it, he becomes depressed. His recent should drop enough clues, but leave it up
return to Earth, then, is partly motivated by a psychological need for positive, to the heroes to figure out the best way to
reaffirming feedback. At the same time, he is unwilling to play by the rules exploit his fears and insecur ities.
the ineffective legal system has laid out and has resorted to making his own Alternatively, an unexpectedly capable
or smart criminal “exile” might somehow
justice. become free and powerf ul in the
He knows his actions are illegal and that the public might not approve, so Otherworld, perhaps allying with some
he performs his abductions in secret. To do otherwise might jeopardize the of the darker Sidhe or mastering local
magics, forcing O’Riordain to come to
honor and love he wants so much from the public. On the one hand, the PCs for help.
O’Riordain is a charismatic and dedicated superhero. And on the other, he
has gone over the line, adopting highly unethical tactics to curb crime.
– Thomas Devine, with andi jones and T. Carter Ross
MATT REAPER Total Points: 162
Base Setting:
(ALIAS “DR@VE”) Modern

Age 27; 6’3”; 125 lbs. Matt Languages


Reaper is a painfully thin young English (Native)-19 [0];
man who eats too little, sleeps ST: 8 [-15] DX: 9 [-10] German-21 [1]; Latin-20 [1/2];
even less, and stares at a comput- IQ: 19 [150] HT: 8 [-15] Russian-20 [1/2]; Japanese-21
er as if transfixed. His coworkers Speed: 4.25 Move: 4 [1]; Ancient Greek-20 [1/2];
at Macrohard know him as an Egyptian Hieroglyphics-20 [1/2].
edgy, consumed man who spends
Dodge: 4
way too much time at his pro-
Fatigue: 8 Equipment
grammer’s cubicle. Reaper’s worldly possessions
could be summed up in a two
Advantages words: computer parts. While he manages the neces-
Contacts (Professional hacker, skill 21, available sities of life – a cheap, rundown apartment, an old
12-, completely reliable) [24]; Eidetic Memory 1 Volkswagen Beetle, the type with the lawnmower
[30]; Language Talent +3 [6]; Lightning Calculator motor that never gets hot enough in the winter, and
[5]; Mathematical Ability [10]; Reputation +4 (As an equally dubious wardrobe – he owns state-of-the-
N O BL E T HIE V E S A N D IG N O BL E C O P S

dR@vE, ace hacker, among fellow hackers and com- art computer hardware and software.
puter pirates, 10-) [5].
Disadvantages
Code of Honor (Ethical hacker) [-5]; Compulsive
Born to impoverished parents and the constant
Behavior (Hacking) [-5]; Edgy [-5]; Enemies
target of schoolyard bullies, little Matt Reaper turned
(Government security agencies, large group, 6-)
to his computer to make money and friends in more
[-15]; Intolerance (Authority figures) [-5]; Secret
creative ways. By time Matt was in high school, he
(Criminal hacking) [-20]; Skinny [-5].
had cracked top-secret government encryption, bro-
Quirks ken into Norad, and never left a trail, just the hacker
Fidgety; Plays computer pranks that others don’t name dR@vE as a calling card. That was more than
find funny; Must have peanut butter and fried enough to earn Reaper entry into the hacker under-
bologna for lunch or becomes cranky; Often seen ground, where he quickly built a reputation as
with a Walkman listening to language tapes; dR@vE, the man who could hack anything.
Socially clumsy. [-5]
Skills
Accounting-21* [1]; Area Knowledge
(Internet)-21 [2]; Computer Hacking/TL7-24* [6];
Computer Operation/TL7-21 [2]; Computer
Programming/TL7-22* [2]; Cryptanalysis/TL7-19
[2]; Cryptography/TL7-18 [1]; Cryptology/TL7-
18 [1]; Electronics/TL7 (Communications)-18
[1]; Electronics/TL7 (Computers)-18 [1];
Electronics Operation/TL7 (Computers)-22 [4];
Fast-Talk-19 [1]; Forgery/TL7-21 [4];
Intelligence Analysis/TL7-18 [1]; Mathematics-
22* [2]; Research-19 [1]; Speed Reading-19 [1];
Typing-18** [0].
*Includes Mathematical Ability advantage.
**Default to professional skill (Computer
82 Operation) -3.
Note: Mental skills include Eidetic Memory
advantage.
Scholarships put Reaper through Motivations
CalTech, where he majored in computer Matt Reaper’s goals are fairly simple.
science. While there, he also ran an In the greater scheme of things, he would
83
underground business subverting univer- just like to be left alone to explore and
sity records for fellow students. Payment develop computer programs. Unfortun-
for these services varied by ability to pay, ately, to do this, he needs money and
with Reaper (in his guise as dR@vE) equipment. To this end he carries on with
hacking into financial records to verify a his job at Macrohard, which allows him
customer’s bank balance and credit rat- access to resources he could not duplicate
ing. He never charged needy students, on his own. Reaper also has a strong
particularly for clearing their tuition debt. sense of social justice and a fierce belief
It was during this time that he also began that information and technology should
to “acquire” languages, both ancient and be made to serve the downtrodden.
modern. Seeing languages as both a new On a personal level, Reaper can be
challenge and as a hacking tool, he start- quite vengeful. The rival employee who
ed listening to “How to” tapes and using
Variations
had framed him eventually jumped from
similar computer programs. a 14th-story window after the IRS did a
Recommended for Tech Levels
7 or 8, Reaper and dR@vE could
Reaper’s programming skills earned surprise audit and the police found “inap- be altered easily to fit any cam-
him a top-paying job at the monolithic propriate” pictures of children on his paign with computer technology
Macrohard Corporation. He flourished at home computer. No one noticed that (in other words, those TL7 or
his work – until a trace of stolen compa- higher). Reaper could be added to
Reaper had a prideful gleam in his eye any existing story line with slight
ny assets led to a bank account registered for several weeks after the death. modifications to his motivations
to Reaper. A jealous coworker had stolen and skills, perhaps by making him
the money and pinned the crime on the Encountered an employ ee of an establis hed
high-tech company or the target of
talented programmer, but a jury found Reaper/dR@vE may be encountered an existing criminal organization.
the young man guilty anyway. After he as an ally or a foe, depending upon their In campaig ns with higher Tech
had served a short jail sentence, the com- own motivations and backgrounds. Levels, Reaper would need to have
the appropriate expertise to remain
pany brought him back. No one else Investigators or criminals may seek out a cutting -edge hacker. Should
would hire Reaper, so he swallowed his dR@vE’s services, or dR@vE himself cyber implants and virtual reality
pride and accepted the decreased salary may seek help from like-minded PCs to be available to anyone in the game
and close supervision Macrohard world, Reaper should gain appro-
prevent discovery by the many govern- priate skill levels in those areas, as
demanded. Given the extensive electron- ments and organizations he has hacked. well as a job that allows him easy
ic monitoring the company had created Conversely, the player characters may be access to such technology.
especially to track Reaper, Macrohard To place Reaper in a setting
hired by those same powers to find or with TL6 or below, a little more
felt that rehiring him was both a good capture dR@vE. Regardless of the work may needed. He could be
way to keep his talent away from any encounter, though, Matt Reaper will go to used in just about any campaign as
rivals and a chance to keep an enemy great measures to prevent anyone from an insider who strives to subvert
the oppress ive authorit ies, while
under close scrutiny. connecting his mundane identity to that selling or giving away stolen infor-
Reaper easily outsmarted the moni- of the ace hacker. He fears a longer mation on the side. Just remove his
toring software and hardware. As prison term and knows that one awaits Computer skills (and Electronics
dR@vE, he took it upon himself to make skills if the TL is lower than 5) and
him should he ever be caught again. replace them with more appropri-
Macrohard and other wealthy high-tech For a paranoia-tinged campaign, ate abilitie s. Now increas e his
companies pay for their outrageous prof- Macrohard and the government might Dexterity to 16, decrease his IQ to
its and poor treatment of employees. 15, and increase his Strength to a
know about Reaper’s double life. They 10 or so, to represent the fact that
Reaper also launched a greatly expanded prefer to monitor his activities and appre- lower-t ech spying and thieving
version of the hacking service he’d run at hend those who contact the hacker for his require s more physica l skills.
school. His work in this capacity tended services. Or perhaps they are manipulat- Adding a Lockpic king skill at a
high level, along with Stealth,
to involve breaking into the computer ing Reaper, directing him in operations Disguis e, Sleight of Hand, and
systems of world governments and major against the very same worthy causes he Holdout, gives him more of what
corporations, a practice which dR@vE wishes to support. And when the player he needs to survive in a pre-
called “information gathering.” Reaper computer world. The Forgery skill
characters seek out dR@vE, as either a he already has, along with Intelli-
makes little money from his hacking, pre- friend or an enemy, they become entan- gence Analys is and Eidetic
ferring to take on free work for needy gled in this greater conspiracy. Memory, could make him a worthy
causes or channeling whatever money mole, one with a good reputation.
– Tyson Neumann
earned to the poor.
ISAAC ROTHCHILD Total Points: 185
Base Setting:
Modern

ST: 10 [0] DX: 11 [10]


IQ: 13 [30] HT: 10 [0]
Speed: 5.25 Move: 5
Dodge: 5

Age 38; 5’11”; 165 lbs.; a tall, attractive man


in an expensive suit. Rothchild has dark hair and
eyes, and always wears a wide, friendly smile.
Advantage
N O BL E T HIE V E S A N D IG N O BL E C O P S

Administrative Rank 4 [20]; Attractive [5];


Charisma +3 [15]; Contacts (Vito DeCarlo, local
crime boss, skill 21, available 9-, usually reli-
able) [8]; Eidetic Memory 1 [30]; Mathematical
Ability [10]; Status 1* [0]; Wealthy [20].
*Free from Wealth. Equipment
Rothchild is always well dressed and impeccably
Disadvantages groomed. Whether on assignment or at the office, he
Duty (To the IRS, 12-) [-10]; Reputation -1 (As carries an expensive leather briefcase that holds,
IRS agent, to any American who knows his profes- among office necessities, his most treasured posses-
sion, all the time) [-5]; Sadism [-15]. sion: a small canvas-bound journal. This journal con-
tains a record of all the lives he has touched over the
Quirks years; it’s never out of Rothchild’s sight. He seldom
Always has a pen handy and gives them away feels the need to carry a weapon, counting on his
freely; Fastidiously neat; Keeps a notebook of all his office and charm to protect him, but has a small pis-
“clients;” Makes mocking, self-depreciating jokes; tol for protection at home.
Wears a smile, regardless of the circumstances. [-5]
Skills
Accounting-18* [4]; Acting-16 [4];
Isaac Rothchild was raised by doting parents
Administration-16 [4]; Area Knowledge (New
with the help of the most highly paid nanny in
England)-15 [2]; Detect Lies-15 [4]; Diplomacy-15
Vermont. He attended the best prep schools, associat-
[4]; Driving/TL7 (Automobile)-12 [4]; Economics-
ed with the cream of society, and participated in a
17 [6]; Forgery/TL7-15 [4]; Interrogation-16 [4];
rich social life. He graduated suma cum laude from
Intimidation-16 [4]; Law (Tax Codes)-13/19 [2];
Princeton Business School and then, with a smile on
Leadership-16 [4]; Mathematics-18* [4];
his face, completed the civil service exam, took an
Psychology-15 [4]; Research-16 [4]; Savoir-Faire-15
entry-level position with the Internal Revenue
[2]; Sports (Golf)-12 [4]; Sports (Tennis)-12 [4];
Service, and left his parents and former life forever.
Streetwise-14 [2].
Rothchild has always been especially proud of his
*Includes Mathematical Ability advantage.
mother’s tears at his departure; they were the first
Note: Mental skills include Eidetic Memory
he’d ever seen her shed.
advantage.
Rothchild rose like a rocket through the ranks of
84 Languages the IRS. His natural charm and various skills
English (Native)-13 [0]. made him perfectly suited to the work. After each
promotion, Rothchild quickly made close friends In the revenue service at large, Isaac
and led his department to new heights of efficien- Rothchild plays the part of the perfect agent. He
cy; at each separation, he abandoned those friends discovers more tax evasion than any two other 85
and smiled as he watched subtle sabotages departments; his team has unbreakable loyalty,
destroy what he’d helped build. Tales of the dam- and his bribery sting operations have become part
age he left in his wake followed Rothchild to each of service legend. What few eyebrows are raised
new position, but few believed such a charming by Rothchild’s current high standard of living are
and skilled young man could be responsible. lowered again by a good-natured reminder that
Rothchild’s ascent through the ranks of the he was born with money.
IRS stopped completely seven years ago, when he
finally reached his goal. Since gaining his current Encountered Adventure Seeds
position as Area Compliance Director for New Every group of PCs Smile When You Say That: Congress
England he has refused every promotion and comes into possession of a has convened hearings to look into alle-
gations of abuse of power by the IRS. To
blocked every transfer, both for himself and his huge amount of cash at least the surprise of many, Isaac Rothchi ld
subordinates (though several of his people have once in a campaign, and few will be appearing as the star witness, a
resigned and one committed suicide). characters show any desire to whistle-blower. The revenue service is
declare it to the proper running scared. The IRS needs to know
His superiors see only a dedicated employee what Isaac’s testimony will be and, more
who had found his niche and fills it admirably. To authorities. This is the per- importantly, how to refute it. The PCs
the civilian lives he touches, he is a nightmare. fect opportunity to inflict are hired to find out whatever they can
agent Isaac Rothchild on the about Rothchild and his testimony.
Isaac Rothchild turned his back on a lifetime of I Was Framed! The FBI has finally
privilege to pursue his true love: causing fear and PCs. Hidden in a charming nailed the lid on the coffin of Vito
pain to his fellow man. From an early age, shell. Rothchild will begin DeCarlo, a don in the Boston Mafia. And
Rothchild realized that pursuing his inclinations any encounter with an like Capone before him, DeCarlo’s main
slip-up was income tax evasion . Over
in a direct fashion could backfire and send him to attempt to become friends, three years and with the help of the IRS’s
prison, a place that might frustrate his desires. often offering unsolicited most decorated auditor, the previously
While not as immediately satisfying as physical help to someone in need. unknown Vito “the Meat” DeCarlo is up
After several encounters with for trial. He loudly proclaims his inno-
violence, psychological brutality, too, had its cence, claiming the charges against him
appeal to Rothchild. Rothchild, however, most to be trumped up by an IRS agent as
characters should understand revenge for a bad busines s deal. The
Motivations why many fear taxes more evidence against DeCarlo is damning. Or
is it?
Rothchild has no desire to rise beyond his than the other proverbial The characters, working on a parallel
current position; any move higher up the ladder inevitability. investigation, discover a few procedural
might limit his contact with the public. And, as an Conversely, a party could irregularities in the case against DeCarlo.
When the trail leads to the IRS and the
unintended benefit, his lifestyle provides a more- seek out Rothchild on behalf Area Compli ance Directo r’s office, it
than-comfortable living. Many of his clients sup- of a friend or family member suddenly goes dead. What does the IRS,
plement Rothchild’s earnings with generous gifts. who has run afoul of the IRS. and Rothchild in particular, have against
Along with their material benefits, the bribes pro- Keep in mind, however, that DeCarlo and why try to hide it?
A Matter of Scale: The junior senator
vide Rothchild with further evidence with which Rothchild is a fully from Vermont has resigned from office
to torment the errant taxpayers. entrenched civil servant and in disgrac e, embroil ed in a tax fraud
Rothchild operates first by gaining the trust of part of one of the most power- scandal. A special election is called to
fill the seat, and out of nowhere comes a
his victims, often chosen at random. A powerfully ful agencies in the govern- new candidate. Yes, Isaac Rothchild is
charismatic man, Rothchild allows the initial ment. Beating him at his own going into politics . Though still an
steps of any audit to run smoothly, making what game should be no easy task. underdog, this charming man is gaining
ground. With his opponents crippled by
taxpayers view with fear into an almost pleasant
experience. After gaining his victims’ trust, he Variations scandal and candidate Rothchild’s oddly
frighten ed campaig n staffers working
finds a small irregularity in their records and wor- Tax collectors are feared overtim e, he just might win. Then he
ries it until, with his advice and assistance, the in almost every era. Any gov- would be in a position to create the tax
code of his dreams . . .
clients find themselves in a tax grave of their own ernment that collects funds for
making. Rothchild then breaks off the false its operations could have
friendship and either drives his victims into finan- Rothchild working for it. In fact, in a less civi-
cial ruin with endless penalties and payments, or lized time, Rothchild could give in to his urges to
strings them along for years with threats of prose- inflict physical harm; to avoid direct taxpayer
cution. Blackmail often accompanies the latter; reprisals he might employ a few burly assistants –
Rothchild launders this dirty money through his paid under the table, of course.
underworld contact. – Shawn Havranek
Chapter 6 “How is it that he lived a double
life – on one hand a gentlemen, a
respected member of society; and on
the other an outlaw, a thief in the
night?”
– Bruce Graeme, Blackshirt

eloped public
Managing a NPC with a fully dev
is a challenge for
persona at odds with his private self
tity disadvantage,
any GM. The Secret or Secret Iden
only the begin-
or Alternate Identity advantage, are
, and Enemies
ning. Two sets of Allies, Dependents
t, the GM must
may be required. At the very leas
y traits of each
establish the distinctive personalit
re the Jekyll &
identity. In more extreme cases, whe
disadvantage,
Hyde character has a Split Personality
to be drawn up.
two complete character sheets need
dual villain’s
It is most common to introdu thece
t. The heroes can
positive identity to a campaign firs
aps even trust
get to know this seeming innocent, perh
to the villain in
him. Any information they let slip
, but as indirectly
this guise will be used against them
dar ker side is
as pos sibl e – at leas t unt il the his
rt should be made
revealed. Until that time, every effo
and separate in
to keep the dual personalities distinct
the players’ minds.

Fuzzy. Can Alex


clean it up?
We need the
paper trail that
leads to Hatim.
Picture of
Williams’ kid.
check interview
transcript #593.

86 JEKY LL & HY DES


87

Jekyll &
The Stylish Villain
“For my part, if a man must be a
knave, I

Hydes would have him a debonair knave.”


– Rudolph Rassendyll, in Anthony
The Prisoner of Zenda
Hope’s

Many villains, although not true Jek


Hyd es, mu st stil l hav e one fac e to
yll &
sho w the
public, and another for their criminal
associates
and escapades. Few crooks or mu
rderers are
powerful enough to let the world see
their true
nature at all times. They hide thei
r savagery
behind a guise of civility.
The mo st acc om plis hed crim ina
ls put a
great deal of effort into constructin
g their civi-
lized façade. The resultant charm may
be repre-
sented by the Charisma advantage,
or a skill
such as Savoir-Faire or Sex Appeal,
and a vil-
lain will use it to lull potential vict
ims into a
fals e sen se of sec uri ty. A sm irk
ing , we ll-
mannered blackguard is almost gua
ranteed to
prompt a strong reaction from his
adversaries,
too.
The surest way to give a villain an
interest-
ing (and infuriating) public face is
to make his
every action appear effortless, leaving
his oppo-
nents stumbling in his wake. He sho
uld have a
public persona with real social clou
t, so that the
heroes look like liars and cads when
they accuse
him – and so tha t the ir eff ort s
to foi l his
schemes are thwarted by the authorit
ies!
These nefarious characters should
not rest
between encounters. Stylish villains
are always
digging for information, even if it’s
only for use
as a well-timed taunt or withering
insult. Their
high opinion of themselves makes
them prone
to the Ov erc onf ide nce dis adv ant
age . The y
One of these might also show cracks in their mas
k of civility
should a plan go horribly wrong and
the heroes
glasses should
do something genuinely surprising.
Then, no
have Big Bill’s
matter how polished their exterio
prints – lift ‘em r, they will
reveal the violence and corruption wri
from evidence thing just
below the debonair surface.
locker 12.
HATIM Total Points: 115 1/2
Base Setting:
AL-JAKARI
Middle Ages/Arabian Nights

Age 42; 5’7”; 180 lbs.; an Note: Hatim’s Legal


overweight, bearded, dark-eyed, Enforcement Powers represent
city-living Arab, dressed expen- ST: 11 [10] DX: 10 [0] his right to conduct investiga-
sively (if not very tastefully) in IQ: 13 [30] HT: 11 [10] tions if he wishes; he has a fair
robes and turban. Speed: 5.25 Move: 4 amount of authority in this, but
he is supposed to limit himself
Advantages
Dodge: 4
to commercial and domestic
Administrative Rank 1 [5]; matters. However, he usually
Parry: 4 (Shortsword)
Ally (Bandit chief, 100-point char- lets people come to him. Being
acter, 9-) [5]; Contacts (Bazaar spy, Overweight, he always has at
skill 12, available 12-, somewhat reliable) [2]; least Light Encumbrance (included in his Move and
Contacts (Rich merchant, skill 15, available 6-, Dodge above); if he is wearing a sword and outdoor
usually reliable) [2]; Contacts (Small-time thief, skill clothes, this becomes Medium (Move/Dodge 3).
12, available 9-, somewhat reliable) [1]; Contacts
(Up-and-coming shopkeeper, skill 15, available 6-,
usually reliable) [2]; Legal Enforcement Powers [5];
Literacy [10]; Status 2* [5]; Wealthy [20]. Hatim al-Jakari lives in the city of Iskandria, a
*Includes Wealth advantage. fictional location in an Arabian Nights game setting.
(He could easily be relocated to another fictional or
Disadvantages historical-medieval Islamic location.) His education
Overweight [-5]; Proud [-1]; Reputation -1 (As a and perceived wisdom have obtained him the status
bit too corruptible, among honest merchants, 10-) of cadi, or commercial judge. Unfortunately, he has
[-1]; Secret (Criminal activity) [-20]. chosen to exploit this office for his personal gain.
Quirks He was born the son of a middle-ranking govern-
ment employee, proved his intellectual abilities
Basically greedy, but controls it for his long-term
JEKY LL & HY DES

through years of study, spent some time in the service


advantage; Big eater if the food is good; Thinks he
of the sultan as an official, and eventually acquired
looks good in crimson; Unsympathetic. [-4]
his current place through a combination of reputation,
Skills friendship, and favors. Although he was never com-
Accounting-11 [1]; Acting-14 [4]; pletely honest, he had the sense never to over-exploit
Administration-12 [1]; Appreciate Beauty-10 [1]; his positions, taking just the odd bribe. However, on
Area Knowledge (Iskandria)-13 [1]; Area one occasion, he realized that, because of a series of
Knowledge (Sultanate of Iskandria)-12 [1/2]; bandit attacks on the road from the coast, the price of
Carousing-10 [1]; Chess-12 [1/2]; Cyphering-13 [1]; fish was rising. This gave him an idea. He invested in
Diplomacy-11 [1]; Economics-11 [1]; Forgery/TL3- a few bales of spice, then sent a message to other offi-
10 [1/2]; History-11 [1]; Law-15 [8]; Literature-12 cials in nearby cities that various spice merchants
[2]; Merchant-14 [4]; Philosophy-13 [4]; Politics-12 might be evading their taxes. With the trade tem-
[1]; Psychology-10 [1/2]; Riding (Horse)-8 [1/2]; porarily disrupted, the price of spice in the market
Savoir-Faire-15 [0]; Shortsword-8 [1/2]; Streetwise- rose sharply. Hatim made a killing.
11 [1/2]; Theology-12 [2]; Writing-11 [1/2]. From that day forward, he developed a series of
ingenious and profitable scams. He soon realized that
Languages he would need assistance for these, so he spent some
Arabic (Native)-14 [1]; Farsi-11 [1/2]. time “privately examining” various dubious mer-
chants who were brought before him. One of these, a
Equipment dealer in stolen goods, gave him a connection to a
88 Hatim may wear a shortsword if he is out and local bandit – who nowadays strikes slightly less
about. often, but when he does, it frequently disrupts trade
in some commodity in which Hatim or his other
associates have recently invested . . .
Motivations
Hatim’s motivation is simple greed. However, he is crafty enough not to be too
blatant and to keep an eye on his less shrewd associates. He still takes bribes,
89
which is not much of a secret; the denizens of the bazaar are cynical about cadis as Henchmen
a breed (albeit in a cheerful sort of way). One who was absolutely honest would
Hatim has several types of help
frankly occasion more comment. However, what no one outside his circle yet real- available to him in emergencies. To
izes is that Hatim makes far more money by more secret means. begin with, as a cadi he employs a
He passes tips about caravans and military patrols to “his” bandit in exchange small group of guards. Their main
jobs are to locate and summon wit-
for “gifts,” manipulates prices, and generally pursues profit from all sides. Because nesses, enforce Hatim’s decisions,
these activities are kept secret, Hatim remains respected. Anyone who suggested to maintain the dignity of his court,
other officials or imams that he was dishonest would be shrugged off; while bribe- and so on. Hatim hasn’t bothered
looking for employees who will be
taking isn’t approved of, it is seen as hard to avoid (or to prove). Anyone who dis- persona lly loyal to him; he just
covered and attempted to expose Hatim’s larger-scale crimes would probably be finds bazaar toughs of strictly aver-
thought mad. Someone who persisted and found listeners would no doubt meet with age intelligence, pays them decent-
an “accident” before he could truly threaten Hatim. Given his position, wealth, and ly, and gets rid of them if their own
bribe-taking becomes too obvious.
contacts, and the well-paid heavies who always surround him in public, the cadi Next, there are his contacts in the
makes a very dangerous enemy. bazaar. Apart from the spies on his
secret payroll, he knows the city
Encountered and the names of its shadier
denizens. If he needs to, he can hire
Hatim spends most more bruisers to deal with tempo-
of his time working as rary problems. He will, of course,
a cadi, and performs prefer to use intermediaries to han-
dle this, to avoid dirtying his hands.
that role competently. Finally, there are the bandits with
He has authority to whom he has cultivated an associa-
enforce contracts and tion. These are not especially pow-
erful, but they are fairly numerous,
both commercial and know the countryside, and tend to
domestic laws, and a be hardened criminals. Only their
fair amount of freedom tight-lipped chief knows the identity
as to how he goes of their “friend” in the city.
about this. It would be
perfectly possible for
PCs to encounter him Magic
as a straightforward As describ ed here, Hatim is
judge, and they might designe d for campai gns where
not ever realize that he magic is rare or non-ex istent.
Howeve r, he can be adapted for
was corrupt. other games. If low-to- medium
For that matter, power magic is available, he will
characters may well own a few amulets, some of which
encounter his deeper may be specifically designed to pre-
vent his mind being read or his
schemes without realiz- activities being magically observed.
ing that Hatim is involved. When an especially well-laden caravan is ambushed by He will also pay careful attention to
bandits, who is to know that Hatim tipped them off? After all, he isn’t the only per- any reports of magical investigation
of crimes and take measures to pro-
son in the town who would know about the valuables being shipped. And if the ban- tect his secret.
dits involved in that raid evade capture, perhaps the soldiers are just incompetent or If magic is really commonplace,
lazy; after all, who’d guess that the robbers had been told of the sultan’s secret letter Hatim will be sure to make use of
it. Aside from anti-magic defenses,
to the town’s officials, announcing that troops were being sent? As for Hatim’s he might, say, have an enchanted
friends who make rich profits on his tips – that may not even be illegal. sword, probab ly incorpo rating
Tracing Hatim’s crimes back to him would be hard work. Of course, PCs may defensive powers, or employ a rene-
always stumble across a clue – something that is more likely if they are a little bit gade wizard to advise him and
assist him in emergen cies. Being
shady themselves (though Hatim’s criminal associates have been told very firmly not educated in philosophy, he might
to talk about him to their underlings). Even then, proof would be hard to find, and even know a few spells himself ,
Hatim will defend himself cleverly and ruthlessly. The GM should mostly hold him although he would probably not use
them in combat, any more than he
in the background. Keep his devious schemes a running plot-theme, his downfall a would habitua lly get into sword
climactic achievement for the player characters. fights.
– Phil Masters
WILLIAM GRANT Total Points: 175
Base Setting:
(ALIAS “BIG BILL”) Cyberpunk/Cyberworld

ST: 10 [0] DX: 10 [0]


IQ: 14 [45] HT: 11 [10]
Speed: 5.25 Move: 5
Dodge: 5

Age 37; 5’9”; 200 lbs.; a chubby


fair-skinned man with brown eyes and
receding black hair. He usually wears
an expensive suit with a flashy watch.
Advantages
Ally Group (GFS employees, four
100-point characters, 15-) [60];
Charisma +2 [10]; Contacts (Arms
dealer, skill 15, available 9-, usually
reliable) [4]; Contacts (Fixer, skill 15, available 12-, Languages
usually reliable) [4]; Contacts (Korp lawyer, skill 15, English (Native)-14 [0].
available 12-, usually reliable) [8]; Contacts (Police
chief, skill 18, available 12-, unreliable) [3];
Equipment
Empathy [15]; Literate [5]; Wealthy [20]. Grant normally wears an expensive suit and has a
pocket computer and phone with him. If he must go
Disadvantages
JEKY LL & HY DES

armed, he carries a SOG Feder. He owns a powerful


Enemy (Jerry Marquez, 100-point street op, 9-) German saloon car with extra armor and concealed
[-10]; Greed [-15]; Overweight [-5]; Secret weapons.
(Dishonest fixer) [-20]; Unfit [-5].
Quirks
Big fan of bloodhunting; Likes European cars;
Never discusses politics; Uses chess metaphors; William Grant is the son of a middle-ranking
Won’t drink any alcohol except champagne. [-5] korp executive. His father’s company shielded him
from the worst effects of the crises that occurred in
Skills the early one-and-twenty. William went to college
Accounting-16 [8]; Acting-15 [4]; and studied accounting just like Daddy wanted. He
Administration-15 [4]; Area Knowledge (Boston)-14 graduated shortly after the declaration of the
[1]; Area Knowledge (New York)-14 [1]; Area Provisional Government. Looking around, he found a
Knowledge (United States)-14 [1]; Carousing-12 [4]; world that was going over the edge. It was a world
Chess-14 [1]; Computer Operation/TL8-14 [1]; with possibilities, where a man with initiative might
Detect Lies-17* [2]; Diplomacy-12 [1]; Driving/TL8 make a dollar or two.
(Automobile)-10 [2]; Economics-12 [1]; Fast-Talk- He set up a small accounting firm, handling minor
14 [2]; Guns/TL8 (Pistol)-12 [1]; Holdout-14 [1]; contract jobs for the korps, accounts for freelancers,
Law-13 [2]; Mathematics-12 [1]; Merchant-14 [2]; and the like. On the surface, Grant Financial Services
90 Psychology-14 [4]; Savoir-Faire-14 [1]; Scrounging- was then, and remains now, a respectable small com-
14 [1]; Streetwise-15 [4]; Swimming-10 [1]. pany. The business provides a front for Grant’s real
*Includes Empathy advantage. activities and ranks him as a solid C-2 citizen.
Allies
Grant has always been keenly aware that the most profitable Big Bill’s allies are 100-point characters, all
deals are untaxed. So he set about making contacts in the black GFS employees with small amounts of discreet
economy. His natural ability to win people’s trust allowed him to cyberwear and maximum skills of about 18.
Kurt Wesser is his driver/bodyguard. James
gather a small network of contacts and informants. Early on, he Bratt is another bodyguard. Melinda Brook is
made a name for himself as a money launderer. He is still regularly his bodygu ard/lov er (see below). Samuel
used by the local mob to launder money. However, his main business “Reboot” Ball is a netrunner.
is as a deal maker, a fixer.
The problem is that Grant does not deal honestly with his street 91
ops. While claiming to take only a 5% cut, he usually takes far more. Melinda Brook
Having bled a particular group of street ops dry, he eventually (100 points)
arranges for them to be disposed of, preferably at a profit. So far only
one person has survived Big Bill’s double-cross, a ronin by the name Age 35; black hair, dark green eyes, slim
build.
of Jerry Marquez. He’s still planning his move, but in the long run he
wants to bring Grant down hard. ST 10 [0], DX 13 [30], IQ 12 [20], HT 11 [10]
Speed 6, Move 6
Motivations Dodge 6, Parry 10 (Brawling)
Big Bill likes the finer things in life and he likes them as often as Advant ages: Attract ive [5]; Comba t
possible. Respect is good too, and he does get a certain satisfaction Reflexes [15]; Comfortable Wealth [10].
when he double-crosses a group of chump street ops and they never Cyberwear: Bionic Eyes (+1 acute vision)
[2]; Chip Slot [5]; Macho Chip [5].
even realize he cheated them. Disadva ntages: Callous [-6]; Insomn iac
Encountered [-10]; Jealousy [-10]; Secret (Criminal activi-
ty) [-20]; Sense of Duty (To William) [-10].
Big Bill will almost certainly contact any group of up-and- Skills: Acting- 13 [4]; Area Knowle dge
(Boston)-13 [2]; Brawling-15 [4]; Computer
coming street ops that come to his attention. He will have a deal for Operati on/TL8 -12 [1]; Driving /TL8
them – he thinks they’ve got what it takes to score big and he wants (Automobile)-12 [1]; First Aid/TL8-12 [1];
to act as their “agent.” He’ll find them jobs, negotiate terms, and so Guns/T L8 (Pistol) -17 [16]; Guns/T L8
on. He’ll demand a 5% cut, but that’ll seem like a small price to pay. (Shotgun)-15 [4]; Holdout-13 [4]; Professional
Skill (Secretary)-13 [4]; Sex Appeal-12 [2];
After all, Grant’s network of contacts and his negotiating skill will Shadowing-12 [2]; Stealth-12 [1]; Streetwise-
more than make up for it. There’s also the added benefit of never 12 [2]; Swimming-13 [1].
needing to meet the clients. Languages: English (Native)-12 [0].
Equipment: She keeps a Glock Hotload in
Grant will come across as plausible and charming. He knows her handbag and a Thor shotgun in Big Bill’s
exactly the right buttons to push to win anyone over. In fact, Grant car.
takes far more than 5%, and will cheat his clients out of as much as
Melinda is Grant’s bodyguard and lover.
possible. He will arrange for “cheap” equipment, but again will pocket She will be introduced to the PCs as his secre-
most of the money and provide gear of dubious quality. tary. If things get rough, they will discover
Another of Grant’s favorite cons centers around money launder- she’s actually a capable protector.
ing. He claims it takes a month and costs 30% to handle most sizable
amounts of money, and at that rate he doesn’t make a profit. In fact,
his set-up can handle all but the most massive amount of dirty cash in Variations
a week at a mere 5% loss. Grant then pockets the difference and
William Grant will fit into almost any set-
invests the rest of the client’s money for the remaining three weeks. ting. He works better if the PCs are in an
He never cheats the mob when laundering their money, however. He’s illegal business and he can keep them from
greedy, not insane. meeting their clients, but Grant has scams that
will succeed even if this can’t be arranged.
As time goes by, the jobs Grant offers to ops under his influence The pattern is always the same: he uses his
will get riskier, and the rewards won’t appear to get much better. He contacts and skills to become invaluable to the
will then start to set them up for “the big payoff.” He’ll arrange a job group, first handling the “financial details,”
and orchestrate it to fail, getting the unlucky ops in trouble with the then setting them up and walking away with
the money. In a Traveller mercenary game he
law or the mob, or both. Once the trouble starts, he will be conciliatory, would be the unit’s agent, making deals, pro-
anxious to help. In fact, he will guide them deeper into trouble. When viding substan dard equipm ent at premium
the reward for them has grown large enough, he will tip off the appro- prices, and finally sending the mercs to their
deaths and pocketing their fee.
priate party. Grant gets a large pay-out; his now-unwanted clients are Less lethal alternatives exist. As an agent
removed without ever knowing who did them in. for a rock group, perhaps, Grant would thrive,
– Gareth L. Owen although his contacts would be different. He
would still try to maneuver the band into trou-
ble, but this time his payoff would be selling
the story to the tabloid press!
ALICE NORCROSS Total Points: 197
Base Setting:
(ALIAS “THE SCORPION”) Supers/1920s

ST: 13 [30] DX: 12 [20]


IQ: 11 [10] HT: 16 [80]
Speed: 7 Move: 8
Dodge: 9
Parry: 5 (Knife)

Age 35; 5’10”; 165 lbs.; a tall


woman with short blond hair and gray
eyes, dressed in expensive but slightly
conservative clothing – or in black
leather armor (including a mask that
covers her hair), carrying a whip.
Advantages
Combat Reflexes [15]; Courtesy
Rank 4 (Captain, U.S. Army Nursing
Corps, ret.) [4]; Fearlessness +1 [2];
Hard to Kill +2 [10]; High Pain Threshold [10];
Musical Ability +1 [1]; Reputation +1 (As a support- Musical Notation-12** [1]; Physician/TL6-11 [4];
er of the arts, among the social elite, 10-) [1]; Status Physiology/TL6 (Human)-9 [4]; Riding-12 [2];
2 [5]; Very Fit [15]; Very Wealthy [30]. Running-16 [4]; Savoir-Faire-13† [0]; Singing-17**
[1]; Stealth-14 [8]; Strategy (Land)-8 [1/2]; Tactics-
Disadvantages 10 [2]; Tracking-10 [1]; Veterinary/TL6-10 [2];
JEKY LL & HY DES

Bully [-10]; Compulsive Behavior (Physical Whip-14 [8].


exercise) [-5]; Delusions (“An epidemic of sexually *Includes IQ bonus.
transmitted diseases threatens the city”) [-5]; Enemy **Includes Musical Ability advantage.
(San Francisco police, medium-sized group, 9-) †Free from Status.
[-20]; Intolerance (Promiscuous and indecent people)
[-5]; No Sense of Humor [-10]; Overconfidence Languages
[-10]; Sadism [-15]; Secret Identity [-20]. English (Native)-11 [0]; French-10 [1].

Quirks Maneuvers
Favors effeminate men as friends; Small talk Entangle (with whip) +2 [2]; Hit Location (with
often centers around horses and racing events; Keeps whip) +3 [6].
hair unfashionably short; Sings opera to herself;
Tends to be socially obtuse (misses body language
Equipment
cues, obvious flirtations). [-5] Leather armor: PD 2, DR 2, 20 lbs., hidden pock-
ets (+2 Holdout).
Skills Whip: length 3 yds., weight 6 lbs., 1d-1 cr or
Acrobatics-11 [2]; Acting-12 [4]; Area Know- entangle.
ledge (San Francisco)-11 [1]; Breath Control-8 [1]; Knife: small knife, weight 1/2 lb., 1d+1 cut,
Bullfighting-10 [1/2]; Dancing-11 [1]; Escape-11 [2]; 1d+1 imp, concealable (+1 Holdout).
92 First Aid/TL6-13 [4]; Guns/TL6 (Rifle)-13* [1]; Rifle: Springfield 73, .45-70 caliber, snap-shot
History (Military)-8/14 [1]; Holdout-11 [2]; Knife-12 15, accuracy 8, half damage 700, maximum range
[1]; Lifting-11 [1]; Musical Instrument (Piano)-10** [1]; 2100, 4d cr, 1 shot, 9 lbs.
Alice Norcross doesn’t think of herself as a Motivations
super-villain, and not just because the term Alice Norcross wishes to protect society
hasn’t been invented in the 1920s; she considers from disease and women from male exploitation, 93
herself a hero working outside the law to protect whether they want her help or not. If there are
society. Her victims don’t agree. any psychological depths beneath that, she isn’t
The first child of a cavalry officer, she likely to explore them; what she’s heard of psy-
received little affection from her father. He want- choanalysis makes her wonder why Freud isn’t
ed a son. When his wish was granted four years in prison. In fact, she might personally try to dis-
later, she witnessed his eagerness for her brother courage anyone from practicing psychoanalysis
Robert to be brave and physically fit. As a result, in her city.
she became a classic tomboy. Her brother wasn’t Had she lived 75 years later, Norcross might
inclined that way and ran away at 13; Norcross have been a happy member of a bondage club.
still worries over whether being compared unfa- She doesn’t know about the very
vorably to her pushed him over the edge. private clubs that exist in her
Norcross reached puberty late and felt awk- time; she thinks that her obsessive Base of
ward playing a feminine role (though she exercising, her leather and whips,
enjoyed dancing as much as any other physical
Operations
and her fascination with
activity). Her mother’s death when Alice was 15, Houdini’s escape skills simply Norcross still lives in the house she
and the resulting loss of a female role model, inherited from her father, a two-story
reflect her desire for physical building not far north of downtown
didn’t help. In her late teens she became friendly challenges. She also thinks her San Francisco. Her father’s portrait
with a young lieutenant under her father’s com- men friends are as chaste as she hangs over the mantel in the living
mand, until he revealed a sexual interest in her is. Telling her otherwise would
room, and the master bedroom is kept
up as if he might return. Otherwise,
and she had to fight off an unwanted advance. disturb and offend her. she has recast the place in her own
Her father’s threat to horsewhip him impressed image. She has turned the library into
her; so had the discovery earlier that evening that Encountered a music room that houses her collec-
tion of phonograph records. The attic
she was stronger than her would-be seducer. Norcross isn’t much given to has been remodel ed into an indoor
She entered the Army through the nursing long-term planning. Adventurers exercise room; Norcross has the only
corps, completing her training just in time to in a 1920s campaign may find key (the servants never go there) and
serve in the Great War. Her father also served – keeps her special toys there. The
her in her Scorpion guise, bat- house is kept obsessively neat. The
and learned how useless cavalry was against auto- tling whatever vices she encoun- servants complain that they can never
matic weapons. Always a drinking man, he ters. Should opponents hoping to get things clean enough for Miss
became an alcoholic and died of ruined health and subdue the Scorpion hesitate to Norcross.
Tracking Norcross to her base will
despair, shortly after Prohibition was enacted. use deadly force, they are likely be a challenge. She “patrols” down-
Norcross left the Army during her father’s to regret their restraint. town and the docks south of there.
final illness. As his only heir, she had no finan- If the Scorpion meets other She reaches her patrols on foot, but
she knows how to move quickly and
cial need to reenlist, nor were her services need- vigilantes who do not immedi- inconspicuously through the city.
ed. She got involved in musical activities ately try to apprehend her, she
(singing at her church and going to the opera), may actually consider them
volunteer work, and physical exercise. Several potential allies. Surely they
men were glad to escort her to social functions, understand that sometimes the
Adventure Seeds
but she only went out with men who didn’t make law must be broken to counter Breakin g Strain: Under a new
her feel any danger of being harassed or crimes it can’t touch? If anyone
name, Robert Norcros s now has a
successful career on the stage. Alice
attacked. Her nursing experience made her aware takes her up on this alliance, doesn’t usually go to musicals, but
of the medical consequences of promiscuity (or, they may discover her madness she might accept an invitation – and
as she calls it, “unchastity”); now, in the Roaring gradually – or be confronted recogni ze the touring compan y’s
romantic lead as her lost brother. At
Twenties, she sees that sort of loose behavior with it suddenly, should she this point her behavior will become
everywhere, and she doesn’t approve. decide that they’re somehow unpredictable, as old emotions come
Alice doesn’t limit herself to mere disap- tainted by corruption. back to life.
The Refiner’s Fire: If she does get
proval, however. She has begun to do something In running Norcross, GMs caught and sent to prison, Norcross is
about the problem, going out at night as the should emphasize how difficult likely to find the experience curiously
Scorpion and punishing public indecency, every- it is to stop her. With all her invigor ating. If she is paroled , or
where from dockside bars and brothels to fash- advantages, she is almost impos-
should she escapes , she may have
gained some Allies. But she may still
ionable nightclubs. The police have taken notice sible to kill. If knocked down, want revenge on the PCs who sent
and are looking for her, but she feels certain that she will likely get back up swift- her there.
decent people really appreciate her crusade. ly enough to alarm most foes.
– William H. Stoddard
Total Points: 117
CORRINNE ST. JOHN Base Setting:
Horror/Modern

Age 19; 5’2”; 115 lbs.; a very In the carny world, the
beautiful young woman with unusual is the everyday and the
shoulder-length blond hair and ST: 10 [0] DX: 14 [45] downright bizarre is met with
ice-green eyes. equanimity and acceptance. But
Corrinne St. John pushes even
IQ: 10 [0] HT: 10 [0]
Advantages Speed: 6 Move: 6
carny tolerance to the limit, even
Acute Taste and Smell +4 [8]; Dodge: 65 though the initial impression she
Ally (Caleb St. John, 137-point Parry: 8 (Brawling) gives is of a pretty and innocent
character with special abilities, young woman.
12-) [30]; Discriminatory Smell Less than a month after her
[15]; Night Vision [10]; Sanctity birth, Corrinne demonstrated that
[5]; Shapeshifting (Wereleopard) [30]; Unusual she had inherited something unusual from her father,
Background (Shapeshifter) [10]; Very Beautiful [25]. Balthazar the Human Leopard. She is a wereleopard,
a bloodthirsty huntress with a taste for human flesh.
Disadvantages Balthazar, the Human Leopard, was once
Distractible [-1]; Frightens Animals [-5]; Michael Balthazar, who made a living by leading
Illiteracy [-10]; Mute [-25]; Secret (Murderous expeditions to Africa. His final trip involved escort-
werecreature) [-30]; Social Stigma -2 (Carny) [-10]; ing a team of archaeologists in search of a lost city.
Untrained Shape-Changing [-15]. They found the city. While it was indeed lost, it
Quirks wasn’t uninhabited. The ancient, primitive tribe who
made a home there, a people that called themselves
Insists on a high-protein diet; Likes muscular
the “Children of the Leopard,” meant to sacrifice the
men; Fastidiously neat; Thrill-seeker; Doesn’t share.
entire party to their cruel and hungry god.
[-5]
Michael was last to be taken to the temple. They
Skills bound him to an altar and anointed him with a liquid
Acrobatics-12 [1]; Brawling-13 [1/2]; Climbing- made from blood and herbs. But before they could
JEKY LL & HY DES

13 [1]; Dancing-14 [2]; Erotic Art-12 [1]; complete the ceremony, Michael broke free and
Escape-12 [1]; Gesture-13* [1]; Juggling-14
[1]; Jumping-13 [1/2]; Sex Appeal-14 [10];
Shadowing-10 [2]; Sleight of Hand-13 [2];
Stealth-14 [2]; Swimming-14 [1]; Tracking-
16 [14].
*Includes Mute disadvantage.

Languages
English (Native, listen only)-10 [0].

Wereleopard 30 points
A wereleopard has double her normal ST,
DX 14, HT +2, as well as PD 1 and DR 1. In
leopard form, her speed becomes 9, and she
attacks by biting for the throat (cutting dam-
age, as per p. B140). Weight is unchanged.
Size is 2 hexes. A wereleopard gains the
Stealth skill and Sense rolls, both at 18.

Equipment
94
Corrinne carries a picture of her
brother, Caleb.
killed the tribe’s high priest with his bare hands. The moment he did, he underwent a
transformation. His skin sprouted tawny gold fur with dark spots. He grew claws and
fangs. He developed uncanny strength, as well as a disturbing hunger. 95
In the confusion that followed, Michael was able to escape. He fled Africa, fear-
ing that the tribe would be hunting him. He spent several years searching for a way to
restore his human form, but to no avail. Eventually, he accepted a job in America
with Big Country Midways, as the star of their freak show. He married a young run-
away named Cassandra St. John, and adopted her infant son, Caleb. Eight years later,
despite Balthazar’s worry that his curse would be passed on, he became the father of
Corrinne. Shortly after her birth, he realized his fears had been justified.
Even apart from her habit of unexpectedly changing into a leopard cub, Corrinne
was an unusual child. She showed little interest in learning to talk or read, less inter-
est in most food, and none at all in wearing clothes. She had to be carefully super-
vised around other children because she played too rough and was particularly
prone to biting.
As she grew up, Corrinne grudgingly got her impulses under control. Her
Temple of the
innate grace and quickness got her work in the carnival in various capacities: Leopard God
juggler, magician’s assistant, dancer, and acrobat. Orphaned at 11, she was In the heart of the Congo is a fabulous
raised by her older half-brother, Caleb. He is the only authority figure she lost city, whose people call themselves
respects (see Caleb’s entry on p. 52). the Children of the Leopard and revere
the great cat above all else. It is said to
Corrinne currently has a room in her brother’s trailer. The rest of the be a place where time stands still, where
carnies regard her as strange, even by their standards. And they do not even the ancient ways still hold sway. Those
know about the overpowering urges to hunt and kill that have recently come few who have seen the city and returned
to tell about it speak in a hushed voice of
upon her. Caleb protects her and covers up for her, encouraging her to restrict its tremendous wealth and lethal dangers.
her hunts so they cannot be traced back to the carnival. The city is dominated by a towering

Motivations
mass of stone, a temple in the shape of a
leopard’s head. The temple is covered
with sheets of hammered gold, and its
Corrinne lives for the moment. She is a creature of physical sensation, tak- eyes are translucent precious stones. At
ing great pleasure in a meal, a bath, a nap in the sun, the beauty of a sunset, or night, the priests build fires on a platform
the power of a thunderstorm. She loves challenges, risks, and the thrill of the behind the eyes, creating an eerie green
hunt. glow that lights the central city.
The mouth of the leopard temple
She sees all other creatures, except her brother Caleb, as potential prey, gapes wide, with elephant ivory set into
though she tries to hunt and kill away from the carnival grounds. She refrains the jaw to serve as fangs. The tunnel of
not out of any sense of carny loyalty – Corrinne does not categorize herself as its throat leads to a chamber of worship,
a cylindrical room rising to an open roof
human, let alone as a member of the carny subculture – but because she under- through which a forest of dangling vines
stands the danger such kills might bring down upon her and Caleb. and the occasional swatches of sky can
be seen. Stone tiers line the curved walls,
Encountered where spectators stand to watch cere-
monies and sacrifices.
Corrinne is most likely to be encountered at the carnival. If she is outside At the room’s center rests a massive
the fairgrounds, she is either on the prowl at bars and nightclubs, or resting in altar carved to resemble a crouching
some secluded spot with the remains of her “date.” leopard with a broad, flat back. It grips a
jeweled ceremonial dagger in its dia-
From time to time, Corrinne gets so caught up in pursuing a victim that the mond teeth. Legend has it that the leop-
carnival must move on without her (Caleb only does this reluctantly). Should she ard can come to life if the treasures of the
be arrested or otherwise detained away from the carnival, her unusual behavior temple are threatened. Around the idol,
may bring her to the attention of well-meaning social workers. What effect might squat stone tables hold jars of oil, herbs,
and the other ingredients used by the
hospitalization, medication, and other forms of treatment have on her? priests for the rites.
The pattern of Corrinne’s kills is bound to be noticed eventually. Bodies The high priest wears a headdress of
torn apart by teeth and claws of “species unknown” are sure to intrigue gold and a cloak of leopard skin; his
underlings are bare-chested, but wear
reporters. Word might even reach the ears of people familiar with African tribal loincloths. All conceal their faces with
legends or perhaps even long-questing hunters from the lost city itself. masks made to look like snarling leop-
In the company of her brother Caleb, Corrinne can be a deliberate menace ards. They protect themselves with claw-
tipped gloves (thrust -1, cutting damage;
rather than a creature driven solely by her urges. She does not connect with him Brawling skill of 12).
on a human level but regards him with the affection and obedience an animal
might show its trainer.
– Christine Morgan
SARA WEISS
Total Points: 97
Base Setting:
Espionage

ST: 8 [-15] DX: 10 [0]


IQ: 13 [30] HT: 9 [-10]
Speed: 4.75 Move: 4
Dodge: 4
Parry: 6 (Judo)

Age 27; 5’4”; 130 lbs.; a young


woman with brown eyes and delicate fea-
tures, Sara is both beautiful and sophisti-
cated. She always dresses well; everything
she wears has a designer label.
Advantages
Administrative Rank 3 [15]; Ally
(Agency superior/paramour, 150-point
agent, 6-) [20]; Beautiful [15];
Comfortable Wealth [10]; Fashion Sense [5]; Patron Equipment
(The Agency, very powerful group, 9-) [25]; Pitiable Away from the Agency, Sara carries a purse con-
[5]; Reputation +1 (As someone on the promotion taining a cell phone, a dictaphone or palmtop computer
fast-track, within the Agency, 7-) [1]; Security (on a failed IQ roll, either of these will contain classi-
Clearance 2 [10]; Status 1 [5]; Voice [10]. fied data), her Agency security pass, a small-caliber
(.22) pistol, mace spray, and a gold credit card. While
Disadvantages at the Agency, the pistol and cell phone will be signed
JEKY LL & HY DES

Attentive [-1]; Bad Temper [-10]; Oblivious [-3]; in to building security; however, Sara also keeps a pis-
Overconfidence [-10]; Secret (Office affair) [-10]; tol secreted in her office, against regulations. For trans-
Secret (Orchestrates mission failures) [-30]; Selfish [-5]. port, she drives a silver or white Mercedes convertible.
Quirks
Intolerant attitude toward alcohol; Claims never
to get drunk; Never admits error; Always claims the Raised by a cold, perfectionist father and a succes-
credit. [-4] sion of pretty, but uncaring stepmothers, Sara Weiss
Skills learned two lessons early on in life: nothing she did
would ever be good enough, and the appearance of per-
Accounting-12 [2]; Acting-12 [2]; Administration- fection is a pretty good substitute for perfection itself.
14 [2]; Appreciate Beauty-11* [0]; Area Knowledge While at college, Sara was recruited into the
(Washington D.C.)-12 [1]; Computer Operation/TL7- administrative branch of the Agency, a covert intelli-
13 [1]; Driving/TL7 (Automobile)-11 [4]; Fast-Talk-14 gence organization. Partly through a combination of
[6]; Guns/TL7 (Pistol)-15 [2]; Intelligence work and luck, but also the adept use of social skills,
Analysis/TL7-13 [4]; Intimidation-12 [2]; Judo-10 [4]; she has risen quickly from low-level intelligence ana-
Literature-11 [1]; Savoir-Faire-16** [2]; Sex Appeal- lyst to assistant head of a department. It has been a
16** [4]; Typing-12 [4]. rapid rise for one so young.
*Default from Savior-Faire.
96 **Includes Voice advantage. Motivations
Languages Weiss likes her job, or rather, she likes the status
and money that come with it. But most of all, she likes
English (Native)-15 [2], French-12 [1]. the feeling of being in control. And, after a few years
as an assistant department head, she hopes to use the help of an Ally within the
Agency to garner a department of her own. Then everything will be perfect. 97
But Sara is surrounded by obstacles: incompetent inferiors and superiors,
people obsessed with petty detail, and those jealous of her success. Sometimes
it takes all of her skill to surmount these obstacles. Sometimes she must go
beyond the Agency rulebook to forge solutions.
Although Sara has signed official secrecy contracts and can count on the
Agency as a Patron, she does not regard herself as being bound to them.
Therefore she does not have the Duty or Sense of Duty disadvantages.
Encountered
Ms. Weiss would most likely be encountered as the assistant to the player
characters’ head of department. She assigns missions, leads briefings, allocates
resources, debriefs, and takes reports on behalf of their superior. This puts her in
frequent contact with the characters. Sadly, she has been promoted beyond her
competence.
Sara’s overconfidence, lack of experience, and even her foul temper have
caused her to make some procedural and personal errors, a fact that she does not
handle well. If a minor mistake is exposed, she will either shrug it off as inconse-
quential or ignore the complaint completely. If the error is major, she will attempt
to Fast-Talk her way out of trouble or to Intimidate by pulling rank. Note, too,
that her Pitiable advantage is under her voluntary control. Normally, she projects
an image of no-nonsense competency. When things get beyond her control (that
is, when she has failed her Fast-Talk and Intimidation rolls, or her Ally cannot
help), she may appear to break down in order to gain sympathy.
If none of these things help and PCs continue to press her about a mistake, Variations
Weiss is quite likely to put on a spectacular display of temper. Later she will pri-
vately seek out the player characters and apologize for this, but secretly she will An alternat ive use for Sara is as a
Patron to an independent team. She will
have decided that they are now enemies. Future missions for the team will then present their mission as a legitim ate
become a bit more difficult. Resources allocated to them will be inadequate. In Agency job, but one requiring outside
briefings, important facts will be buried in minutiae. Missions will be aborted at assets for maximum deniability. In truth,
the last moment, without explanation. If the PCs do not challenge Weiss about she will be using Agency resources illic-
itly to set-up a real Agency team she
these problems, she will remove them from her enemies list and things will grad- wishes to destroy, or will be attempting
ually return to normal. If confronted, she will produce faked or altered records to to fake her own abduction or elimination
support her claim that the agents are the cause of their own failures. in order to extricate herself from disaster.
She will then betray the false team.
Characters that persist in annoying her earn Weiss as an Unknown Enemy The skills presented for Ms. Weiss are
(formidable individual, 12-) [-25] (p. CI77). Weiss will attempt to eliminate such consist ent with a military or quasi-
adversaries by setting them up for a total mission failure, a catastrophe that will military intelligence or special operations
agency, but can be adapted for other
result in any survivors being driven from, or pursued by the Agency. In the past, organizations or settings. For example,
she has gone as far as leaking classified material to the mission targets in order to for an occult campai gn, replace
accomplish this. Intelligence Analysis with Hidden Lore.
Sara has one major vulnerability: she is conducting an affair with a superior A crime-f ighting campai gn would
require Criminology. The History skill
in the Agency. Revelation of this will lead to disciplinary action and reassign- would be appropriate for a Time Travel
ment for one or both of the lovers, or even obligatory resignation. (Alternatively, campaign. Sara could even be adapted to
in a less-disciplined organization, Sara will have an external boyfriend from a Fantasy game, perhaps as a bursar or
other official in a College of Wizards.
whom she needs to hide the affair, and her Agency paramour will have a wife.) This can be accomplished best by replac-
If Sara considers herself to be at risk and has run out of other options, she ing weapon s- and intellige nce-rela ted
will call upon her Agency lover to bail her out of trouble, possibly blackmailing skills with some low-level spells and a
level or two of Magery.
him with threats to reveal their affair to his superiors or his wife, at which point For a more cinematic Espionage cam-
he will become an Unwilling Ally (p. CI19). paign (e.g. True Lies or Mission :
Sara Weiss is a low point-level villain, but handled the right way she is a Impossible), GMs should increase Sara’s
femme fatale designed to cause maximum damage to characters who cross her. weapon, unarmed combat, and computer
skills to provide more of a challenge for
Most combat-oriented teams will be ill equipped to deal with her particular the game’s climacti c scenes, althoug h
threat. these should not be her main strengths.
– Nelson Cunnington
Total Points: 214

DEBORAH WILLIAMS Base Setting:


Atomic Horror

Age 32; 5’,2”; 105 lbs.; a brunette, Languages


attractive but not memorably so. Deborah English (Native)-15
Williams may wear a scientist’s lab coat, [0].
but she appears in all other respects to be
Equipment
ST: 9 [-10] DX: 12 [20]
a stereotypical 1950s woman. HT: 10 [0]
Deborah Williams
Advantages
IQ: 15 [60]
lives in a small suburban
Speed: 5.5 Move: 5
Attractive [5]; Eidetic Memory 1 [30]; Dodge: 5 house with the latest
High Technology (+3 TLs) [100]. modern (for the 1950s)
Disadvantages conveniences. She keeps
a fully equipped labora-
Obsession (Discover the secrets of the alien ship
tory and hides a basement crammed with alien tech-
and prove that she’s a brilliant scientist) [-15];
nology. She carries a well-disguised beam weapon in
Odious Personal Habits (Perfect ’50s homemaker or
her purse at all times (treat as a blaster).
Severe shyness {see below}) [-10]; Secret
(Hiding the remains of a UFO) [-20]; Social
Stigma -1 (A woman in 1950s America) [-5].
Quirks
Secretly reads science fiction, but wishes
for stronger female characters; Always smiles
(campy) or stays distant from any crowd
(straight); Performs housework with a passion
(campy) or only comes alive when doing her
experiments (straight); Showers her husband
and kids with fake affection (campy) or secret-
JEKY LL & HY DES

ly fears love (straight); Utterly ruthless. [-5]


Skills
Acting-16* [2]; Administration-16 [2];
Astronomy/TL10-15 [2]; Beam Weapons/TL10
(Blaster)-16* [4]; Computer Operation/TL7-16
[1]; Computer Operation/TL10-16 [1];
Computer Programming/TL10-15 [2];
Cooking-17 [1]; Driving/TL7 (Automobile)-11
[1]; Electronics Operation/TL7 (Sensors)-16 [2]; Like many women in the 1950s, Deborah
Electronics Operation/TL10 (Computers)-16 [2]; Williams was frequently ignored, even though she
Electronics Operation/TL10 (Security Systems)-16 was smarter then most everyone around her. Her par-
[2]; Electronics Operation/TL10 (Sensors)-16 [2]; ents told her to be a proper and quiet little girl. Her
Electronics/TL10 (Weapons)-15 [2]; Engineer/TL10 high school teachers praised her work in home eco-
(Computers)-15 [2]; First Aid/TL7-16 [1]; nomics more then her remarkable achievements in
Mathematics-15 [2]; Nuclear Physics/TL10-18 [10]; science. Her college professors, particularly those in
Physics/TL10-19 [6]; Research-15 [1]; Science!-15* her chosen field of Physics, either patronized or
[4]; Weird Science-19 [12]. ignored her. Her brilliant graduate thesis received
*Includes IQ bonus. less attention then the trivial scribblings of male
98 Note: Mental skills include Eidetic Memory classmates who knew how to work the “Old Boy’s
advantage. Club” of academia. Her career after college has been
equally unrewarding; she continues to work in a lab
for men who are less intelligent but still expect her to make them coffee. She has never
had the chance to do the work she wants to do, or received any real recognition for her
accomplishments. 99
Williams has hidden her anger well. Soon after leaving college, she took on the ideal
guise to shield herself from men made hostile by her brilliance – she became the
perfect homemaker. Still, beneath the conservative clothes and fake smile, the
trapped anger and frustration continued to seethe. She needed a way to prove Dr. Williams’
that she was indeed the brilliant scientist she had always believed herself to be. Basement
That’s why, when she discovered the alien ship in her backyard, she decided
The alien artifact s William s found
its secrets were hers alone. include any item that sounds like
could
Motivations part of a ‘50s sci-fi nightmare, and even
Dr. Williams hasn’t yet inventoried the
Dr. Williams’ goals are as straightforward as those of any mad scientist – to ship’s entire contents. Here are several
discover secrets undreamed of by mankind, and then gain fame, recognition, and items she could have at hand:
An atomic radiatio n mutator : This
power from those discoveries. Until she can solve the UFO’s mysteries, keeping it classic device alters DNA in unpre-
a secret is also a concern. So, too, is getting the equipment necessary for her exper- dictable ways. It is easily activate d.
iments. Of course, putting a few men in their place has its importance, as well. Howeve r, controll ing or reversin g the
mutations the machine produces requires
Encountered a Genetics/TL10 skill roll or an act of
God.
Just as there are two ways to run an Atomic Horror campaign, there are two An hyper-spatial trans-galactic com-
ways to play Dr. Williams: campy and straight. Either way, however, she should municator: This device is very complex,
but anyone with Electro nics
seem like the last person who would be a madwoman in possession of alien tech- (Communications) skill, TL7 or better,
nology. She is not an ice-woman scientist, the classic SF cliché for intelligent will eventually figure it out. The commu-
women; she seems instead like a typical ‘50s housewife. The revelation of her nicator receives and transmits to alien
civilizations unaware of the planet Earth.
home project would surprise anyone who knows her. Their ignorance of Earth is, of course, a
The campy version of Dr. Williams can best be described as June Cleaver very good thing.
with a ray gun. She cooks, she cleans, and she’s disgustingly cheerful. She says A psionic mind enhanc er: Dr.
things like: “When the disintegrator activates, you’ll be gone in a second. Don’t Williams could gain any mental power
with this device. Alterna tely, it could
worry, it won’t hurt and I’ll take care of the mess. Would you like some coffee cause her to go insane and unleash the
while it powers up?” power of the artifacts randomly.
The coffee, of course is prepared in an alien hydration machine, and the alien Enigmatic alien device buttons: There
are hundreds of them in the ship (see p.
hydration machine is cleaned by TL10 electro-ionic technology. With the campy CII9 for details).
version of Williams, she’ll put the alien tech to domestic use. This Dr. Williams Finally, a beam that makes women
has kept up her mask of perfect womanhood so long that she no longer knows twice as large as men, for people who
thought “June Cleaver with a ray gun”
how to drop it, even when she’s destroying the world. wasn’t campy enough.
Naturally, the campy Dr. Williams is married. Her clueless husband and two
all-American kids think she’s the best wife and mother in the world. They don’t
question her when she says the basement is locked “until I get it cleaned up a bit.”
Williams won’t deliberately experiment on them, but they are not considered
Variations
Dependents and are not immune to side effects from proximity to her experiments. It’s possibl e to emphas ize Dr.
The straight version is almost sympathetic. She seems sweet and a bit fragile; William s’ shyness, then bring her up to
the modern day. She might still surprise
society has not been fair to her. Beneath her kindly exterior, however, is a hard and the players with her secret. However, if
ruthless mentality that finds it easy to let other people die in order to maintain her the characte rs are sexist, she stands a
Secret. greater chance of success. Williams will
always hide in plain sight, taking advan-
She does have one chink in her armor. This Deborah Williams is so shy and has tage of stereotypes and insignificance –
been so badly treated by men that she’s become socially isolated. Having a Secret until she can kill you.
hasn’t helped her to open up, either. However, if she does meet a man who truly Versions of Deborah Williams in other
genres might include the fainting flower
respects her, she could come to like or even love him. Because this might lead to noblewoman with magical artifacts in the
someone learning her Secret and betraying her, the thought of love terrifies her. keep’s cellar, the proper Victorian lady
Either way, the PCs will first meet Williams almost incidentally, as they inves- with a library of occult spellbooks, or the
tigate tech equipment thefts or weird disasters. The first encounter should provide bio-eng ineered geisha with nanotec h
devices. All are easily dismissed women
few, if any clues. Dr. Williams is obsessed, but she also knows how to use her for- who possess items that give them power.
gettable presence to her advantage. It should take a lot of investigation, a huge
intuitive leap, or a lucky break to expose her. When that happens, her ruthless
streak will come out.
– Gary Conway
Quote
October 2000 “He is the Napoleon of crime, Watson. He is the organizer of half that is evil and of
of the nearly all that is undetected in this great city.”
Month – Sherlock Holmes describes Moriarty in Arthur Conan Doyle’s The Final Problem

Sunday Monday Tuesday Wednes

1 2 3

8
The decades bracketing 1900
were the heyday of the criminal 9 10
mastermind in fiction. They were
shadowy figures of great intellect, meeting
often doctors or scholars, who
pick up laundry racquetball at 2
lurked at the heart of some vast
big x and
web of crime. Their powers of per-
launch satellite
suasion and deduction were almost
(remember death ray) evil stev

15 16 17
mystical. Their minions could
strike anywhere, at any time. Their
plots astounded the authorities with
their audacity. With rare exception,
luck alone saved civilization from
their assaults. bank heist #12
The evil geniuses of this era set send special
the standard for all that would fol-
(reschedule?)
low. Both the cheesy masterminds
package to
of 1950s B-movies and the cold,

22/29 23/30 24/31


calculating Bond villains in their
the police has Gina found missiles?
secret fortresses are direct descen-
dants of this genre of fiction.

pick up tricks, party with


but forget treats russell
100
M A S T E R M I ND S
Mas t e r m i n d s
Hall of Fame silent films of Fritz Lang and a series of European
The four most impressive turn-of-the-century suspense movies from the 1960s. The force of this
masterminds have proved remarkably durable, master criminal’s personality was so great that,
popping up time and time again in books, films after his death in an asylum, his spirit possessed
and comics. They are wonderful sources of inspi- the head doctor and led him to continue his empire
ration for any evil genius NPC. of evil.

Two Honorable Mentions


The worthy nemesis of Sherlock Holmes. Like
Professor Moriarty
Had they worked with more agents and spent
many fictional villains from the Victorian era, a little less time confronting their enemies directly,
Moriarty owed a great deal to a real-life criminal Doctors Nikola and Death might have qualified
genius, Adam Worth, whose exploits were fodder for the mastermind Hall of Fame. The creation of
for papers throughout Europe and America. Ben Australian mystery writer Guy Boothby, Nikola
Macintyre’s biography of Worth, The Napoleon of first appeared in the novel A Bid for Fortune. He,
Crime, is a primer on the master criminal mindset. like later Bond villains, tended to appear only in
the company of his cat. A monomaniac of sorts, he
Not the first and certainly not the last Asian was obsessed with finding the secret of eternal
Fu Manchu

villain born of Western xenophobia and racism, life.


the scholarly Devil Doctor rose above his origins Doctor Death holds the distinction of appear-
as a manifestation of the Yellow Peril to secure his ing as the title character in the longest-lived pulp
place in history. magazine dedicated to a villain. Whereas The
Octopus and The Scorpion lasted a single issue,
Dr. Death ran for three. The Doctor was a once-
The subject of an astounding 32 French novels
Fantomas
great scientist turned Depression-era eco-terrorist.
between 1911 and 1913 (and five additional entries His schemes to drive the American people out of
between 1925 and 1928), Fantomas boasted the the cities and back to the land were marvelously
most bizarre adventures of any master criminal. grandiose. The original pulps are all but impossi-
(The books directly inspired a number of surrealist ble to obtain, but the series did see reprint in the
paintings and poems.) A true chameleon, he adopt- 1960s by Corinth.
ed and discarded so many different identities that
the frustrated Inspector Juve had a hard time get- And a Recent Contender
ting his fellow cops to believe the blackguard even For anyone who thought that masterminds
existed! The first two books in the series saw were a dying breed, the neo-noir film The Usual
English-language translation in the 1980s; they are Suspects provided an Academy Award-winning
chock full of wonderfully bizarre ideas. rebuttal. Keyser Soze is shrouded in mystery, the
center of a criminal operation complex beyond
imagining, and much, much too smart for the
From two books by German author Norbert
Dr. Mabuse
authorities. Like his most successful predecessors,
Jacques comes this corrupt gambler and manipula-
Soze will only be foiled by the whims of Fortune
tor. While the novels have seen only one British
– and you can be certain that he will make Fortune
translation, back in 1926, Mabuse has reached
pay for every plan she spoils.
English-speaking audiences through the brilliant
101
Total Points: 500
G ORDON D OVER Base Setting:
Time Travel

ST: 10 [0] DX: 12 [20]

How and WHEN was


IQ: 17 [100] HT: 13 [30]

this photo taken?!?


Speed: 6.25 Move: 6
Dodge: 6

Age 36; 5’10”; 165 lbs.; a fairly hand-


some white male with dark hair and light
M A S T E R M I ND S

brown eyes.
Advantages
Ally Group (Criminal minions, large
group of 100-point characters, 12-) [80];
Attractive [5]; Charisma +1 [5]; Chip Slots
(3) [15]; Filthy Rich [50]; Multimillionaire 2
[50]; Teleportation (Power 11; Autoteleport
only; Usable only while Time-Jumping, -20%) [35]; Languages
Temporal Inertia [15]; Time-Jumper [100]. English (Native)-17 [0]; French-15 [1/2]; Latin-
Disadvantages 15 [1/2]; Spanish-15 [1/2].
Compulsive Behavior (Collecting historical Psi Skills
relics) [-10]; Greed [-15]; Overconfidence [-10]; Autoteleport-17 [4].
Secret (Criminal activities) [-20].
Equipment
Quirks Dover typically wears clothing suitable for a
Finds violence repulsive but unavoidable; well-to-do individual of the time period in which he
Atheist, chuckles when God is mentioned reverently; is encountered. He carries a disguised stunner and an
102 Driven; Considers Timepiece future preferable to array of language and skill chips appropriate for the
Stopwatch alternative. [-4] current time.
Skills
Acting-18 [4]; Anthropology-14 [1/2];
Archaeology-14 [1/2]; Area Knowledge (Boston,
Born in the latter half of the 21st century, Dover
Absolute Now)-16 [1/2]; Area Knowledge (London,
studied both normal and temporal physics with the
late 19th century)-16 [1/2]; Area Knowledge (New
intention of joining the Temporal Control Authority
York, mid 20th century)-16 [1/2]; Area Knowledge
(pp. TT49-60). His interest in the TCA abated when
(Rome, early 2nd century)-16 [1/2]; Area Knowledge
he discovered that he could will himself through time
(Spain, late 16th century)-16 [1/2]; Beam
without the use of a cumbersome ABET platform.
Weapons/TL9 (Stunner)-15* [2]; Body Sense-12 [4];
Dover also discovered how easy it was to make
Chemistry/TL9-15 [1]; Diplomacy-15 [1]; Disguise-16
money through his knowledge of the future. While he
[1]; Economics-16 [2]; Fast-Talk-16 [1]; History-18
was unable to bring items from the past, he found he
[6]; Holdout-16 [1]; Intimidation-15 [1/2]; Leadership-
could reap massive returns on investments informed
16 [1]; Literature-14 [1/2]; Mathematics-16 [2];
by knowledge gained in his jaunts through time.
Merchant-17 [2]; Physics/TL9-17 [4]; Politics-16 [1];
Both Timepiece and Stopwatch have detected
Research-17 [2]; Savoir-Faire-17 [1]; Stealth-12 [2];
Dover’s penetrations into the past, but his move-
Temporal Electronics/TL9-16 [2]; Temporal
ments are difficult to distinguish from those of either
Physics/TL9-16 [4].
agency. Dover has also encountered agents of both
*Includes IQ bonus.
groups during Jumps. However, Dover was disguised
at the time and neither organization is aware of Adventure Seeds Hideouts
his identity in the Absolute Now. He maintains a The Arms of Venus: Timepiece Since Dover is unable to trans-
low profile and enjoys no Status from his riches, has detected a penetration to the port items to the future, he main-
since that wealth is hidden throughout history. island of Melos in 1800. The histo- tains several residences and safe
Still, both agencies realize that there is a third rians on staff believe the target is
houses throughout history, both to
serve as dwellings and to store his
party muddying the temporal waters. They do the Venus de Milo, although they collecti on. Among others, his
not like that fact one little bit. can’t guess why Stopwatch would holdings include a Boston Colonial
in the Absolut e Now, an office
Criminal Network be interested in the statue. The complex in New York City in the
temporal interloper is actually one 1950s, a London townhouse in the
After Dover realized that his ability might
of Dover’s Jumpers under orders late 1800s, and villas located in
not be unique, he decided he could make more 16th century Spain and early sec-
to recover the statue’s lost arms.
money by leading others who could Jump. This ond century Rome.
The Jumper discovers the statue
also affords him more time for his collections,
intact. He takes the original and
and insulates him from interference by either of
commissions a local artist to create
the temporal authorities. By situating himself at
an armless version of the Venus to
Campaign Notes
various interesting junctures in time and observ-
be discovered in the future. The Time Corps campai gn
ing others, Dover was able to detect individuals
Custer’s Arrow: Another pen- background (pp. TT49-60) men-
he suspected of being time travelers. Many of tions that Time Jumper s exist
etration is logged, this time to the
those he approached agreed to join him. Dover (sidebar , p. TT49), but gives no
Montana Territory in 1876. details on how to integrat e this
also employs time-anchored natives in many eras
Timepiece is concerned that advanta ge into the backgro und.
to care for his business concerns. This section offers suggestions on
Stopwatch is planning to interfere how to do just that.
Motivations with the Sioux War, which Individ uals with the Time-
Making money has become something of a claimed the life of Custer at the Jumper advantage generate their
own FR field, without need for
game to Dover. He has sufficient wealth to sup- Battle of Little Big Horn. Agents hardware. However, anything that
port himself in luxury. However, every success will discover that the interference leaves their person is assumed to
fuels his desire for more. In addition, his travels is again caused by one of Dover’s leave the field as well; it snaps

have ignited a fascination with those figures agents, this time seeking the back to the Absolute Now, at the
location where the Jumper origi-
from the past that posterity remembers. This weapon that struck the fatal blow nated. Jumpers may still purchase
interest manifests as a desire to collect trophies – against the young lieutenant different load capabilities, but earn
items that were owned or created by those spe- colonel. The Jumper, disguised as or pay only half as many points as
indicated on p. CI46.
cial individuals. a Sioux, will participate in looting If a Jumper falls unconscious or
the battlefield to claim this trophy dies, his FR field fails and he
Encountered for Dover’s collection. The scene snaps back to the Absolute Now,
at the physica l locatio n from
Dover’s most obvious strength is as an impor- becomes complicated when which he jumped. This makes cap-
tant continuing opponent in a GURPS Time Sitting Bull and Crazy Horse turing a Jumper more difficul t;
Travel campaign. He or his agents might be have the body brought to them. If Time Corps agents will likely need
the PCs arrive early enough, they to discove r the Jumper ’s future
encountered in any era. Dover himself will main- identity and alert the authorities in
tain several disguises and will do everything in his may get to interact with Custer the Absolu te Now. Penetra tion
power to prevent anyone from linking his crimes himself (pp. WWii90-91). into the past by Jumpers can be
to him. Spanish Gold: Dover sends a detected by any of the electronic
equipment normally used for such
Dover’s most important current project is group of Jumpers to Florida in purposes by either time agency.
research in temporal electronics. His agents have 1630. They take TL9 scuba gear Jumper s ignore the window s
managed to steal a large EAER and several Mark with them, thanks to the Heavy that ABET must obey. If the GM
does not want them to possess this
I FRs. His goal is to modify the captured electron- Encumbrance enhancement to ability, a suggested cost for this
ic FRs to boost a Jumper’s natural FR. So far he their Time-Jumper advantage. limitation is -10 points. Jumpers
has had no success. Once the device is functional, Their objective is to loot the are still affected by divergence and
remains of the Atocha, a Spanish blackouts (which means they can-
his agents in the past will become much harder to not journey to the time between
detect. ship wrecked off the Keys in 1970 and the Absolute Now).
In an attempt to electronically foil the EAER, 1622. While they cannot take the
Dover is also working on a device that would cre- 47 tons of silver, the 150,000
ate a large amount of “white noise” detectable gold coins, or the fortune in gemstones out of this
only by an EAER. This device will be used even- time, they can move it to another location so that
tually to make Jumping silent by damping the Dover’s men, not treasure-hunter Mel Fisher, will 103
energy ripples created by time travel. discover it in 1985.
– Matt Merrill
JOHANN ES K ONRAD ( ALIAS “M R . K”)
OHANNES
Total Points: 575 Base Setting: Modern

ST: 11 [10] DX: 12 [20]


IQ: 14 [45] HT: 12 [20]
Speed: 6 Move: 6

Age 45; 5’11”; 170 lbs.; a tall, fit man with


Teutonic features, black hair that is graying at the
temples, and a pencil mustache. Konrad always
M A S T E R M I ND S

wears an expensive business suit. His deep tan


and good looks lend him a distinguished air.
Advantages
Ally (Vladimir Petrovich Luzhin, 450-point
character, 15-) [120]; Ally Group (Criminal min-
ions, large group, 12-) [60]; Charisma +2 [10];
Common Sense [10]; Composed [5]; Contacts
(Congressman Bannon, skill 21, available 9-, usu-
ally reliable) [8]; Contacts (Nevada gaming com-
missioner, skill 18, available 9-, usually reliable) [6]; Operation/TL7-16 [4]; Detect Lies-17** [6];
Contacts (Senator Wildey, skill 21, available 6-, Diplomacy-15 [6]; Driving/TL7 (Automobile)-12
somewhat reliable) [2]; Filthy Rich [50]; Handsome [2]; Fast-Talk-16 [6]; Gambling-16 [6]; Guns/TL7
[15]; Multimillionaire 1 [25]; Psychic Vampirism (Pistol)-15* [2]; Intimidation-14 [2]; Knife-12 [1];
(Power 8; Drain IQ only; No signature, +20%; Eye Law-14 [4]; Leadership-17† [4]; Merchant-16 [6];
contact only, -20%) [16]; Reputation +2 (As Mr. K, a Research-14 [2]; Savoir Faire-15 [2]; Sleight of
hard but fair crime boss, among the underworld, 10-) Hand-12 [4]; Streetwise-17 [8].
[5]; Sanctity [5]; Status 2* [0]; Telepathy (Power 10; *Includes IQ bonus.
104 Includes Empathy advantage; No signature, +20%) **Includes Empathy advantage.
[60]. †Includes Charisma advantage.
*Free from Wealth. Languages
Disadvantages German (Native)-14 [0]; English-15 [4]; French-
Enemy (Rival crime syndicate, large group, 6-) 13 [1]; Italian-13 [1]; Spanish-13 [1]; Russian-13 [1].
[-15]; Greed [-15]; Involuntary Duty (To son, 12-) Psi Skills
[-15]; Reputation -2 (As a man with a rebellious son,
Drain IQ-14 [4]; Mental Blow-15 [6]; Mind
to everyone that Johnny K has upset, 10-) [-5]; Secret
Shield-21 [18]; Mindwipe-16 [8]; Sleep-15 [6];
(Crime boss) [-20]; Secret (Psi) [-10].
Suggest-16 [8]; Telecontrol-15 [6]; Telereceive-18
Quirks [12]; Telesend-15 [6].
Cannot bring himself to discipline his son; Equipment
Always considers the most subtle way to get what he
If Konrad really wants or needs something, he
wants; Casually manipulates people around him for
will locate and buy it; if it isn’t for sale, he will gen-
amusement; Always polite; Addresses Vlad only as
erally have someone “acquire” it. In game worlds
“Petrovich” in public. [-5]
where psi shields are available, Konrad will possess a
Skills non-working shield and will wear it ostentatiously;
Accounting-14 [4]; Acting-14 [2]; Vlad will be supplied with one that works.
Administration-17 [8]; Area Knowledge (Reno)-16
[4]; Bard-16† [2]; Brawling-12 [1]; Computer
Johannes Konrad arrived in Johnny K
the United States in the early
Vladimir
(240 points)
1970s with not much more than Petrovich Luzhin
Age 22; 5’10”; 160 lbs.; black hair, brown
the clothes upon his back and his eyes, sullen expression. (450 points)
young wife, Maria, at his side.
ST 10 [0], DX 12 [20], IQ 11 [10], HT 11 [10] Age 40; 6’1”; 183 lbs.; a solidly muscled
Although he possessed psionic Russian with brutal features and a blond crew-
Speed 5.75, Move 5
abilities, they were still relatively cut. He is rarely found with less than three
weak and untried. A lack of Advanta ges: Ally Group (Loyal friends, weapons on his person.
money meant that when Maria small group, 9-) [10]; Charism a +1 [5];
Electrokinesis (Power 5; No signature, +20%) ST 13 [30], DX 14 [45], IQ 13 [30], HT 15 [60]
suffered difficulties in her first [30]; ESP (Power 11; Clairvoyance only; No Speed 7.25, Move 7
pregnancy, Johannes could not signatu re, +20%) [27]; Handso me [15]; Dodge 8, Parry 10 (Brawling)
afford proper treatment for her. Lightni ng Calcula tor [5]; Mathem atical
Advantages: Absolute Timing [5]; Alertness
She died shortly after the birth of Ability [10]; Psycho kinesis (Power 3;
Telekinesis only; No signature, +20%) [15]; +2 [10]; Combat Reflexes [15]; Comfortable
their son. Reputation: +2 (As a truly cool dude, among Wealth [10]; Deep Sleeper [5]; High Pain
This tragedy left Konrad with friends, all the time) [2]; Telepathy (Power 5; Threshold [10]; Night Vision [10]; Patron
includes Empathy advantage; No signature, (Johannes Konrad, extremely powerful individ-
but one aim: make enough money ual with special abilities, supplies equipment
+20%) [30]; Unwilli ng Patron (Johann es
so that neither he nor his son Konrad, powerful individual with special abili- over starting value, 15-) [90]; Peripheral Vision
would ever lack again. After get- ties, 12-) [30]; Wealthy [20]. [15]; Reputation +4 (As too scary to mess with,
Disadvantages: Bully [-10]; Compulsive among all who know of him, all the time) [20];
ting a foothold in the gambling Strong Will +5 [20]; Toughness (DR 2) [25];
Gambling [-10]; Easy to Read [-10]; Greed
industry, he worked his way up, [-15]; Lazines s [-10]; Reputat ion -2 (As a Very Fit [15].
capitalizing on the advantage his menace to society , to everyon e he’s ever Disadvantages: Bad Temper [-10]; Duty (To
Johannes Konrad, 15-) [-15]; Sense of Duty (To
improving psionic abilities gave annoyed, all the time) [-2]; Secret (Psi) [-10];
Johannes Konrad) [-5]; Stubborn [-5];
him. At the same time, he made Stubbornness [-5]; Unluckiness [-10].
Quirks: Habitual liar and cheat; Frightened Unattractive [-5].
his first contacts with the criminal of Vlad; Resents his father, but uses his name Quirks: Only drinks vodka, sparingly;
underworld; these would stand for protection. [-3] Cleans his guns daily; Despises Johnny K;
Skills: Acting- 11 [2]; Area Knowle dge Works out; Will not reveal his last name. [-5]
him in good stead in later years. Skills: Acting-12 [1]; Armoury/TL7 (Small
(Reno)-12 [2]; Brawling-13 [2]; Carousing-12
Once he felt himself ready to [4]; Compu ter Hackin g/TL7- 16* [8]; Arms)-14 [4]; Boating-13 [1]; Brawling-15 [2];
go independent, he moved to Compu ter Operati on/TL7 -17* [2]; Detect Camouflage-12 [1/2]; Climbing-15 [4];
Lies-12** [2]; Driving/TL7 (Automobile)-12 Criminology/TL7-11 [1/2]; Demolition/TL7-13
Reno, Nevada to set up his own [2]; Driving/TL7 (Automobile)-14 [2];
[2]; Fast-Ta lk-12 [4]; Gambli ng-12 [4];
operations. Certain interests Guns/TL7 (Pistol)-13† [1]; Knife-12 [1]; Sex Electronics Operation/TL7 (Communications)-
already entrenched there resented Appeal-11 [2]; Stealth-12 [2]; Streetwise-12 11 [1/2]; Escape-11 [1/2]; Explosive Ordnance
Disposal/TL7-10 [1/2]; First Aid/TL7-14 [2];
his effrontery and arranged a [4]; Traps/TL7-11 [2].
Gunner/TL7 (Machine Gun)-16* [2];
drive-by shooting. However, a *Includes Electrokinesis advantage.
**Includes Empathy advantage. Guns/TL7 (Grenade Launcher)-15* [1/2];
man named Vladimir Petrovich †Includes IQ bonus. Guns/TL7 (Light Auto)-17* [2]; Guns/TL7
Luzhin interfered. Late of the Languages: English (Native)-11 [0]. (Pistol)-18* [4]; Guns/TL7 (Rifle)-19* [8];
Psi Skills: Confuse-11 [4]; Cyberpsi-13 [8]; Intelligence Analysis/TL7-12 [2];
Soviet counter-terrorist Alpha Interrogation-13 [2]; Intimidation-15 [6];
Clairvo yance-1 2 [6]; Mind Shield- 11 [4];
Group and more recently an inter- Telekinesis-13 [8]; Telereceive-15 [12]. Jumping-14 [1]; Karate-14 [4]; Knife-15 [2];
national mercenary, Vlad inter- Equipment: None notable. Leadership-11 [1/2]; Orienteering/TL7-12 [1];
Photography/TL7-11 [1/2]; Scrounging-13 [1];
cepted the would-be assassins and Shadowing-14 [4]; Skiing-11 [1/2]; Stealth-14
drove them off with devastatingly [2]; Streetwise-13 [2]; Survival (Mountains)-11
accurate pistol fire. After introducing himself (though refusing to give his [1/2]; Swimming-13 [1]; Tactics-13 [4];
Throwing-14 [4]; Traps/TL7-12 [1].
last name), Vlad explained that he needed work. Konrad promptly hired him *Includes IQ bonus.
a bodyguard. The two men have since become good friends, recognizing a Languages: Russian (Native)-13 [0];
common ground of ruthlessness and shared destiny. English-13 [2]; French-12 [1]; German-12 [1].
Johannes Konrad Jr. (“Johnny K” to his friends) is one of Konrad’s few Equipment: Vlad owns a Glock 17 and a
Dragunov sniper rifle. Konrad will supply any-
disappointments. In appearance, Johnny K is a younger version of his father, thing else he needs or requests.
and has psi talents of his own, but the boy is arrogant and spoiled. Though he
recently turned 22, Johnny K shows no sign of gaining any maturity, and Vlad and Konrad have a solid working rela-
tionship. Johannes gains power and wealth, and
Johannes is forever bailing him out of trouble. Vlad ensures that he stays alive.

Motivations
Johannes Konrad is interested primarily with making money, as much of it as possible. His secondary
goal is acquiring power – social, political, and criminal. However, he recognizes the need to be subtle;
rarely, if ever, will he act rashly or unthinkingly.
– Alan Atkinson 105
M ANNY “M ONEY” M ARTINEZ
Total Points: 180 Base Setting: Supers

ST: 9 [-10] DX: 13 [30]


IQ: 13 [30] HT: 10 [0]
Speed: 5.75 Move: 5
Dodge: 5
Parry: 10 (Brawling)
M A S T E R M I ND S

Age 55; 6’2”; 200 lbs.; a middle-aged


Latino man with graying hair, brushed and
sprayed back so that he resembles a stereo-
typical televangelist. Most of his formerly
imposing muscle has gone to flab. He
dresses conservatively.
Advantages
Ally Group (Wrasslin’ Goon Squad,
medium-sized group of 100-point charac-
ters, 12-) [60]; Contacts (Cable network [1/2]; Gambling-11 [1/2]; Intimidation-11 [1/2];
executive, skill 18, available 12-, usually reliable) Law-11 [1]; Leadership-16 [8]; Merchant (Criminal
[12]; Contacts (Local bookie, skill 15, available 9-, Services)-12/18 [2]; Merchant (Wrestling Services)-
somewhat reliable) [2]; Contacts (Local crime boss, 12/18 [2]; Performance-15* [2]; Savoir-Faire-14*
skill 21, available 9-, usually reliable) [8]; Reputation [1/2]; Scene Design-13 [2]; Stage Combat-15 [8];
+2 (As a nice guy, in pro wrestling circles, all the Tournament Law (Pro Wrestling)-15 [4]; Video
time) [10]; Sanctity [5]; Serendipity [15]; Status 1* Production/TL7-13 [2]; Wrestling-15 [8].
[0]; Voice [10]; Wealthy [20]. *Includes Voice advantage.
106 *Free from Wealth.
Languages
Disadvantages Spanish (Native)-13 [0]; English-13 [2].
Age (55) [-15]; Bad Back [-15]; Greed [-15];
Mistaken Identity [-5]; Obsession (Maintain his repu- Maneuvers
tation in pro wrestling) [-5]; Secret (Criminal activi- Arm Lock-17 [1]; Choke Hold-13 [1]; Drop
ties) [-20]; Sense of Duty (To Wrasslin’ Goon Squad) Kick-14 [2]; Ear Clap-11 [1]; Head Butt-11 [1]; Neck
[-5]. Snap-6 [1]; Piledriver-12 [1]; Stamp Kick-14 [1].
Quirks Equipment
Defensive about his deteriorating wrestling Wads of fake money falling from his pockets. A
skills; Has a weakness for gambling; Secretly cares wad of real money, very securely stowed so it doesn't
about wrestling; Fears what his father would think of fall from his pocket.
him; Always thinks the next match/wrestler/crime is
going to be his Big Break. [-5]

Skills Manolo Martinez has professional wrestling in


Accounting-11 [1]; Acting-13 [2]; Admin - his blood. His father was a famous Mexican masked
istration-11 [1/2]; Brawling-15 [4]; Bard-14* [1]; wrestler who retired from the ring to manage his
Driving/TL7 (Automobile)-11 [1/2]; Fast-Talk-14 son’s career. Against his father’s wishes, Martinez
[4]; Fight Choreography-16 [8]; First Aid/TL7-12
Wrasslin’ Goon
moved to the United States to break into the more lucrative world of profes-
sional wrestling there. Under a series of ring names, he slowly moved up the Squad (100 points)
ladder of American wrestling. He retired from the ring in the mid-1980s after ST 14 [45], DX 13 [30], IQ 8 [-15], HT 13 [30]
an inoperable spine injury. Since that time he has been involved in the sport Speed 5.75, Move 5.
Dodge 5, Parry 10 (Brawling).
as a manager.
Martinez met many of his organized crime contacts through his gambling Advantages: High Pain Threshold [10];
habit. Observing them, he saw a perfect opportunity to increase his own Rapid Healing [5].
power base by lending out muscle. Martinez had always exerted tyrannical Disadvantages: Involuntary Duty (To
Goon Squad, 12-) [-15]; Sense of Duty (To
control over the wrestlers he managed, using drugs, blackmail, or financial Manny Martinez) [-5]; Secret (Criminal
leverage to keep his people compliant. He was also obsessed with maintain- activities) [-20]; Individual disadvantages
ing his "nice guy" image, however, and never let any of his wrestlers know [-15].
Quirks: Various individual. [-5]
that the threats that kept them in line came from him (he always uses a mid- Skills: Acrobatics-12 [2]; Acting-10 [6];
dlemen provided by the local crime boss to deliver them). His naturally inno- Brawlin g-15 [4]; Intimid ation-13 [12];
cent demeanor helped in this respect; his wrestlers thought of Martinez as the Performance-10 [6]; Tournament Law (Pro
Wrestling)-10 [4]; Wrestling-14 [4].
nicest guy around, never associating him with the draconian discipline to Languages: English (Native)-9 [1].
which they were subjected. Maneuvers: Arm Lock-16 [1]; Choke
With this arrangement in place, manipulating some of his wrestlers to act Hold-13 [2]; Drop Kick-11 [0]; Ear Clap-
in disguise as thugs for the local organized crime bosses didn’t take much 10 [1/2]; Head Butt-10 [1/2]; Neck Snap-
13 [1]; Piledriver-10 [0]; Stamp Kick-14
effort. Once a few started down the criminal path, the rest fell into line for [1].
(justified) fear that the others would drag down the whole organization – Equipment: None notable.
including their innocent, trusting boss – if caught. Martinez’s big move
The character template above includes
toward independence from the local crime lords came recently, when he found -5 points in undefin ed quirks and -15
out that a criminal lowlife by the name of Raul Castro was a physical double points in undefined disadvantages. These
for him (his Mistaken Identity disadvantage). He now figures that if he is ever disadva ntages should be Secrets or
Addicti ons that are used against the
caught or exposed he can use Castro as an alibi, claiming that the other man wrestlers to keep them in line and loyal to
was behind the criminal activity. (Note that, for Castro, Martinez counts as an the Goon Squad. In addition, the template
Evil Twin, not a case of Mistaken Identity; Martinez actively exploits their include s 10 addition al unspent points.
resemblance.) These should be utilized to customize indi-
vidual wrestlers, creating a distinctive ring
Motivations personality that relates to his or her combat
style. Some examples for allocating these
Martinez is primarily interested in money, plain and simple, whether 10 points:
gained through wrestling or crime. Deep in his shriveled soul, though, he real- The King of the Ring: An Elvis imper-
ly does care about the dignity and artistry of professional wrestling. PCs just sonator who cheats by bringing his
might be able to appeal to his better nature by reminding him of his legacy. cape into the ring. Skills: Cloak-1 4
[4]; Mimicry (Human Speech)-12 [2];
Encountered Singing-15 [4].

Martinez is a showman, and even in the wrestling world he is linked to Jimmy “Brains” Barnes, The Smartest
money. When he makes an appearance in or near the ring, he carries wads of Man in the World: Boasts about
defeating his opponents with his supe-
fake cash in his coat pockets as a gimmick. He sometimes forgets to take these rior strategy and brainpower. Skills:
bills out of his blazer and so walks around apparently trailing money. Bard (Faux-erudite ringside rhetoric)-
Martinez has made a small but nearly unique niche for himself in local 8/14 [4]; Body Langua ge-7 [2];
Tactics-8 [4].
crime. His men aren’t killers – they aren’t even the most effective combatants
around – but if you’re an ordinary shopkeeper it’s hard to refuse to pay protec- The Sledgeh ammer: His name is
tion to Martinez’s knee-breakers, all trained in convincing people that they’re derived from his tremendous, almost
much more formidable than they actually are. His thugs are still hired out to malformed right fist. Advantages: Iron
Hand [10].
local organized crime figures, but Martinez is doing more and more indepen-
dent work these days, establishing his own presence in the crime world. Mr. Perfect ion, Joey DiMarc o:
In a realistic campaign, Martinez’s agents will dress like any other thugs, Handso me, vain. Styles himself a
lady’s man. Advanta ges: Attracti ve
wearing ski masks to protect their identities; some will carry token weapons [5], Charisma +1 [5].
(switchblades, baseball bats, pistols) for purposes of intimidation. In a cinemat-
ic or humorous campaign, they will wear disguises consisting of wrestling-style Mad Bull Rodriguez: Acts crazed and
impervious to pain, claws savagely at
uniforms and will be unafraid to use their distinctive fighting maneuvers his opponen ts and head butts them.
against any opponent they may encounter. Martinez doesn’t want them getting Advantages: Toughness (DR 1) [10].
involved in serious or threatening combat, though. He has a financial invest-
ment in each one as a pro wrestler. He also fears the revelation of his double life
should they be captured.
107
– Kirby Arinder
CHARLOTTE VANE Total Points: 162
Base Setting:
(ALIAS . . . ) Victorian/Steampunk

ST: 9 [-10] DX: 12 [20]


IQ: 15 [60] HT: 11 [10]
Speed: 5.75 Move: 5
Dodge: 5
M A S T E R M I ND S

Parry: 5 (Knife)

Age 35; 5’6”; 135 lbs.; a grace-


ful, attractive, dark-haired woman
(actually English, but often disguised
as another nationality). Vane always
dresses for the situation – very fash-
ionably when that’s appropriate and
funds permit.
Advantages
Attractive [5]; Charisma +1 [5];
Comfortable Wealth [10]; Composed
[5]; Contacts (International arms dealer, skill 18, Mechanic/TL5 (Ornithopter)-13 [1/2];
available 12-, usually reliable) [12]; Fashion Sense Mechanic/TL5 (Steam Engine)-13 [1/2]; Musical
[5]; Reputation +2 (As smart but devious, among the Notation-14 [1/2]; Needlecraft-10 [1/2];
underworld, all the time) [5]; Status 1 [5]. Physician/TL5-12 [1/2]; Piloting/TL5 (Ornithopter)-
14 [8]; Psychology-14 [2]; Riding (Horse)-13 [4];
Disadvantages Savoir-Faire-17 [0]; Sex Appeal-14 [6]; Singing-14
Proud [-1]; Secret (Wanted criminal, usually in [8]; Stealth-12 [1 1/2]; Streetwise-15 [2]; Tactics-13
108 disguise) [-20]; Social Stigma -1 (A Victorian [1/2].
woman) [-5]; Undiscriminating [-1]. *Includes IQ bonus.
**Default from Acting.
Quirks
Dry sense of humor; Moderately fastidious; Languages
Secretly loves excitement; Vengeful (but not vicious- English (Native)-15 [0]; French-15 [2]; German-
ly so), so long as it’s safe; Writes verbose letters with 13 [1/2]; Italian-15 [1/2]; Spanish-13 [1/2].
crucial information at the end. [-5]
Equipment
Skills Charlotte Vane is always dressed appropriately
Accounting-12 [1/2]; Acting-16 [4]; for her current alias, meaning anything from cheap
Airshipman/TL5-13 [1]; Blackjack-12 [1]; rags to fine ball-gowns; she prefers the latter, but
Carousing-10 [1]; Chemistry/TL5-12 [1/2]; doesn’t let her tastes imperil her disguises. If she’s
Criminology/TL5-14 [1]; Dancing-13 [4]; moving in high society, she often wears the latest
Demolition/TL5-14 [1]; Detect Lies-13 [1]; style from Worth of Paris. If she has a reasonable
Diplomacy-14 [2]; Disguise-15 [2]; Engineer/TL5 excuse, she’ll have a derringer or similar weapon
(Clockwork)-12 [1/2]; Engineer/TL5 (Vehicles)-12 somewhere on her person. She knows how to use
[1/2]; Guns/TL5 (Pistol)-14* [1]; Holdout-14 [1]; larger firearms, but prefers to avoid situations where
Intimidation-13** [0]; Knife-12 [1]; Lip Reading-13 they are necessary. She may well employ the most
[1/2]; Mechanic/TL5 (Clockwork)-13 [1/2]; advanced technology available in the campaign.
The woman best known to the public as “Mademoiselle Marie Lumiere,”
supposedly a talented professional singer of mixed French-Irish descent, was Encountered
born Charlotte Vane, although she has left her lower-middle-class English ori-
Vane is intended as a recurrent oppo-
gins far behind her. Each of her schemes seems to involve a new alias. (The nent for PCs in a Victoria n or even a
British and Italian police are still looking for the “upper-class” Miss Charlotte Steamp unk campai gn, althoug h she
Vale-Saunders, one of her early creations.) might be adapted for stories set in the
Old West. With a little more work, she
She launched into a life of crime some years ago, eventually associating with could also fit into Cliffhangers-era plots.
various criminal and anarchist gangs. Their leaders thought of her as a mistress PCs should first meet her as a seemingly
who could offer the occasional clever idea; meanwhile, she studied their methods. unimportant figure in some social set-
(She can fake political dedication, although she actually finds such topics deathly ting, and might even find her sympathet-
ic. Note, however, that she only really
boring.) She passed as a touring singer in Europe while dealing with shady char- utilizes her charm on people she thinks
acters and revolutionaries, then went on to steal a series of interesting devices she can use. Later, they can discover her
from various inventors. She has either adapted these gadgets for crime or sold schemes and eventually work out what
she was up to all along.
them to arms dealers. Now, she might turn up anywhere in the civilized world. Becaus e she is still buildin g her

Criminal Network
power, she may come face to face with
PCs while engaged in blatantly criminal
Charlotte Vane’s problem at present is acquiring an organization that she activity, although she prefers to avoid
personal risk. Her current activities most-
can bring herself to trust. Short-term alliances and dupes serve her well enough, ly fall under the heading “industrial espi-
but she finds it difficult to obtain employees to whom she might delegate onage,” but she is constantly seeking out
authority. If she succeeds in collecting a gang, her character sheet will, of useful contacts and will soon progress to
large-scale robberies. She knows that it’s
course, gain an Ally Group. dangerous to become predictable, so she
For now, she often works with locally recruited criminals. These tend to be varies both her targets and her methods.
fairly low-grade ruffians (perhaps 25-50 points, in GURPS terms), although she Vane is capable of using her physical
weeds out informers and complete incompetents efficiently. These associates attractiveness, but is more likely to flirt
than to seduce. Once opponents know
will be equipped with a mixture of cheap, commonplace weapons and the odd her for what she is, she will prefer to deal
special device provided by Vane. She pays well, but sensible hirelings may with them only when well armed or
realize that she regards them, ultimately, as expendable. accompanied by a few henchman.
She is no casual killer; opponents who
Motivations fall into her clutches are likely to be left
tied up while she departs . If she is
Charlotte Vane is a would-be Mistress of Crime on her way up, acquiring annoyed with them, she may leave a
connections and resources to parlay into something greater. As a result, she still bomb somewhere nearby, but also a ver-
bose note telling them so (the note being
sometimes involves herself directly with the commission of crimes, although both a warning and a distraction, buying
she is increasingly able to let dupes, contacts, and cats-paws take the risks. She her valuable escape time). Similarly, if
wishes for power, both over her own destiny and the lives of others, along with she is feeling vengeful, she is more likely
to frame her foes for her own crimes than
material comfort. She could prosper in any of a dozen honest careers, even to have them assassin ated. Still, any
given Victorian sexism, but that would put her fate partly in the hands of busybodies who truly threaten her life or
others, which she abhors. She barely admits to herself that she also craves long-ter m scheme s might merit more
deadly attention.
excitement. Her early life was dull. Successful crimes prove that she has left
“Charlotte Vane” far behind.
Technology
Charlotte Vane is a villain who should fit very happily into a Steampunk campaign. No great inventor
or engineer herself, she adopts new machines with enthusiasm and flexibility, and is quick to determine
how they can be used for crime. She is quite often found inveigling the designs of
such devices out of unworldly inventors. Her skills and tools are usually at the high-
est TL available (which may well be “5+” in Steampunk-types games).
Her favorite recent acquisition is the design for a working ornithopter mecha-
nism, which she has adapted for use in both man-carrying steam-powered flying
machines and miniature clockwork-powered mechanical birds (which can be used to
deliver small bombs and other payloads with great precision). She has learned to fly
the full-sized vehicles herself, and takes some pleasure in it. This has prompted her
to take slightly greater risks than usual. Any ornithopter that she flies should be one
of the fastest and most agile things in the skies of the game world, although proba-
bly slow, clumsy, and short of range when compared to modern real-world aircraft. 109
– Phil Masters
SIMON WILSON Total Points: 386 1/2
Base Setting:
Supers/Illuminati
(ALIAS “MAGIC MAN”)
Age 34; 5’9”; 145 lbs.; a slim and Physiology/TL7 (Human)-9
energetic man with brown skin, short [2]; Poetry-12 [4]; Power -
black hair, and brown eyes. He dresses ST: 9 [-10] DX: 12 [20] boat-12 [2]; Psychology-20
fashionably, in expensive clothes, and IQ: 11 [10] HT: 11 [10] [22]; Scuba-16 [11]; Sea -
takes care of his looks. Speed: 5.75 Move: 5 manship/TL7-16 [10]; Sports
(Baseball)-11 [1]; Sports
Advantages Dodge: 5
(Diving)-12 [2]; Swimming-
M A S T E R M I ND S

Acute Hearing +2 [4]; Alertness Parry: 6 (Knife) 15 [8]; Under water Demo -
+4 [20]; Ally Group (CONFAB, large Block: 4 lition/TL7-13 [6].
group, 6-) [15]; Ally Group (Criminal *Includes Cultural
minions, large group, 9-) [30]; Ally Adaptability advantage.
Group (The Faceless Men, large group, 12-) [60];
Ally Group (Natural Force, large group, 6-) [15]; Languages
Charisma +3* [10]; Contacts (Cable music channel English (Native)-13 [0].
executive, skill 18, available 9-, usually reliable) [6];
Contacts (Music video director, skill 15, available 9-, Equipment
usually reliable) [4]; Contacts (Record producer, skill Wilson is always listening to music, whether on a
18, available 9-, somewhat reliable) [3]; Cultural top-model personal stereo or a pile of 20 or more
Adaptability [25]; Language Talent +2* [0]; Oracle tuners, CD players, and tape decks, all playing differ-
[15]; Status 2** [5]; Very Wealthy [30]. ent songs.
*Includes Cultural Adaptability advantage.
**Includes Wealth advantage.
Disadvantages Simon Wilson spent his youth as a member of
Addiction (Tobacco, $20-, highly addictive, several unsuccessful bands. He played guitar and
legal) [-5]; Compulsive Gambling [-5]; Delusions (“I keyboards, but was not exceptional at either. His real
am in no way responsible for the murders my min- love was songwriting. When his songs failed to catch
ions commit”) [-10]; Jealousy [-10]; Obsession (Win anyone’s attention, he began to gamble and rapidly
back ex-girlfriend, Mary Ann Otis) [-5]; Pacifism got into debt. His long-time girlfriend, Mary Ann
110
(Cannot kill) [-15] Secret (Criminal activities) [-20]; Otis, left him. After a bout of depression, he accepted
Secret (Receives messages in lyrics) [-10]. a contract from a marine survey organization.
Quirks
Works song lyrics into conversations whenever
possible; Dresses “young black radical;” Chews
tobacco in no-smoking areas; Sits backward on
chairs. [-4]

Skills
Bardic Lore (Rock ‘n’ Roll Lyrics) 10/16 [4];
Bicycling-11 [1/2]; Boating-12 [2]; Breath Control-
11 [8]; Carousing-12* [2]; Dancing-13 [4];
Electronics Operation/TL7-14 [8]; Engineer/TL7-15
[12]; First Aid/TL7-14 [6]; Fishing-12 [2];
Gambling-13* [2]; Gesture-11 [1]; Hypnotism-18
[18]; Knife-15 [8]; Mechanic/TL7 (Gasoline
Engine)-10 [1]; Musical Instrument (Electric Guitar)-
12 [8]; Musical Instrument (Keyboard)-12 [6];
Navigation/TL7-12 [6]; Pharmacy/TL7-15 [12];
The employment was contingent upon him giving up gambling (which he did, for
a while) and smoking (which he didn’t, but pretended he did). His team was sent
Encountered
to investigate a wreck, where they were exposed to leakage from a mysterious can- Simon Wilson will almost always
ister. The toxins killed the rest of the team and made Wilson very ill. appear charming and inoffensive, never
personally powerful, and is more likely
Wilson was removed rapidly from the area for examination. During those to seem a bystander than a controlling
exams, scientists working for his indirect employers – a semi-secret, ultra- force. He works particularly well if intro-
capitalist organization called the Confederation of American Business (CONFAB) duced early in a campaign as a light or
even comic figure, with his real menace
– discovered some of his abilities. Or perhaps they knew what they were looking coming clear only after several encoun-
for. Wilson has since come to suspect that CONFAB had purposefully exposed ters. He operates through many agents
him to the mysterious toxins in hopes of creating a powerful pawn. The “accident” and fronts, and even a trusted colleague
of the PCs may be Wilson’s unknowing
certainly made him powerful, but he was not CONFAB’s pawn for long. minion, waiting for a call to action.
As reflected in his Oracle advantage, Wilson had been gifted with the ability to Wilson seeks to gain control over peo-
hear the “hidden messages” in song lyrics, ad jingles, and other forms of modern ple through the media, particularly music
musical media. The messages have always been there, it seems, and everyone else and advertising. The printed word is hard
for him to interpret and control; it just
hears them – but the accident gave Wilson the ability to fathom their special signifi- doesn’t speak to him the way video or
cance. Wilson cannot ask specific questions of these sources, but he has found that audio do. One of his long-term plans is to
the messages frequently offer him insights that help in his current operation. force more and more information into
multi-media, particularly CD-ROM and
After a rigorous training period, in which Wilson’s Oracle power was honed the Internet. Piece by piece he is demol-
and he was trained in psychology and hypnotism, CONFAB gave him the opera- ishing traditional publishing and replacing
tional code name “Magic Man” and sent him to infiltrate an eco-terrorist group paper texts with web pages and print-on-
demand. And all those books people
that was hindering operations. This group, calling itself Natural Force (NF), was a download are certain to contain implants
loose affiliation of radical, issue-specific organizations. Within a few months, he to make readers more susceptible to
had taken control and subverted the whole group. Within a year, he had used his Wilson’s other media-born messages.
skills and powers to convince CONFAB to let him operate as an independent con-
tractor. He was soon master of his own growing criminal empire.
Criminal Network
The Faceless Men
Wilson is now confident in his abilities and answers to no one. He extricated Desert Sun is a research facility in
Arizona where Wilson uses his abilities
himself from CONFAB dominance, yet maintains the shadowy group as an Ally. to convert unwitting volunteers into per-
Many of the subverted NF members still look to him for guidance, too. Wilson is fect agents, people with no conscious
most comfortable employing his own paid minions or the Faceless Men to do his knowledge of Wilson’s organization or
even their own true past. These agents,
dirty work. The latter, created through a mixture of drugs and hypnotism, are the the “Faceless Men,” are then seeded
centerpieces in Wilson’s most important schemes (see sidebar). across the United States. They live nor-
Wilson conceals his involvement as completely as possible and never lets any- mal lives until Wilson activates their pro-
gramming, at which time they carry out
one in his organization know the full extent of his plans. He has alliances with their pre-planned missions. Wilson rarely
CONFAB and other special-interest groups, and secretly controls many prominent visits Desert Sun now, and has left the
advertising and media companies. competent but fanatical Dr. Ellen Shaw
in charge.
Motivations The Faceless Men are created through
a complicated routine of hypnosis and
Wilson measures his own success by the number of groups and individuals drugs therapy. The triggers for these pro-
under his influence. His own beliefs are often contradictory. He is a fervent sup- grammed minions are always song lyrics.
porter of both the free market and Green politics. He wants to control the media,
but also wants to make it easier for anyone to get published. He still loves his ex- 111
girlfriend and wants the best for her, but can’t abide the thought of her with any- Variations
one else. Although Wilson balks at physical violence, he deludes himself that the
The origin and nature of Wilson’s
often-brutal actions of his agents are not his responsibility, even if his direct orders abilities can be changed to make him fit
can be carried out only through violence. a variety of settings. The Wild Card virus
Wilson completely trusts the messages he receives, and is so thrilled with the from GURPS Wild Cards is a possibility.
For an Illuminati campaign, he might be
power they give that he never questions whether he is being manipulated. It is cer- a candidate for the Illuminated advantage
tainly possible that CONFAB is a front for the Directorate (p. 126). On the other (p. CI38), making his powers even more
hand, the messages Wilson receives might be the work of the monomaniac known extreme. In a setting where the media is
controlled by more dynamic forces –
only as Control (p. 30). Thinking oneself beyond manipulation and actually GURPS Technomancer, for example –
achieving that rare state are two very different things. Simon Wilson may yet dis- Wilson is less of a threat. And in In
cover he is a pawn in a game beyond his imagination – or may be the actual power Nomine, he is obviously a servant of
behind other groups that think themselves in control. Nybbas, Demon Prince of the Media!
– Frank Carver
Chapter 8
This is pretty
funny!
mon
“Nowadays secret societies are so com
han ds with me, he
that every time a man shakes
pass it along to
’t pull my ear
Scott. looks sort of disappointed if I don
or flap my feet.”
The
– Detective Elk, in Edgar Wallace’s
Fellowship of the Frog

In the real world – at least as far as we know – most


criminal organizations are informal groups, like street
gangs, or actual businesses whose goal and methods
happen to be criminal. Writers of fiction (and game scenar-
ios) delight in imagining villainous agencies shrouded in
secrecy, perhaps motivated by some philosophi-
cal goal, perhaps simply bent on world con-
quest. Such groups will present a challenge for
even the most experienced hero. It is impossi-
ble to strike at their core. As adversaries they
are tireless, with access to resources well
beyond the reach of most adventurers.
Such a group may have such a loose
structure that no member is irreplace-
able. There are no key figures to target
with arrest or assassination. As in the
classic silent film serial from France,
Les Vampires, the capture of the group’s
titular leader will merely prompt a quick promotion
from within the ranks. Like the legendary hydra, the organi-
zation sprouts replacement heads as needed.
Even without a central director, the
villainous group can still boast notable
and have them shipped

members. Whether as section heads or gang


leaders, these more fully developed characters
Order 523 of these

serve the same roles as the gangster with the


biggest gun in a film noir thriller or the assas-
to our warehouse.

sin with the best kung fu in a martial arts


movie. They provide the heroes with a specif-
ic opponent who can articulate the group’s
philosophy. In The Prisoner, a politically-
charged TV series from the 1960s, the hero
communicated with his captors not through an
individual, but through a series of people, all
holding the position of Number Two.

112 GROUPS
Groups
113

Help Wanted
Good help is hard to find. There are two distinct styles of
criminal leadership, calling for different types of henchman.
Some groups, and some exceptional villains, control the
rank-and-file members by charisma . . . devotion either to the
leader or to the group’s long-term goal. If a charismatic master-
mind is captured or dies, his henchmen will probably be unable
to hold the organization together for long. On the other hand, a
group with a charismatic goal (like the IRA, which promises
“freedom from English tyranny”) can be nearly unkillable. In
game terms, this calls for minion s with Fanati cism or even
Extreme Fanaticism.

Other master criminals and groups rule simply by inspiring


greed and fear in their underlings. Some emphasize the rewards to
be won, some emphasize the penalty for failure. The most success-
ful ones vary their methods according to the individual minion and
the circumstances. Each hireling and sub-leader knows that he has
something to gain by obedience, and a great deal to lose by slacking
off, let alone betrayal. But unhappy minions may become eager to
escape their bosses, if they think they can get away with it . . . or if
they have some interest or goal that they value more than life. In
this sort of organization, the Fanatic makes the worst hireling.
Some crimin als value minion s with Addic tions, helple ss
Dependents, or severe psychological problems; their flaws make
them easy to manipulate and control. Yet these disadvantages also
provide foes a way to break a minion’s loyalty, to turn him against
his group or master. In any case, obviously flawed agents will likely
be given limited responsibilities or the most dangerous assignments.
Should the latter occur, any Duty disadv antage they have will
become Extremely Hazardous Duty.
TH
HEE ALOGOI
LOGOI
Base Setting:
Modern

The term “Alogoi” is derived from Greek roots: incomprehensible, narrative-free solipsism of mean-
a-logos, meaning roughly anti-order, -structure, ingless input. Their work is most visible on a small
-meaning, and -knowledge, among other things. The scale, but they may have more global plans. Could
name is not one used by members of the organization the coming advent of VR technology be an Alogoi
itself. Among themselves, they have no name; to out- plot to make truth indistinguishable from falsehood?
siders, they refer to the group by
whatever name is useful in propa-
gating their current lie.
Information about the origin
and history of the Alogoi is easy
to acquire, but impossible to
research, verify, or refute. The
distressingly similar group mem-
bers have been identified as
everything from aliens to lunatic
clones. Individual Alogoi con-
stantly mix truth and falsehood;
they are almost impossible to
interrogate, normally or psionical-
ly. Even if that were not the case,
they do not hold themselves
exempt from their belief that truth
should be obliterated. As such, a
member of the Alogoi is likely to
believe any strange set of delu-
sions the GM favors about its
own origin and motives. At least,
he will hold those beliefs for a
short time.
Motivations
The Alogoi are a nihilistic group dedicated to the
destruction of enlightenment and even truth itself. In Resources and Organization
pursuit of this goal, they target individuals from all No one, probably not even the Alogoi them-
GROUPS

walks of life, chosen by means known only to them. selves, knows the organization’s size. If they have a
The Alogoi then remove the target’s existing memo- general headquarters it has never been located.
ries and implant false ones, or temporarily destroy Individuals never meet in the same place twice. True
key skills. Sometimes they eradicate a person’s entire to the group’s underlying purpose, the Alogoi follow
identity and implant a new one. no discernible organizational scheme. They usually
The Alogoi do not attempt to propagate a single work in pairs or small cadres. Alogoi never appear
version of the truth; indeed, they often spread stories without a mission, but do not seem to receive orders
that contradict each other. The Alogoi are as much or communicate with others of their kind on a large
against enlightenment and well-being for individuals scale.
as they are against truth for the masses. They often Individual Alogoi may employ mundane under-
destroy the skills or motivations of artists, gurus, and lings. They do not pay them, but rather fill their
114 others who seem likely to bring themselves and oth- heads with delusions or compulsions sufficient to
ers closer to a spiritual ideal. The Alogoi hope to ensure their loyalty. These underlings may be any-
submerge every sentient being in an unending, one, and are almost never aware of their servitude.
Encountered 115
All Alogoi have the same stats and look eerily similar – male
Caucasians with no particular distinguishing features, save an indefin- Alogoi Agent-X
able repulsiveness. All Alogoi encountered in a group will dress alike, (500 points)
though they do not keep the same dress from one encounter to another. Age 35; 5’10”; 165 lbs.; an unsettli ng
They often wear heavy clothes and sunglasses; their Albinism is not a Caucasian male with no particular distinguishing
disorder of pigmentation, but rather a mystical vulnerability to light, the features, save his albinism and an indefinable
source of illumination and, symbolically, of knowledge. repulsiveness.
The Alogoi utilize three main powers in combat. First, they have a ST 11 [10], DX 13 [30], IQ 15 [60], HT 11 [10]
Mental Blow; it is their only ranged power. They often use this ability to Basic Speed 6, Move 6
reduce an opponent’s statistics or Will. If necessary, they can reduce Dodge 6, Parry 10 (Wrestling)
someone to a vegetable state permanently by draining his Will to zero. Advantages: Drain Skill (Power 20; No obvi-
Second, they possess linked Drain Skill and Drain Super-Ability abil- ous effect +20%; Instantaneous ×3, +60%; Link
ities; this combination attack must be delivered via touch. When pressed to Drain Super-Ability, +20%; Extended duration
×9: 7 days, 2 hrs., 40 min., +270 %; Touch only,
to fight, they will use this ability to wipe away an opponent’s combat -20%) [270]; Drain Super-Ability (Power 20;
skills. This ability will also drain invulnerabilities to psi – such as the Only drains abilitie s that protect against
defenses of demons or mindless undead – as well as psionic resistance. Telepat hy, exceptin g Strong Will, -80%; No
Finally, the Alogoi have linked Telereceive and Mindwipe skills. obvious effect, +20%; Link to Drain Skill,
+20%; Instantaneous, +20%; Touch only, -20%)
They can use the Mindwipe skill to obscure the previous 10 seconds. [96]; High Pain Threshold [10]; Invisibility to
They often do this to avoid a fight, by making their victims forget that Machines [20]; Telepathy (Power 2; No obvious
they even encountered an Alogoi. effect, +20%; Instant aneous , +20%) [14];
Telepathy (Power 18; Mental Blow only; Total
Adventure Seeds power 20 for Mental Blows, -40%; No Obvious
Effect, +20%; Instant aneous , +20%) [90];
Victory Turns to Ashes: The characters are on the trail of some impor- Zeroed [10].
tant item of knowledge, either from a personal quest (Who was my Disadvantages: Albinism [-10]; Compulsive
Behavio r (All dress alike) [-5]; Compul sive
father?) or a more universal one (What is the cure for this plague?). The Lying [-15]; Cortex Bomb/Instant Death Trigger
Alogoi will show up just as the goal seems within reach. They might then [-15]; Delicate Metabolism [-20]; Dependency
annihilate the PCs’ key skills or abduct NPCs instrumental to the quest’s (Special meditative ritual, daily) [-15]; Extreme
Fanaticism (To destruction of knowledge) [-15];
completion and Mindwipe them. They could influence Patrons or even Frightens Animals [-5]; Lifebane [-10]; No Sense
the heroes themselves in order to undercut support for the mission, make of Humor [-10]; Obsession (Prevent enlighten-
the heroes believe the goal has been met, or force them to forget the quest ment) [-15]; Paranoia [-10]; Unattractive [-5];
completely. Unhealing [-20]; Unliving [-50].
Quirks: None notable.
The Ol’ Switcheroo: For this story line, the GM should hand the play- Skills: Brawlin g-16 [8]; Driving /TL7
ers new character sheets. As their new PCs advance toward the adven- (Autom obile)-1 3 [2]; Philoso phy (Alogo i
ture’s (superficial) goal, their cover personae begin to unravel and they nihilism)-16 [6]; Shadowing-15 [2]; Stealth-13
[2]; Wrestling-15 [4].
find out that they are not who they thought they were. This adventure can Languages: English (Native)-15 [0].
come to a conclusion in several ways, among them: Psi Skills: Mental Blow-1 6 [6]; Mindwi pe
Each player is, in fact, playing his old character, only with disadvan- (Link to Telereceive, +10%)-23 [22]; Telereceive
(Link to Mindwipe, +10%)-23 [22]; Telesend-14
tages altered, advantages deleted, and skills edited by the Alogoi. [2].
Some players’ sheets have been altered as above. Other players have Super Skills: Drain Skill-16 [12]; Drain
new characters, which have also been brainwashed by the Alogoi. Super-Ability-16 [12].
This variation requires that the GM decide what happened to those Equipm ent: Individ ual Alogoi may be
equippe d with cars or other transpo rtation
PCs who are not being used. This is a good option to choose if the devices but rarely carry anything except their
players suspect version one; it allows the GM to build terror by clothes.
killing off some of the new characters near the climax, as well.
The Cortex Bomb disadvantage is actually a
The players are using each other’s characters, changed as above. mystica l death trigger. It can be activate d
Teach Sure is Acting Different Lately: The PCs have to help an NPC remotely by other members of the order, but it
who is getting close to some important goal – for instance, a teacher in a trips instantaneously if a mind-reader penetrates
the cultist’s defenses with a high enough roll to
tough school who has almost broken through to the students or a strug- gain any information beyond surface thoughts.
gling musician on the verge of his masterwork. The Alogoi, of course, As another safegua rd against captivit y, the
don’t want to see any such successes occur. Alogoi die if they do not perform a meditative
– Kirby Arinder ritual daily. They will not hesitate to kill them-
selves in this fashion (or any other) if captured.
When they die, they wither away to nothingness.
THE ARGONOTS
RGONOTS Base Setting:
Black Ops

There have always been a few. Ever since the Unfortunately, fulfilling the last two goals puts
birth of Argus and the inception of the Company, them into extreme jeopardy. To increase their mem-
there have been ops that did not agree with the over- bership, they must eventually reveal themselves, if
riding precept of secrecy. Those individuals agreed only to a trusted squad member. Hopefully that trust
that the world as they knew it would change drasti- is well placed. To openly defy Argus and reveal the
cally if the public learned of the terrors hidden just conspiracy would call down every available secop.
out of sight. They agreed that those terrors had to be Moreover, Argus has done an excellent job of hiding
destroyed. However, the original Argonots did not the truth. To simply announce everything on the
share the Company’s philosophy that the public had evening news would bring public ridicule rather than
no right to know. enlightenment. The Argonots survive by initiating
Legend among the Argonots holds that the group only those they trust, and by revealing only small
formed when a spook and a geek on the same mis- pieces of the conspiracy at any one time.
sion saw an entire family wiped out by wigglers. The
monsters could have been killed with
the bleach under the kitchen counter, if
only the family had known to use it
against them. After that, the two origi-
nal members dedicated themselves to
finding like-minded individuals.
Slowly, by adding an op here and
there, membership grew to the current
levels.
All Argonots are field veterans;
they do not attempt to recruit ops fresh
from the Academy. The mental condi-
tioning of these green troops is still too
strong to allow them to see reason.
Vets have faced the enemy, and have
seen what that enemy loves to do to
unsuspecting John and Jane Q. Public.
The name of the group was coined by a
sarcastic techie, who was rather pleased
with the creation of a homonym with
additional mythical reference.
GROUPS

Motivations
The Argonots have three primary
missions. First, they fight to survive (a
tall order, considering the Company
will retire them without compassion if they’re dis- Resources
covered). Second, they strive to increase their mem- Membership varies from 30 to 50 ops, drawn
bership by locating like-minded individuals within from the Combat, Science, Intelligence, and
the various departments. Third, they work to defy Technology departments. There are no Security per-
Argus and the conspiracy by finding ways to inform sonnel within the ranks. No Argonot has ever felt
the public about the world’s true nature. Argonots comfortable enough around a squealer to admit his
116 believe that the war against the various extraterrestri- beliefs; no secop has ever demonstrated anything
al and supernatural forces would be better fought other than total devotion to the founding principles of
with an informed and united humanity on one side. the conspiracy.
The Argonots have the full resources available to field
agents, at least until an individual member is identified by the
Company and retired. Argonot 117
Organization Membership
In order to survive within the Company, Argonots operate Like other employ ees of the
within a cell structure. An individual member may know two or Company, Argonots gain a long list of
advantages and skills through their rigor-
perhaps three other Argonots; each of those others might know a ous training. (Use the Black Ops charac-
couple more, and so on. ter templates, pp. BO77-81, as a starting
There is no rank within the group. Generally, two or more point for any Argono t NPC.)
members will agree on a course of action to further the group’s Membe rship in the group brings the
advantage Higher Purpose (Reveal the
agenda. Individual action is also not uncommon. Conspiracy) [5], as well as the disadvan-

Encountered
tages Extreme ly Hazardo us Duty (To
Argonots) [-20], Secret (Argonot) [-30],
Argonot agents attempt to purposely leave some evidence Sense of Duty (To the public) [-15], and
Vow (To defy Argus) [-10]. The cost of
behind on Company missions. Perhaps a small puddle of black, this package is -70 points.
bubbling gargoyle blood gets missed during routine post-mission Should that Secret be reveale d, an
cleanup. Sometimes a few shell casings from an experimental Argono t acquire s the Compan y as an
Enemy and loses the Compa ny as a
firearm get left behind, shell casings that don’t match any guns Patron. Typically, he quickly loses his
known to the best engineers at Glock or HK. A small piece of life, as well. If the Argonot lasts long
unidentifiable metal inscribed with a few glyphs unrecognizable enough to realize that the Secret has been
compromised, he will typically go rene-
to any human linguist – outside of the conspiracy, anyway – gade and dig out the Omicron implant
might start someone asking the right questions. The Argonots himself (to avoid implicating any other
hope those little pieces of evidence will eventually make their members). More than one op who was
way to someone who will recognize their significance. killed for going renegad e was really
killed for being an Argonot.
A few brave and highly placed Argonots, notably the spooks,
funnel funds into various agencies outside of the Company.
Those agencies range from the FBI and NSA to various popular
media companies. The funds bankroll everything from legitimate Variations
investigations into the paranormal to TV dramas that highlight Conspiracies are the natural birthplace
conspiracies and alien invasions (in the hopes that the public will of paranoia. Perhaps the Argonots exist
only in the fevered imagina tions of
grow more accepting of what might be possible). The confusing Argus, the department heads, or the sec-
morass of front companies used by the Company hinders ops. A few misinterpreted comments by
Security’s efforts at tracking down this sort of treachery. a world-weary grunt could have led an
individual secop to conclude that disloy-
Some ops also leak the occasional bit of raw data to public alty to the conspiracy might run deeper
sources. After all, someone had to be the first to tell the tabloids than anyone suspects.
about the human-animal hybrids, demon sightings, and unnatural Of course, if the Argonots exist, the
weather patterns. This is by far the chanciest method, the one members would be the first to deny it.
They would point out that the secops,
least likely to have the desired effect, since Argus and the under considerable strain from trying to
Company have done an excellent job of preparing the world to contain damage from botched missions,
view such claims as hoaxes. saw traitors where there were none. In
return, the secops would naturally cast a
First contact with the Argonots will occur often like this: suspicious eye on anyone who doubted
After hearing a few rumors about this traitorous faction, a their finding s. Real Argono ts would
black op might be approached by a trusted NPC op. The NPC, expect this situation and would quickly
direct suspicio n back onto the secops
after asking for a vow of secrecy, divulges that the Argonots real- somehow.
ly exist and have noticed that the op appears to be having trouble Or perhaps the Argonots don’t really
accepting his own role in the conspiracy. Asking the PC to think exist, but the Company itself has started
things over, the Argonot takes his leave. The PC now has some rumors about the traitoro us group.
Having trusted individuals pretend to be
questions of his own to answer – questions concerning his loyalty members of the Argonots would be an
to the Company, his department, his squad, and to the trusted excellent way to ferret out those whose
friend. Can he really accept the world as the Company has decid- sympathies might rest with such a group.
If the sympath izer can be reeduca ted,
ed it should be? Of course, he also has to decide whether he actu- fine. If not, a bullet can cure the problem.
ally believes the NPC, or whether this is really a Company test
(see sidebar).
– Matt Merrill
THE BROTHERHOOD OF
Base Setting:
THE BLOODY KNIFE Cliffhangers

The Brotherhood of the Bloody Knife was creat- criminal exploits. This has its practical purposes, too
ed in the 17th century by a former pirate who’d – despite the Brotherhood’s best efforts, members are
received a share in a lucky prize and used it to retire sometimes caught and break their membership Vow.
as an English squire. He discovered that many of his
old shipmates had tried something similar, only to be Resources
foiled by their criminal backgrounds. It struck him As of the 1920s, the era for which this entry is
that this was a terrible waste of cunning and exper- intended, the Brotherhood consists of between 700
tise. When he next heard of a crew who’d done well, and 900 former criminals. Most members live in
he contacted some of them with an idea. North America or Britain, although a few are scat-
The Brotherhood of the Bloody Knife was an tered elsewhere; some of the wealthiest have huge
immediate success. For every old pirate who drank estates in out-of-the-way areas.
away his loot, or was caught and
hanged trying to slip back to his
old haunts, a few others happily
disappeared, thanks to the advice
and assistance of the
Brotherhood. They quickly
branched out to include other
professions – counterfeiters,
highwaymen, thieves – and
developed a tradition. The orga-
nization grew more international
in the Victorian era, when some
of its members found new
homes in America or the
colonies. Its founders were
clever enough to establish the
Brotherhood upon a set of flexi-
ble but emphatic guidelines, by
which it has operated ever
since.
Motivations
GROUPS

The Brotherhood exists for


one purpose only: to assist
members in retiring from crimi-
nal careers and establishing them-
selves in “legitimate” society. Anything that serves In emergencies, members of the Brotherhood are
that purpose can become part of its activities, includ- expected to use whatever resources and skills they
ing further criminal deeds. Anyone who threatens its possess to defend the group or their fellows. In that
members’ tranquility may be dealt with harshly. sense, the Brotherhood commands vast wealth. Yet it
For all that they firmly believe their noble goal has no budget of its own. Most members have cur-
justifies their sometimes-ignoble means, members of rent business associates they can call upon, without
the Brotherhood are generally sincere about “going revealing their secret criminal past, of course. A few
legit.” In the Brotherhood, it is considered unwise might even have kept in contact with former criminal
118 and tasteless to discuss one’s past career, even with allies, though maintaining such contacts is unusual.
another member with whom you might have shared Most members rigorously cut all ties with the past.
Organization 119
The Brotherhood is very loosely organized and runs on guidelines
rather than written rules. It has no hierarchy, although a few of its older,
smarter members are widely trusted and command respect (and find
themselves pestered for advice more often than they like). In fact, from its Mark Jason Caraway
earliest days, the Brotherhood has unconsciously fallen into an informal (52 points)
version of the “cell system” that will later be used by resistance and revo-
lutionary groups. Most members know a handful of others well, and can Age 45; 5’9”; 180 lbs.; a heavy-set man
with a bad, but expensive toupee.
communicate with more distant groupings through “linking” members.
The Brotherhood is never mentioned to an outsider unless it is certain ST 11 [10], DX 11 [10], IQ 12 [20], HT 11 [10]
that the person is a candidate. If a non-member ever learns of the group’s Basic Speed 5.5, Move 5
Dodge 5, Parry 8 (Brawling)
existence, he will, at minimum, be convinced that it would be fatal to
speak of it ever again. A candidate who fails his initial review is given the Advant ages: Ally Group (Local
same warning. Should a breach of secrecy seem serious enough, the Brotherhood cell, small group of 100-point
Brotherhood will simply have the risk eliminated, either by a contact in characte rs, 6-) [10]; Claim to Hospita lity
(The Brotherhood) [5]; Contacts (Business
the underworld or, for more delicate jobs, a group member. Members who partners , skill 15, availab le 12-, usually
break their Vow are dealt with in the same fashion. reliable) [8]; Contacts (Former criminal asso-
Once nominated, a recruitment prospect is put before a committee of ciates, skill 12, availab le 6-, somewh at
reliable) [1]; High Pain Threshold [10]; Luck
at least four existing members, none of whom are supposed to be person- [15]; Reputation +1 (As successful retired
ally acquainted with the candidate. Candidates must be reasonably rich crimina l, among the Brother hood, all the
from the proceeds of crime, but infamous or well-known criminals, such time) [1]; Status 1* [0]; Wealthy [20].
*Free from Wealth.
as anyone on a “Most Wanted” list, are not usually considered; it’s hard Disadva ntages: Depend ents (Wife and
for them to build new lives without some old enemy or ally breaking their daughter, 12-) [-72]; Secret (Criminal past)
cover. Likewise, members of tightly knit organizations such as the Mafia [-20]; Vow (Silence about Brotherhood busi-
are thought to have too much difficulty shaking off old connections. The ness and members) [-5].
Quirks: Dislikes hurting women or chil-
Brotherhood likes smart, middle-ranking, unobtrusive crooks. dren; Swears in Spanish; Ruthless. [-3]
Once accepted, a new member is expected to meet all monetary costs Skills: Accoun ting-9 [1/2]; Admin -
for the creation of his new life. The Brotherhood provides specialist help, istration-12 [2]; Blackjack-11 [1]; Brawling-
13 [4]; Carous ing-11 [2]; Driving /TL6
advice, and non-financial resources, such as business and political con- (Autom obile)-1 0 [1]; Gambli ng-11 [1];
tacts. The more wealthy the criminal, the better the new identity he can Guns/TL6 (Pistol)-13 [4]; Holdout-10 [1/2];
purchase. Intimid ation-1 3 [4]; Knife-1 0 [1/2];
Mercha nt-11 [1]; Savoir- Faire-1 4 [4];
Membership provides an Ally Group (the local cell), and involves a Streetwise-14 [6].
Vow. It may also represent a Duty (or impose a Sense of Duty), though Langua ges: English (Native )-12 [0];
this usually applies so infrequently and with such limited risk that it isn’t Spanish-10 [1/2].
Equipmment: None notable.
worth any points. There is also the completely informal system of mutual
regard, reflected in GURPS terms by a positive or (less often) negative Mark Jason Carawa y is a fairly typical
Reputation, a Claim to Hospitality, and possibly additional Allies or a member of the Brotherhood. He used to be
Patron. Mostly, Brotherhood members benefit in the form of favorable Mikey-Jim Carter, a two-bit tough guy with
ambition – and a broad streak of luck that
business deals, invitations to high-class parties, and the warm glow that served him well. He worked his way up
comes from the respect of one’s peers. through the ranks of various gangs and par-
ticipated in three good scores, which left him
Encountered with enough money to retire. (They also left
a cop and two bank guards dead.) Mikey-Jim
Truth to tell, the Brotherhood isn’t much threat to law and order most was actually smart and self-co ntrolled
of the time. Its members want little more than a quiet life – even if they enough that the prospect of getting out of
are a smug bunch of long-time hoods who have the temerity to think that “the business” appealed to him. When an old
pal appeared out of the blue and told him
they have made crime pay. (Any self-respecting pulp avenger-hero would about the Brotherhood, he signed up straight
find joy in showing them otherwise.) away.
If anyone does dredge up a member’s criminal past, the organization Today, he’s reinvented himself as a legiti-
mate businessman, hundreds of miles from
shows a different face. Anyone searching for a member will be considered his old stamping grounds. He’s got a wife
a threat. Different members and cells respond to threats in different ways. and a daughter, and posh friends with no idea
Some just try to scare people off. Others jump straight to the use of deadly about his past. He’s also got a small, coded
force. But all will resort to violence should it seem necessary. address book that comes out when certain
emergencies arise.
– Phil Masters
CH’IN Y IN LU Base Setting:
China

The kingdom of Ch’in had long sought to con- Motivations


quer the other Chinese states. Under its king, Ying Ch’in Yin Lu exists to help Ch’in conquer the
Cheng (pp. WWi26-27, “Ch’in Shih Huang Ti”), and rest of China. Since it operates under the personal
his favorite minister, Li Ssu, its efforts intensified supervision of Li Ssu, it also exists to advance his
and led, in 230 B.C., to the conquest of Han. Other career. He will not hesitate to assign missions that
Chinese states conspired against Ch’in, but ineffec- enhance his own power, as he firmly believes that
tively. They were, in fact, unable to unite even in “what is good for Li Ssu is good for Ch’in.”
their own protection. Legalist doctrine emphasizes explicit rewards
Ch’in Yin Lu was one of the reasons for that and punishments; both are provided for operatives.
ineffectiveness. The king relied on this covert opera- Not everyone in Ch’in Yin Lu is as loyal as Li Ssu
tions force for assassinations, corruption of neighbor- imagines, though. Ya Wai, the secretary, sends dupli-
ing officials, espionage, sabotage, and subversion. cate reports to Ying Cheng, who has his own private
The group put into action Sun Tzu’s maxim that dossier on his premier. So far he sees no need to use
supreme excellence in battle is to make the enemy it. Li Ssu is exactly the tool he wants.
surrender without fighting. Li
Ssu, who formed the group,
named them in ironic allusion to
the Taoist principle of darkness,
cold, and femininity.
Having the trust of Ying
Cheng, Li Ssu gained permis-
sion to follow Legalist princi-
ples in setting up Ch’in Yin Lu.
He chose to recruit operatives
from a seemingly paradoxical
source: lawbreakers facing
punishment for their crimes. A
certain fraction of court pro-
ceedings were interrupted and
the magistrate ordered to turn
the accused over to a special
“penal agency.” About half
those selected were executed in
horrifying ways. The others,
GROUPS

who combined willingness to


break the law with a keen sense
of their own interests, were
indoctrinated, trained, and
assigned to newly formed wu.
The force proved its worth
in the conquest of Han, where
they planted evidence that a capable general was Resources
untrustworthy and forced him to be relieved of com- Ch’in Yin Lu has an authorized strength of 500,
mand. After the conquest, several wu helped identify as its name implies. Between the risks of its opera-
and eliminate the leaders of the resistance to Ch’in tions and the difficulty of finding suitable recruits, its
120 rule. Others engaged in counterespionage within actual strength averages 300 operatives. Above these
Ch’in, finding spies who were arrested and interro- is a command cadre of a dozen officers and staff.
gated or fed disinformation and released. Ch’in Yin Lu has the resources of a reasonably
powerful Patron (assets 10,000 times starting wealth, or $10,000,000).
This does not mean it actually is a Patron. Its command cadre holds a
ruthlessly pragmatic view of operatives; a captured operative is as likely 121
to be killed to prevent his talking as rescued. A proven operative favored
by his superiors might be helped on a 6 or less. Training of operatives
includes the equivalent of An Ch’i (p. MA77), though Knife replaces
Ma Hung
Fast-Draw (Shuriken), the shuriken not yet having been invented. (120 points)
Organization
Age 30; 5’6”; 145 lbs.; a man of aver-
age appearance, but carefully groomed
Based on Legalist concepts, operatives are organized into wu of five and well dressed.
members. Each is accountable for the others’ successes, failures, and ST10 [0], DX 13 [30], IQ 11 [10], HT 10 [0]
betrayals. The knowledge that a teammate’s actions may get them killed Basic Speed 5.75, Move 5
makes operatives watch each other closely. Each wu is supervised by one Dodge 6, Parry 6 (Knife)
of five hundredmen, the line officers of Ch’in Yin Lu. The hundredmen Advantages: Alcohol Tolerance [5];
work under principles of collective responsibility as much as the opera- Alertne ss +1 [5]; Alterna te Identity
tives do. They have rough areas of specialization, each being primarily (Legal: Ts’in Fei, merchant) [5]; Combat
Reflexes [15]; Comfortable Wealth [10];
responsible for missions of certain types, but these shift unpredictably. Cultura l Adapta bility [25]; Legal
The staff is made up of two readers (who analyze operatives’ reports), a Enforcement Powers [10]; Literacy [10];
secretary, and a treasurer, as well as a properties manager, an armourer, Patron (Ch’in Yin Lu, reasonably power-
and an artificer. The latter three handle physical assets. Routine mainte- ful organization, 6-) [8]; Secret Rank 1
[5]; Status 1 [5].
nance and guard duties are performed by wu as part of their duty rotation. Disadvantages: Extremely Hazardous
They also assess possible recruits, though the hundredmen and Li Ssu Duty (To Ch’in Yin Lu) [-20]; Secret
make the final decision on membership. (Ch’in Yin Lu agent) [-30].
Quirks: Attracted to his teammate Shu
Most operatives hold Secret Rank 1, though the leader of each wu Kai; Collect s books but never reads;
possesses a Rank of 2. The staff members have a Rank of 3 or 4. The Fashionable dresser; Likes to gamble but
hundredmen are Rank 5. Ultimate command is exercised by Li Ssu, who only with other operatives; Prefers for-
eign missions. [-5]
is effectively Rank 6 but holds no official rank within the organization; Skills: Acting- 14 [6]; Apprec iate
his Administrative Rank in the Ch’in bureaucracy is 7 and includes con- Beauty-8 [1]; Bard-11 [1]; Bardic Lore-9
trol of Ch’in Yin Lu. Rank within Ch’in Yin Lu does not confer Status, as [1]; Carousing-10 [1]; Disguise-10 [1];
its existence is not officially recorded or commonly known, and its oper- Fast-Draw (Knife)-14 [1]; Fast-Talk-12
[2]; Forgery/TL4-10 [2]; Holdout-10 [1];
atives and officers keep their work secret. Knife-14 [2]; Merchant-12 [2]; Mimicry

Adventure Seeds
(Human Speech)-8 [1]; Savoir-Faire-14
[0]; Scrounging-11 [1]; Stealth-12 [1];
Scholar Spies: A group of young scholars from good families are Streetw ise-10 [1]; Throwi ng-11 [1];
Traps/TL4-10 [1].
sent into Hsienyang, the capital of Ch’in, on a diplomatic mission. They Languages: Classical Chinese (Ch’in
have also been given secret orders to cultivate sources of information Dialect)-13 [0]; Classical Chinese (Han
within the Ch’in government and gain access to its real plans. As they do Dialect)-13 [1].
Maneuvers: Hit Location (Throwing)-
so, will they attract the attention of Ch’in Yin Lu counterespionage 10 [2]; Feint (Knife)-16 [2].
teams? Equipment: None notable.
Ch’u Assassination: The PCs have joined the army of Ch’u as
Ma Hung came from an aristocratic
personal bodyguards to its general as it attempts to stand off a Ch’in family who wanted him to prepare for a
invasion. A wu decides to make use of them in its plot to assassinate the career as an official. The young man pre-
general – by corrupting them, by taking their place in disguise, or by ferred gambling and drinking to study
putting the blame for the general’s death upon them. and quickly accumu lated debts.
Eventually he was offered a chance to
Secret Weapons: A weapons maker has come upon evidence of a new settle them by doing a “favor” for a mer-
and ingenious device (see pp. CH43-47 for possibilities). He suggests to chant, one that led him to a career as a
his favorite customers that he would reward further information, either smuggler. When he was caught, Ch’in
Yin Lu recruited him. His ready tongue
with money or with his best weapons. But neither he nor they realize that and linguistic talents made him useful in
the device was made by the artificers of Ch’in Yin Lu, who have no the infiltration and pacification of Han,
intention of letting the secret out! and he is now a valued operative, one
who might actually be rescued if he got
Recruitment Drive: The PCs have been accused of heinous crimes. into trouble (hence his claim on the
Mysterious officials appear at their trials and lead them off to special Ch’in as Patron). In his cover identify, he
punishment – which turns out to be service in Ch’in Yin Lu. How will is widely rumored to be a smuggler who
the player characters adapt to their new lives and missions? can arrange transportation for anything.
– William H. Stoddard
THE PATRONS’ CIRCLE
Base Setting: Traveller

The Patrons’ Circle is a criminal organization in For the criminals employed by the Patrons, profit
the Spinward Marches; they specialize in stealing is a primary motivation. The group often hires crimi-
antiques and artwork for rich and powerful collectors. nals through various fronts, so the second-story men
The Patrons, as members refer to the group, has and forgers do not know the identity of their real
its origin in the Marches’ surprisingly competitive employers. Any thief with a specialty in art theft has
world of private, high-end art collectors. These peo- likely worked for the Patrons at one time or another.
ple live in a rarified atmosphere of vast wealth – and The few criminals who work for the group full time,
the substantial political and criminal immunities such such as Arthur Parker (see sidebar), also appreciate
money can purchase. They hold private showings to the sense of security they get from serving such well-
bask in the reflected glory of their latest purchases connected clients. They know that they can count on
and gloat over the defeat of their rival bidders, who some assistance from the Patrons in times of trouble,
are likely their neighbors or distant relations. Not just if for no other reason than to protect the members’
artwork, but status is gained or lost through these lit- ill-gotten collections from confiscation.
tle social skirmishes.
And status can be even
more valuable than
money to the idle rich.
It isn’t surprising,
then, that even the most
law-abiding collector in
this community might
lose all moral perspec-
tive when given a
chance to acquire a par-
ticularly prized painting
or sculpture. And, given
the fact that there’s no
shortage of rich collec-
tors who don’t have that
moral sense to begin
with, it’s surprising it
took so long for the
Patrons’ Circle to form.
Motivations
GROUPS

The wealthy elite


who utilize the Patrons’
services are prompted by
a desire to gain social sta-
tus or driven by the
mania for acquisition that sometimes strikes collec- Resources and Organization
tors of any sort. They tend not to be involved in other The Patrons are headed by a mysterious, reclu-
sorts of criminal activity – if they were, they would sive figure known only as Eneri. Nothing is known
likely have their own methods for obtaining items about Eneri’s identity. Some think that he (or she) is
they desired. In certain social circles, membership in a composite cover figure for a cadre of particularly
the Patrons is a thing to be desired simply for the prominent collectors. More likely Eneri is just a code
122 aura of genteel rebellion it affords. name for a position of leadership that has been filled
by several figures during the Circle’s 30 years of
business.
Below Eneri, the Patrons are ruled by a core group of between six and
nine senior members. This cadre is made up of prominent clients and the 123
procurers who job out the illegal work. The Patrons utilize an extensive Arthur Parker
network of informants in the art world – contacts that pass along news of (168 points)
loans and sales of items, along with details about movement schedules and Age: 40; 5’9”; 195 lbs.; a portly, digni-
security measures. Quite a few members of the Antiques Dealers’ Guild – a fied, middle- aged man with dark brown
professional organization of top dealers in art, antiques, and artifacts in the hair, brown eyes, and sallow skin. He is
Spinward Marches – are on the Patrons’ payroll. usually dressed either as a gentleman of
leisure in whatever society he is currently
Potential clients are introduced to the Patrons only after they have been visiting or a priest from some far-off world.
carefully screened. They are never told any details about the organization
until after they have displayed a stolen piece of artwork. After that, they ST 10 [0], DX 13 [30], IQ 13 [30], HT 10 [0]
Basic Speed 6.5, Move 6
might be invited to dinners and viewings hosted by other members. (These Dodge 6, Parry 6 (Knife)
are closed affairs; the display subjects have been obtained illegally.)
Eventually, the new member is given a way to contact the procurement Advant ages: Alertne ss +1 [5]; Com -
fortable Wealth [10]; Contact s (Three
officers. street ops, skill 18, available 9-, somewhat
Encountered
reliable) [9]; Danger Sense [15]; Literacy
[5]; Manual Dexterity +2 [6].
Jobs are carefully screened by the senior Patrons and the senior procur- Disadv antage s: Coward ice [-10];
Incurious [-5]; Intolerance (Zhodani) [-5];
er, Arthur Parker. Should an item seem too difficult to obtain in its current Overweight [-5]; Secret (Wanted criminal)
home, it is placed on a “wish list” just in case an opportunity to steal it [-30].
should arise later. The Patrons never employ methods that might endanger a Quirks : Absent ly whistle s lullabie s
work of art. Their jobs are expertly planned and meticulously researched. when concentrating; Does not like the taste
of alcohol; Very, very early riser; Mildly
The “contractors” they employ are clever criminals, all talented individ- paranoid; Prefers to keep his back to a wall
uals free from obvious addictions or vices that might make them unreliable. at all times. [-5]
Still, the Patrons monitor every job as closely as possible. They won’t inter- Skills: Acting-15 [6]; Area Knowledge
(Spinw ard Marche s)-16 [6]; Beam
fere directly unless a contractor tries an obvious doublecross or deviates Weapo ns/TL1 0 (Stunne rs)-17 [16];
from a plan for no apparent reason; in such cases, the monitor is fully autho- Compu ter Operati on/TL1 0-14 [2];
rized to terminate the contractor and recover the artwork. The monitor will Disguise-15 [6]; Escape-12 [2]; Fast-Talk-
15 [4]; Forgery/TL10-15 [8]; Guns/TL10
attempt to signal the thief should he notice something likely to interfere with (Pistol) -17 [16]; Holdou t-13 [2];
a robbery (like a group of nosy adventurers). However, the monitor will Intimidation-13 [2]; Jeweler/TL10-15 [8];
allow contractors to be arrested rather than reveal his presence; it is unlikely Knife-14 [2]; Knife Throwing-14 [2]; Lip
that any PC could trace a job back to the Patrons from a single arrest. Reading-13 [2]; Lockpicking/TL10-16 [8];
Piloting/TL10 (Contragravity Craft)-12 [1];
Criminally inclined PCs could be hired – surreptitiously, of course – to Researc h-12 [1]; Savoir- Faire-1 3 [1];
steal something for the Patrons’ Circle. They would be well funded and fur- Shadow ing-15 [6]; Stealth -15 [8];
nished with the best information available. But that doesn’t mean the Streetwise-15 [6]; Theology-11 [1].
Languages: Galanglic (Native)-13 [0];
Patrons will help them should they get into trouble. The group only counts Darrian-12 [1]; Swordic-12 [1].
as a Patron for the most senior procurers. Equipment: None notable.

Adventure Seeds Arthur Parker was born in 1080 on


Trin/Trin’s Veil. He is the senior procurer
A Voice from the Grave: The death of Sir Claremont Parks sets off a for the Patrons’ Circle, the man ultimately
panic in the Patrons’ Circle and the upper reaches of Spinward society. Sir in charge of hiring contractors for all the
Clement was a highly respected philanthropist and patron of arts – and, illegal activities. Many consider him the
real power behind the Patrons and suspect
secretly, the founder of the Patrons and the first Eneri. As it turns out, he that he is, in fact, Eneri. Not only is this
kept careful records of the group’s early days. Those files and diaries are untrue, but Parker has never even met
chock full of embarrassing information about socialites who were customers Eneri. Parker suspects the mysterious leader
and other notables who made their fortunes working for him. A lot of 3D is actually a phantom intended to keep him
and the other outright criminals in line.
news programs would pay six figures for an exclusive like this, and a lot of Parker has secrets of his own. He is
people would kill to keep it secret. Who will get the information first? wanted by the Scouts. His crimes include
A Cold Trail: The PCs are hired by the Antiques Dealers’ Guild to track smuggling weapons to the natives of Craw
and smuggling both people and ammuni-
down leads provided by the bust of a small art theft ring, a group working tion to Plimt, home of a cult headed by
indirectly for the Patrons. When they accidentally discover a piece of stolen Manson Illusagure (p. 34). This makes him
artwork they’re after in the palace of some sector dignitary, the Patrons’ vulnerable to pressure and liable to provide
evidence on the Patrons should he be cap-
Circle takes notice of their investigation. tured. He knows that the Patrons will kill
– Hans Rancke-Madsen him without hesitation should this liability
be revealed.
THE RESPONSIBLE Base Setting:
Supers/Illuminati
GOVERNMENT PARTY
The Responsible Government Party was born of Georgia have managed to get through their first few
the New Orleans mayoral campaign of 2008, when years in office without a single serious scandal. Most
local TV personality and comedian Harvey Bargeld surprisingly of all, they have managed the miracle of
ran on a platform of “accountability, integrity, and increasing government revenue and services while
the end of the world as we know it.” Bargeld’s cam- lowering tax rates across the board. The RGP’s
paign was intended as a PR stunt, heavily promoted explanation is “efficient, thrifty government.” IRS
by his station. Then one of the “serious” candidates auditors have noticed that certain wealthy Christian
was videotaped with a 14-year-old prostitute, the businessmen in these states have been quietly rear-
other caught stealing from his party’s finances – both ranging their affairs to maximize the tax they pay.
less than a week before the polls.
Instantly Bargeld became the popu-
lar protest candidate. After three
recounts he finally emerged victori-
ous, with a lead of just 62 votes
over his nearest rival. To everyone’s
surprise, Harvey Bargeld turned out
to be a competent and honest
mayor; when jokingly asked near
the end of his first term why he was
building up New Orleans instead of
destroying it, he replied, “It’s the
whole world or nothing.”
During Bargeld’s second term
in office, the fledgling party under-
went a sudden metamorphosis.
Impressed by the RGP’s record in
office, supporters of the Christian
Governance Ministries had been
quietly signing up; by the time any-
body noticed, they made up over
60% of the party. While maintain-
ing the emphasis on honest,
accountable government and
adding a large dose of “family
GROUPS

values,” they also restated the


party’s commitment to the Apocalypse. Unlike Motivations
Bargeld, however, the CGM contingent is quite seri- While the party remains faithful to their pro-
ous about this. Working from Scripture, they believe fessed aim of ending the world, this has been less of
that the world must perish in order to bring about the a political handicap than one might expect. Nobody
Kingdom of God. Around this time the RGP’s outside the RGP expects them to gain enough power
Integrity Commission was formed to ensure stan- to actually do that, particularly as they’ve committed
dards didn’t slip as the party expanded. themselves to doing so “within the laws of the United
Since then, the party has grown in influence. States of America.” Even within the party, only the
RGP candidates govern the states of Louisiana and senior ranks take that goal seriously. Some people are
Georgia. A few sit in Senate and Congress. There’s attracted by the party’s “traditional family values”
124 even talk of running a presidential candidate some policies, but most simply want trustworthy, compe-
time soon, just to test the waters. Despite initial pub- tent people in government and think the RGP fits the
lic skepticism, the governors of Louisiana and bill.
The biggest obstacle to the RGP’s growth is a shortage of eligible can-
didates. While the party has plenty of members, few meet the Integrity 125
Committee’s exacting standards. Finding the vast sums necessary for a
modern political campaign is also a problem – the party is more careful Senator Michael
than most about whose money it’ll accept – but this may change in the near Sharpe (148 points)
future. One of the party’s policies is increased defense spending, and sever-
al armaments contractors are considering making donations. Age 65; 5’11”; 180 lbs.; a distinguished,
gray-ha ired Souther ner, unassum ing and
While the RGP has drawn fire from rival political parties, anti-military kind.
and environmentalist groups – obviously, preserving the environment is not
one of its priorities if they want the world to end – the most vocal opposi- ST 9 [-10], DX 10 [0], IQ 13 [30], HT 9 [-10]
Basic Speed 4.75, Move 4
tion has actually come from other religious organizations who see its teach- Dodge 4
ings as a perversion of Scripture and an embarrassment to their faith.
However, they have yet to work out what they can actually do about the Advantages: Charisma +1 [5]; Contacts
(Four RGP leaders, skill 21, available 12-,
RGP’s increasing power. completely reliable) [96]; Contacts (Member
Resources of Joint Chiefs, skill 21, available 9-, com-
pletely reliable) [12]; Patron (The RGP, very
The RGP numbers over 300,000 registered members and has hundreds powerful organization, 12-) [50]; Status 6
[30].
of millions of dollars in campaign funds. More importantly, it has substan- Disadvantages: Age (65) [-45]; Bad Sight
tial political influence at all levels; among its members are four senators, 13 [-10]; Code of Honor (Strict adherence to
congressmen, and two state governors. the Bible) [-10]; Depend ent (Wife, 12-)
[-24]; Honesty [-10]; Sense of Duty (To
Organization RGP) [-10]; Stubbornness [-5]; Truthfulness
[-5].
The RGP is a registered political party and organized along the usual Quirks: Unfailingly polite; Polishes his
lines; unlike most, it actively encourages external scrutiny. It enjoys a close glasses, even when they’re clean; Loves
relationship with Christian Governance Ministries, a Louisiana-based watching Mr. Smith Goes To Washington,
over and over . . . [-3]
organization, and many senior RGP members also hold positions in CGM. Skills: Accoun ting-12 [2]; Admin -
RGP membership is open to all, but winning the party’s nomination is istration-14 [4]; Bard-16 [8]; Diplomacy-12
more demanding. The party’s Integrity Committee screens would-be nomi- [6]; Driving /TL7 (Autom obile)-1 0 [2];
Driving /TL7 (Locom otive)-1 3 [16];
nees to ensure their honesty and commitment to RGP goals, and announces Economics-13 [4]; Law-11 [1]; Leadership-
its findings to the party membership. The IC’s reputation is such that its 13 [2]; Mechanic/TL7 (Diesel Engine)-12
refusal to clear a candidate is an effective veto. While the RGP’s leaders [1]; Politics-14 [4]; Savoir-Faire-15* [0];
Sports (Baseball)-11 [4]; Swimming-10 [4];
sometimes look and sound like televangelists, they’ve built up a reputation Theology (Christian)-13/19 [6].
for practicing the values they preach. Those who fall short of the mark *Includes Status advantage.
swiftly lose the party’s support. Languages: English (Native)-16 [3].

Encountered Michael Sharpe is a recent arrival on the


political scene; a former railroad engineer,
As an adversary, the RGP is somewhat hampered by its high visibility he joined the RGP eight years ago. He never
and its determination to work within the law. On the other hand, these intended to stand for election, but he got so
“weaknesses” may provide an unusual problem to PCs used to fighting involved in RGP campaigning in Georgia
that his friends eventually persuaded him to
against clandestine organizations. Since the RGP works very much in the offer himself as a candidate. So far, Sharpe
open and upholds the laws scrupulously, those attempting to foil its goal of has been fairly quiet in the Senate. As he
bringing about the Apocalypse must tread very carefully or find themselves becomes surer of himself that will change. If
he has a real weakness, it’s his stubbornness
painted as the villains. After all, shouldn’t all good folk be supporting hon- – once he decides on the right course of
est, competent politicians? For its part, the RGP will simply call the cops if action there’s no way of changing his mind,
PCs prove persistent pests. Crime-fighters are more likely to encounter the something his friends blame on his former
employment as a train driver.
RGP as an ally than an enemy, and a creative GM should use the implica- As a senator he’s entitled to quite a
tions of this to unsettle them . . . respectable income, but Sharpe lives frugal-
The RGP can be utilized in a futuristic setting without too much alter- ly. What’s left over is set aside for charity or
ation – though as global destruction becomes easier to achieve, the party party funds. Michae l and Irene Sharpe
remind most people of a favorite grandfather
becomes more of a menace. In an historical or Fantasy setting, ecclesiasti- and grandm other – kind but firm, full of
cal organizations may wield as much power as any modern-day political good advice and earthy wisdom . Their
party. The RGP might become the “Brotherhood of Patmos,” a progressive- eagerness for the Apocalypse is a bit dis-
turbing, though they rarely discuss such
ly minded sect that espouses humility, morality, and, of course, the end of matters outside party circles, and the senator
the world. spends some of his spare time ponderi ng
– Geoffrey Brent what policies he might legally enact to has-
ten the world’s end.
THE UNIVERSAL Base Setting:
Illuminati
COMPLIANCE DIRECTORATE
In an untidy world, the Directorate works for the low-key agent who can make him a star. From the
order, to replace chaos with unbreakable patterns of point of view of outsiders, the Directorate can target
conformity. While the Directorate disapproves of anyone, anywhere, for no apparent reason.
criminal activity, it leaves law enforcement to
the police and concentrates on people who
cause disorder within the bounds of the law.
Conspiracy theorists scoff at the idea of these
“Men in Gray,” but those cynics have never
been the target of the Directorate’s “correc-
tions.” From the age of Napoleon to the distant
future, the Universal Compliance Directorate is
a formidable enemy that may strike at any
time, then quickly fade into the shadows.
The Directorate was founded in the 19th
century by ministers of several European pow-
ers in a sort of “gentleman’s agreement.” The
original Directorate was a set of semi-
independent but cooperating bureaus rather
than a single organization under unified lead-
ership. Its purpose was to promote and enforce
rational, orderly behavior. It was to operate in
secret, using whatever means necessary to
achieve its goals.
The Directorate quickly became the age’s
most sophisticated, if underused, intelligence
agency. Its operatives put one random citizen
after another under intensive surveillance, noting Resources
movements, contacts, and habits. Instigators of disor- The size of the Directorate is unknown, but its
derly behavior were given everything from stern (if reach is considerable. Any large city will have sever-
anonymous) warnings to severe (and equally anony- al hundred operatives working from an unremarkable
mous) beatings. From a group of shadowy agencies in headquarters in the business district. If PCs should
a few major European cities, the Directorate grew into happen to stumble into it, they’re unlikely to notice
a tightly knit international organization, outgrowing anything suspicious. The Directorate’s manpower is
ties with individual governments. largely devoted to processing seemingly innocuous
GROUPS

information: credit reports, medical records, and so


Motivations on. The unending vistas of identical, undecorated
The Directorate has been linked to everything cubicles or high Dickensian desks may strike visitors
from America’s Red Scare to China’s Cultural as creepy, but any information they find there will be
Revolution. However, their political activities are unthreatening.
merely a means to their ideological end: instilling an An examination of the building’s basement or the
orderly, conformist mindset in the common man. office of the local director will reveal more disturb-
What makes the Directorate terrifying is the ing sights. Records found there detail individual per-
apparent randomness of its actions. Directorate ana- secutions, while hidden doors lead to holding cells,
lysts use their research to create elaborate societal interrogation rooms, and secret laboratories.
models and identify people ultimately responsible for However, if the Directorate becomes aware that an
126 disorderly behavior. For example, the Directorate is office has been compromised, it can be cleaned out
less likely to target a nonconformist but potentially in a matter of hours – every file cabinet emptied,
self-destructive musician and more likely to target every computer wiped.
The Directorate has always had a hand in new technologies, employing
everything from photography to computers earlier than the rest of society. Leon Donovan
They capitalize on the technological developments of others, appropriating
127
whatever they think necessary for their work. They also create fiendish
(262 points)
devices in their own labs. This affords their agents a High Technology Age 35; 5’10”; 180 lbs.; a neatly dressed
and polite bureaucrat with an aura of smug
advantage of one TL over the societal norm. menace.
Organization ST 12 [20], DX 12 [20], IQ 14 [45], HT 11 [10]
The Directorate uses a modified cell structure for its field agents. Basic Speed 5.75, Move 5
Dodge 5, Parry 8 (Wrestling)
Groups of operatives work separately, but coordinate with others through
protected channels. However, unlike insurgent cells, the Directorate derives Advant ages: Absolu te Directi on [5];
flexibility from intricate organization rather than the absence of hierarchy. Absolu te Timing [5]; Alertne ss +2 [10];
Compo sed [5]; Contac ts (Credit bureau
Most members of the Directorate are clerks or field operatives. They employe
e, skill 15, available 9-, completely
receive orders anonymously or from immediate superiors. Junior operatives reliable) [6]; Contacts (Local police records
are given very specific tasks with no explanation. (“Drop this package in clerk, skill 15, availab le 12-, comple tely
the letterbox outside the Louvre at 2:36 PM, whistle the chorus of ‘Hey, reliable) [12]; High Technology (+1 TL) [20];
Patron (The Directo rate, very powerf ul
Jude,’ and leave immediately.”). Experienced operatives may be given an organization with high tech, 15-) [75]; Single-
objective to carry out as they see fit – assassinate a certain individual, kid- Minded [5]; Strong Will +2 [8].
nap a pet, ruin a reputation. But they will be given no explanation as to Disadvantages: Bully [-10]; Compulsive
Behavior (Keeping workspace orderly) [-5];
why they are to do so. A good agent does not need an explanation; he trusts Duty (To the Directo
rate, 15-) [-15];
in the Directorate. Fanaticism (The Directorate) [-15]; No Sense
Senior officers, called “directors,” issue orders, coordinate activities, of Humor [-10]; Nosy [-1].
Quirks: Always monitors incoming calls
set policy, and select targets for intense investigation and correction. A before
answeri ng; Answer s question with
large city may have four or five in residence, a mid-size city only one or one word if possible; Smirks constantly.s[-3]
two. Despite their local importance, directors also receive orders from Skills: Admini stration -14 [2]; Area
other directors, which they follow to the letter. In this way the Directorate Knowledge (Milwaukee)-14 [1]; Boxing-13
[4]; Chess-15 [2]; Computer Operation/TL8-
acts as a seamless whole. 17 [6]; Detect Lies-17 [10]; Driving /TL8
It is clear that the Directorate has enormously complex lines of succes- (Automobile)-12 [2]; Guns/TL8 (Pistol)-16*
sion, with elaborate contingency plans. If a director is killed, another is [4]; Intellig ence Analys is/TL8- 15 [6];
Interrog ation-16 [6]; Intimid ation-16 [6];
promoted from the ranks almost immediately. If agents die, recruits to Lockpicking/TL 8-14 [2]; Photography/TL8-
replace them are already in the wings. For use on very rare occasions, the 14 [2]; Psychology-15 [6]; Shadowing-14 [2];
Directorate has adopted the hydra as its symbol. Stealth- 14 [8]; Wrestli ng-12 [2]; Writing
In the United States, the Directorate has been linked with the shadowy (Reports )-13/19 [2].
*Includes IQ bonus.
government project directed by Control (p. 30), but it is unclear if the two Languages: English (Native)-16 [2].
groups work together or are at odds over the country’s proper mindset. Equipm ent: Agents carry immobi lizing
agents and whatever devices or weapons their
Encountered assignments require (always one TL above the
norm). In higher TL settings , they will be
Most Directorate activity consists of observation: following a subject, equipped with cybernetic radio implants and
tapping phones, and so on. In extreme cases, a subject may be directly self-destruct devices. They always dress in
interrogated. Gray-clad operatives will appear in the subject’s bedroom conservative gray suits.
late at night and start asking questions. They will never explain who they Donovan is a typical experienced operative,
are or answer any questions. utterly devoted to the Directorate (as reflected
At times, the Directorate may decide to take direct action, called a in his Fanaticism disadvantage) and happy to
do its bidding. He was recruited for service
“correction” in the group’s jargon. Typically, the subject will be told by while a college student. As his Duty disadvan-
late-night visitors to do something they likely would not do on their own tage indicates, he is on call day and night. He
– publish a nonsensical editorial, break up with a beloved girlfriend, or counts the organization as a Patron; should he
decide to retire they will become an Enemy.
attend a football game painted in the home team’s colors. If the subject There are no former Directorate operatives.
does not comply, bad things will begin to happen. His credit cards will be Like many agents above the rank of junior
canceled, his credit rating ruined. He’ll lose his job. Things will get operati ve, he possess es the advanta ges
steadily worse until he complies. Absolut e Directio n and Absolut e Timing ,
which are quite useful on his surveill ance
If the subject cannot be persuaded to bow to the Directorate’s will, he mission s. While many membe rs of the
will eventually be spirited to the labs. The vanished subject may reappear Directorate have the disadvantages No Sense
later, pale and quiet, with a haunted look in his eyes. Or he may never be of Humor or some kind of Compu lsive
Behavior, they are not universal traits.
seen again.
– Matt Riggsby
Abner, 6-7. GURPS Cliffhangers, 26-27, 35, 92-93, Mr. K, 104-105.
ADAM, 60-61. 109, 118-119. Noble Thieves, 72-85.
Agent X, 115. GURPS Creatures of the Night, 53. Norcross, Alice, 92-93.
al-Jakari, Hatim, 88-89. GURPS Cyberpunk, 6-7, 16-17, 19, O’Riordain, Padraig, 80-81.
128 Alchemy, 14-15, 18-19. 56-57, 72, 90-91. Ostler, Nancy, 10-11.
Alogoi, 114-115. GURPS Egypt, 68-69. Owain’s Boys, 77.
Amazing Oddities, the, 53. GURPS Espionage, 35, 55, 62-63, 96-97. Parker, Arthur, 123.
Ankou, Seth, 42-43. GURPS Fantasy, 4, 12-15, 19, 25, 32-33, Patrons’ Circle, 122-123.
Archetypes, 3. 45, 53, 63, 75, 77, 97, 125. Plimtow, 35.
Argonots, 116-117. GURPS High-Tech, 35. POWER, 32.
Blade, Jason, 24-25; cyborgs, 25. GURPS Horror, 25, 35, 41, 44-45, 52-53, Psionics, 6-7, 15, 42-43, 56-57, 66-67,
Bloody Knife, 67, 69, 94-95. 102-105, 115.
Brotherhood of the, 118-119. GURPS Illuminati, 30-31, 45-47, 55, Psiren, 33.
I ND E X

Blue, “Aunt” Hattie Mae, 26-27. 110-111, 124-127. Purity Foundation, 32-33.
Blue-Eyed Jack, 46-47. GURPS In Nomine, 45, 111.
Bluegums, 45. GURPS IOU, 18-19.
Boyd, Willie, 40, 44-45. GURPS IST, 32-33.
Brook, Melinda, 91. GURPS Magic, 65.
Brotherhood of the Bloody Knife, GURPS Middle Ages, 76-77, 88-89.
118-119. GURPS Old West, 26-27, 75, 109.
Brown, Amos, 74-75. GURPS Psionics, 67.
Bureaucrat, the, 8-9. GURPS Robin Hood, 17.
Canwr, Owain, 76-77. GURPS Scarlet Pimpernel, 17.
Captain Zap, 20-21. GURPS Space, 7, 19, 47, 48-49, 53,
Caraway, Mark Jason, 119. 56-57, 75, 78-79.
Casnar the Hunter, 28-29. GURPS Supers, 17, 19, 20-21, 24-25,
Ch’in Yin Liu, 120-121. 32-33, 50-51, 55, 67, 72, 80-81, 92-93,
Chaos, Forces of, 58-71. 106-107, 110-111, 124-125.
Chiadross, 78-79. GURPS Technomancer, 19, 111.
Control, 30-31, 111, 127. GURPS Time Travel, 17, 97, 102-103.
Cops, Ignoble, 72-85. GURPS Traveller, 34-35, 91, 122-123. Rabble-Rouser, 50-51.
Cyborgs, 25. GURPS Ultra-Tech, 7. Reaper, Matt, 82-83.
Directorate, Universal Compliance, GURPS Undead, 46. Reasonable Madmen, 40-57.
31, 111, 126-127. GURPS Voodoo, 3, 25, 42-43. Responsible Government Party, 124-125.
Donovan, Leon, 127. GURPS Warehouse 23, 38-39, 46-47. Ritual of Mold Spirit, 43.
Dover, Gordon, 102-103. GURPS Wild Cards, 111. Rothchild, Isaac, 84-85.
dR@vE, 82-82. Hammond, Carter, 32-33. Sanchez, King, 43.
Dunn, Becky, 62-63. He Who Is Lost, 68-69. Scorpion, the, 92-93.
HMA, 33. Sen. Sharpe, 125.
Hung, Ma, 121. Seventh Soul, 68-69.
Hunter, Casnar the, 28-29. Sharpe, Sen. Michael, 125.
Ice Queen, 62-63. Shayde, 32-33.
Ignoble Cops, 72-85. Sidhe, 29, 78, 80-81.
Illusagure, Manson, 34-35. Sneaks, 4-21.
Ilum, George, 8-9. Space Cadet, 80-81.
Intergalactic Crime Syndicate, 48-49. Spot, White, 38-39.
IRS, 84-85. St. John, Caleb, 52-53, 95.
IST, 32-33. St. John, Corrinne, 52-53, 94-95.
Jack, Blue-Eyed, 46-47. Tek Rats, 78.
Jekyll & Hydes, 86-99. Thieves, 72-85.
Joshua, 48-49. Triermann, Jurgen, 54-55.
K, Johnny, 105. Tscheya, Vladimir, 40, 56-57.
K, Mr., 104-105. Universal Compliance Directorate, 31,
Endilen, Maurice, 46-47. Kali, 62-63. 111, 126-127.
Evil geniuses, 100-111. Kelley, Russell, 50-51. United Nations, 33.
Felton, Gary, 64-65. King Sanchez, 43. Unpermann, “Quick” Ronolphus, 12-13.
Fetch, 66-67. Kiyumbe, 43. Urgluk, 14-15.
Forces of Chaos, 58-71. Konrad, Johannes, 104-105. VainWayne, 16-17.
Grant, William, 90-91. Luzhin, Vladimir Petrovich, 105. Vane, Charlotte, 108-109.
Groups, 112-127. Ma Hung, 121. Weasels, 4-21.
GURPS Arabian Nights, 88-89. Madmen, 40-57. Weiss, Sara, 96-97.
GURPS Atomic Horror, 54-55, 98-99. Magic Man, 31, 110-111. White Spot, 38-39.
GURPS Autoduel, 45, 74-75. Magic, 12-15, 18-19, 42-43, 64-65, Wiggins, Wadsworth, 18-19.
GURPS Black Ops, 30-31, 45, 47, 68-69, 80-81, 89. Williams, Deborah, 98-99.
116-117. Malreaux, Etienne, 36-37. Wilson, Simon, 31, 110-111.
GURPS Blood Types, 45. Martinez, Manny “Money,” 106-107. Wrasslin’ Goon Squad, 107.
GURPS Bunnies and Burrows, 3, 38-39. Masterminds, 100-111. X, Agent, 115.
GURPS Celtic Myth, 28-29, 81. Mold Spirit ritual, 43. Yazstremski, Clifford, 20-21.
GURPS China, 120-121. Monomaniacs, 22-39, 73. Zap, Captain, 20-21.
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