GURPS 3rd - Villains
GURPS 3rd - Villains
G U R P S
GURPS VILLAINS
ENCOUNTERING
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
® 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
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
® 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
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.
I NT R O D U CT I ON 3
“Don’t believe that nonsense about
fortunes being made by industry and
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.
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
[-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
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
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
[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
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].
case # 54063-VH
ST: 10 [0] DX: 14 [45]
IQ: 13 [30] HT: 10 [0]
Speed: 6 Move: 6
Dodge: 6
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
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
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”)
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
Dodge: 6
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
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
Dodge: 7
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
Parry: 5 (Broadsword)
Speed Advantage
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
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
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
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
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
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
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
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 . . .
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
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
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
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
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)
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
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
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
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.
Jekyll &
The Stylish Villain
“For my part, if a man must be a
knave, I
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
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
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,
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
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
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
Parry: 5 (Knife)
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
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.
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
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
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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