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Steven S. Long Conquerors, Killers, And Crooks • An Enemies Book for Champions Authors: Steven S. Long, Darren Watts Editing & Development: Steven S. Long, Darren Watts Layout and Graphic Design: Andy Mathews Cover Pencils: Greg Smith Cover Colors: Albert Deschesne Interior Artwork: Storn Cook, Andrew Cremeans, Keith Curtis, Malcolm Harrison, Jeff Hebert, Scott Heine, Eric Lofgren, Dennis Loubet, Bryce Nakagawa, Greg Smith, Chris Stevens, Pat- rick Zircher

A WORD OR TWO OF APPRECIATION

Dedication: We’d like to dedicate this book to all the Champions authors and creators who have come before us. Without their creativity and hard work, the world of the Champions wouldn’t be nearly as much fun to play around in. Special Thanks: To all the Hero fans who playtested, testread, math-checked, and otherwise helped us make this book as good as possible; and to the Hero fans who participated in message board and mailing list discus- sions about who they’d like to see in this book, and why.

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means, © 1984, 1989, 2002 by DOJ, Inc. d/b/a . All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by Conquerors, Killers, And Crooks © 2002 by DOJ, Inc. d/b/a Hero Games. any information storage and retrieval system, without permission in writing from the All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Printed in the U.S.A. First printing September 2002. Justice Inc., Danger International, , , Pulp Hero, and Produced and distributed by DOJ, Inc. d/b/a Hero Games. © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO202 ISBN Number: 1-58366-006-2 http://www.herogames.com TABLE OF CONTENTS Introduction Hypnos ...... 92 Stormfront ...... 200 Lancer ...... 94 Tesseract ...... 202 Introduction ...... 5 Medusa ...... 95 Thorn ...... 204 Mind Slayer ...... 97 Thunderbird ...... 207 Master Villians Torment ...... 99 Thunderbolt II ...... 209 Doctor Destroyer ...... 7 The Ultimates ...... 101 Utility ...... 211 Binder ...... 102 Vibron ...... 214 Gigaton ...... 13 Blackstar ...... 104 Zephyr ...... 216 Rakshasa ...... 15 Cyclone ...... 106 Zigzag ...... 218 Destroyer Agent (Standard) ...... 16 Radium ...... 108 Zorran The Artifi cer ...... 220 Destroyer Agent (Combat) ...... 17 Slick ...... 110 Lemurian Constructs And Relics ...222 Destroid ...... 18 Thunderbolt I ...... 112 Black Talon ...... 19 Shirak The Destroyer ...... 222 The Starbird ...... 114 Lemurian Golem ...... 223 Gravitar ...... 21 Chala-Lion ...... 224 Solo Villains Istvatha V’han ...... 24 Adapting Villains To Your Game ....225 Ankylosaur ...... 116 D-Soldier ...... 26 Lei Kung The Thunderer ...... 225 Anubis ...... 118 V’hanian Hovertank ...... 27 Guan Di ...... 226 Menton ...... 28 Armadillo ...... 120 Black Harlequin ...... 123 Master Reference Chart ...... 227 Takofanes, The Undying Lord ...... 31 Black Paladin ...... 126 Summary Table ...... 230 Demon Servitor ...... 35 Blowtorch ...... 129 Index ...... 233 The Warlord ...... 36 Brainchild ...... 131 The War Machine ...... 39 Bulldozer ...... 133 Warbird ...... 39 Captain ...... 135 Warcry ...... 41 Cateran ...... 138 Warhead ...... 43 Cybermind ...... 141 Warmonger ...... 45 Esper ...... 143 Warpath ...... 47 Fenris ...... 145 The Flying Fortress ...... 49 Firewing ...... 147 Shadow Army Soldier ...... 50 Foxbat ...... 150 Gargantua ...... 152 Team Villains Grond ...... 154 The Crowns of Krim ...... 52 Herculan ...... 156 Dark Seraph ...... 53 Holocaust ...... 159 Bloodstone ...... 56 Hornet ...... 161 Eclipse ...... 57 Howler ...... 162 Force ...... 59 Lady Blue ...... 164 Phoenix ...... 61 Lazer ...... 166 Temblor ...... 62 Leech ...... 168 Eurostar ...... 65 Lodestone ...... 170 Fiacho ...... 67 Masquerade ...... 172 Durak ...... 69 Mechassassin ...... 174 Feuermacher ...... 71 Menagerie ...... 177 Mentalla ...... 73 Mirage ...... 179 Scorpia ...... 75 The Monster ...... 181 Ultrasonique ...... 77 Morningstar ...... 182 Grab ...... 80 Nebula ...... 184 Black Diamond ...... 81 Ogre ...... 187 Bluejay ...... 82 Photon ...... 189 Cheshire Cat ...... 84 Riptide ...... 191 Hummingbird ...... 86 Shadowdragon ...... 193 PSI ...... 89 Shrinker ...... 195 Psimon ...... 91 Slug ...... 198 ‘One must expect to feel a few thunderbolts when one challenges the gods.’

‘You heroes, look upon me and know what true Darkness is... and know, too, that it is your doom.’

‘Keeping this Cat out is harder than you think.’ Conquerors, Killers, And Crooks 5 INTRODUCTION

ne of the most time-consuming tasks a lains, after all, aren’t the central focus of the cam- CHARACTER Champions GM has to perform is creating paign, so you don’t have to worry as much about SHEET NOTATION new villains for his campaign. It’s tough campaign standards as you do with PCs (who are Oto create intriguing, three-dimensional, always on center stage) when creating them. Generally, the text of challenging — each one requires As an enemies book, Conquerors, Killers, the character sheets a lot of thought, creativity, and work with the And Crooks is designed primarily for use by in this book should be HERO System rules to get him “just right.” It’s GMs. If you’re not a GM, you may still find it pretty straightforward not uncommon for a GM to spend more time useful as a source of example powers and charac- and easy to understand. creating the villains for a Champions game ses- ter ideas, but get the GM’s permission to read it. Consult the Glossary sion than planning everything else for the game Some GMs may prefer to keep the information in in the HERO System 5th Edition, and the combined. this book secret until they reveal it during game example powers in To save you some time, and create a play, and may not ever want players to read vil- that book, if you have common group of villains for Champions gamers lains’ character sheets. any questions about around the world to use as a frame of reference, WHAT HAS GONE BEFORE abbreviations, terms, or Conquerors, Killers, And Crooks presents approxi- notations. Th e Writer’s mately one hundred supervillains for use in your Fans who have a longstanding familiarity Guidelines, available on games. Although these characters are tied to the with Champions and the previous incarnations the Hero Games website Champions Universe setting (which is detailed of the Champions Universe will notice quite a (www.herogames.com), in the aptly-named Champions Universe book), few favorites in these pages — classic villains like also provide some infor- you can adapt them to your game in just a few Dr. Destroyer, Foxbat, and Firewing. Although mation about character sheet formatting. seconds if you’re not using that campaign. Just their appearances and backgrounds may differ (a change the background, and perhaps the name, little or a lot), at heart they’re the same old favor- In a Multipower, a “u” and voila! — you’ve got a new villain for your ites the players in your campaign have enjoyed fighting in the past. However, not every charac- next to the cost indicates game. a Fixed (or “ultra”) slot, ter created in earlier Champions products is in Similarly, you should feel free to re-arrange and an “m” a Flexible (or or revise the villains in this book to suit your this book. Some may appear in later books, but “multi”) slot. campaign. If you’d rather have Grond in the Ulti- some never will. The new Champions Universe mates instead of Blackstar, you can easily make isn’t the same as the old, and so it doesn’t neces- Under the END column, the switch. If you need more teams instead of sarily need what the old one did. Nevertheless, a number in brack- solo villains, pick some likely candidates from it’s only right and proper to acknowledge the ets indicates Charges Chapter Three and group them into a gang. If efforts of past creators who have helped to shape (however, the bracketed Gravitar is too powerful for your game, decrease gamers’ ideas about what a good Champions vil- number next to STR is her Characteristics and the Active Points in her lain should be. First and foremost among them an END cost). powers. Each character comes with a “Campaign is Scott Bennie, whose Classic Enemies has pro- Use” section that includes suggestions on how to vided Champions gamers with hours of fun for make him stronger or weaker, in case you have to the past decade, but even that book recognizes adapt him to the power level of your campaign. the contributions of others. Thanks, guys! After all, each game is a little different, so not This book also contains plenty of new vil- every published character fits every GM’s pref- lains who will, hopefully, soon become favorites erences as-is. The Campaign Use section also of yours along with the likes of Dark Seraph and discusses possible ways to integrate the character Eurostar. Some fill gaps in the existing roster, and into your game, interesting plot hooks associated others are particularly suited to the new Cham- with him, and how he’d function as a Hunted. pions Universe and its stories for some reason. If The villains in this book are designed as nothing else, they should provide an unpleasant Standard Superheroic characters, with 200 Base surprise for players who already know what Dr. Points. About half of them have the normal 150 Destroyer or Binder can do. points’ worth of Disadvantages, putting them on So, get ready for a new universe of villainy par with starting superheroes in most Champions and superheroic excitement! With the legions of campaigns. The rest, including all the “master vil- Conquerors, Killers, And Crooks at your beck and lains” in Chapter One, have more than 350 points call, you have hundreds of ways to challenge the (sometimes many more), justified either with superheroes of the world. more Disadvantages or Experience Points. Some- times it’s not possible to define a villain properly on 350 points, and it’s preferable to build a villain right rather than to follow rigid point restrictions or nebulous concepts of “points efficiency.” Vil- 6 HERO SYSTEM 5TH EDITION

he fi rst part of Conquer- Th e master villains described ors, Killers, And Crooks here are: describes six master villains Dr. Destroyer — supercriminals power- T Gravitar ful enough to threaten the world (or even the entire universe). Istvatha V’han, Empress Of A Billion Some have hidden bases scat- Dimensions tered around the world and entire Menton armies of followers, while others Takofanes the Undying Lord prefer to work by themselves. But The Warlord each one represents a danger no superhero can aff ord to ignore. Conquerors, Killers, And Crooks 7 DOCTOR DESTROYER

ackground/History: Born to a Bavarian South America. He already knew what destiny lay and his wife in the bitter winter in store for him — rulership — and it was time to of 1917, Albert Zerstoiten was a precocious begin fulfi lling it. But fate had other ideas. Th e Brit- Bchild. Able to walk before he was a year old, ish stopped the cargo ship he was on and captured and to speak coherent sentences before he was two, him — the fi rst, and last, time anyone ever took he constantly amazed his parents with his intellect him against his will. He was escorted to America and strength. under careful guard. Th e Allies knew who he was, Although the family was poor, Rudi Zer- and though they despised him, they could not stoiten oft en entertained his son with stories of deny his towering intellect or his devilish creativ- his ancestors’ past glories, when the Zerstoitens ity when it came to inventing weapons. American were renowned nobles. Albert loved the tales of offi cials, eager to take advantage of his abilities in grandeur and power, and sat quietly in his father’s the Cold War they knew would inevitably follow workshop and helped him make dolls just so Rudi World War II, overlooked his activities on behalf of would tell him more. As he grew up, the stories of Nazi Germany. Th e hideous experiments involving his noble blood, together with his rising awareness human subjects tortured to death in the name of of his intellectual superiority, combined to make Science, the advanced fi rebombs designed to dev- him insuff erably arrogant and proud. astate entire cities, the dabbling with germ warfare Nor was that his only social diffi culty. Albert — all were conveniently forgotten. Instead of facing displayed a terrible temper, becoming furious judgment at Nuremburg, Albert Zerstoiten found whenever he was slighted, frustrated, or denied in himself living in a comfortable split-level home in any way. His parents soon learned it was best not America and working on the next generation of to anger him, but other people simply kept their atomic bombs. children away from him, fearing he’d hurt them. But the temporary derailment of his plans Albert didn’t care; he had no desire to spend his did nothing to change Zerstoiten’s mind about time in the company of inferiors. He grew up alone, his ultimate destiny. His superiority, not only over immersed in his studies. common folk but even the other “advanced” scien- So vast was Albert’s intelligence that he was tists he worked with on a daily basis, was readily enrolled in university at age 12. By the time he apparent to anyone with even the slightest wit. He was 20, he had two Ph.D degrees. His learning stayed just long enough to learn what he needed to and Aryan good looks attracted the attention of know about America’s technological and military the Nazi government, which off ered him a job secrets, and then departed, hiding himself in South working on a number of secret military projects. America so he could work unmolested. Scientists Albert readily agreed to the “off er,” knowing not who had annoyed or aggravated him turned up only that he had no choice, but that he could dead shortly aft er he left , but no one was ever able improve his already extensive skills through such to defi nitely connect their deaths to him. cutting-edge projects. Th ough he mouthed Nazi For the next quarter of a century, Zerstoiten slogans when required to, he considered the Nazi worked to build not only his scientifi c acumen, but philosophy foolish. He was well aware that no one a world-wide criminal network. He soon gained race, German or otherwise, was superior to all the a reputation as a supplier of advanced weaponry rest; only he and he alone stood above the teeming to underworld gangs, terrorist organizations, and masses of humanity. Even the purest of Germans supervillains, but his empire was far greater than was as nothing compared to him. that. By 1960, his smuggling operations, Albert worked on numerous war projects for corporations, and other resources had made him the Nazis from 1938 until 1944, including several a millionaire many times over. Across the globe, involving the new Übermenschen, who intrigued powerful underworld fi gures knew him only by the him and became a subject of lifelong fascination. English translation of his name — Dr. Destroyer. But when it became apparent Germany was des- By the mid-1970s, Zerstoiten felt prepared to tined to lose the war, he defected, betraying his begin his conquest of Earth in earnest, but he knew colleagues to the French Resistance. Reports that he had to prepare to contend with costumed super- several scientists whom Albert intensely disliked heroes as much as with the governments of the were already dead when the Resistance attacked world. Designing himself a suit of powered armor, have never been confi rmed. the most advanced ever invented up to that time, so Albert cared for the French no more than he he could face his foes on even footing, he embarked had for the Germans. When the opportunity arose, on his fi rst scheme of conquest: a plan to take over he betrayed the Resistance as well and took ship for California, and eventually the entire United States. 8 HERO SYSTEM 5TH EDITION

to rule the planet Earth. All mankind must bow to Fall Down — Go BOOM! him, and acknowledge him its unquestioned master, ‘Yes, Destroyer’s armor is more before he will be satisfi ed. Compared to other people, powerful than mine — it’s more he is a god, and he intends to be recognized as one. powerful than anyone’s. Watch He will not tolerate scorn, mockery, or impudence; the news footage of the Battle on more than one occasion he has casually slaugh- of Detroit. You haven’t seen me singlehandedly tered someone who made a trivial remark he found collapsing any skyscrapers, have you? And that off ensive. was what he could do ten years ago....’ Destroyer’s ego and arrogance manifest them- — Defender of the Champions selves in grandiloquent ways. He’s not content to sit With America out of the way, it would be child’s play quietly and conspire behind the scenes to take over to conquer Europe, Russia, and anyone else who the world; he wants to bring humanity to its knees dared resist him. On March 5, 1975, he launched his with one terrifying gesture that embodies his irresist- assault, backed by an army of agents equipped with ible power and intelligence. Given to long, pompous super-tech vehicles and weapons of his own design. speeches describing his own superiority and inevi- Th e superheroes of America, including the Fabulous table triumph, Destroyer is so confi dent in his own Five, the Justice Squadron, the Sentinels, and many success that he usually doesn’t hesitate to reveal his independent heroes, responded. Aft er a fi erce battle, plans to superheroes. Aft er all, they can’t possibly stop they drove Destroyer from his initial gains and forced him in time. him to abandon the attempt, though it cost them At times, Destroyer carries himself with a noble dearly — both Kid Chameleon and the Ocelot fell by air, as if aff ecting the manners of the emperors of old, Destroyer’s hand. and pretends to be honorable and trustworthy. In Between 1975 and 1992, Destroyer tried several truth, he is neither. Th ough he claims his word is his times to conquer the world, oft en making impres- bond, he readily breaks promises he fi nds inconve- sive initial gains but always suff ering eventual defeat nient and willingly betrays anyone foolish enough to at the hands of heroes — albeit by frighteningly ally with him if he can gain by doing so. narrow margins. (Th ough he also helped to defeat the Although the rest of the world considers Gadroon and stave off other threats to Earth during Destroyer irredeemably evil (and he is), no one this time.) Most infamous of these attempts was the denies his extraordinarily intelligence and other gift s. 1991 attack on America using the artifi cial island Anyone who underestimates his intellect, his capacity of Destruga, and the follow-up eff ort in 1992 that for creating multiple-layered plans, or his willingness resulted in the almost total destruction of Detroit... to do whatever he must to achieve his goals is in for and, to humanity’s great relief, Destroyer’s death. a rude surprise. Th e same goes for those who con- Or so Destroyer preferred for the world to sider Destroyer a straightforward combat opponent; believe. His analysis of his activities during the in truth, he enjoys manipulating people intellectu- past two decades convinced him he needed more ally and emotionally — especially if, by doing so, he resources, better technology, and stronger forces if can make them their ethics or morals. He’s his plans were to succeed. Th e superheroes of Earth particularly fond of using superheroes’ Codes Versus represented an X-factor he could never completely Killing against them. predict or compensate for, so the only solution was Quote: “One must expect to feel a few thunderbolts to greet them with overwhelming force. Th e attack when one challenges the gods.” on Detroit was nothing more than a feint, a way to Powers/Tactics: Doctor Destroyer is widely, and cor- fake his own death so he could go into seclusion to rectly, regarded as the most technologically advanced develop his most irresistible plan of conquest yet. and adept person on Earth. He wears a suit of pow- For ten years Destroyer remained in hiding, so ered armor that’s more sophisticated and powerful carefully concealed that not even a whisper of his than any other in existence, and the super-technol- continued existence reached the ears of the govern- ogy in his bases, vehicles, and weapons is similarly ments of the world. During that time he concentrated advanced. Every time superheroes capture some of on scientifi c research, developing new weapons and Destroyer’s technology, the scientists of the world systems even more advanced than his already cut- learn new things. Destroyer’s armor, and much of ting-edge technology. Incorporating breakthroughs his technology, is constructed of Destreum, a super- in computing, robotics, microelectronics, bioengi- strong alloy he invented. neering, and nanotechnology into his inventions, Because Destroyer almost never takes off his he built himself a new suit of armor — the most armor (and then only in the most safe conditions), powerful the world has ever seen. More regal and and it cannot be removed against his will without impressive than ever, he now stands poised to fulfi ll circumventing elaborate security technology, it does his destiny and become ruler of the world... regard- not take a Limitation such as Focus or Only In Heroic less of how many costumed fools choose to stand Identity. For game purposes, Dr. Destroyer simply has against him. innate powers — though the GM should, of course, Personality/Motivation: Destroyer is arrogance and keep the special eff ect in mind when resolving spe- imperial ambition personifi ed. He knows, from years cifi c situations. of experience, that he is intellectually and physically Destroyer’s armor comes equipped with sys- superior to all other human beings (and, for that tems designed to make him as physically superior matter, other sentients), and that as such it is his right to superhumans as he already is intellectually. His Conquerors, Killers, And Crooks 9

Primary and Secondary Weapon Arrays contain only, perhaps, to Mechanon in terms of his skill with blasters and other weapons powerful enough to kill robotics, Destroyer oft en uses robotic duplicates to or harm even the likes of Grond and Ripper, and his insulate himself from direct contact with or harm defensive systems (ranging from the natural defenses from superheroes. He rarely uses cloned servants or of his armor, to walls of force he can generate at constructs, preferring to leave the less precise and range) protect him from most types of harm. He can powerful biological sciences to the likes of Teleios. fl y, eff ortlessly lift hundreds of tons of weight, and Destroyer has four main headquarters. Th e fi rst, perform many other astounding feats. With his vast and oldest, is hidden deep in the Vale of Javangari technological resources, he can add to or adapt his in the Himalayas. He discovered this ancient valley, armor for specifi c situations if need be. inhabited by peoples who had had no contact with But Destroyer’s armor is not his greatest weapon. the outside world for centuries, in the 1960s. He His matchless mind is what gives him the edge he conquered it so eff ortlessly that the people there now needs to triumph. He is enormously skilled, a world revere him as a god, an incarnation of Shiva, and expert in dozens of sciences and related subjects, and serve him without question or complaint. In but a few a polymath of almost unprecedented scope. decades he has raised them from a primitive soci- Doctor Destroyer rarely engages in combat ety with seventeenth century technology to one himself, preferring not to soil his hands with such of the most technologically advanced cultures menial tasks. He usually sends a robot duplicate or on Earth. Th e second is an underground base other fl unkies instead. If he does fi ght, he begins in Siberia with underground river access to battle without employing any advanced tactics the Pacifi c Ocean. Th e third is a mobile under- — he simply stands there and blasts away at his foes, water base, in essence a gigantic submarine; knowing they cannot withstand his attacks for long. it was here that Destroyer spent He prefers single attacks, but will resort to multiple- most of the past decade con- power attacks if necessary, or to impress onlookers. If ducting research and build- his enemies somehow resist, avoid, or counteract his ing his new armor. Th e attacks, he quickly adapts, using his intellect and tac- last is an orbital facility, tical insight to fi nd ways to lay them low. Superheroes hidden by advanced who mistake his arrogant approach to combat for a stealth technology and true lack of tactical sense are in for a shock. equipped with weaponry Destroyer has two Achilles’s heels — one known even more powerful than to the world, one carefully kept secret. Th e fi rst is his the cannon with which he pride and arrogance, through which he can some- razed Detroit. times be taunted into exposing himself, and which Destroyer uses a power- drive him to grandiose schemes when more covert ful artifi cially intelligent com- action would probably allow him to achieve his goals puter, named Sennacherib, to more quickly. Th e second is a quirk of genetics that run the automated features of played him false. Th e same genes responsible for his his facilities and assist him incredible intelligence and good health also render with his research. Possibly him not susceptible to the standard age-retarding sci- the most advanced com- entifi c treatments known to the Champions Universe puter in the world, Sen- as of 2002. (Th ey also make it extremely diffi cult to nacherib has advanced viably clone him.) Destroyer is now 85 years old, and encryption and stealth though he has slowed down his aging somewhat, he systems to prevent cannot stop it altogether. His armor in essence acts as anyone from hacking a life support system, not only granting him powers into it or monitoring/ but keeping him as healthy as possible as long as pos- tracking its transmis- sible. He is desperately researching new ways to halt, sions. or even reverse, his aging before it becomes too late. Relations With Resources: Doctor Destroyer possesses more, and Others: Destroyer more advanced, resources than many nations. In does not get addition to his technological prowess, he is a billion- along well with aire dozens of times over, with income deriving not anyone; every only from his numerous criminal schemes but the powerful many dummy corporations he has established over individual the years to exploit patents obtained on his lesser and organiza- inventions. Approximately twenty thousand highly- tion in the trained servants, troops, and technicians serve him world is but with absolute loyalty, and many more people would an obstacle fl ock to his banner should he gain some measure of to his goal true geopolitical power in the world. Destroyer also of world con- has a few superpowered servants; two of them, Giga- quest. He reserves ton and Rakshasa, are detailed below. his particular hatred In addition to his human followers, Destroyer for groups with simi- has uncounted legions of robots, androids, and other lar objectives (such as mechanical constructs at his command. Second VIPER), former followers 10 HERO SYSTEM 5TH EDITION

DR. DESTROYER who have “betrayed” him (Menton and Mentalla), Out of his armor, Albert Zerstoiten is an 85 PLOT SEEDS and groups like DEMON which rely on magic year old white male, extremely healthy and fi t for his instead of technology (which he considers fool- age but still showing the signs of nearly a century of By murdering the PCs’ ish and dangerous, since wizardry cannot be con- hard-lived life. He has a thick head of grey hair, and liaisons and contacts trolled or scientifi cally analyzed). Nevertheless, Dr. his face, handsome even today, looks cultured and and replacing them Destroyer has from time to time joined forces with intelligent even when he’s committing the most evil with robotic duplicates, other supervillains or villainous organizations as a acts imaginable. His eyes, lively and piercing, betray Destroyer begins to way to achieve his goals. Inevitably, he betrays these the cruelty that lives within him. turn government opin- allies, or comes to blows with them when their meg- DR. DESTROYER ion against the heroes. alomaniacal personalities clash with his own. Before they know it, Some experts on supervillainy have opined that Val Char Cost Roll Notes they’re wanted on Dr. Destroyer is the Supreme Serpent who suppos- 80 STR 70 25- Lift 1.6 ktons; 16d6 [8] trumped-up charges! 30 DEX 60 15- OCV: 10/DCV: 10 Can they remain free edly rules VIPER, and that he either built, or secretly 55 CON 90 20- long enough to fi gure is, the robotic fi end Mechanon. Destroyer has never out what’s going on commented on these theories. 30 BODY 40 15- 35 INT 25 16- PER Roll 16- and clear their names... Campaign Use: Doctor Destroyer is the single most or will Destroyer take 26 EGO 32 14- ECV: 9 powerful supervillain in the Champions Universe, advantage of the confu- 60 PRE 50 21- PRE Attack: 12d6 sion to succeed with his the one villain any superteam, no matter how power- 12 COM 1 11- latest scheme? ful, should regard as an extreme danger to the safety and security of the world. Even if the GM reduces 40 PD 24 Total: 40 PD (40 rPD) Destroyer unleashes an Destroyer’s power to make it possible for the PCs to 40 ED 29 Total: 40 ED (40 rED) army of robotic soldiers defeat him, triumphing over him and stopping his 8 SPD 40 Phases: 2, 3, 5, 6, 8, 9, 11, 12 in an attempt to conquer schemes should never be easy. 30 REC 6 India. Th e PCs have to Th e points allocated on Destroyer’s sheet for 150 END 20 stop the invasion, all the agents and bases are approximations. As a master vil- 100 STUN 2 Total Characteristics Cost: 489 while trying to fi gure lain, Destroyer should have whatever resources and out why the fi endish facilities he needs to carry out one of his schemes. Movement: Running: 12”/24” Doctor would choose Add to or change his Perks as needed. such a diffi cult target Flight: 30”/60” Doctor Destroyer is perhaps the most danger- when many easier ones are available. ous Hunted any superhero can have; he counts as Cost Powers END More Powerful than any given hero or superhero 150 Primary Weapons Array: Multipower, Destroyer announces team. He might start Hunting a hero because he 150-point reserve he’s built a series of thinks the hero stole from him, or humiliated him in 15u 1) Destroyer-Beam (Standard Mode): orbital cannons like some way. If he really put his mind to it, Destroyer EB 30d6 15 the one that levelled could kill just about any hero without much trouble. 15u 2) Destroyer-Beam (Energy Conservation Detroit, and demands Only the fact that he has dozens of other things Mode): EB 20d6, Reduced Endurance (0 the world surrender to to occupy him keeps him from simply wiping out END; +½) 0 him in 24 hours or he’ll anyone he Hunts as soon as that person attracts his 15u 3) Destroyer-Beam (AP Mode): EB 20d6, start destroying major unfavorable attention. Armor Piercing (+½) 15 cities, one per hour, until If Destroyer is too powerful for your group to it does so. Can the PCs 15u 4) Destroyer-Beam (Explosive Mode): EB challenge (assuming you want them to confront him fi nd him and stop his 20d6, Explosion (+½) 15 plot in time? personally in combat at all), reduce the Active Points 15u 5) Destroyer-Beam (Transdimensional in his attacks appropriately (but typically to no less Mode): EB 20d6, Aff ects Desolidifi ed (+½) 15 than 100-120 Active Points), and cut his Character- 15u 6) Destroyer-Beam (Mercy Mode): EB 12d6, istics (reduce STR to 60, DEX to 25, and SPD to 6; AVLD (defense is Power Defense; +1½) 15 do not reduce INT or PRE). You might also consider 15u 7) Destroyer-Beam (Power Mode): getting rid of his Damage Reduction or reducing his RKA 10d6 15 PD and ED. In the unlikely event he’s not powerful 125 Secondary Weapons Array: Multipower, enough to challenge your PCs, increase the Active 125-point reserve Points in his attacks and defenses until he is, or equip 11u 1) Particle Cannon: RKA 5d6, Reduced him with entire new suites of powers (e.g., a Multi- Endurance (0 END; +½) 0 power of Mental Powers resulting from a Cerebro- 12u 2) Secondary Destroyer-Beam: EB 16d6, Stimulator built into his helmet). Reduced Endurance (0 END; +½) 0 Appearance: Doctor Destroyer wears the most 12u 3) Sensory Overload Cannon: Sight and advanced and powerful suit of powered armor in the Hearing Group 15d6, Reduced world. Th e basic armor, not much bulkier than ordi- Endurance (0 END; +½) 0 nary clothing thanks to his nanotechnological break- 12u 4) Synaptic Interference Generator throughs, is jet black. Attached to it are a breastplate, (Setting I): Drain STR 8d6, Ranged (+½) 12 gauntlets, and boots in silver-grey, and golden paul- 12u 5) Synaptic Interference Generator drons in the shape of lion’s heads. Over it all he wears (Setting II): Drain DEX 8d6, Ranged (+½) 12 a red cloak, and sometimes a sword for eff ect. His 12u 6) Synaptic Interference Generator head and face are concealed by a silver-grey helm of (Setting III): Drain SPD 8d6, Ranged (+½) 12 distinctive shape, with a headpiece reminiscent of a 12u 7) Tangleweb Projector: Entangle 10d6, golden crown on . 10 DEF, Reduced Endurance (½ END; +¼) 5 Conquerors, Killers, And Crooks 11

112 Technological Arsenal: Variable Power Pool 32 Armor Computer Systems: Absolute (Gadget Pool), 90 base + 45 control cost; Range Sense, Absolute Time Sense, Bump Focus (all powers bought through VPP Of Direction, Lightning Calculator, must have at least -½ worth of this Universal Translator 16- Limitation; -½), Can Only Be Changed In Destroyer’s Laboratory (-½) var Skills 20 Destreum Armor: Hardened (+¼) for PD 40 +4 Overall and ED 0 20 +4 with Ranged Combat 50 Destreum Armor: Damage Resistance 3 Bureaucratics 21- (40 PD/40 ED), Hardened (+¼) 0 3 Combat Piloting 15- 60 Destreum Armor: Physical and Energy 7 Computer Programming 18- Damage Reduction, Resistant, 50% 0 15 Cramming (x3) 85 Force Barrier Generator: Force Wall 3 Criminology 16- (15 PD/15 ED; 5” long and 2” tall) 9 3 Cryptography 16- 37 Destreum Helmet: Sight and Hearing Group 3 Deduction 16- Flash Defense (15 points each), Hardened 3 Demolitions 16- (+¼) 0 7 Electronics 18- 20 Destreum Helmet: Mental Defense 3 High Society 21- (20 points total), Hardened (+¼) 0 3 Interrogation 21- 20 Destreum Armor: Power Defense 11 Inventor 20- (16 points), Hardened (+¼) 0 7 Mechanics 18- 15 Destreum Armor: Lack Of Weakness (-15) 5 Navigation (Air, Land, Marine, Space) 16- for Normal Defenses 0 3 Oratory 21- 45 Life Support Systems: Life Support: Total 0 3 Paramedics 16- 90 Armor Jets: Flight 30”, Reduced Endurance 3 Persuasion 21- (0 END; +½) 0 31 Power: Gadgeteering 30- 12 Swift Runner: Running +6” (12” total) 1 2 PS: Dollmaking 11- 5 Visual Sensor Systems: Infrared Perception 3 PS: Play Chess 16- (Sight Group) 0 3 PS: Play Piano 15- 5 Visual Sensor Systems: Ultraviolet 3 Security Systems 16- Perception (Sight Group) 0 3 Systems Operation 16- 15 Sonar System: Active Sonar (Hearing 3 Tactics 16- Group) 0 9 TF: Common Motorized Ground Vehicles, 3 Audio Sensor Systems: Ultrasonic & Space Vehicles, Combat Perception (Hearing Group) 0 Aircraft , Helicopters, Large Planes, Small 8 Communications Suite: HRRP (Radio Planes, Submarines Group); Aff ected As Sight And Hearing 13 Weaponsmith (all categories) 18- Groups As Well As Radio Group (-½) 0 3 Linguist 15 Radar System: Radar (Radio Group) 0 2 1) English (completely fl uent; German is 15 Sensory Enhancement Systems: +10 versus native) Range Modifi er for Sight Group 0 2 2) French (completely fl uent) 15 Sensory Enhancement Systems: Increased 2 3) Italian (completely fl uent) Arc Of Perception (360 Degrees) for 2 4) Japanese (completely fl uent) Sight Group and Radar 0 2 5) Mandarin Chinese (completely fl uent) 2 6) Portuguese (completely fl uent) Perks 2 7) Russian (completely fl uent) 310 Bases: four bases of up to 1,500 points each 2 8) Spanish (completely fl uent) 100 Contacts: various and sundry throughout 3 Scientist the underworld, world governments, and 2 1) SS: Anatomy 16- the world scientifi c community 2 2) SS: Anthropology 16- 15 Money: Filthy Rich 2 3) SS: Archaeology 16- 85 Followers: approximately 20,000 Followers 2 4) SS: Astronomy 16- of up to 300 points each, built on 50 Base 2 5) SS: Bacteriology/Virology 16- Points 2 6) SS: Biochemistry 16- 18 Reputation: world’s most powerful and 2 7) SS: Biology 16- dangerous supervillain (on Earth; 14-) 2 8) SS: Botany 16- +6/+6d6 2 9) SS: Chemistry 16- Any other Followers, Vehicles, or Bases he 2 10) SS: Computer Science 16- might possibly need 2 11) SS: Density Physics 16- 2 12) SS: Dimensional Engineering 16- Talents 2 13) SS: Electronic Engineering 16- 5 Eidetic Memory 2 14) SS: Force Field Physics 16- 3 Perfect Pitch 2 15) SS: Genetics 16- 5 Resistance (5 points) 2 16) SS: Geology 16- 4 Speed Reading (x10) 2 17) SS: Gravitics 16- 12 HERO SYSTEM 5TH EDITION

2 18) SS: Mathematics 16- EXAMPLE POWERS FOR TECHNOLOGICAL 2 19) SS: Medicine 16- ARSENAL POWER POOL 2 20) SS: Metallurgy 16- Here are some examples of devices Dr. 2 21) SS: Nuclear Physics 16- Destroyer might build with his Gadget Pool: 2 22) SS: Oceanography 16- 2 23) SS: Pharmacology/Toxicology 16- Dimensional Transporter: With this device, Dr. 2 24) SS: Physics 16- Destroyer can move from one point to another 2 25) SS: Psionic Engineering 16- without crossing the physical space in between. 2 26) SS: Robotics 16- Teleportation 20”, Reduced Endurance (0 2 27) SS: Size Physics 16- END; +½) (60 Active Points); OIF (-½). Total 2 28) SS: Subatomic Physics 16- cost: 40 points. 2 29) SS: Zoology 16- 3 Scholar EMP Cannon: Although he uses technology against 2 1) KS: Art History 16- his enemies, Dr. Destroyer doesn’t like having it 2 2) KS: Chess 16- used against him. Th is weapon allows him to shut 2 3) KS: Th e Espionage World 16- off his opponents’ powered armor, blasters, and the 2 4) KS: History 16- like. 2 5) KS: Literature 16- 2 6) KS: Military History 16- Dispel 24d6, any Electrical Device one power at 2 7) KS: Th e Military/Mercenary/Terrorist a time (+¼) (90 Active Points); OIF (-½). Total World 16- cost: 60 points. 2 8) KS: Music 16- Flight Enhancer: With these extra jets, Dr. Destroyer 2 9) KS: Superheroes 16- can fl y faster than ever. 2 10) KS: Th e Superhuman World 16- 2 11) KS: Superpowers 16- Flight +15”, x16 Noncombat for all (45 Active 2 12) KS: Supervillains 16- Points); OIF (-½). Total cost: 30 points. 2 13) KS: Wine 16- 2 14) KS: World Politics 16- Force Barrier Extender: Th is device enhances the 3 Traveler strength and size of Dr. Destroyer’s Force Barrier. 1 1) CK: Berlin 11- Force Wall (+6 PD/+6 ED; +5” long and +2” 1 2) CK: Buenos Aires 11- high) (44 Active Points); OIF (-½). Total cost: 1 3) AK: Central America 11- 29 points. 1 4) CK: London 11- 1 5) AK: Th e Middle East 11- Miniaturized Arsenal: Th is series of weapon 1 6) CK: Moscow 11- enhancements allows Dr. Destroyer to fi re a wide 1 7) CK: Munich 11- range of deadly beams. 1 8) CK: New York City 11- 1 9) AK: South America 11- EB 12d6, Variable Special Eff ects (+½) (90 1 10) CK: Tokyo 11- Active Points); OIF (-½). Total cost: 60 points. 1 11) AK: Th e United States 11- Psionic Feedback Inducer: Th is weapon, which Total Powers & Skills Cost: 2,027 attaches to Destroyer’s helmet, causes synaptic mis- Total Cost: 2,516 fi rings in the target’s brain, resulting in spasms and intense pain. 200+ Disadvantages Ego Attack 4d6 (40 Active Points); OIF (-½), 8 20 Hunted: UNTIL 11- (As Pow, NCI, Capture) Charges (-½) (total cost: 20 points) plus Drain 20 Hunted: PRIMUS 11- (As Pow, NCI, Capture) DEX 2d6, Ranged (+½) (30 Active Points); OIF 25 Psychological Limitation: Utterly Convinced (-½), 8 Charges (-½), Linked (-½) (total cost: Of His Own Superiority And Destiny To 12 points). Total cost: 32 points. Rule Th e World (Very Common, Total) 20 Psychological Limitation: Casual Killer Psychic Shield: If Dr. Destroyer expects to face (Very Common, Strong) powerful mentalists, he oft en prepares this device. 20 Reputation: world’s most powerful and Due to his extensive study of Menton and Men- dangerous supervillain, 14- (Extreme) talla, it’s particularly eff ective against their psionic 15 Social Limitation: Public Identity (Dr. Albert powers. Zerstoiten) (Frequently, Major) 2,196 Experience Points Mental Defense (+15 points) (15 Active Points); OIF (-½) (total cost: 10 points) plus Mental Total Disadvantage Points: 2,516 Defense (+10 points) (10 Active Points); OIF (-½), Note: Dr. Destroyer does not receive the normal +5 Linked (-½), Only Versus Menton And Mentalla bonus to his Hunteds for having a Public Identity (-1) (total cost: 3 points). Total cost: 13 points. because, although his name is publicly known, his The Sword Of Destroyer: Th is blade, carried more general whereabouts almost never are. for aff ect than for actual use, appears to be a slim, lightweight sword, similar to a rapier. In fact it con- Conquerors, Killers, And Crooks 13 tains built-in systems that surround the blade with 6 Wrist Communicator: HRRP; OIF (-½), GIGATON an energy fi eld, allowing it to cut through virtually Aff ected As Sight And Hearing Groups As PLOT SEEDS anything. Well As Radio Group (-½) 0 HKA 1½d6 (3d6+1 with STR), Armor Piercing Destroyer discovers Skills Gigaton’s powers are (x2; +1), Penetrating (+½), Reduced Endur- 12 +4 with Gigablast Powers Multipower not stable and that he ance (0 END; +½) (75 Active Points); OAF 15 +3 Hand-To-Hand will soon explode like (-1), No Knockback (-¼). Total cost: 33 points. a mini-nuke. Aft er 2 Gambling (Card Games) 12- secretly attaching a Tractor Beam: A favorite of Destroyer’s due to its 5 KS: Destroyer Security Procedures 14- temporary stabiliz- impressive nature, this device uses gravitic manipu- ing device to Gigaton, 2 KS: Th e Military/Mercenary/ lation to move objects at a distance. Destroyer sends him off Terrorist World 11- to attack Washington, Telekinesis (60 STR) (90 Active Points); OIF 3 Oratory 15- D.C. At the right time (-½). Total cost: 60 points. 2 PS: U.S. Army Soldier 11- — just aft er a superhero 3 Security Systems 12- attacks — Destroyer will GIGATON 3 Shadowing 12- de-activate the stabilizer Val Char Cost Roll Notes 3 Stealth 14- and let Gigaton explode, thus making it look like 60 STR 50 21- Lift 100 tons; 12d6 [6] 3 Tactics 12- the hero triggered the 23 DEX 39 14- OCV: 8/DCV: 8 3 Teamwork 14- 3 Tracking 12- devastating blast. Can 40 CON 60 17- the PCs discover what’s 2 WF: Small Arms 20 BODY 20 13- going on in time to 13 INT 3 12- PER Roll 12- stop the catastrophe, or 11 EGO 2 11- ECV: 4 Total Powers & Skills Cost: 427 maybe even fi nd a way 30 PRE 20 15- PRE Attack: 6d6 Total Cost: 678 to save Gigaton and thus 20 COM 5 13- convince him to become 200+ Disadvantages a hero? 25 PD 13 Total: 25 PD (20 rPD) 5 Distinctive Features: unique Geiger 30 ED 22 Total: 30 ED (20 rED) counter signature (Not Concealable, A woman approaches 5 SPD 17 Phases: 3, 5, 8, 10, 12 Noticed And Recognizable, Detectable the PCs. She claims she used to be Gigaton’s 20 REC 0 Only By Unusual Senses) fi ancee and that she 80 END 0 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) recognizes him from 70 STUN 0 Total Characteristics Cost: 251 the shape of his face 10 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, and the look in his eyes Movement: Running: 9”/18” Watching) (she’s seen him on the Flight: 15”/30” 25 Psychological Limitation: Completely Loyal news). She begs them to To Dr. Destroyer (Very Common, Total) “rescue” him from Dr. Cost Powers END 15 Psychological Limitation: Overconfi dence Destroyer. Is she right? 105 Gigablast Powers: Multipower, (Very Common, Moderate) Is her request legitimate, 105-point reserve 15 Reputation: Dr. Destroyer’s chief or an elaborate ploy of Destroyer’s? 10u 1) Gigabolt: EB 14d6, Reduced super-lackey, 11- (Extreme) Endurance (0 END; +½) 0 15 Social Limitation: Secret Identity (Tim A new supervillain, with 10u 2) Gigablast: EB 14d6, Explosion (+½) 10 Colton) (Frequently, Major) 353 Experience Points powers very similar to 10u 3) Lesser Gigablast: EB 10d6, Explosion Gigaton’s, begins com- (+½), Reduced Endurance (0 END; +½) 0 mitting robberies in Total Disadvantage Points: 678 10u 4) Controlled Gigablast: EB 10d6, Area Of Millennium City, leaving Eff ect (One Hex; +½), Reduced Endurance Background/History: In 1994, Tim Colton was a a trail of wreckage in his (0 END; +½) 0 private in the U.S. Army who volunteered to take wake. Is this a new child 10u 5) One-Way Force Bonds: Entangle 5d6, 5 part in a “wargame” involving a nuclear war sce- of Project Sunburst, or DEF, Takes No Damage From Attacks nario. What the brass didn’t tell the volunteers was has Gigaton decided to (+½), Reduced Endurance (0 END; +½) 0 that the “game” was really an experiment designed start an ordinary crimi- nal career on the side 61 Energy Transference: Absorption 8d6 to test soldiers’ resistance to nuclear weaponry and, — and if the latter, why? (energy, half to STR, half to STUN), Can in the process, develop a superhuman soldier who Absorb Maximum Of 90 Points’ Worth could function in a post-nuclear era. Of Energy 0 Tim was so hung over from partying the night 20 Energy-Enhanced Body: Damage before — all the volunteers had received a three- Resistance (20 PD/20 ED) 0 day pass — that to this day he barely remembers 20 Energy-Enhanced Senses: Sight and lining up in the desert for the “exercise.” He does Hearing Group Flash Defense (8 points recall a blinding white light and a feeling of heavy each), Hardened (+¼) 0 pressure and heat. Aft er that, he lapsed into a coma 8 Energy-Enhanced Mind: Mental Defense and didn’t wake up for nearly four years. (10 points total) 0 Most of the participants in Project Sunburst 45 Energy-Enhanced Body: Life Support: Total 0 died that day. A few survived, sometimes develop- 45 Flying: Flight 15”, Reduced Endurance ing unusual powers aft er a while, but even most of (0 END; +½) 0 the survivors simply died long, slow deaths over 6 Swift Runner: Running +3” (9” total) 1 several months. Tim Colton was one of the lucky 14 HERO SYSTEM 5TH EDITION

ones. As near as the Army doctors could tell, he was Gigaton is a natural leader... to a point. He’s completely unharmed! Th ey couldn’t even explain extremely comfortable commanding squads of the coma, but they could tell that his body remained troops, or even a small organization like Destroyer’s extremely healthy and vital despite it. Even as months security staff . But beyond that, he’s more of a fol- turned into years, Tim’s physique didn’t deteriorate lower than a leader. He looks to those more power- at all — in fact, it seemed to improve. Eventually the ful and intelligent than himself for leadership on a doctors even stopped feeding him; he apparently larger scale, which is one reason why he’s so loyal to didn’t need food anymore. Destroyer. He recognizes that Destroyer is danger- While in self-imposed seclusion, Dr. Destroyer ous, perhaps even insane, but like a good soldier he heard about the outcome of Project Sunburst and keeps right on doing as he’s told. Th e fact that he’s sent Rakshasa to investigate. Gaining access to “the surrounded by money, luxuries, and women doesn’t Crypt” — the top-secret facility where most of the exactly make him want to change his mind, either. Sunburst survivors were kept — with the help of an Quote: “As you command, Doctor. Your enemies will Army general he was blackmailing, Rakshasa used be dead in mere minutes.” a device provided by Destroyer to determine that several of the survivors, all in comas, were imbued Powers/Tactics: Gigaton gained his powers when the with strange power. One, Colton, was so powerful his energy from a nuclear explosion somehow infused readings were off the instrument’s scale. Rakshasa and interacted with his body. As a result, his every cell arranged to liberate Colton and took him, still in a is bursting with strange bio-nuclear energies, giving coma, to Destroyer’s Javangari headquarters. him tremendous strength and resilience, a variety Using his advanced biological and medi- of energy projection powers, the power to fl y, and cal knowledge, Destroyer found a way to wake even the ability to survive without air or food. Most Colton up. Between his rage at having been intriguingly, he can absorb energy from his oppo- made a guinea pig by the Army, his gratitude to nents’ attacks, using it to increase his strength and Destroyer for “rescuing” him, and Destroyer’s durability. (Sometimes, if he knows he’s just about subtle (but eff ective) brainwashing to go into battle, he’ll have some of Dr. Destroyer’s techniques, Colton was soon a loyal agents fi re their blasters at him to “pump him up.”) adherent of Dr. Destroyer, willing to Gigaton prefers to open the battle with one of do whatever the arch-villain com- his Gigablast Powers — the Gigablast if possible (he manded. Christening him “Gigaton” loves the explosive eff ect), or the Gigabolt if neces- because of the nature and source sary. If a more subtle approach is needed, he’ll use of his powers, Destroyer made him his Entangle (a projected one-way force-fi eld) fi rst. head of his organization’s security. Although he’s strong enough and skilled enough to Th ough he keeps a careful eye on be a powerful hand-to-hand combatant, he tends to Colton, just in case, so far the get involved in brawls only when ranged attacks are evil Doctor has yet to be disap- no longer an option. If necessary he’ll throw an oppo- pointed with Gigaton’s perfor- nent away from him to allow for more ranged attacks. mance of his duties. Campaign Use: Gigaton is Dr. Destroyer’s head of Personality/Motivation: security and one of the leaders of his armed forces. Gigaton is an organized, As such the PCs probably won’t encounter him inde- disciplined, no-nonsense pendently or provoke him into Hunting them; he acts individual — a real “gung only on Destroyer’s orders. ho” commander and combat- Gigaton could serve as a gateway to a story or ant. Subconsciously he’s story arc involving Project Sunburst. Radium (page not entirely comfortable 108) and Armadillo (page 120) are other survivors with the decisions of the ill-fated experiment, and more may exist, just he’s made or life waiting to wreak havoc on the world... or perhaps he’s chosen, and become superheroes. to blot out any To make Gigaton less powerful, reduce his STR twitterings of to 40 and other Characteristics proportionately (but guilt he focuses leave his SPD and DEX alone), and/or reduce his intensely on his Multipower to 80 Active Points (or lower, if neces- job or leisure sary). If you need to make him more powerful, boost activities. the Multipower reserve to 125 points and all the powers accordingly, and/or increase his SPD to 6. Appearance: Gigaton stands 6’3” tall and weighs about 245 pounds. He wears a black costume with gold boots, trunks, gloves, and cape; his mask is a black half-face cowl. On his center chest is a gold symbol. On those rare occasions when he’s not in costume, his red hair and green eyes are readily apparent. Conquerors, Killers, And Crooks 15

RAKSHASA 200+ Disadvantages RAKSHASA Val Char Cost Roll Notes 10 Distinctive Features: Mutant (Not PLOT SEEDS 20 STR 10 13- Lift 400 kg; 4d6 [2] Concealable; Always Noticed; Detectable 26 DEX 48 14- OCV: 9/DCV: 9 Only By Unusual Senses) Aft er a male PC defeats 20 CON 20 13- 25 Psychological Limitation: Completely Loyal or humiliates him, Rak- 10 BODY 0 11- To Dr. Destroyer (Very Common, Total) shasa decides to use his 20 INT 10 13- PER Roll 13- 20 Psychological Limitation: Utterly Amoral powers to steal the hero’s 20 EGO 20 13- ECV: 7 (Very Common, Strong) girlfriend/wife. Depend- ing on how he feels aft er 25 PRE 15 14- PRE Attack: 5d6 15 Social Limitation: Secret Identity (Palash Krisharan) (Frequently, Major) he gets started, he may 16 COM 3 12- just use her and throw 160 Experience Points her away, or kill her as a 15 PD 11 Total: 15 PD (8 rPD) way of toying with the 15 ED 11 Total: 15 ED (8 rED) Total Disadvantage Points: 430 hero. 6 SPD 24 Phases: 2, 4, 6, 8, 10, 12 Background/History: While conducting certain 8 REC 0 operations in India, some of Dr. Destroyer’s Th e PCs suff er a par- 40 END 0 Javangari agents realized the man they were deal- ticularly vicious attack 30 STUN 0 Total Characteristics Cost: 172 ing with was a confi dence artist. Eager to prove from Rakshasa, plung- their merit to Destroyer, and to ensure that the ing them into a “group coma” in which they Movement: Running: 9”/18” received proper punishment, they cap- have a perilous adven- tured him and brought him, blindfolded and Cost Powers END ture in their own “group unconscious, to the Vale. When he was awakened, mind.” Th ey have to to 75 Maya-Weaving: Multipower, the prisoner made an eff ort to escape — fi rst defeat their personal 75-point reserve by trying to fool them with an illusion, then by demons (many in the 15m 1) Personal Illusions: Mental Illusions 12d6, squeezing his malleable body through a grate in shape of weird tiger- Reduced Endurance (½ END; +¼) 3 the fl oor! But one does not escape Destroyer so men) in time to wake up 15m 2) Group Illusions: Sight, Hearing, Mental, easily. Seeing through the illusion, he unleashed a and stop Rakshasa from and Smell/Taste Group Images, -4 to minor blast, suffi cient to knock the prisoner out completing a mission on PER Rolls, Increased Size (8” radius; +¾), once more. Destroyer’s behalf. Reduced Endurance (½ END; +¼) 3 When the prisoner re-awakened, he was in a 15m 3) Voice Of Th e Mind: Telepathy 12d6, hermetically-sealed chamber equipped with psy- Rakshasa commits a murder at an island Reduced Endurance (½ END; +¼) 3 chic shielding. Under threat of torture he quickly resort where the PCs 49 Shift ing Form: Shape Shift (Sight, Hearing, revealed that he was Palash Krisharan, and that Smell/Taste, and Touch Groups, any happen to be vacation- he’d possessed strange powers of illusion creation ing. Th ey have to inves- humanoid shape), Imitation, Costs and body-shaping since he was a teenager. His tigate the killing, and Endurance Only To Change Shape (+¼) 5 strange “magic” had frightened his family and fi nd and stop Rakshasa 15 Malleable Form: Stretching 3” 1 friends so much they’d thrown him out of his vil- — all without using 8 Toughness: Damage Resistance (8 PD/8 ED) 0 lage, so he drift ed to Calcutta and began using his their powers or oth- 6 Swift Runner: Running +3” (9” total) 1 powers to steal. Eventually he learned enough to erwise revealing their work his way up to sophisticated, and profi table, identities! Talents con games. 15 Combat Sense 13- Intrigued, Destroyer gave him a choice: 3 Lightsleep serve me or die. Recognizing an unbeatable off er when he heard one, Krisharan became one of Skills Destroyer’s superhuman agents. Christened “Rak- 3 Acting 14- shasa,” aft er the mythological monster of India, 3 Bureaucratics 14- he has used his powers and talents on Destroyer’s 3 Conversation 14- behalf ever since. 3 Disguise 13- 3 High Society 14- Personality/Motivation: Initially Rakshasa was a 2 KS: Indian History 11- reluctant servant, with an eye out for a way to 2 KS: Indian Culture 11- escape Destroyer’s clutches — but he soon real- 2 Language: English (fl uent conversation; ized how stupid that was. As one of the Doctor’s Hindi is native) chief operatives, he had more money, luxuries, 3 Lockpicking 14- power, and security than ever before, and it 3 Mimicry 13- would be foolish to give it up just for the sake of 3 Persuasion 14- personal freedom. Over the years he’s gone from 3 Security Systems 13- being a malcontent to one of Destroyer’s most 3 Seduction 14- loyal followers. 3 Stealth 14- Rakshasa suits Destroyer’s schemes well 3 Streetwise 14- not only because of his powers, but because he’s completely amoral. All he cares about is serving Total Powers & Skills Cost: 258 Destroyer and himself, in that order. If necessary, Total Cost: 430 he’ll steal, kill, commit mass murder, or do what- ever else he has to — or wants to, just for fun. He is utterly without conscience or scruples. 16 HERO SYSTEM 5TH EDITION

Quote: “Th ings are not always as they seem, are DESTROYER AGENT STANDARD they?” Val Char Cost Roll Notes Powers/Tactics: Rakshasa is a mutant with the abil- 15 STR 5 12- Lift 200 kg; 3d6 [1] ity to generate illusions — both large-scale “halluci- 18 DEX 24 13- OCV: 6/DCV: 6 nations” that anyone can sense, and more personal 15 CON 10 12- images he projects directly into a victim’s mind. 10 BODY 0 11- Additionally, he has the ability to mold and shape 13 INT 3 12- PER Roll 12- his body so he can assume any humanoid form 10 EGO 0 11- ECV: 3 (and even imitate other people) or stretch and 10 PRE 0 11- PRE Attack: 2d6 bend his fl esh in unusual ways. 10 COM 0 11- Rakshasa is not a front-line combatant, and he knows it. In battle, he typically tries to hide 6 PD 3 Total: 14 PD (8 rPD) himself with an Image and then allocate the 6 ED 3 Total: 14 ED (8 rED) rest of his Multipower for Mental Illusions; 3 SPD 2 Phases: 4, 8, 12 alternately, he may try to assume the form 6 REC 0 of a hero and then use Mental Illusions to 30 END 0 make his victims think he has that hero’s 30 STUN 4 Total Characteristics Cost: 54 powers. But he serves Destroyer best when he can avoid getting into Movement: Running: 6”/12” fi ghts. Flight: 8”/16” Besides his lack of direct damage-causing powers, Raksha- Cost Powers END sa’s other big weakness as a combat- 37 Energy Rifl e: Multipower, 60-point reserve, ant is that he moves slowly. He can 32 Charges for entire reserve (+¼); all run faster than normal people, but OAF (-1) [32] that’s a far cry from being able to fl y 3u 1) Basic Setting: EB 12d6; OAF (-1) or teleport. 3u 2) Autofi re Setting: EB 8d6, Autofi re (5 shots, +½); OAF (-1) Campaign Use: Rakshasa is one of Dr. 6 Gun-butt Club: HA +3d6; OAF (-1), Destroyer’s chief spies, and as such the Hand-To-Hand Attack (-½) PCs probably won’t encounter him inde- 12 Combat Knife: HKA 1d6 (2d6 with STR), pendently or provoke him into Hunting Reduced Endurance (0 END; +½); OAF them; he acts only on Destroyer’s orders. (-1), Real Weapon (-¼) plus Ranged (+½) However, he does have a malicious streak for HKA 1d6; OAF (-1), 1 Recoverable to him, and may go out of his way to Charge (-1¼), Range Based On STR (-¼), make a PC miserable if that character Lockout (cannot use HKA until Charge is somehow provokes or aggravates him. recovered; -½) 0 Rakshasa is dangerous for his out- Martial Arts: Destroyer Commando Training of-combat abilities more than his fi ghting Maneuver OCV DCV Notes prowess. With his powers he can slip unde- 3 Aikido Th row +0 +1 3d6 + v/5; tected into heavily-guarded installations, Target Falls steal what he wants, and then escape just 4 Block +2 +2 Block, Abort as easily. Successfully opposing him means 4 Boxing Cross +0 +2 5d6 Strike out-thinking him, not outfi ghting him. 4 Dodge — +5 Dodge all If Rakshasa needs more power to sur- attacks, Abort vive and thrive in your campaign, expand 12 Destreum-Fiber Body Armor: Armor the range of his Mental Powers — give (8 PD/8 ED); OIF (-½), Activation Roll him an Ego Attack and some Mind Con- 14- (-½) 0 trol, at the very least. If he’s too powerful, 7 Destreum Helmet: Sight and Hearing Group reduce the Active Points in his Multip- Flash Defense (5 points each); OIF (-½) 0 ower slots (perhaps by getting rid of the 16 Jetpack: Flight 8”, Reduced Endurance Reduced Endurance Advantage). (0 END; +½); OIF (-½) 0 Appearance: In his natural form, Rak- 6 Destreum Helmet: Radio Perception/ shasa is a handsome male of Indian Transmission (Radio Group); OIF (-½), ancestry who stands 5’9” tall and Aff ected As Hearing Group As Well As weighs about 165 pounds. He usually Radio Group (-¼) 0 dresses in exquisitely-tailored clothes, but could wear just about anything Skills depending on the role he’s currently 6 +2 with Destroyer Energy Weapons playing. Given his powers, he can also look like anyone he wants to, if neces- 1 KS: Th e Superhuman World 8- sary. 2 KS: Destroyer Operations 11- 2 PS: Destroyer Agent 11- 3 Stealth 13- 3 Tactics 12- Conquerors, Killers, And Crooks 17

3 WF: Small Arms, Blades 9 Choose three of the following: Combat Driving, Combat Piloting, Computer Pro- gramming, Demolitions, Electronics, Fast Draw, Gambling (3 points’ worth), Interroga- tion, Lockpicking, Paramedics, Persuasion, Security Systems, Streetwise, Systems Opera- tion, Teamwork, 3 points’ worth of KSs/ Languages/SSs/TFs/WFs, 1 3-point Combat Skill Level

Total Powers & Skills Cost: 146 Total Cost: 200

50+ Disadvantages 5 Distinctive Features: Destroyer uniform (Easily Concealed; Noticed And Recognizable) 20 Hunted: UNTIL (Mo Pow, NCI, Capture) 10 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Loyal To Dr. Destroyer (Common, Strong) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 80 Experience Points or Disadvantages specifi c to the individual agent

Total Disadvantage Points: 200 Description: Th is character sheet represents one of Destroyer’s standard agents. Equipped with an energy rifl e powerful enough to harm most super- heroes, and a jetpack that gives him a lot more tactical movement options, he’s a dangerous foe — particularly when he has the Teamwork Skill.

DESTROYER AGENT HEAVY COMBAT Val Char Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 12 BODY 4 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11-

8 PD 3 Total: 18 PD (10 rPD) 8 ED 4 Total: 18 ED (10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 9 REC 0 To-Hand Attack (-½), 8 Charges (-½) [8] 40 END 0 Martial Arts: Destroyer Commando Training 40 STUN 5 Total Characteristics Cost: 99 Maneuver OCV DCV Notes 3 Aikido Th row +0 +1 5d6 + v/5; Movement: Running: 9”/18” Target Falls Flight: 12”/24” 4 Block +2 +2 Block, Abort 4 Boxing Cross +0 +2 7d6 Strike Cost Powers END 4 Dodge — +5 Dodge all 50 Energy Rifl e: Multipower, 60-point attacks, Abort reserve, 32 Charges for entire reserve 4 Hold -1 -1 Grab Th ree (+¼); all OIF (-½) [32] Limbs, 35 STR 4u 1) Basic Setting: EB 12d6; OIF (-½) for holding on 4u 2) Autofi re Setting: EB 8d6, Autofi re 20 Destreum Battle Armor: Armor (5 shots, +½); OIF (-½) (10 PD/10 ED); OIF (-½) 0 8 Power Gauntlets: HA +4d6; OIF (-½), Hand- 18 HERO SYSTEM 5TH EDITION

11 Destreum Helmet: Sight and Hearing Group DESTROID Flash Defense (8 points each); OIF (-½) 0 Val Char Cost Roll Notes 24 Jetpack: Flight 12”, Reduced Endurance 10 STR 0 11- Lift 100 kg; 2d6 [1] (0 END; +½); OIF (-½) 0 20 DEX 30 13- OCV: 7/DCV: 7 6 Swift Runner: Running +3” (9” total) 1 10 CON 0 11- 6 Destreum Helmet: HRRP (Radio Group); 15 BODY 10 12- OIF (-½), Aff ected As Sight And Hearing 18 INT 8 13- PER Roll 13- Group As Well As Radio Group (-½) 0 0 EGO 0 — ECV: N/A 10 PRE 0 11- PRE Attack: 2d6 Skills 10 COM 0 11- 9 +3 with Destroyer Energy Weapons 13 Targeting Systems: +4 OCV with Energy 10 PD 27 Total: 10 PD (10 rPD) Rifl e; OIF (-½) 0 10 ED 27 Total: 10 ED (10 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 2 KS: Th e Superhuman World 11- 4 REC 0 2 KS: Destroyer Operations 11- 0 END -10 2 PS: Destroyer Agent 11- — STUN — Total Characteristics Cost: 112 3 Stealth 13- 3 Tactics 12- Movement: Running: 9”/18” 3 Teamwork 13- Flight: 10”/20” 3 WF: Small Arms, Blades 9 Choose three of the following: Combat Driv- Cost Powers END ing, Combat Piloting, Computer Programming, 90 Electric Blast: RKA 3d6, Area Of Eff ect Demolitions, Electronics, Fast Draw, Gambling (One Hex; +½), Reduced Endurance (3 points’ worth), Interrogation, Lockpicking, (0 END; +½) 0 Paramedics, Persuasion, Security Systems, 45 Energy Shield: HKA 2d6, Continuous (+1), Streetwise, Systems Operation, 3 points’ worth Damage Shield (+½), Reduced Endurance of KSs/Languages/SSs/TFs/WFs, 1 3-point (0 END; +½); No STR Bonus (-½), Combat Skill Level Activation Roll 14- (-½) 0 60 Energy Form: Desolidifi cation (aff ected Total Powers & Skills Cost: 201 by electricity), Reduced Endurance Total Cost: 300 (0 END; +½) 0 15 Robot Body: Does Not Bleed 0 50+ Disadvantages 45 Robot Body: Takes No STUN 0 5 Distinctive Features: Destroyer uniform 5 Tireless: Reduced Endurance (0 END; +½) (Easily Concealed; Noticed And Recogniz- on 10 STR 0 able) 9 Tireless: Reduced Endurance (0 END; +½) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) on Running 0 10 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, 1 Tireless: Reduced Endurance (0 END; +½) Watching) on Leaping 0 15 Psychological Limitation: Loyal To Dr. 1 Tireless: Reduced Endurance (0 END; +½) Destroyer (Common, Strong) on Swimming 0 20 Social Limitation: Subject To Orders (Very 30 Robot Body: Damage Resistance Frequently, Major) (10 PD/10 ED) 0 180 Experience Points or Disadvantages specifi c 45 Robot Body: Life Support: Total 0 to the individual agent 30 Energy Jets: Flight 10”, Reduced Endurance (0 END; +½) 0 Total Disadvantage Points: 300 6 Robot : Running +3” (9” total) 0 Description: When standard agents aren’t suffi cient 34 Visual Sensors: Infrared Perception, to defeat the foe, Dr. Destroyer calls out his Heavy Ultraviolet Perception, x1000 Microscopic, Combat troops. Biologically and cybernetically Telescopic (+6 versus Range Modifi er) augmented, and equipped with a suit of low-pow- (all for Sight Group) 0 ered battle armor, they are far more capable and 10 Augmented X-Ray Vision: N-Ray deadly than lesser agents (whom they oft en com- Perception (Sight Group) (not through mand). lead or gold) 0 15 Auditory Sensors: Active Sonar (Hearing Group) 0 3 Auditory Sensors: Ultrasonic Perception (Hearing Group) 0 12 Communications System: HRRP (Radio Group) 0 15 Radar Array: Radar (Radio Group) 0 3 Sensor Enhancements: +1 PER with all Sense Groups 0 Conquerors, Killers, And Crooks 19

BLACK TALON Val Char Cost Roll Notes 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 20 BODY 20 13- 15 INT 5 12- PER Roll 12- 12 EGO 4 11- ECV: 4 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10-

18 PD 12 Total: 18 PD (18 rPD) 18 ED 14 Total: 18 ED (18 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 0 40 END 0 45 STUN 0 Total Characteristics Cost: 148

Movement: Running: 11”/22” Flight: 15”/30”

Cost Powers END 80 Primary Weapons Array: Multipower, 120-point reserve; all OIF (-½) 8u 1) Explosive Flechette Cannons: RKA 2½d6, Autofi re (5 shots; +½), Armor Piercing (+½), Penetrating (+½), 64 Charges (+½); OIF (-½) [64] 8u 2) Destroyer-Beam Cannon: EB 12d6, Autofi re (5 shots; +½), 64 Charges (+½); OIF (-½) [64] Talents 8u 3) Autofi re Energy Grenade Launcher: 32 Onboard Computer Systems: Absolute Range RKA 2d6, Area Of Eff ect (8” Radius; +1), Sense, Absolute Time Sense, Bump Of Autofi re (5 shots; +1½), 64 Charges (+½); Direction, Lightning Calculator, Universal OIF (-½) [64] Translator 13- 6u 4) Anaesthetic Gas Projector: EB 8d6, AVLD (defense is Power Defense; +1½), Total Powers & Skills Cost: 506 Explosion (+½); OIF (-½), 8 Charges (-½) [8] Total Cost: 618 110 Secondary Weapons Array: Identical to 50+ Disadvantages Primary Weapons Array 40 Destreum Wire Projector: Entangle 8d6, 5 Physical Limitation: Aff ected By Cyberkine- 8 DEF; OIF (-½), 8 Charges (-½) [8] sis (has EGO 25 for purposes of cyberkinetic 18 Destreum Body: Damage Resistance powers, and can be aff ected by cyberkine- (18 PD/18 ED) 0 sis-based Presence Attacks) (Infrequently, 45 Hermetically-Sealed Destreum Body: Slightly Impairing) Life Support: Total 0 5 Physical Limitation: lacks Smell/Taste and 37 Foot-Jets: Flight 15”, Reduced Endurance Touch Sense Groups (Infrequently, Slightly (½ END; +¼) 1 Impairing) 10 Leg Servos: Running +5” (11” total) 1 25 Psychological Limitation: Must Obey 5 Visual Sensor Systems: Infrared Destroyer’s Commands (Very Common, Perception (Sight Group) 0 Total) 5 Visual Sensor Systems: Ultraviolet 20 Vulnerability: 2 x BODY from Electricity Perception (Sight Group) 0 (Common) 8 Communications Suite: HRRP (Radio 513 Experience Points Group); Aff ected As Sight And Hearing Groups As Well As Radio Group (-½) 0 Total Disadvantage Points: 618 20 Radar System: Radar (Radio Group), Description: When agents alone won’t do, Dr. Increased Arc Of Perception (360 Degrees) 0 Destroyer unleashes his Destroids on unsuspecting superheroes. A humanoid robot with a cylindri- Skills cal head, a Destroid can project powerful blasts of 20 Targeting Systems: +4 with Ranged Combat energy, fl y, and even transform itself entirely into energy! Its ability to become intangible and see through physical objects gives it a signifi cant tactical Total Powers & Skills Cost: 428 advantage in most situations. Total Cost: 576 20 HERO SYSTEM 5TH EDITION

261 Experience Points

Total Disadvantage Points: 576 Description: Th ese black, mecha- like armored suits built by Dr. Destroyer are bristling with weaponry. Th e central body consists of a cockpit in which the operator sits, protected by a two-way viewing dome and the body’s armor. Attached to it are two “legs” and two “arms,” though the arms have weapons mounted on them instead of hands. Other weap- ons attach to various parts of the body. For ease of game play, the Black Talons are built like ordinary characters rather than vehicles (though they do in fact require a human or com- puter pilot). Th eir END represents their power gen- erator, their CON their (and their pilots’) resistance to being knocked off -line or battered into submis- sion, and so forth. Doctor Destroyer oft en revisits the Black Talon design, creating variants that are stronger, more resilient, faster, better armed, or whatever else happens to catch his fancy at the moment. Feel free to revise or alter this writeup from time to time, just to keep the players on their toes. 200+ Disadvantages 25 Distinctive Features: Destroy- er’s deadly mecha (Not Concealable, Causes Extreme Reaction [abject fear]) 20 Hunted: UNTIL (Mo Pow, NCI, Capture) 10 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, Watching) 25 Physical Limitation: No Manipulatory Limbs (All Th e Time, Fully Impairing) 15 Psychological Limitation: Loyal To Dr. Destroyer (Common, Strong) 20 Social Limitation: Subject To Orders (Very Frequently, Major) Conquerors, Killers, And Crooks 21 GRAVITAR

GRAVITAR manipulation abilities; +1), Ranged (+½), Val Char Cost Roll Notes Area Of Eff ect (7” Radius; +1), Selective 40 STR 30 17- Lift 6.4 tons; 8d6 [4] (+¼) 9 25 DEX 45 14- OCV: 8/DCV: 8 40 Gravitic Mastery: Elemental Control, 30 CON 40 15- 80-point powers 15 BODY 10 12- 50 1) Gravitic Shield: Force Field (30 PD/30 25 INT 15 14- PER Roll 14- ED), Reduced Endurance (0 END; +½) 0 25 EGO 30 14- ECV: 8 47 2) Gravitic Wall: Force Wall 30 PRE 20 15- PRE Attack: 6d6 (10 PD/10 ED, 10” long and 2” tall), 16 COM 3 12- Reduced Endurance (½ END; +¼) 3 41 3) Gravitic Flight: Flight 30”, x4 Noncombat, 24 PD 16 Total: 54 PD (30 rPD) Reduced Endurance (½ END; +¼) 3 24 ED 18 Total: 54 ED (30 rED) 73 4) Gravity Alteration: Telekinesis (50 STR), 6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 Area Of Eff ect (11” Radius; +1), Reduced 20 REC 12 Endurance (0 END; +½); Only To Pull 90 END 15 Objects Straight Down To Earth Or Hold 60 STUN 10 Total Characteristic Cost: 289 Th em Off Th e Ground (-1) 0 35 Gravitic Defense: Missile Defl ection (all Movement: Running: 6”/12” attacks) plus Missile Refl ection (any Flight: 30”/120” target); Physical Missiles Only (-1) 0

Cost Powers END Perks 135 Gravitic Manipulation: Telekinesis (60 STR), 15 Money: Filthy Rich Reduced Endurance (0 END; +½) 0 90 Gravitic Powers: Multipower, Skills 90-point powers 30 +6 with all Gravity Powers 9u 1) Gravitic Blast I: EB 18d6 9 10 +2 DCV 9u 2) Gravitic Blast II: EB 12d6, Reduced Endurance (0 END; +½) 0 3 Computer Programming 14- 9u 3) Gravitic Blast III: EB 10d6, Indirect 3 Electronics 14- (any location/direction; +¾) 9 3 High Society 15- 9u 4) Crushing And Rending I: RKA 4d6, 3 Inventor 14- Reduced Endurance (0 END; +½) 0 2 KS: Art History 11- 8u 5) Crushing And Rending II: RKA 3d6, 3 KS: Literature 14- Indirect (any location/direction; +¾) 8 3 KS: Th e Superhuman World 14- 9u 6) Selective Weight Alteration: RKA 1d6+1, 3 Language: English (completely fl uent; NND (defense is Desolidifi cation, Power French is native) Defense, or gravity-manipulation abilities; 2 Language: Japanese (fl uent conversation) +1), Does BODY (+1), Continuous (+1), 1 Language: Russian (basic conversation) Reduced Endurance (0 END; +½) 0 3 Mechanics 14- 6u 7) Enhanced Gravitic Manipulation: 3 SS: Physics 14- Telekinesis (+40 STR) 6 5 SS: Gravitics 16- 9u 8) Technology Destruction: Dispel 20d6, 3 Stealth 14- any technology-based power one at a time 3 Traveler (+¼), Reduced Endurance (½ END; +¼) 3 1 1) CK: London 11- 9u 9) Th e Big Squeeze: EB 9d6, NND (defense is 1 2) CK: Millennium City 11- PD Force Field or Force Wall; +1) 9 1 3) CK: Moscow 11- 9u 10) Altered Individual Gravity: Flight 15”, 1 4) CK: New York City 11- Usable As Attack (does not aff ect anyone 1 5) CK: Paris 11- with Desolidifi cation, Power Defense, or 1 6) CK: San Francisco 11- gravity-manipulation abilities; +1), Ranged 1 7) CK: Tokyo 11- (+½), Reduced Endurance (0 END; +½) 0 9u 11) Altered Gravity Field: Flight 12”, Usable Total Powers & Skill Cost: 711 As Attack (does not aff ect anyone with Total Cost: 1,000 Desolidifi cation, Power Defense, or gravity- 22 HERO SYSTEM 5TH EDITION

200+ Disadvantages 15 Psychological Limitation: Overconfi dence 10 Distinctive Features: Mutant (Not (Very Common, Moderate) Concealable; Always Noticed; Detectable 20 Reputation: supervillainness of world- Only By Unusual Senses) threatening power, 14- (Extreme) 20 Enraged: by insults, sarcasm, or not being 15 Social Limitation: Secret Identity (Erica taken seriously (Common), go 11-, recover 11- d’Monstressart) (Frequently, Major) 20 Hunted: Champions 11- (As Pow, NCI, 645 Experience Points Capture) 20 Hunted: UNTIL 11- (As Pow, NCI, Capture) Total Disadvantage Points: 1,000 10 Hunted: Eurostar 8- (As Pow, Kill) Background/History: Erica d’Monstressart was 25 Psychological Limitation: Bent On World always regarded as gift ed, even as a child. Born into Domination (Very Common, Total) a wealthy family, from an early age she displayed an intelligence, social sense, and beauty that made her the envy (or subject of admiration) of everyone who knew her. But Erica was more gift ed than even her most ardent admirers suspected. When she was still young, she dis- covered she had a strange abil- ity no one else did — she could manipulate gravity. Smart enough to realize she shouldn’t tell anyone about this, or show off her abilities in public, she kept her superpow- ers a secret. Given her power, and the way she was used to getting what she wanted when she wanted it, it would come as no surprise to an expert in super-crimi- nal psychology that the idea of ruling the world crept into her head as she got older. Disguising herself with a mask, she began to test her powers against the Paris police, and then the French Army, and eventually other superhumans. She never found anything that could sig- nifi cantly challenge her. Now confi dent in her abilities, she has begun to think seriously about world con- quest and how she can best achieve it. Th e world has has only seen the full extent of her powers twice — once in battle against UNTIL, and once against Eurostar, both of whom she defeated handily. On the strength of the abilities she displayed in those two combats alone, the U.S. Department of Defense has already listed her as an “Omega Class” super- human threat in its Superhuman Survey for 2002. More than a few people in the world are losing a lot of sleep wondering what she’s planning next. Personality/Motivation: Gravitar comes across as cool, confi dent, poised, and regally self-centered — and she is. However, at times, particularly when things are not going well for her or people don’t take her seriously, she tends to have something of the air of a petulant child. She’ll lash out in a Conquerors, Killers, And Crooks 23

temper tantrum-like , heedless of the collateral Relations With Others: Gravitar has expressed con- GRAVITAR damage she might cause or the tactically disadvan- tempt for Dr. Destroyer in the past, mainly because PLOT SEEDS tageous position she might put herself into. he “hides behind” legions of robots and agents, Gravitar doesn’t want to conquer the world to which she considers cowardly. As a mutant, she also Gravitar threatens to rule it as absolute monarch, like Dr. Destroyer, or despises the Institute for Human Advancement, alter the world’s gravity to eradicate life, like Mechanon or Takofanes. She and does whatever she can to thwart or harm that to attract asteroids, and simply wants to be acknowledged as the most pow- organization. Other than that, she’s never really thus devastate Earth, erful person on Earth, whose orders all must obey allied herself with, or opposed, other major players unless rulership of the — much as if she were the mistress of a household, in the Champions Universe underworld. Eventually planet is turned over and all the world her servants. If she does succeed her goals are likely to confl ict with theirs’, of course, to her in 24 hours. Th e nations of the world in her quest, she may tire of the burdens of ruler- but for now a cautious neutrality seems to prevail. have dismissed this as a ship before too long and let the whole thing slip It probably wouldn’t take much for one of them to hollow threat, since (a) away as she searches for more interesting pursuits annoy her and thus make her an enemy, though. they don’t think even to occupy her time. But it’s also possible that, as she Campaign Use: Gravitar is a master villain-level she is that powerful, and ages and gains more experience, her desires and character intended to oppose entire parties of (b) bombing the Earth goals will solidify, and she’ll set out to conquer and PCs and have at least an even chance of defeating with asteroids would kill rule the world in earnest. her, too. But do the PCs them. Unlike many master villains, she doesn’t go dare let the world’s lead- Quote: “You are feeling a little heavier, n’est-ce pas? in for a lot of manipulative scheming and elaborate ers take that risk? Be a good boy and go away, or I will have to make planning — she prefers to defeat her enemies, and you a good bit heavier than that — heavy enough accomplish her aims, with raw power. Time, and Gravitar teams with for your weight to crush every bone in your miser- enough defeats, may teach her the wisdom of other VIPER, which hooks her able body.” approaches. up to a power-boosting Powers/Tactics: Gravitar has the mutant ability to Gravitar is unlikely to start Hunting a PC; device that allows her control and manipulate gravity, which allows her to she has better ways to spend her time. Only some- to stop everyone and everything in Millen- create a wide variety of useful eff ects. Most of these one who repeatedly insults or embarrasses her could earn enough of her to make her Hunt nium City from moving. are simulated with Telekinesis (or sometimes Flight Together they demand Usable As Attack, which high-STR characters can’t them — and in that case, watch out! She’ll simply confront the target of her ire at every reasonable a $10 billion ransom, or easily escape from), but she can also create gravitic else they’ll cause havoc shields (Force Field, Force Wall), cause gravitic opportunity and smash him to a bloody pulp. She’ll throughout the city. In waves to rip and tear at things, or selectively make stop once she feels she’s obtained proper revenge addition to stopping this parts of an object heavy enough to crush the rest of for all slights toward her. scheme, the heroes have it (EBs and RKAs, Dispel), squeeze someone hard If Gravitar proves too weak to take on your to fi gure out why Gravi- enough to knock all the air out of his lungs and team of PCs, increase her defenses (perhaps give tar got involved with stun him (NND), or fl y by manipulating gravity her 50% Damage Reduction, Resistant) and other VIPER and why she’s making such unusual fi elds (Flight). powers as appropriate. You might also exchange her Multipower for a heft y Variable Power Pool. If demands (she doesn’t Gravitar enjoys displaying her powers, so she need the money). Could oft en makes spectacular attacks — such as render- she’s too tough for them to tackle, reduce the Active Points in her attacks, drop her SPD to 5, and lower there be something else ing some foes helpless with her Gravitic Manipula- going on? tion, while using attacks from her Multipower to her defenses to a more appropriate level. You might also consider reducing her END, so she has to be a harm their comrades. She can also use her Gravity Gravitar informs the Alteration to hold her enemies down (forcing them little more cautious about using her powers at full world press that Dr. to make STR Rolls against STR 50 to so much as strength. Destroyer is “a weakling move or lift their arms) while she attacks them. Appearance: Erica d’Monstressart is a beautiful who’d never dare to face Although she is quite intelligent, and capable of young French woman with long blonde hair and me personally, because sustained tactical thinking, she usually prefers a blue eyes who speaks English with a delightful he knows I would straightforward approach to combat: she strikes French accent. In her Gravitar identity, she wears destroy him.” Th e good Doctor’s retaliatory her opponents down with seemingly casual exer- a long-sleeved black dress with the skirt split up strikes are causing mas- cises of her power, defl ecting their return attacks the sides, a blue cloak that wraps around her upper sive property damage with her defenses, until she has defeated them all. body but leaves her neck exposed, blue boots and and deaths, but not She is not usually cruel, or a killer, but can easily gauntlets, and a blue mask. harming Gravitar at all become petty, vindictive, and potentially deadly if (she has defeated every- mocked, humiliated, or otherwise annoyed. one he’s sent to kill her, A Matter Of Attraction and somehow protected Resources: Between her various inheritances, and ‘Downtown Vienna was terrorized earlier today by a battle between the supervillain herself from all of his the proceeds of her crimes, Gravitar is quite rich. long-range attacks). Th e In her Secret Identity, she owns multiple estates team Eurostar and the powerful supervillain- ess Gravitar. Gravitar, who made her winning PCs have to put a stop to in Europe, and other estates in the Caribbean, the this “war,” either by con- United States, and Japan. She lives a life of luxury debut in a battle against UNTIL four months ago, had no diffi culty defeating Europe’s most vincing her to take back and ease, and can aff ord just about anything she feared group of villains. After pinning most of her insulting words, or wants. She almost never uses her resources as the group to the ground with increased grav- by bringing the two of Gravitar, however; she doesn’t hire armies of mer- ity, she held Durak helpless a hundred feet in them together to settle cenaries or the like. It won’t really be conquering the air, and then proceeded to rip out most of the issue mano-a-mano. the world if she can’t do it all by herself, aft er all. Fiacho’s cybernetic implants....’ — Cherie Lawrence, SNN 24 HERO SYSTEM 5TH EDITION ISTVATHA V’HAN ISTVATHA V’HAN ackground/History: Istvatha V’han, skirted around it because of the high percentage of PLOT SEEDS Empress of a Billion Dimensions, is an superhumans in its population. In 1998, by Earth’s entity almost unknown on Earth. A native calendar, she fi nally felt powerful and confi dent Smitten with a PC she Bof a parallel Earth known in its primary enough to accept the challenge. Her expectations encounters during one language as V’ha, at an early age she discovered proved incorrect, as the superhumans of Earth of her attacks on Earth, she had the ability to travel between dimensions banded together to fend off her assault. Th e Cham- Istvatha V’han sends (including time, should she so desire). Th e exact pions thwarted another attack in early 2002. She is an embassy demand- nature of this ability is a mystery; she does not reg- undoubtedly already beginning preparations for ing that he return with ister as a mutant on mutant-detecting devices, and a third attack, one of such magnitude and over- her servants to become every who has examined her has fi rmly pro- whelming power no one can hope to resist it. her consort. Will the PC be able to resist the nounced that her abilities have nothing to do with Personality/Motivation: Istvatha V’han should pres- tremendous power she’s the Arts Arcane. ent an interesting dilemma for player characters. off ering? Or will he try Whatever the nature of her powers, Istvatha On the one hand, she is a “master villain” in the to take advantage of the put them to good use. Combining them with her classic sense of being a powerhungry conqueror situation — a legitimate innate intelligence and oft en Machiavellian nature, — indeed, she has conquered far more than most and well-intentioned she slowly took control of her home planet... then master villains could even imagine. On the other off er — to spy on her the entire universe it existed in... then the dimen- hand, her rule is for the most part benefi cent, and and perhaps attack one sion next door... and the next one, and the next one, generally has many advantages for her subjects: of her major power and the next one.... bases? it raises the technological level of a dimension, At “present” (whatever that means to a time- decreases poverty and joblessness, and off ers traveler), Istvatha V’han, despite her title, does not boundless new opportunities for her subjects. She A distant alien species rule a billion dimensions, but does in fact control sends a distress signal does not impose a religion, harsh taxes, required to Earth, stating that something in the neighborhood of a hundred mil- cultural forms, extreme censorship, or any similar “dimensional warriors” lion of them. She conquers more every year. Her thing on her subjects, aside from her rule itself. are overrunning their only competition as a multidimensional ruler is At her core, though, she is a tyrant bent on ruling system and planning the dreaded Tyrannon the Conqueror, and the two as much as she can, and for this reason most PCs, to conquer the rest of of them eye one another with an almost fanatic even those impressed by her nobility, dignity, grace, the galaxy next. Th ey’re hatred. and methods of rule, must oppose her. requesting immediate Th e resources of her realm, of which she is Many savants throughout the dimensions assistance. Is this a gen- the unquestioned ruler, are immeasureably vast, uine attack by Istvatha have wondered what drives Istvatha V’han to such but due to the quirky and unpredictable nature heights of conquest. No easy answer exists. Power V’han, a ruse to draw of interdimensional travel she cannot employ her Earth’s superheroes she certainly desires, but not the power to use away from their home- troops and materiel en masse to simply conquer others cruelly, for she generally rules with a soft world, or someone else one dimension aft er another (neither can Tyran- hand. Wealth and fame she could achieve in many entirely? non; they both have to be somewhat more subtle ways that do not involve the burdens of ruler- and slower-paced than that). Still, through her ship. Th e conclusion most scholars reach is simply Another dimensional command of dimensional technology she can bring that she feels she is the only being truly fi t to rule, overlord (such as Tyran- enough of a force through to create serious prob- and so rule she does. In fact she possesses a regal non the Conqueror or lems in any dimension. Th ose who do not simply bearing and demeanor which seem to imply she Skarn the Shaper; see bow to her will and accept the benefi ts of her ruler- believes she has a “divine right” to rule, but whether Champions Universe) ship are usually conquered within the space of a she actually feels this way is not known. threatens to engulf year or so (to use Earth terms). Earth’s dimension and Despite her sometimes tyrannical and high- Quote: “Inhabitants of Earth: a momentous choice absorb it into his own handed nature, the Empress is generally a good is before you! Submit to the rule of Istvatha V’han, realm. To stop him, the Empress of a Billion Dimensions, or be conquered PCs have to persuade or ruler, and is reasonably well-liked by her people. Her bureaucracy is effi cient and usually quite loyal, in turn, as so many before you have been. What say trick Istvatha V’han into you?” helping them. for the horrible punishments she visits upon those who betray her or succumb to corruption are Powers/Tactics: Th rough mechanisms unknown, common knowledge. Most of the dimensions she Istvatha V’han possesses one of the rarest of super- rules are better off now than they were before... all powers, the ability to travel eff ortlessly through the they had to sacrifi ce for it was their freedom. many dimensions, including time. Concomittant And now, at long last, Istvatha V’han has set with this is her innate immortality and intellect. her sights on a conquest she has long avoided She can also create tiny dimensional warps which — the home dimension of Earth. She has known have the eff ect of tearing apart persons and things of Earth’s dimension for dozens of years, but in the vicinity of the warp. Conquerors, Killers, And Crooks 25

Th e Empress keeps her bearings when travel- tivies require, and recruit dozens of superhumans ing from dimension to dimension by using her to serve her. See below for an example of her stan- Navigation (Dimensional) Skill. It allows her to dard D-Soldier and HoverTank. For the Empress’s sense what dimension she is in (each one “reso- superhuman soldiers, just use the other characters nates” diff erently to her), its relation to nearby in this book, with changed appearances and names dimensions, and so forth. — given the number of species she has to draw In addition to her natural powers, over her from, she can have pretty much any type of super- centuries of life Ist- human the GM wants her to. vatha has had her Relations With Others: Th e Empress has scientists implant no formal relations with any person or many microdevices entity on Earth. She regards all Humans, in her body to and every other being in Earth’s reality, as give her addi- potential subjects to be conquered. tional powers. For example, her Campaign Use: Istvatha V’han is a master Cerebellic Trans- villainess with a diff erence. Th e scale of her lator allows her powers, and the scope of her resources, to instantly makes it virtually impossible to cap- understand and ture her or permanently cripple her speak any lan- ability to invade Earth’s dimension. guage spoken in any Th e best the PCs can hope for is to dimension; her Cere- blunt the early stages of one of her bral Shield protects her invasions and put her in a posi- from mental attacks; and tion where they can extract her Resistance Field strength- some sort of promise to ens her body’s defenses to superhu- leave Earth’s man levels. dimension Unlike many master villains, alone for Istvatha is not really a combat a specifi ed machine. She neither enjoys nor seeks period of time. (Given that out combat, and a group of powerful she’s an immortal time-traveler, time PCs is likely to defeat her with relative doesn’t mean much to her; she’s patient.) ease if she tries to duke it out with them. Since the Empress isn’t meant to She prefers to assume a regal attitude combat entire groups of PCs the way of indiff erence to attackers while her Gravitar and Mechanon are, you can army and trained corps of superhumans increase or decrease her powers and Char- make mush out of them. However, she has acteristics to suit the role you intend for her received military training and is quite capa- to play in the campaign. Th e only thing you ble of fi ghting if she cannot fl ee or summon shouldn’t do is change or get rid of her Dimen- assistance. sional Travel or Vitality powers, which are cen- Th eoretically, the Empress could tral to her character concept. use her ability to travel through time to It’s highly unlikely Istvatha would single return, again and again, until she suc- out a particular hero to Hunt; in essence she’s ceeds in conquering Earth, or even to “Hunting” Earth’s entire dimension and every- go back in time and change events to one in it. A character with powers similar to make Earth more vulnerable to her her own might attract her special enmity, armies. Based on statements she has though. made, she seems to avoid this tactic Appearance: Istvatha’s species is because of the unpredict- humanoid in shape, but has able nature of altering skin colored along the blue- the time-stream: green spectrum. Her skin is she could end up a beautiful of dark unintentionally teal, and her long, cascading changing things to hair is white. Her eyes are a her detriment. She also seems to have some pupilless lavender. She stands personal objection to using time-travel as a weapon approximately 6’0” tall and has a slim, — sort of a “I can beat them with one superpower athletic build. She dresses in the absolute fi nest of tied behind my back” code of honor. If pushed to regal fashions. the brink, though, she might resort to a “temporal fl anking maneuver.” Resources: As noted above, Istvatha V’han’s resources are essentially limitless. With a hundred million realities under her thumb, she can create any sort of military vehicle or weapon she needs, construct any sort of base or headquarters her acti- 26 HERO SYSTEM 5TH EDITION

ISTVATHA V’HAN 3 Systems Operation 14- Empress Of A Billion Dimensions 3 Tactics 14- Val Char Cost Roll Notes 4 WF: Common Melee Weapons, Small Arms 40 STR 30 17- Lift 6,400 kg; 8d6 [4] 3 Scholar 26 DEX 48 14- OCV: 9/DCV: 9 2 1) KS: Her Realm And What Goes On In It 14- 24 CON 28 14- 2 2) KS: Dimensional History 14- 16 BODY 12 12- 2 3) KS: Political Science 14- 25 INT 15 14- PER Roll 14- 2 4) KS: Arcane & Occult Lore 14- 24 EGO 28 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 Total Powers & Skill Cost: 438 26 COM 8 14- Total Cost: 716

25 PD 17 Total: 25 PD (20 rPD) 200+ Disadvantages 25 ED 20 Total: 25 ED (20 rED) 15 Distinctive Features: regal bearing and 6 SPD 24 Phases: 2, 4, 6, 8, 10, 12 regalia (Concealable With Diffi culty; Causes 18 REC 10 Major Reaction [fear and/or loathing]) 60 END 6 5 Enraged: if questioned or disobeyed 60 STUN 12 Total Characteristic Cost: 278 (Uncommon), go 8-, recover 14- 25 Hunted: Tyrannon 11- (Mo Pow, NCI, Kill) Movement: Running: 6”/12” 25 Psychological Limitation: Overconfi dence; Regal Bearing And Attitude (Very Common, Cost Powers END Total) 94 Dimensional Travel: Extra-Dimensional 20 Psychological Limitation: Wants To Conquer Movement, any location in any dimension, And Rule Th e Multiverse (Common, Total) can travel through time, x8 Increased 10 Vulnerability: 2 x STUN from dimensional- Weight, Reduced Endurance (½ END; +¼) 3 based attacks (Uncommon) 80 Dimensional Destabilization: Energy Blast 416 Experience Points 20d6; No Knockback (-¼) 10 20 Resistance Field: Damage Resistance Total Disadvantage Points: 716 (20 PD/20 ED) 0 20 Resistance Field: Power Defense (20 points) 0 DSOLDIER 20 Cerebral Shield: Mental Defense (25 points total) 0 Val Char Cost Roll Notes 50 Vitality: Life Support: Total (including 13 STR 3 12- Lift 150 kg; 2½d6 [1] Longevity: Immortality) 0 16 DEX 18 12- OCV: 5/DCV: 5 15 Favor of Fortune: Luck 3d6 0 15 CON 10 12- 12 BODY 4 11- Talents 10 INT 0 11- PER Roll 11- 5 Eidetic Memory 10 EGO 0 11- ECV: 3 20 Cerebellic Translator: Universal Translator 14- 12 PRE 2 11- PRE Attack: 2d6 10 COM 0 11- Perks 25 Fringe Benefi t: Empress of a Billion Dimensions 5 PD 2 Total: 13 PD (8 rPD) 15 Money: Filthy Rich 5 ED 2 Total: 13 ED (8 rED) All the Followers, Vehicles, and Bases she 3 SPD 4 Phases: 4, 8, 12 could possibly need 6 REC 0 30 END 0 Skills 35 STUN 8 Total Characteristics Cost: 53 3 Acting 15- 3 Bureaucratics 15- Movement: Running: 6”/12” 3 Combat Driving 14- Teleportation: 10”/20” 3 Combat Piloting 14- Cost Powers END 3 Computer Programming 14- 31 V’hanian Energy Rifl e: Multipower, 50-point 5 Cramming reserve, 32 Charges for entire reserve 3 Deduction 14- (+¼); all OAF (-1) [32] 3 Electronics 14- 2u 1) Basic Setting: Energy Blast 10d6; 3 High Society 15- OAF (-1) 3 Navigation (Dimensional, Space) 14- 2u 2) Autofi re Setting: Energy Blast 6d6, 3 Oratory 15- Autofi re (5 shots; +½); OAF (-1) 3 Persuasion 15- 4 Gun-butt Club: HA +2d6; OAF (-1), 3 Riding 14- Hand-To-Hand Attack (-½) 3 SS: Dimensional Engineering 14- 12 Body Armor: Armor (8 PD/8 ED); 3 SS: Physics 14- OIF (-½), Activation Roll 14- (-½) 0 3 Seduction 15- 13 Dimensional Shift Harness: Teleportation 3 Stealth 14- Conquerors, Killers, And Crooks 27

10”; OIF (-½) 2 3 V’hanian Helmet: Infrared Perception (Sight Group); OIF (-½) 0 6 V’hanian Helmet: Radio Perception/ Transmission (Radio Group); OIF (-½), Aff ected As Hearing Group As Well As Radio Group (-¼) 0

Skills 9 +3 with V’hanian Energy Rifl e Multipower

2 KS: V’hanian Military 11- 1 Navigation (Dimensional) 8- 2 PS: V’hanian Soldier 11- 3 Stealth 12- 3 Tactics 11- 2 WF: Small Arms 9 Choose three of the following: Combat Pilot- ing, Computer Programming, Demolitions, Electronics, Fast Draw, Gambling (3 points’ worth), Interrogation, Lockpicking, Paramed- ics, Persuasion, Security Systems, Streetwise, Systems Operation, Teamwork, 3 points’ worth of KSs/Languages/SSs/TFs/WFs, 1 3-point Combat Skill Level

Total Powers & Skills Cost: 104 Total Cost: 157 Abilities & Equipment Cost Power END 50+ Disadvantages 85 Hoverjets: Flight 40”, x4 Noncombat 0 5 Distinctive Features: V’hanian uniform (Easily 30 Main Gun: Energy Blast 15d6; OIF Concealed; Noticed And Recognizable) Bulky (-1), Limited Arc Of Fire 10 Hunted: V’hanian Imperial Military Police (60 Degrees; -½), 16 Charges (-0) [16] 8- (Mo Pow, NCI, Watching) 18 Secondary Gun: Energy Blast 9d6; OIF 15 Psychological Limitation: Loyal To Istvatha Bulky (-1), Limited Arc Of Fire V’han (Common, Strong) (60 Degrees; -½), 16 Charges (-0) [16] 20 Social Limitation: Subject To Orders (Very 10 Secondary Guns: total of 4 Secondary Frequently, Major) Guns [16] 57 Experience Points or Disadvantages specifi c 19 Sensor-Scope: Radar (Radio Group), to the individual agent Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic Total Disadvantage Points: 157 (+14 versus Range Modifi er); OIF Bulky (-1) 0 Description: Th is character sheet represents a typical 6 Communicator Panel: HRRP D-Soldier in the armies of the Empress. Although (Radio Group); OIF Bulky (-1) 0 not as skilled, powerful, or well-equipped as more specialized troops, the D-Soldier is the backbone of Total Abilities & Equipment Cost: 210 Istvatha V’han’s armies. With his powerful energy Total Vehicle Cost: 253 rifl e and ability to teleport, he’s a dangerous combat- ant even against superheroes. Value Disadvantages 20 Distinctive Features: V’hanian military vehicle (Not Concealable; Causes Major V’HANIAN HOVERTANK Reaction [fear, awe]) Val Char Cost Notes 30 STR 0 Lift 1,600 kg; 6d6 HTH [0] Total Disadvantage Points: 20 18 BODY 4 Total Cost: 233/5 = 47 2½”x1¼” Size 20 Mass 1.6 tons; -4 KB; -2 DCV Description: Th e HoverTank is a standard front- 15 DEF 39 line military vehicle employed by Istvatha V’han’s 16 DEX 18 armies. Fast, maneuverable, well-armored, and able 3 SPD 4 Phases: 4, 8, 12 to carry up to half a dozen fully-equipped D-Sol- Total Characteristic Cost: 85 diers as its crew, it packs a potent off ensive punch. Its main weapon is a large energy cannon on a 60- Movement: Ground: 6”/12” degree swivel mount; it has four secondary guns Flight: 40”/160” equidistantly spaced around the rest of its hull. 28 HERO SYSTEM 5TH EDITION MENTON

MENTON +1), Works Versus EGO, Not BODY (+¼); Val Char Cost Roll Notes Limited Target (human memories and 20 STR 10 13- Lift 400 kg; 4d6 [2] Psychological Limitations; -1) 13 24 DEX 42 14- OCV: 8/DCV: 8 150 Mental Scanning: 16d6 Mind Scan (Human, 40 CON 60 17- Animal, and Alien classes of minds), 20 BODY 20 13- Reduced Endurance (0 END; +½) 0 35 INT 25 16- PER Roll 16- 40 Psychometry: Retrocognitive 30 EGO 40 15- ECV: 10 Clairsentience, Reduced Endurance 35 PRE 25 16- PRE Attack: 7d6 (0 END; +½); Psychometry (-½) 0 30 COM 10 15- 30 Telekinetic Powers: Elemental Control, 60-point powers 15 PD 11 Total: 35 PD (20 rPD) 30 1) Psychokinetic Shield: Force Field 20 ED 12 Total: 40 ED (20 rED) (20 PD/20 ED), Reduced Endurance 5 SPD 16 Phases: 3, 5, 8, 10, 12 (0 END; +½) 0 16 REC 8 60 2) Psychokinetic/Mental Shield: Force Wall 80 END 0 (12 PD/12 ED/12 Mental Defense) 9 75 STUN 25 Total Characteristic Cost: 304 60 3) Matter Transmission: Teleportation 20”, x8 Noncombat, x4 Increased Mass, Movement: Running: 6”/12” Reduced Endurance (0 END; +½) 0 Flight: 20”/40” 30 4) Psychokinetic Flight: Flight 20”, Teleportation: 20”/160” Reduced Endurance (0 END; +½) 0 27 Speed Of Th ought: +4 SPD; Only To Use Cost Powers END Mental/Telekinetic Powers (-½) 0 150 Mental/Telekinetic Powers: Multipower, 20 Strong Mind: Mental Defense (26 points 150-point reserve total) 0 15u 1) Mental Blast: EGO Attack 8d6 10 Strong Mind: Mental Group Flash Defense (Human, Animal, and Alien classes of (10 points) 0 minds), Reduced Endurance (0 END; +½) 0 40 Mind Detection: Detect Minds 16- (Mental 15u 2) Illusions: Mental Illusions 16d6 Sense Group), Discriminatory, Analyze, (Human, Animal, and Alien classes of Improved Arc Of Perception (360 Degrees), minds), Reduced Endurance (0 END; +½) 0 Sense, Targeting, Telescopic (+8 versus 15u 3) Mental Control: Mind Control 16d6 Range Modifi er) 0 (Human, Animal, and Alien classes of 20 Favor Of Fortune: Luck 4d6 0 minds), Reduced Endurance (0 END; +½) 0 15u 4) Telepathy: Telepathy 16d6 (Human, Perks Animal, and Alien classes of minds), 100 Contacts: various, around the world, in high Reduced Endurance (0 END; +½) 0 society and the underworld 10u 5) Mental Paralysis: Entangle 6d6, 6 DEF, 15 Money: Filthy Rich BOECV (Mental Defense applies; +1), Transparent To Physical Attacks (+¼), Talents Works Versus EGO, Not STR (+¼); 44 Danger Sense (any area, any danger) 20- Mental Defense Adds To EGO (-½) 14 5 Eidetic Memory 15u 6) Mental Blinding: Sight, Hearing, Smell/ 3 Simulate Death Taste, and Touch Group Flash 9d6, BOECV 20 Universal Translator 16- (Mental Defense applies; +1), Reduced Endurance (0 END; +½) 0 Skills 15u 7) Psychokinesis: Telekinesis (80 STR), 20 +2 Overall Reduced Endurance (½ END; +¼) 6 40 +8 with Mental/Telekinetic Powers 15u 8) Psychokinetic Rending: RKA 5d6, Penetrating (+½), Reduced Endurance 3 Acting 16- (0 END; +½) 0 3 Climbing 14- 7u 9) Psionic Surgery: Major Transform 4d6 3 Combat Driving 14- (remove or change target’s memories and 3 Computer Programming 16- Psychological Limitations, heals back nor- 3 Conversation 16- mally), BOECV (Mental Defense applies; 3 Deduction 16- Conquerors, Killers, And Crooks 29

3 Disguise 16- ness, and a fi ne appreciation of family tradition. He 3 KS: Psionic Etiquette 16- recognized the need to breed sons, to continue the 3 KS: Th e Psionic World 16- family line unbroken and ensure that the family 3 KS: Th e Superhuman World 16- businesses would never leave Medina hands. He 3 Power: Mental Powers 16- courted and won the hand of Raquel Herrera, con- 3 Power: Telekinesis Tricks 16- sidered the most beautiful young woman in Spain. 3 SS: Psionic Engineering 16- In 1970, Raquel gave birth to fraternal twins, a 3 SS: Psionic Surgery 16- boy Alejandro and a girl Isabella. Th ey were the joy of 3 Security Systems 16- their parents’ lives — until the day Dr. Destroyer dis- 3 Stealth 14- covered latent psionic potential in both of them. He 10 TF: Common Motorized Ground Vehicles, commanded Pacorro and Raquel to turn the children Hanggliding, Helicopters, SCUBA, Skiing over to him, and without hesitation they obeyed. (Snow and Water), Small Planes, Snowmobiles, For Alejandro and Isabella, the next ten years Two-Wheeled Motorized Ground Vehicles were a blur of studies, experiments, tests, and 3 WF: Small Arms, Blades procedures. Destroyer brought the full force 3 Traveler of his intellect and technology to bear on 1 1) CK: Hong Kong 11- the problem of unlocking the twins’ psionic 1 2) CK: London 11- powers. Finally, aft er a decade of research, 1 3) CK: Millennium City 11- he succeeded. Isabella gained mental 1 4) CK: New York City 11- powers the equal of other powerful 1 5) CK: Paris 11- psionics. Alejandro, for reasons 1 6) CK: Rome 11- Destroyer could not fully explain, 1 7) CK: Singapore 11- gained much, much more — so 1 8) CK: Tokyo 11- vast were the powers Destroyer unleashed within him that from Total Powers & Skill Cost: 1,108 that day to this, he remains the most Total Cost: 1,412 powerful human psionic in exis- tence. 200+ Disadvantages Destroyer wasted no time put- 10 Distinctive Features: Mutant (Not ting his newest assets — codenamed Concealable; Always Noticed; Detect- Menton and Mentalla — to work as able Only By Unusual Senses) spies and assassins. Th e twins spent 20 Enraged: if takes BODY from an attack many years in his service, content (Uncommon), go 11-, rec 8- with the responsibilities and perqui- 15 Hunted: Dr. Destroyer 8- (As Pow, NCI, sites they enjoyed, but never truly Capture/Kill) happy serving another — their 20 Hunted: UNTIL 11- (As Pow, NCI, powerful minds were not suscep- Capture) tible to Destroyer’s “loyalty treat- 20 Psychological Limitation: Considers ments” the way ordinary humans’ Self Superior And Humanity His Puppets are. Alejandro in particular (Common, Total) chafed under the Doctor’s com- 15 Psychological Limitation: Casually Cruel mand, though he never showed (Common, Strong) it openly. Why should one so 15 Social Limitation: Secret Identity (Alejan- powerful as he serve anyone, dro Medina) (Frequently, Major) even Destroyer? 1,097 Experience Points In 1992, when Destroyer faked his own Total Disadvantage Points: 1,412 death to go underground Background/History: Th roughout the world, the (destroying Detroit in the Medinas of Spain are renowned as wealthy process), Alejandro saw cattle-owners and industrialists. For centuries his opportunity. With all they have been one of Spain’s most prominent the world looking for him, families, with relations among the crowned heads to make sure he was truly dead, Destroyer did not of Europe and an open invitation to the most dare to stir himself to hunt down one renegade exclusive social events. What no one knows, and servant, no matter how powerful — to do so would the Medinas take great pains to conceal, is that unacceptably jeopardize the success of his over- since shortly aft er World War II the family has all scheme. Accordingly, Menton defected from off ered its unswerving loyalty and obedience to Destroyer’s organization and set out to conquer the Albert Zerstoiten, better known to the world as world for himself. Dr. Destroyer. Neither Destroyer nor any Medina Since then, Menton has made several eff orts to has ever revealed why the family pledged itself to take control of various nations, or even the entire Destroyer’s service, but the fact of it remains. planet, using his immense psionic powers. So far In 1968, Pacorro Medina took over as head of he has always been defeated, but only barely. And the family upon the death of his father, Sebastiano. more than a few superheroes worry about just how Th ough young, Pacorro had a good head for busi- much behind-the-scenes control he may exert over 30 HERO SYSTEM 5TH EDITION

MENTON various world leaders.... and the best chefs prepare whatever food he might PLOT SEEDS Personality/Motivation: Menton makes no secret desire. His “followers” are whoever he happens to of his general contempt for the rest of humanity. be controlling, either with his mind or more banal Th e Varanyi, an alien He considers everyone else on Earth, up to and methods such as money. species with powerful including Destroyer, his inferior. To him, other Relations With Others: Menton does not enjoy cordial psionic abilities who people are just puppets to control and manipulate relations with anyone else in the underworld; his live on the other side of as he chooses. He enjoys displaying his “superior- overweening arrogance and insistence on possess- the Milky Way Galaxy, begin channeling power ity” by infl icting various petty and not-so-petty ing absolute authority in any situation keep potential through Menton’s mind cruelties on other people, like Mind Controlling allies away, and his general scorn for “lesser” humans to prepare Earth for an them to do things that get them fi red or divorced, keeps him from seeking any out. He reserves a par- invasion (and, eventu- forcing women to obey his whims while retain- ticular hatred for Dr. Destroyer, whom he regards as ally, to open a gateway ing full awareness of what they’re doing (and then an abusive tyrant, and if appropriate will take action so their powerful Star changing their memories of his appearance so they to thwart Destroyer’s schemes. Th e only person he Galleons can easily accuse someone else of the crime), and so forth. retains any true aff ection for is his sister, Mentalla, reach this world). At Quote: “Struggle as you will, you can never with- and because of that he sometimes helps her and her fi rst Menton doesn’t comrades in Eurostar. notice their subtle work- stand the power of my mind.” ings, and when he does Powers/Tactics: Menton is, without a doubt, the Campaign Use: Menton is a master villain of con- begins to worry he’s most powerful human psionic alive today. He spiratorial bent. In most scenarios, the PCs should losing control of his makes the members of PSI look like mental weak- never be quite sure if he’s really behind a particular powers. By then it’s too plot, or if it’s someone else altogether. Only in the late, he can’t stop them lings by comparison, and even his own sister does not possess powers that come close to his. He can fi nal, climactic scene should proof of his involve- — he’ll have to humble ment come to light. himself and turn to the take control of someone’s mind, create absolutely Menton makes a vicious and dangerous PCs for help, or else convincing illusions in another person’s mind, read become a tool of Earth’s or alter thoughts and memories, paralyze or blind Hunter. He’s easily off ended by those who harm or alien soon-to-be-mas- someone by shutting off parts of the victim’s mind, insult him, and quite willing to go out of his way to ters. and project psychokinetic force to achieve a vari- make them suff er for their impudence. He will use ety of eff ects. His powers can aff ect not only other his powers fi rst to uncover a hero’s Secret Identity, Menton performs an humans, but animals and the strangest of alien then to ruin his civilian life, and fi nally, aft er he’s unusually public action, minds with equal ease. toyed with his victim long enough, to reveal what’s helping Eurostar con- Menton’s mind works with such strength and been done and then kill him. quer much of northern swift ness he can take extra Actions with just his If you want to increase Menton’s power and/or Italy. Why is he being fl exibility, substitute a Variable Power Pool for his so uncharacteristically mental and psychokinetic powers. In game terms, he has +4 SPD, with the extra SPD only working Multipower. For 264 points (roughly the same as combative? His devo- the Multipower), he can have a Variable Power Pool tion to his sister is not, for mental attacks and Actions. He gets a Phase with a 120-point base cost, 60-point control cost, in itself, enough to make on Segments 2, 6, 7, and 11 in which he cannot him change his habits take any physical Actions, just mental ones. If he the Cosmic (+2) Advantage, and a Only Mental/ that much. Aborts one of his fi ve normal Phases, he loses any Psychokinetic Powers (-¼) Limitation. Th en you can mental Action in the Phase in which he Aborts; if use slightly modifi ed versions of the Multipower Menton discovers a way he’s already taken a “mental Phase” in a Segment, he powers as powers he can create with his VPP. If to breach dimensional cannot Abort to a physical Action in that Segment. he’s too powerful for your game and needs to be barriers with his mental For all his power, Menton is not prone to “cut down” a little, get rid of his bonus SPD, reduce powers. He begins combat. He prefers to work behind the scenes, the Multipower to a 120 Active Point reserve, and secretly negotiating to control others and get them to do his bidding remove the Force Wall slot from his EC. with Istvatha V’han to Appearance: help her conquer Earth, instead. If forced to confront someone, he prefers With his black hair and smoky dark expecting he can in to Mind Control one foe to attack another, thereby eyes, Alejandro Medina is a handsome man in his turn take control of her removing two enemies from contention. If angered early 30s who enhances others’ perception of his and usurp the throne of (such as when he’s injured), he’ll resort to using already noteworthy appearance through subtle her multidimensional psychokinetic powers to infl ict harm. mental manipulation. He wears the most expensive, empire. Will it work... Resources: Menton does not maintain an organi- best-tailored clothes he can obtain, oft en using an or is he likely to create zation the way most other master villains do. His item of clothing no more than once or twice before more trouble than even discarding it as “worthless.” He’s oft en accompanied he can handle? “bases” are permanently-reserved suites in the most expensive and exclusive hotels in the world, by a train of utterly obedient servants and gorgeous where harems of beautiful women await his whims “girlfriends.” Conquerors, Killers, And Crooks 31 TAKOFANES, THE UNDYING LORD TAKOFANES 11u 5) Kal-Turak’s Spell Of Th e Invisible Hand: The Archlich Telekinesis (50 STR), Reduced Endurance Val Char Cost Roll Notes (0 END; +½) 0 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 4u 6) Power Of Command: +60 PRE; Only 25 DEX 45 14- OCV: 8/DCV: 8 To Make Presence Attacks (-½) 0 30 CON 40 15- 36 Th e Dragon Crown: Aid 6d6, any Magic 30 BODY 40 15- power one at a time (+¼), Delayed Return 30 INT 20 15- PER Roll 15- Rate (5 points per Minute; +¼); Self Only 25 EGO 30 14- ECV: 8 (-½), 4 Charges (-1) [4] 60 PRE 50 21- PRE Attack: 12d6 25 Undying Form: Damage Resistance 2 COM -4 9- (25 PD/25 ED) 0 120 Spells Of Protection: Physical and Energy 25 PD 19 Total: 25 PD (25 rPD) Damage Reduction, Resistant, 75% 0 25 ED 19 Total: 25 ED (25 rED) 20 Th e Dragon Crown: Mental Defense 6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 (25 points total) 0 20 REC 16 20 Spells Of Protection: Power Defense 80 END 10 (20 points) 0 80 STUN 20 Total Characteristics Cost: 350 60 Spells Of Protection: Knockback Resistance -30” 0 Movement: Running: 6”/12” 50 Undying Form: Life Support: Total Flight: 20”/40” (including Longevity: Immortality) 0 60 Spell Of Levitation: Flight 20”, Reduced Cost Powers END Endurance (0 END; +½) 0 330 Darkest Sorcery: Variable Power Pool 47 Spell Of Awareness: Detect Physical (Magic Pool), 150 base + 75 control cost, Objects, Magic, and Living Souls 15- Cosmic (+2); Only Magic (-¼) var (no Sense Group), Discriminatory, 292 Undead Creation: Summon up to 125 Analyze, Range, Sense, Targeting 0 undead of up to 800 points each, Expanded Class (any undead; +½), Slavishly Devoted Perks (+1), Reduced Endurance (0 END; +½); 15 Money: Filthy Rich Summoned Being Must “Inhabit” Locale All the Followers, Vehicles, and Bases he (spell requires appropriate number and could possibly need type of corpses in the vicinity; -½), Arrives Under Own Power (-½), Extra Time (simple Talents undead, like skeletons or zombies, require 42 Danger Sense (sense, any area, any danger) 15- an ordinary Attack Action, more complex or 20 Spell Of Comprehension: Universal powerful undead take longer; -0) 0 Translator 15- 125 Undead Command: Mind Control 20d6, Area Of Eff ect (10” Radius; +1), Reduced Skills Endurance (0 END; +½); Only Versus 40 +4 Overall Undead (-1) 0 120 Th e Sceptre Of Th e Undying King: 3 Deduction 15- Multipower, 120-point reserve 31 Power: Magic 30- 12u 1) Hellfi re Blast I: EB 16d6, Reduced 7 Spell Research 17- Endurance (0 END; +½) 0 4 WF: Common Melee Weapons, Common 12u 2) Hellfi re Blast II: EB 12d6, Explosion Missile Weapons (+½), Reduced Endurance (0 END; +½) 0 3 Scholar 12u 3) Torments Of Th e Damned: Ego Attack 12 1) KS: Arcane & Occult Lore 25- 8d6, Reduced Endurance (0 END; +½) 0 12 2) KS: Demonology 25- 12u 4) Th andaki’s Spell Of Irresistible Paralysis: 17 3) KS: Necromancy 30- Entangle 6d6, 6 DEF, Takes No Damage 7 4) KS: Turakian Age History 20- From Attacks (+½), Reduced Endurance 12 5) KS: Turakian Th eurgy 25- (0 END; +½) 0 Total Powers & Skills Cost: 1,593 Total Cost: 1,943 32 HERO SYSTEM 5TH EDITION

TAKOFANES 200+ Disadvantages Variant version: RKA 3d6+1, NND (defense PLOT SEEDS 25 Distinctive Features: Aura Of Utter Evil is Life Support [Longevity] or not having a (Not Concealable; Causes Fear) soul; +1), Does BODY (+1). Total cost: 150 Divination spells give 10 Distinctive Features: Mystic Aura (Not points. Takofanes reason to Concealable; Always Noticed; Detectable believe that a potent Only With Unusual Senses) Kal-Turak’s Spell Of The Fogged Mind: Th is spell relic of Turakian times, 20 Hunted: UNTIL 11- (As Pow, NCI, places a fog into the victim’s brain, blotting out his the Amulet of Kartha- Capture/Kill) will so Takofanes may command him. los, has survived to the 0 Hunted: Trismegistus Council 11- (Less Mind Control 20d6, Reduced Endurance (0 modern day. However, Pow, Watching) the Amulet’s magics END; +½). Total cost: 150 points. 25 Psychological Limitation: Wishes To Kill shields it from him, pre- venting him from deter- Or Control Everyone On Earth (Very Shattering-Spell: With this spell, Takofanes can mining its exact loca- Common, Total) break any physical object, from the smallest uten- tion. He begins attack- 20 Reputation: the world’s most dangerous sils up to large buildings. ing museums, hoping occult supervillain, 14- (Extreme) to fi nd it among their 30 Susceptibility: to holy places/objects, takes RKA 10d6 (150 Active Points); Only Works collections. Can the PCs 2d6 STUN and BODY per Turn (Uncommon) On Unliving Objects (-½), No Knockback fi gure out what’s going 10 Vulnerability: 2 x STUN from Holy (-¼). Total cost: 86 points. on in time to stop him, attacks (Uncommon) or will he make himself 1,603 Experience Points The Silvery Chains Of Shalgoth The Younger: Th is even more powerful by spell wraps the target in magical silver chains adding the Amulet to his from which few victims can escape. arsenal? Total Disadvantage Points: 1,943 Entangle 10d6, 20 DEF (150 Active Points); A member of the EXAMPLE POWERS FOR DARKEST Cannot Form Barriers (-¼). Total cost: 120 Trismegistus Council SORCERY VPP points. informs the PCs he may have found a way Given the size and utility of Takofanes’s VPP, The Sixth Slumbrous Charm Of Kaarthák: Th is spell to block the Undying you can easily create just about any magical power lays a mantle of sleep upon the targets, plunging Lord’s necromantic you can think of — oft en multiple ones simultane- them into the land of dreams. spells, which would pre- ously, without worrying about using a lot of Limi- vent him from creating tations. Here are a few example spells: Ego Attack 7d6, Area Of Eff ect (7” Radius; more undead servants. +1). Total cost: 140 points. It’s a ritual that requires The Cantrip Of Gibbering Weakness: Th is spell weakens the target, both physically and mentally. several exotic ingredi- The Spell Of Perfect Protection: Takofanes may ents. Th e PCs have to Drain STR 5d6, Ranged (+½) (total cost: 75 use this spell to supplement his already potent race against time and points) plus Drain INT 5d6, Ranged (+½) (75 defenses. the forces of Takofanes Active Points); Linked (-½) (total cost: 50 to get the necessary Force Wall (10 PD/10 ED/10 Sight Group points). Total cost: 125 points. materials and help cast Flash Defense/10 Mental Defense/10 Power the spell. The Dark Lightnings Of Phaar-khem: Th is spell Defense) (125 Active Points); Self Only (-½). Total cost: 83 points. Takofanes constructs blasts an area with bolts of dark lightning. a gigantic fl esh golem, RKA 4d6, Area Of Eff ect (12” Radius; +1¼) Background/History: Seventy thousand years ago, as big as a skyscraper, (135 Active Points); Limited Range (30”; -¼). when the world was far diff erent in form and and sends it to destroy Millennium City. But Total cost: 108 points. nature than it is today, was the Turakian Age. Th e what else does he have greatest of the evil wizards of that time, a son of planned that would The Invocation Of The Black Sun: With this spell, demons and adherent of the darkest gods, was require such a monu- the Undying Lord can turn the sun black, plung- Kal-Turak, Ravager of Men, who shaped the very mental diversion? ing the whole world into gloom. lands to his whim and gave his name to the era. Th e unquestioned ruler of much of the Turakian Change Environment 1” radius, -4 to Sight world, he held sway over his subjects through vast Group PER Rolls, Diffi cult To Dispel (x4 magical power, and his shadow loomed over even Active Points; +½), MegaArea (each hex those lands he did not rule. is 13,000 km tall, wide, and deep; +1½), Not even his death freed the Turakians from Reduced Endurance (0 END; +½), Persistent his grasp, for he returned from the tomb a sere (+½) (56 Active Points); Extra Time (5 Min- lich, steeped in necromancy, more powerful than utes; -2). Total cost: 19 points. ever. In this form he called himself by a new name, Kal-Turak’s Spell Of Soul-Reaving: One of the Takofanes (tuh-koff -uh-neez), meaning in tongues Undying Lord’s favorites, this spell rips the soul even more ancient “he who holds the power of life from a living being, killing him and leaving the and death in his hands.” His subjects called him body intact for necromantic experimentation. the Undying Lord, and the King of the Th rone of Human Ivory, for his Seat of Power was craft ed RKA 10d6 (150 Active Points); Only Works from the bones of those who dared oppose him. On Living Beings With Souls (-½), No Knock- In time, the peoples of the world rose against back (-¼). Total cost: 86 points. Takofanes, and aft er long and fearsome battle cast him down and humbled him. But so great was his Conquerors, Killers, And Crooks 33 power that they could not slay him, so with their dead to obey his every whim. His greatest powers own magics the leaders of the free peoples bound lie in the arcana of Necromancy, but he can com- him and buried him in a crypt far beneath the mand virtually any type of magic imaginable. surface of the earth, where no pathways led. In battle, the Undying Lord prefers to let his So terrible was the battle against Takofanes servants and pawns do all the work, taking a hand that the arcane forces unleashed by both sides himself only if it’s necessary or some foe threatens soon began to reshape the world, causing cata- him directly. Th en he strikes quickly and with- clysms in which continents fell and rose, moun- out mercy, using his powerful spells to strike his tains were reduced to plains, and seas shrank away enemies down without a second thought. A foe to form new lands. But so deep was the Crypt slain will oft en be raised of Takofanes that he slumbered on, fettered by from the dead potent magics. Other cataclysms of the world the at once as a Crypt survived as well, but as the shape of the zombie or lands changed, it came closer, far closer, to the sur- specter to face than those who craft ed it ever intended. serve his will In 1987, petroleum engineers in Oklahoma, — it is most drilling deep in search of oil, drilled through the fi tting, aft er all, Undying Lord’s Crypt, freeing him aft er tens of for those who thousands of years. He awakened to a world far dare to oppose diff erent from any he had ever known — one in him to strike which his powers, though strong, were weaker back against than once they had been. He slew his saviors with their former a casual gesture, then raised them up as the fi rst comrades of his servants in this new time. Sensing a great until the concentration of power on the East Coast of the United States, he traveled that way by magic, kill- ing all he encountered along the way. Th e fi rst attempt America’s superheroes made to stop him led to the death of half a dozen of them; only a second, more concerted, eff ort stayed his march and drove him away. (See Champions Universe, page 102, for more information.) He vanished from the battlefi eld, only to reappear several times since in similar attempts to conquer or transform the world. Th e logic behind his actions remains inscrutable, but his aim — the conquest or destruction of mankind — is all too evident. No one knows where next he will appear, but only fools do not dread his coming. Personality/Motivation: An undead necromancer and sorcerer of vast arcane power, Takofanes the Archlich cares only for the acquisition of power, both magi- cal and temporal. People are little more to him than gnats to be swatted, or servants awaiting transformation into more worthy forms. If he were to succeed in conquering the world, the lot of humanity would be a vile and bitter one indeed. Moreso even than Dr. Destroyer or Dark Seraph, he represents pure, unalloyed Evil, with all that state entails. Quote: “Th ou and thy apeish kin will grovel at my feet, or be destroyed. So saith the Lord of the Th rone and Crown, and so shall it be done.” Powers/Tactics: Although the level of arcane energies in the modern world is less than it was during the Turakian Age, and so his spells are weaker too, Takofanes is still the most powerful wielder of magical energies in the world today, dwarfi ng even the likes of Dark Seraph. With his magics he can devastate entire cities, slaughter armies, and raise the hosts of the 34 HERO SYSTEM 5TH EDITION

Archlich sees fi t to slay them in turn. Pool with a 120-point reserve Multipower with Takofanes wields two powerful magic items, ten or twelve slots. the Sceptre Of Th e Undying King (which his Takofanes is unlikely to ever Hunt a spe- priests craft ed for him back in Turakian times), cifi c hero; he has an entire world to conquer and the Dragon Crown, forged by the demon- and civilization to crush beneath his bony heel. god Krim in ages agone. Both provide him with Should some unlucky PC attract his attention, the further magical abilities, or augment those he Archlich would probably attack him with sum- already possesses. Because the Crown is perma- moned servants and curses cast from afar. Direct nently attached to his head, and he can summon confrontation would be most rare — and usually the Sceptre to himself with but a gesture, neither fatal for the hero. qualify as Foci. (For more on the Crown, see Appearance: Th e Undying Lord is a skeletal lich, Champions Universe, page 102.) with green fl ames burning in his eye sockets. He In battle, or when confronting others, Tako- wears a scarlet kilt with a gold belt, and a scarlet fanes rarely moves or speaks. He simply hovers cloak with a gold border on which are embroi- near the fi eld of combat, or sits in his great Th rone dered arcane runes in red; at times the runes seem (which undead servitors oft en carry on a golden to writhe, or change shape. On his head he wears litter). Should he deign to raise a hand to oppose the Dragon Crown, which looks like six golden some hero, that would almost be a mark of favor, dragons woven together to make a crown, with a sign the Undying Lord must exert himself, how- each of their upper bodies and heads standing ever little, to defeat him. up to form one of the tines. Each dragon has tiny Th e Archlich’s magic is not like those of most rubies for eyes, and the one in front, much larger other superpowered spellcasters. It is a darker and and more detailed than the others, holds a large more primitive thing, born of ancient Turakian emerald. lore and his own pacts with demons and things still more foul — but no less powerful for its lack of fl ashiness or alliterative names. THE ARSENAL OF TAKOFANES Resources: Takofanes’s resources are vast, though When the time comes to oppose the PCs, Tako- not technological as most other villains’. His ser- fanes might distribute some of these items to vants are undead he has created, or demonic ser- his most trusted servants. Th ey’re Unbreakable vitors summoned by his spells. Th ey wield ancient Personal Foci, and though they don’t use up any weapons, sometimes enchanted, and ride in magi- of the Undying Lord’s VPP, they only work at his cal chariots pulled by beasts both strange and fell. suff erance. When he must retreat, he uses his magics to trans- The Puissant Orb: Th is crystalline globe, milky- port himself to pocket dimensions he created long white in color but occasionally showing fl ashes ago, where none can fi nd or harm him. of color and light deep within, fi ts comfortably in a human hand. It allows the user to move people Relations With Others: Takofanes has no interest in and objects without touching them. allying himself with anyone else; he stands alone, supreme, and all others must cower before him Telekinesis (40 STR) (60 Active Points); and worship him. Everyone in the world is but a OAF (-1). Total cost: 30 points. servant, or a servant to be, and he makes no pacts Thunderbolt Wand: with such worms. Th is worked iron wand, set with lesser gems, shod with silver, and capped Campaign Use: Takofanes is the most powerful with a perfectly-formed crystal of tourmaline, magical villain threatening the Champions Uni- can project powerful bolts of lightning at nearby verse (save perhaps for Tyrannon the Conqueror). targets. He’s quite capable of conquering the world, and RKA 3d6, +2 Increased STUN Multiplier if he does so will reduce it to a place of darkness, (+½) (67 Active Points); OAF (-1), Limited misery, and torment where human beings are Range (9”; -¼), 6 Charges (-¾). Total cost: allowed to live only that they might breed more 22 points. slaves for him. Takofanes is still trying to grasp the nature Vesperine Cloak: Woven of bat’s-wings, this cloak of the modern world. It is very unlike the world grants the wearer the ability to fl y, and makes it he knew 70,000 years ago, and he has never been impossible to see him in darkness. opposed by the likes of superheroes. His unfamil- Flight 10”, Reduced Endurance (0 END; iarity with present-day Earth is one reason he has +½) (30 Active Points); OAF (-1), Restrain- always suff ered defeat. In time, as he adapts him- able (-½) (total cost: 12 points) plus Invis- self to the demands of the twenty-fi rst century, he ibility To Sight Group, No Fringe, Reduced will become even more diffi cult to stop. Endurance (0 END; +½) (45 Active Points); If Takofanes needs to be more powerful to OAF (-1) (total cost: 22 points). Total cost: take on your group of PCs, increase his Character- 34 points. istics (including SPD) appropriately, or give him more magic items or specifi c abilities outside his Darkest Sorcery VPP (e.g., a distinct demon-sum- moning power). To weaken him, reduce his Char- acteristics slightly, and replace his Variable Power Conquerors, Killers, And Crooks 35

DEMON SERVITOR 25 Psychological Limitation: Utterly Evil (Very Val Char Cost Roll Notes Common, Total) 25 STR 15 14- Lift 800 kg; 5d6 [2] 25 Psychological Limitation: Utterly Loyal To 18 DEX 24 13- OCV: 6/DCV: 6 Takofanes (Very Common, Total) 20 CON 20 13- 25 Susceptibility: to holy places and objects, 15 BODY 10 12- takes 2d6 damage per Phase demon is on 10 INT 0 11- PER Roll 11- holy ground, in a holy place, or within 1” of a 8 EGO -4 11- ECV: 3 holy object (Common) 25 PRE 15 14- PRE Attack: 5d6 103 Experience Points 2 COM -4 9- Total Disadvantage Points: 303 8 PD 3 Total: 16 PD (8 rPD) Description: Created especially for Takofanes 8 ED 4 Total: 16 ED (8 rED) by the Lords of Hell, these Demon Servitors are 3 SPD 2 Phases: 4, 8, 12 among the most common beings to serve the 9 REC 0 Undying Lord. Although they have many diff erent 40 END 0 forms, the typical ones owe their appearance more 38 STUN 0 Total Characteristics Cost: 85 to Turakian concepts of demons than the imagin- ings of modern-day Christianity. Th eir bodies are Movement: Running: 6”/12” a shadowy black, with tentacle-like fi ngers and Leaping: 5”/10” hair, and carapaces something like that of beetles. A fetid, corrosive slime drips from their bodies, Cost Powers END and they bring horror wherever they go. 22 Fangs: HKA 1d6 (2d6 with STR), Armor Piercing (+½) 2 10 Demonic Strength: HA +3d6; Hand-To-Hand Attack (-½) 1 21 Crushing, Strangling, Th rottling: HKA 1d6 (2d6 with STR), Continuous (+1), Penetrating (+½); Must Follow Grab (-½), No Knockback (-¼) 4 37 Corrosive Slime: HKA 1d6, Continuous (+1), Damage Shield (does damage in HTH Combat; +¾), Penetrating (+½), Reduced Endurance (0 END; +½); No STR Bonus (-½) 0 24 Demon’s Carapace: Armor (8 PD/8 ED) 0 30 Infernal Shield: Physical and Energy Damage Reduction, Resistant, 25% 0 50 Infernal Form: Life Support: Total (including Longevity: Immortality) 0 5 Demon’s Eyes: Infrared Perception (Sight Group) 0

Skills 10 +2 Hand-To-Hand

3 Interrogation 14- 1 Language: English (basic conversation; Demonic is native) 5 Stealth 14-

Total Powers & Skills Cost: 218 Total Cost: 303

75+ Disadvantages 20 Distinctive Features: Aura Of Infernal Evil (Concealable With Eff ort; Causes Fear) 15 Physical Limitation: Must Obey Anyone Who Knows Its True Name (Infrequently, Fully Impairing) 15 Physical Limitation: Restricted By Pen- tagrams, if confi ned within a pentagram cannot leave or aff ect anyone or anything outside the pentagram (Infrequently, Fully Impairing) 36 HERO SYSTEM 5TH EDITION THE WARLORD

WARLORD ackground/History: Born in 1958, Roger remains of a crashed alien starship, he quickly PLOT SEEDS Warwell has always bitterly regretted that he called in his troops and had the entire ship lift ed missed World War II and the Korean War, out of there and taken to his most private, most Aft er seeing a picture Band was too young for the Vietnam confl ict. secure facility. of Oculon, the Warlord He grew up listening to his father and uncles telling Aft er studying the ship for months, Warwell realizes he has Blueboy war stories, and all he ever wanted to do with his knew it was a godsend for him. With this sort of eyes. Intrigued, he thaws life was become a soldier. technological resource, he could be more than just out the body of the Warwell’s interest in bloodshed sometimes an arms merchant. He could become a major mili- Hzeel pilot he found and manifested itself in a violent temper and criminal tary force in his own right, a modern-day Alexan- puts his surgeons and conduct (mostly assaults). Much to his parents’ der capable of laying the world at his feet. He could scientists to work to fi nd become... a Warlord. out if they can create despair, he was expelled from several schools for more superpowered sol- fi ghting, selling drugs, and similar antisocial behav- Drawing on his own abilities as a military diers for him by graft ing ior. Finally they shipped him off to military school. systems designer and the skills of his corps of tech- Hzeel organs and parts At last, he was truly in his element. He took to nicians and engineers, Warwell designed a massive onto Human bodies. military school like a fi sh to water, quickly rising to suit of powered battle armor that incorporated Th ey succeed, vastly the top of his class and achieving high marks in his Earth and “Blueboy” technology, and a gigantic boosting the strength subjects. Th ough his record was marred by a fi st- fl ying, stealth technology-cloaked airship to go of his organization, fi ght or two, he never got in serious trouble again. with it. Christening himself the Warlord, in 1994 he which leads to a spree of Th at wasn’t because he’d reformed, but because the launched his fi rst attempt at conquest, attacking the crimes and attacks the discipline of military academy life taught him how nation of Vietnam. Th ough eventually defeated by PCs have to stop. to conceal his criminal conduct better. an assemblage of various superheroes from around Upon graduation, Warwell immediately joined the world, he satisfi ed himself that his battlesuit Th e PCs hear an under- had what it took to fi ght against the “big boys.” And world rumor that the the Marines, where again he excelled. But a bud- Warlord and Teleios ding military career was cut short when he was his strong showing only attracted more customers have joined forces for caught selling military weaponry on the black eager for his ever-more-powerful weaponry. He has some unknown purpose. market with the help of a quartermaster. Warwell continued to spread havoc and violence throughout Is it true — and if so, escaped, killing a guard and his accomplice in the the world, oft en personally taking a hand in the what are the two up to? process, and fl ed the United States to become a battles and wars he foments. Th ough not as direct Is the Warlord about mercenary. He spent the next several years fi ghting a threat to world security as the likes of Mechanon, to unleash a biochemi- for pay in the Balkans, Africa, South and Central Takofanes, or Dr. Destroyer, he remains one of the cal armageddon on the America, and anywhere else his military expertise most powerful, and aggressive, supervillains in the world? was needed and the money was good. world. When an injury sidelined him for several Personality/Motivation: Th e Warlord is a powerful, One of the Warlord’s months, he began to dabble in arms dealing again, clients orders a new powerhungry supercriminal who revels in confl ict, type of weapon. Th is and quickly found it to be far more profi table — violence, fi ghting, and bloodshed. Unlike many new weapon happens to and safer — than fi ghting on the front lines. Taking master villains, he likes to get involved in combat use technology similar advantage of military and underworld contacts personally, taking on the most powerful superhe- to that invented (or developed over the years, he put together a major roes and gunning them down with his powerful used) by one of the black market arms smuggling and selling network, weaponry. He’s set his sights on eventually taking PCs. Rather than spend raking in vast profi ts from stolen military goods. As over part, or all, of the world through the applica- all the R&D time and his fortune and power increased, he began hiring tion of matchless military force, and he doesn’t money to engineer it scientists and engineers to develop his own line of himself, the Warlord intend to rest until his dreams of empire have weapons, ones superior to standard government become a reality. decides to kill the PC models in many ways. Soon his biggest problem and take it. He begins Th e Warlord constantly speaks in military a campaign against the was not being able to manufacture weapons quickly jargon as a subconscious way of both showing PCs intended to draw enough to satisfy all his customers! off and putting others in their place. Bad sugges- them out to a place For all that, Warwell might have remained tions aren’t just rejected, they’re “contraindicated”; where he can easily a more or less ordinary, if powerful, underworld retreats are “strategic withdrawals”; he frequently murder them and take arms merchant if not for a fateful day in 1991. quotes Sun Tzu and Clausewitz; and so on. When what he wants. While on a combination hunting and birdwatching roleplaying him, try to get across his air of military safari in the African jungle, he came across what effi ciency, discipline, and obsession — but give he thought at fi rst was some sort of wrecked pro- the defi nite impression he can back up his macho totype stealth fi ghter. He revised his opinion when posturing with strength and power, because he can. he discovered the remains of the pilot — a bluish- He’s no tin soldier playing at warfare; he’s a danger- skinned, red-eyed alien! Realizing he’d found the ous, seasoned combatant who’s killed more super- Conquerors, Killers, And Crooks 37 heroes than any supervillain besides Dr. Destroyer highly-trained troops. Organized similarly to the (24 as of 2002). United States Army, the Shadow Army is but the Quote: “Sun Tzu would counsel caution in this situ- fi rst of many armies the Warlord hopes to recruit. ation. But I disagree — now is the time to strike, Once he achieves a few successes in his campaign, and strike hard, while the enemy is weak! General mercenaries from all over the world will fl ock to his Brannock, deploy fi ve squads of troops to the coor- banner, giving him the force he needs to continue dinates previously provided. Order them to kill invading and conquering other nations... or so he everyone at the location and take whatever technol- hopes. ogy they can carry. Th e entire mission should take Relations With Others: Th e Warlord has worked no more than two hours.” with both VIPER and Eurostar on occasion, some- Powers/Tactics: Th e Warlord’s abilities primarily times seeking an ally with whom to conquer part derive from his impressively large and powerful of the world, sometimes as part of a technology suit of battle armor, which combines both Human exchange or the like. Other supercriminals (or and “Blueboy” (Hzeel) military technol- criminal organizations) he has neither opposed ogy. In addition to a wide variety nor teamed up with. of blasters, it’s equipped with Campaign Use: Although he is a machine guns, fl amethrow- master villain, and thus to be used ers, tangleweb projectors, as the GM sees fi t, generally the and missiles. It’s also got Warlord is weaker than most of the numerous defensive sys- other master villains depicted in tems, a jetpack and jumpjets this book. His technology is for fl ight and fl ight-assisted not as advanced (or diverse), leaps, and multiple sensory his superteam is relatively systems including 360- weak, and his corps of degree camera feeds and soldiers nowhere near as radar. Th e armor’s com- large as Dr. Destroyer’s puters project readouts body of followers or in heads-up displays on the undead legions the interior of its dome. of Takofanes. Still, Th e Warlord underestimating him regards himself as a is foolish; between his military skills, master strategist and his powerful weapons, and his ruthless tactician, and he is. Even more aggressiveness, he poses a defi nite threat importantly, his interest in ana- to world security... not to mention the lyzing a confl ict and determin- health of any superheroes who dare to ing his best course of action oppose him. doesn’t inhibit his ability To increase the Warlord’s power, to act quickly; he’d rather add more weaponry; he oft en experi- make a decision based ments by adding systems to his armor on the best currently temporarily, and this is a good way to available information keep the PCs on their toes. Some and carry forward than Damage Reduction would wallow around inde- also help him to stand up cisively, even if his against entire superhero chosen course of action teams by himself, without the ultimately proves to have help of the War Machine or any troops. To weaken been the wrong one. He can always retreat, regroup, him, simply reduce the number and power of and attack again later; he’s not foolish enough to his weapons until he’s where you want him to be, keep fi ghting when the odds are against him. He power-wise. fi ghts to win. Th e Warlord is willing to Hunt anyone who Resources: In addition to his team of superpow- seems to pose a defi nite threat to him or his orga- ered soldiers, the War Machine, the Warlord pos- nization (including Devastator, who stole from him sesses two assets of note. Th e fi rst is the Flying and must be made to pay the price for his theft ). Fortress, a gigantic airship/mobile base which As a Hunter, he plans (with military precision and serves as his headquarters. Using stealth technology thoroughness) a methodical campaign of harass- and cloud generators to conceal itself from the rest ment, raids, and attacks designed to locate, weaken, of the world, it’s the perfect staging ground for his and then destroy his foe. campaign of conquest. Th e heavily-armed Fortress Appearance: Th e Warlord’s armor is large and comes equipped with numerous combat aircraft bulky; wearing it, he stands over seven feet tall, with built with both Earth and Hzeel technology, and a proportionately broad fi gure. Th e armor itself is a the Warlord hopes to add teleportation systems shiny steel blue, and carries an enormous number someday. of weapons. On the right forearm, mounted above Th e Warlord’s second major asset is the the wrist, a large cylinder, divided into three sec- Shadow Army, his private force of several thousand tions, encloses the arm; by rotating the three sec- 38 HERO SYSTEM 5TH EDITION

tions of the cylinder, the Warlord can fi re diff erent shots; +½), 64 Charges (+½); OIF (-½) [64] energy bolts from his right gauntlet. Mounted on 6u 10) Tangleweb Projector: Entangle 9d6, 9 the left forearm are two weapons, a machine gun DEF; OIF (-½), 16 Charges (-0) [16] and a fl amethrower, their twin barrels reaching 6u 11) Electrifi cation Field: RKA 2d6, just over the edge of the Warlord’s knuckles when Continuous (+1), Damage Shield (+½), he makes a fi st. Peeking over his shoulders are a Reduced Endurance (0 END; +½); micromissile launcher and a tangleweb projector. OIF (-½) 0 Th e armor encloses the Warlord’s head and upper 6u 12) Taser Blaster: Energy Blast 9d6, chest in a sort of dome that gives him a wider fi eld NND (defense is ED Force Field; +1); of vision than a helmet would. OIF (-½), 16 Charges (-0) [16] Out of his armor, Roger Warwell is a rugged- Martial Arts: Karate looking man in his mid-40s. He’s obviously been Maneuver OCV DCV Notes through a lot, as his numerous scars attest, but his 4 Atemi Strike -1 +1 3d6 NND(1) face, form, and attitude reveal a certain zest for life 4 Block +2 +2 Block, Abort that no misfortune can entirely extinguish; if he 4 Disarm -1 +1 Disarm, 35 (60) weren’t so unstable and dangerous, many heroes STR could get to like him. 4 Dodge +0 +5 Dodge all attacks, Abort 3 Legsweep +2 -1 6d6 (11d6); THE WARLORD Target Falls Val Char Cost Roll Notes 4 Knifehand Strike -2 +0 HKA 1d6 (2d6 15+25 STR 5+12* 12- /17- Lift 200/6,400 kg; with STR) 3d6/8d6 [1 (4)] 4 Punch/ 20 DEX 30 13- OCV: 7/DCV: 7 Snap Kick +0 +2 7d6 (12d6) Strike 25 CON 30 14- 5 Side/Spin Kick -2 +1 9d6 (14d6) Strike 15 BODY 10 12- 8 +2 Damage Classes (already added in) 20 INT 10 13- PER Roll 13- 60 Battle Armor: Armor (24 PD/24 ED), 18 EGO 16 13- ECV: 6 Hardened (+¼); OIF (-½) 0 30 PRE 20 15- PRE Attack: 6d6 27 Flashbang Protection: Sight and Hearing 10 COM 0 11- Group Flash Defense (20 points each); OIF (-½) 0 10 PD 7 Total: 34 PD (24 rPD) 10 Psychic Shield: Mental Defense 8 ED 3 Total: 32 ED (24 rED) (19 points total); OIF (-½) 0 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 Force Field: Power Defense (15 points); 10 REC 4 OIF (-½) 0 50 END 0 7 Internal Air Supply: Life Support 50 STUN 14 Total Characteristic Cost: 181 (Self-Contained Breathing); OIF (-½) 0 *: OIF (Powered Armor, -½), No Figured Characteristics (-½) 45 Jetpack: Flight 20”, x4 Noncombat, Reduced Endurance (0 END; +½); OIF (-½) 0 Movement: Running: 9”/18” 8 Jumpjets: Leaping +12” (20” forward, Leaping: 20”/40” 10” upward); OIF (-½) 1 Flight: 20”/80” 6 Swift Runner: Running +3” (9” total) 1 3 Visual Sensors Suite: Infrared Perception Cost Powers END (Sight Group); OIF (-½) 0 60 Battle Armor Weapons Suite: Multipower, 3 Visual Sensors Suite: Ultraviolet 90-point reserve; all OIF (-½) Perception (Sight Group); OIF (-½) 0 4u 1) Mark I Blaster: Energy Blast 18d6; OIF 7 Visual Sensors Suite: Increased Arc Of (-½), 8 Charges (-½) [8] Perception (360 Degrees) for Sight Group; 4u 2) Mark II Blaster: RKA 6d6; OIF (-½), 8 OIF (-½) 0 Charges (-½) [8] 2 Audio Sensors: Ultrasonic Perception 6u 3) Mark III Blaster: Energy Blast 12d6, (Hearing Group); OIF (-½) 0 Reduced Endurance (0 END; +½); OIF (-½) 0 6 Communications Systems: HRRP (Radio 6u 4) Mark IV Blaster: RKA 4d6, Reduced Group); OIF (-½), Aff ected As Sight And Endurance (0 END; +½); OIF (-½) 0 Hearing Groups As Well As Radio Group (-½) 0 4u 5) Mark V Blaster: Energy Blast 12d6, 13 Radar Array: Radar (Radio Group), Increased Explosion (+½); OIF (-½), 8 Charges (-½)[8] Arc Of Perception (360 Degrees); OIF (-½) 0 4u 6) Mark VI Blaster: Energy Blast 12d6, Armor Piercing (+½); OIF (-½), Perks 8 Charges (-½) [8] 80 Contacts: numerous throughout the 4u 7) Micromissiles: Energy Blast 10d6, militaries, arms manufacturers, and Explosion (-1 DC/2”; +¾); OIF (-½), mercenary groups of the world 8 Charges (-½) [8] 15 Money: Filthy Rich 4u 8) Flamethrower: RKA 4d6, Armor 70 Th e Shadow Army: Followers, 4,000 (see Piercing (+½); OIF (-½), 8 Charges (-½) [8] character sheet on page 50) 6u 9) Machine Gun: RKA 3d6, Autofi re (5 133 Flying Fortress: Vehicle (see page 49) Conquerors, Killers, And Crooks 39

Any other Bases, Followers, or Vehicles he 200+ Disadvantages needs 10 Hunted: Champions 8- (As Pow, NCI, Talents Capture) 8 Onboard Computer: Absolute Range Sense, 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) Absolute Time Sense, Bump Of Direction, 10 Hunted: another superteam of GM’s choice Lightning Calculator; OIF (-½) 8- (As Pow, Capture) 15 Combat Sense 13- 20 Psychological Limitation: Powerhungry 6 Lightning Refl exes: +4 DEX to go fi rst with (Very Common, Strong) All Attacks 20 Psychological Limitation: Revels In Combat 3 Lightsleep (Very Common, Strong) 10 Psychological Limitation: Hunting Skills Devastator (Uncommon, Strong) 20 +2 Overall 15 Reputation: master villain bent on destruc- 16 +2 with All Combat tion and world conquest 11- (Extreme) 11 Tactical Computer: +2 with All Combat; 15 Social Limitation: Secret Identity (Roger OIF (-½) Warwell) (Frequently, Major) 6 Tactical Computer: +3 versus Range with all 954 Experience Points attacks; OIF (-½) Total Disadvantage Points: 1,069 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- THE WAR MACHINE 3 Combat Driving 13- 3 Combat Piloting 13- WARBIRD 3 Computer Programming 13- Val Char Cost Roll Notes 7 Demolitions 15- 20 STR 10 13- Lift 400 kg; 4d6 [2] 3 Electronics 13- 20 DEX 30 13- OCV: 7/DCV: 7 2 AK: Africa 11- 20 CON 20 13- 2 AK: Th e Balkans 11- 12 BODY 4 11- 2 AK: Central America 11- 15 INT 5 12- PER Roll 12- 2 AK: South America 11- 12 EGO 4 11- ECV: 4 2 AK: Southeast Asia 11- 18 PRE 8 13- PRE Attack: 3½d6 1 KS: Hzeel Starship Technology 8- 10 COM 0 11- 5 KS: Military History 15- 10 KS: Th e Military/Mercenary/Terrorist World 20- 8 PD 4 Total: 20 PD (12 rPD) 3 KS: Superheroes 13- 8 ED 4 Total: 20 ED (12 rED) 3 KS: Supervillains 13- 5 SPD 20 Phases: 3, 5, 8, 10, 12 5 KS: World Military Weaponry & Vehicles 15- 8 REC 0 1 Language: Serbo-Croatian (basic 40 END 0 conversation; English is native) 37 STUN 5 Total Characteristics Cost: 114 2 Language: Spanish (fl uent conversation) 3 Mechanics 13- Movement: Running: 7”/14” 5 PS: Arms Dealer 15- Flight: 20”/40” 3 PS: Birdwatching 13- 5 PS: Soldier/Mercenary 15- Cost Powers END 5 PS: Wargames 15- 30 Right Wrist Rocket: EB 8d6, Explosion 3 Security Systems 13- (+½); OIF (-½), 8 Charges (-½) [8] 3 Stealth 13- 5 Left Wrist Rocket: a second Wrist Rocket 3 Streetwise 15- (same as above) [8] 3 Systems Operation 13- 25 Razor Wings: HKA 1½d6 (2d6+1 with 7 Tactics 15- STR), Armor Piercing (+½); OIF (-½) 2 5 Teamwork 14- Martial Arts: Commando Training 7 TF: Common Motorized Ground Vehicles, Maneuver OCV DCV Notes Basic & Advanced Parachuting, Two- 4 Boxing Cross +0 +2 6d6 Wheeled Motorized Ground Vehicles, Small 4 Choke -2 +0 Grab One Limb, Motorized Boats, SCUBA 2d6 NND (2) 7 WF: Small Arms, Blades, Th rown Blades, 4 Escape +0 +0 35 STR vs. Grenade Launchers, Heavy Machine Guns, Grabs Shoulder-Fired Weapons 4 Karate “Chop” -2 +0 HKA ½d6 11 Weaponsmith (all categories) 14- (1d6+1 with STR) Total Powers & Skill Cost: 888 4 Kung Fu Block +2 +2 Block, Abort Total Cost: 1,069

40 HERO SYSTEM 5TH EDITION

WARBIRD Martial Arts: Warbird Fighting 10 Psychological Limitation: Looks Aft er His PLOT SEEDS Maneuver OCV DCV Notes Men Before Himself (Common, Moderate) 5 Flying Dodge — +4 Dodge All 15 Reputation: superpowered lieutenant of the Th e Air Force catches up Attacks, Abort; Warlord, 11- (Extreme) to Paul Avery aft er years FMove 5 Rivalry: Professional (with Warhead) of searching for him. 5 Flying Grab -2 -1 Grab Two 15 Social Limitation: Secret Identity (Paul Aware that, as Warbird, Limbs, 30 STR Avery) (Frequently, Major) he can call for some for holding on; 20 Social Limitation: Subject To Orders (Very heavy-hitting backup FMove Frequently, Major) when they try to capture 5 Flying Th row -1 -2 Grab Two him, the USAF brass Limbs; 4d6 +v/ Total Disadvantage Points: 350 asks the PCs for help. 5; Target Falls; Background/History: Paul Avery was a hot-shot FMove Warbird fi nds out his pilot with the United States Air Force, fl ying the eyesight started to go 5 Passing Disarm -1 -1 Disarm, 30 STR latest combat aircraft . He was on top of the world... bad years ago because to Disarm roll; until his eyesight suddenly started to deteriorate. the Warlord arranged FMove Air Force doctors who examined him said it was an to have a subtle poison 5 Passing Strike +1 +0 Weapon +v/5; incurable condition. When informed he would no slipped into his food FMove longer be allowed to fl y, he became so overwrought — he wanted to recruit 24 Bulletproof Costume: Armor he stole an F-15 and tried to fl ee the United States. Avery for the Shadow (12 PD/12 ED); OIF (-½) 0 Army. (Th at’s why the He accidentally crashed the jet, but managed to bail 33 Wings: Flight 20”, Reduced Endurance out and escape before the authorities arrived. He Warlord’s doctors were (½ END; +¼); Restrainable (-½) 2 able to cure a problem disappeared into the mercenary underground, con- 2 Fast Runner: Running +1” (7” total) 1 other doctors pro- cealing his vision problems so he could continue nounced incurable — 3 Nightsight Helmet: Ultraviolet Perception to fl y. they knew exactly what (Sight Group); OIF (-½) 0 Aft er a few years as a mercenary, he was the cause was.) Furious, 6 Helmet Radio: Radio Perception/ recruited by the Warlord to become part of his Warbird approaches Transmission (Radio Group); OIF (-½), Shadow Army. Th e pay and conditions were better, the PCs with an off er Aff ected As Hearing Group As Well As so Avery jumped at the chance. About a year to work undercover to Radio Group (-¼) 0 later, aft er a routine physical examination by the bring the Warlord down (in exchange for immu- Warlord’s doctors, Avery was told they had a revo- Perks lutionary new treatment, based on the Warlord’s nity from prosecution, 5 Fringe Benefi t: Membership: commander of of course). Can they unique technology, that could stop his eyesight the War Machine trust him? What hap- from getting worse, and over time reverse the dete- pens if he changes his rioration altogether. But the Warlord had a condi- mind halfway through Skills tion — Avery would have to help test an experi- the job? 16 +2 with All Combat mental fl ying suit. 8 +4 with Flight Avery eagerly volunteered to test the suit. It Warbird takes a vaca- proved to work perfectly — and he was so good at tion cruise — on a ship 3 Combat Piloting 13- using it, the Warlord ordered him to keep it and where the PCs just 1 AK: Africa 8- take the codename Warbird. As the fi rst, and thus happen to be vacation- 2 KS: Military History 11- most senior, member of the War Machine, Warbird ing themselves. When 2 KS: Superheroes 11- Eurostar takes the ship was given command of the others as the Warlord 2 KS: Supervillains 11- built the team, and he remains in command today. hostage, will the PCs 2 KS: Th e Warlord & His Organization 11- accept Warbird’s off er to 2 Navigation (Air) 12- Personality/Motivation: Like the Warlord himself, work with them to save 3 Paramedics 12- Warbird is a combat junkie. He loves the thrill of the passengers? Will battle, violence, and bloodshed. However, his pre- Warbird try to sell them 3 Stealth 13- ferred method of fi ghting is from the air, using the out to Eurostar? 7 Tactics 14- 3 Teamwork 13- highest-tech weaponry he can get his hands on; 4 TF: Combat Aircraft , Helicopters, Large fi stfi ghts are for suckers and goons. He spends as Planes, Small Planes much time as he can in the air, even if it’s just for the fun of fl ying; in combat he never touches the Total Powers & Skills Cost: 236 ground unless he has to. Total Cost: 350 Warbird is ideally suited to command the War

200+ Disadvantages 10 Hunted: Th e Warlord 8- (Mo Pow, NCI, Friendly Rivalry? Watching) ‘Warbird a commander? Gimme 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- a break! Sure, he talks a good game, but that’s all it is — talk. ture) When things get tough, he’ll 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) fold under the pressure. I could lead the 15 Psychological Limitation: Loyal To Th e War- Machine a lot better than he can.’ lord (Common, Strong) — Warhead on Warbird 20 Psychological Limitation: Revels In Violence And Combat (Very Common, Strong) Conquerors, Killers, And Crooks 41

ing out of the main fi ghts so he can chip in and help teammates who’ve bitten off more than they can chew (he particularly likes to do this with Warhead, since it makes his rival look bad). If the enemy has a fl yer, Warbird will concentrate on defeating that person, so that he alone retains con- trol of the airspace. Campaign Use: See introductory text for general information. If you need to make Warbird more powerful, give him some more weapons — eye- beams, shoulder-mounted blasters, blades he can shoot from his wingtips, and so forth. To weaken him, get rid of most (or all) of his Martial Maneu- vers, and/or decrease his Characteristics a little. Appearance: Warbird wears a sleek suit of armor, not much bigger or bulkier than a bodysuit. Wings are mounted under his arms, and around both of his wrists are micro-rocket launchers. Th e suit’s helmet covers his entire head. On his back there’s a sleek power-pack. Th e armor’s knee-length boots, “trunks,” shoulders, and arms/gauntlets are navy blue; the rest of the armor is white. Out of his battlesuit, Paul Avery is of average height (5’8”), with the slim, muscular build of an athlete. He’s usually got a carefree, joking manner... unless someone challenges or insults him. Th en he tends to become aggressive and rude.

WARCRY Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 Machine. Not only is he calm and level-headed in 18 CON 16 13- a , but he’s got a true leader’s devotion to his 13 BODY 6 12- men. If a member of the War Machine is in trouble, 13 INT 3 12- PER Roll 12- Warbird does his best to help (or to evac them from 10 EGO 0 11- ECV: 3 the battlefi eld as quickly as he can). When the team 15 PRE 5 12- PRE Attack: 3d6 has to retreat, Warbird’s always the last one to go, 12 COM 1 11- providing cover fi re for the others to ensure they escape safely. 6 PD 3 Total: 18 PD (12 rPD) Warbird has developed a romantic attrac- 10 ED 6 Total: 22 ED (12 rED) tion for Warpath. Unfortunately for him, so far she 5 SPD 20 Phases: 3, 5, 8, 10, 12 doesn’t share his aff ection. 7 REC 0 Quote: “All right, men, hit ’em two-by-two! I’ll be in 60 END 12 the air to pick up the slack.” 35 STUN 5 Total Characteristics Cost: 112 Powers/Tactics: Warbird is a maneuverable fl yer with extensive experience in aerial combat. His Movement: Running: 9”/18” battlesuit’s high-tech wings and propulsion-pack, Cost Powers END combined with his natural agility and skill, make him a deadly fi ghter. His battlesuit comes equipped 87 Sonic Implants: Multipower, 87-point reserve with two weapons. Th e fi rst is the wings themselves, 9u 1) Sonic Boom: Energy Blast 10d6, which have razor-sharp edges capable of cutting Explosion (-1 DC/2”; +¾) 9 through gun barrels or the super-tough skin of a 7u 2) Focused Sonic Boom: Energy Blast superhero. Warbird has developed a suite of aerial 12d6, Reduced Endurance (½ END; +¼) 3 fi ghting maneuvers that allow him to make the 4u 3) Shattering Shout: RKA 5d6; Only best use of the deadly wings (and to perform other Versus Rigid Nonliving Objects (-1) 7 maneuvers, like snatching a weapon out of an 7u 4) Sonic Liquifi cation: RKA 4d6, Reduced enemy’s hands). Th e second are his wrist-rockets Endurance (½ END; +¼) 3 — eight on each wrist — which give him a ranged 7u 5) Vertigo Induction: Drain DEX 3d6, combat option as well as a way to aff ect multiple Area Of Eff ect (6” Radius; +1¼), Personal opponents. Since he has a limited number of mis- Immunity (+¼) 7 siles, he tries to save them for the right moment. In battle, Warbird oft en fl ies overwatch, keep- 42 HERO SYSTEM 5TH EDITION

WARCRY Martial Arts: Commando Training Warlord (Common, Strong) PLOT SEEDS Maneuver OCV DCV Notes 10 Psychological Limitation: Vengeful (Uncom- 3 Aikido Th row +0 +1 3d6 + v/5, Target mon, Strong) Th e PCs discover some- Falls 15 Reputation: superpowered soldier of the one they think might be 4 Boxing Cross +0 +2 5d6 Warlord, 11- (Extreme) Warcry performing as 4 Choke -2 +0 Grab One Limb, 15 Social Limitation: Secret Identity (Franklin a rock singer in some 2d6 NND (2) “Frank” Robinson) (Frequently, Major) clubs in their home city. 4 Escape +0 +0 30 STR vs. Grabs 20 Social Limitation: Subject To Orders (Very Will they act on their 4 Hold -1 -1 Grab Th ree Frequently, Major) suspicions? What hap- Limbs, 25 STR pens if they’re right — is 4 Judo Disarm -1 +1 Disarm, 25 STR Total Disadvantage Points: 350 it part of a plot by the Warlord, or just Warcry 4 Karate “Chop” -2 +0 HKA ½d6 Background/History: Aft er being tossed out of the moonlighting to bring (1d6+1 with U.S. Army for numerous disciplinary infractions, himself yet more atten- STR) Frank Robinson drift ed into the shadowy world of tion and money? 4 Kung Fu Block +2 +2 Block, Abort the mercenary. He worked for several agencies in 24 Bulletproof Costume: Armor Europe and Africa, none of them particularly repu- Aft er reviewing a bunch (12 PD/12 ED); OIF (-½) 0 table, before fi nally being recruited by the Warlord’s of news broadcasts, 8 Sonic Tolerance: Hearing Group Flash organization. Warcry realizes Howler’s Defense (8 points) 0 While in the Warlord’s employ, Robinson was powers come from 6 Fleet-Footed: Running +3” (9” total) 1 “Blueboy” technology, injured when some from a commando’s 3 Nightsight Goggles: Ultraviolet grenade struck him in the throat. Rather than live just like his own. With Perception (Sight Group); OIF (-½) 0 her amulet, he could the rest of his life as a mute, Robinson agreed to an 6 Radio: Radio Perception/ be more powerful than experimental procedure the Warlord said was avail- ever! He starts to try to Transmission (Radio Group); OIF (-½), able. What he didn’t know was that the Warlord was manipulate events to Aff ected As Hearing Group As Well As simply using him as a guinea pig. At the Warlord’s get the Warlord to cap- Radio Group (-¼) 0 instruction, surgeons implanted fragments of ture her. Unfortunately, Blueboy communication technology in Robinson’s Howler’s working for Perks throat and brain. To the Warlord’s surprise, the VIPER these days, and 4 Fringe Benefi t: Membership: member of the experiment worked — Robinson emerged from his actions inadvertently War Machine start a war between the surgery not only with his voice restored, but amaz- ing sonic superpowers to boot. Instead of having two organizations. Can Talents the PCs put a stop to the him quietly killed and the body disposed of, the 3 Perfect Pitch whole mess before a lot Warlord made him a member of the War Machine, of innocents get hurt? where he’s served ever since. Skills 6 +2 with Sonic Implants Multipower Personality/Motivation: Warcry is a crude and petty Warcry develops a individual who lives for life’s simple pleasures — “thing” for Black Dia- money, women, food, liquor, goofi ng off . He’s as effi - mond and decides he 1 AK: Europe 8- can impress her by 2 KS: Military History 11- cient as the next man in the Warlord’s private army, committing a bunch of 2 KS: Superheroes 11- but only because it gets him something he wants, fl ashy crimes to steal 2 KS: Supervillains 11- not because he enjoys the discipline or considers it gift s for her. Can the 3 Mimicry 12- valuable in and of itself. He’s a loudmouthed brag- PCs stop his crime spree 2 PS: Singing 11- gart, always trash-talking and putting others down, — particularly if he calls 2 PS: Soldier 11- but he’s more than willing to back up his boasts on his War Machine 3 Stealth 13- with action. If beaten or humiliated, he’ll do what- buddies to help him ever he must to get revenge on his enemy. out? What will he do 3 Tactics 12- when Black Diamond 3 Teamwork 13- Quote: “Listen up! Th is is the Warcry that’s takin’ tells him to go jump in 3 Ventriloquism 12- you down.” a lake? Powers/Tactics: Warcry possesses a small, but Total Powers & Skills Cost: 238 powerful, suite of sonic abilities that derive from Total Cost: 350 the Hzeel technology implanted in his body. He can generate sonic blasts powerful enough to shred 200+ Disadvantages metal, liquify fl esh, or shatter just about any solid 5 Distinctive Features: unique Geiger counter object (he likes to use the latter power on superhe- and metal detector signature (Not roes’ Foci). He lacks the greater degree of control Concealable, Noticed And Recognizable, displayed by the supervillainess Howler, whose Detectable Only By Unusual Senses) powers come from a similar source, but has more 10 Hunted: Th e Warlord 8- (Mo Pow, NCI, raw power. Watching) In combat, Warcry is up front and in-your- 20 Hunted: Champions 8- (Mo Pow, NCI, face, showing off his abilities and trying to earn Capture) “bragging rights” by bringing down the fi rst enemy, 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) or the most enemies. As a result he gets hurt a lot, 20 Psychological Limitation: Showoff ; Loves To but he’s also gotten a lot of favorable attention from Use His Powers (Very Common, Strong) the Warlord due to his gung-ho attitude. On the 15 Psychological Limitation: Loyal To Th e Conquerors, Killers, And Crooks 43 other hand, he sometimes uses his Vertigo Induc- tion and Sonic Boom powers when his teammates are too close, which doesn’t really endear him to them. He’s not particularly well-liked by the rest of the War Machine, and may someday meet with an unfortunate “battlefi eld accident.” Campaign Use: See introductory text for general information. To make Warcry more powerful, expand the scope of his powers by adding more slots to his Multipower (see Howler, page 162, for some ideas along these lines). To weaken him, reduce his Multipower reserve to 75 or 60 Active Points. Warcry’s vengeful streak makes him the War Machine member most likely to defy orders and start Hunting a hero on his own. It’s not likely to happen, but it is possible, especially if the same hero defeats him several times in a humiliating manner. If he becomes a Hunter, he won’t be subtle about it; he’ll follow the character until an oppor- tune moment, then attack with everything he’s got. Appearance: Warcry is a six-foot-tall black man, muscular and fi t. His “uniform” typically consists of Army green fatigue pants and a lighter green sleeveless shirt. Special goggles cover his eyes; his radio is also built into them. He keeps his head shaved bald.

WARHEAD Val Char Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 [2] 3u 5) Flash-Bomb: Sight Group Flash 8d6, 23 DEX 39 14- OCV: 8/DCV: 8 Explosion (+½); OIF (-½), 8 Charges (-½) [8] 20 CON 20 13- 30 Palm Blasters: EB 12d6; OIF (-½), 15 BODY 10 12- 8 Charges (-½) [8] 13 INT 3 12- PER Roll 12- Martial Arts: Commando Training 10 EGO 0 11- ECV: 3 Maneuver OCV DCV Notes 20 PRE 10 13- PRE Attack: 4d6 3 Aikido Th row +0 +1 4d6 + v/5, Target 10 COM 0 11- Falls 4 Boxing Cross +0 +2 6d6 10 PD 6 Total: 22 PD (12 rPD) 4 Choke -2 +0 Grab One Limb, 8 ED 4 Total: 20 ED (12 rED) 2d6 NND (2) 5 SPD 17 Phases: 3, 5, 8, 10, 12 4 Escape +0 +0 35 STR vs. Grabs 8 REC 0 4 Hold -1 -1 Grab Th ree 40 END 0 Limbs, 30 STR 35 STUN 0 Total Characteristics Cost: 119 4 Judo Disarm -1 +1 Disarm, 30 STR 4 Karate “Chop” -2 +0 HKA ½d6 Movement: Running: 6”/12” (1d6+1 with Flight: 15”/30” STR) 4 Kung Fu Block +2 +2 Block, Abort Cost Powers END 24 Bulletproof Costume: Armor 40 Arty Is Your Friend: Multipower, 60-point (12 PD/12 ED); OIF (-½) 0 reserve; all OIF (battlesuit; -½) 25 Jetpack: Flight 15”, Reduced Endurance 3u 1) Rocket-Propelled Bomb I: RKA 2½d6, (½ END; +¼); OIF (-½) 1 Explosion (+½); OIF (-½), 8 Charges (-½) [8] 11 Enhanced Flight Mode: Flight +11”; OIF 3u 2) Rocket-Propelled Bomb II: RKA 2d6, (-½), 8 Charges (-½) [8] Explosion (-1 DC/2”; +¾), +1 Increased 3 Nightsight Mask Lenses: Ultraviolet STUN Multiplier (+¼); OIF (-½), 8 Charges Perception (Sight Group); OIF (-½) 0 (-½) [8] 6 Mask Radio: Radio Perception/ 3u 3) Mini-Bomb: RKA 2d6, Area Of Eff ect Transmission (Radio Group); OIF (-½), (One Hex; +½), +2 Increased STUN Aff ected As Hearing Group As Well As Multiplier (+½); OIF (-½), 8 Charges (-½) [8] Radio Group (-¼) 0 3u 4) Tangle-Bomb: Entangle 6d6, 6 DEF; 6 Good Eyes: +3 PER with Sight Group 0 OIF (-½), 8 Charges (-½) [8] 44 HERO SYSTEM 5TH EDITION

WARHEAD Perks pilot. It was the perfect combination of money and PLOT SEEDS 4 Fringe Benefi t: Membership: member of the action. And when the Warlord recruited him for the War Machine Shadow Army with off ers of even more money, he Warhead encounters a signed up right away. female PC and immedi- Skills Aft er serving for a couple years as one of the ately forgets about War- 12 +4 with Arty Is Your Friend Multipower Warlord’s combat pilots, Weist was ordered to par- path. He starts coming ticipate in a test of a new fl ying suit, one patterned on strong, even making 3 Combat Piloting 14- aft er Warbird’s but more heavily armed. Since he’d passes and using double 2 KS: History Of Aviation 11- always been jealous of Warbird — fl ying under entendres in combat. 2 KS: Military History 11- one’s own power had to be a lot better than just He begins stalking her, piloting a plane — Weist jumped at the chance. causing all sorts of 2 KS: Th e Military/Mercenary/Terrorist World problems. How can the 11- Th e test went perfectly, and Weist proved quite PC deal with the situa- 2 KS: Superheroes 11- adept not only at fl ying it, but using its weapons. tion without starting a 2 KS: Supervillains 11- Th e Warlord gave him the codename “Warhead” major confl ict with the 2 Navigation (Air) 12- and assigned him to the War Machine, where he’s Warlord? 3 Stealth 14- served ever since. 3 Tactics 12- Personality/Motivation: Warhead is a big, blustering, Th e Warlord decides 3 Teamwork 14- arrogant, know-it-all jerk. He loves to fi nd other to try to improve War- peoples’ buttons and push them, goad people into head’s weaponry, so he Total Powers & Skills Cost: 231 getting themselves in trouble, demonstrate his own orders the War Machine Total Cost: 350 to steal the equipment superiority, and otherwise make a general pain in and explosives he needs the ass of himself. It’s all a way of compensating for 200+ Disadvantages to do the work. As the the inferiority he feels because he’s so short, but his PCs try to stop the 10 Hunted: Th e Warlord 8- (Mo Pow, NCI, behavior doesn’t exactly make him any friends. theft s, will Warbird do Watching) Warpath and Warmonger like him even less something to sabotage 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- than the men do, because he’s also a notorious the mission so his rival ture) womanizer. He hits on them constantly (though not doesn’t become stronger 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) quite so crudely with Warpath, for whom he feels than he is? 15 Psychological Limitation: Womanizer some genuine roman- (Common, Strong) tic attraction), and Warhead takes an offi ce 15 Psychological Limitation: Loyal To Th e War- when they’re not building hostage, claim- lord (Common, Strong) ing he’s planted bombs around he focuses 10 Psychological Limitation: Arrogant Jerk his attention on throughout it that he (Common, Moderate) can trigger instantly. female He’s demanding mil- 15 Reputation: superpowered soldier of the sol- lions of dollars and a Warlord, 11- (Extreme) prototype experimental 10 Rivalry: Professional (with Warbird, Rival Is aircraft being designed In Superior Position) by Ironwood Industries. 15 Social Limitation: Secret Identity Where are his team- (Arthur “Arty” Weist) (Frequently, mates? Is he acting Major) alone, or is this part of 20 Social Limitation: Subject To some larger scheme? Orders (Very Frequently, Major)

Total Disadvantage Points: 350 Background/History: Arthur “Arty” Weist’s promising career as a Navy pilot was derailed when he was court-martialed on charges of sexual harassment and dis- honorably discharged. Th e true charges were more severe — rape and assault — but the Navy didn’t want the bad publicity, and neither did Weist. He’d been sexually harass- ing female offi cers for years anyway, so it’s not like he wasn’t guilty of that, too. Weist tried civilian aviation for a while, but it just didn’t suit him. Acting on a tip from an old Navy buddy, he signed up with a merce- nary service, and was soon having the time of his life as a merc Conquerors, Killers, And Crooks 45 diers in the Shadow Army or the like. More than WARMONGER WARMONGER once he’s almost compromised a mission by spend- Val Char Cost Roll Notes PLOT SEEDS ing too much of his off -duty time skirtchasing. 15 STR 5 12- Lift 200 kg; 3d6 [1] Warhead has a strong rivalry going with 18 DEX 24 13- OCV: 6/DCV: 6 At the Warlord’s behest, Warbird. Not only does Warhead think (incor- 18 CON 16 13- Warmonger visits the rectly) that he’d be a much better team leader than 10 BODY 0 11- General Assembly of the Warbird, but he sees Warbird as his chief obstacle 20 INT 10 13- PER Roll 13- United Nations and stirs up dissension among to winning over Warpath. He never passes up an 23 EGO 26 14- ECV: 8 the delegates. Several opportunity to challenge or snidely insult Warbird, 15 PRE 5 12- PRE Attack: 3d6 and questions his authority at almost every turn. small and bloody wars 14 COM 2 12- could break out unless Quote: “Hey, superfreak — catch!” the PCs fi gure out what’s 6 PD 3 Total: 18 PD (12 rPD) Powers/Tactics: Like Warbird, Warhead possesses going on and put a stop 8 ED 4 Total: 20 ED (12 rED) to it. a battlesuit equipped with fl ight technology (a 5 SPD 22 Phases: 3, 5, 8, 10, 12 jetpack, rather than powered wings) and missiles. 7 REC 0 Warmonger uses her However, Warhead’s suit is less maneuverable but 36 END 0 powers to trigger a PC’s better armed. Warhead functions as the team’s 30 STUN 3 Total Characteristics Cost: 120 Enraged/Berserk or “artillery” and heavy combat specialist, using Psychological Limita- his expertise with explosives and bombs to take Movement: Running: 6”/12” tion, sending him on out multiple foes (against a particularly resilient a destructive rampage. opponent, he’ll use his Mini-bombs in the hope of He “comes to” only to Cost Powers END Stunning him). For times when lethal attacks aren’t fi nd himself Hunted by 50 Mental Domination: Mind Control 8d6, called for, he has tangle-bombs and fl ash-bombs, the police. Can he (and Reduced Endurance (½ END; +¼) 2 and also blasters built into the palms of his gaunt- his teammates) clear 22 Anger Management: Mind Control +6d6, lets (he sometimes uses the latter as a multiple- his name and bring Reduced Endurance (0 END; +½); Only To Warmonger to justice power attack with one of his Multipower slots). Control/Infl ict Anger And Th e Desire To Do before the cops catch up Warhead tends to fi ght aggressively, but not Violence (-1) 0 to him? stupidly. If his attacks aren’t achieving the intended 45 Tortures Of Th e Mind: Ego Attack 2d6, eff ect as-is, he’ll maneuver in the hopes of get- Continuous (+1), Reduced Endurance Th e Warlord teams up ting a Surprise Move bonus, or try something else (½ END; +¼) 2 with VIPER, which unusual (like blasting the side of a building to make Martial Arts: Commando Training builds a cerebral the rubble fall on his opponent). Maneuver OCV DCV Notes enhancer that allows Campaign Use: See introductory text for general Warmonger’s powers to 4 Boxing Cross +0 +2 5d6 aff ect an entire nation. information. As you use the War Machine in your 4 Choke -2 +0 Grab One Limb, Who should the War- campaign, Warhead works best as a source of team 2d6 NND (2) lord target fi rst...? — and friction the PCs can support. His constant goad- 4 Escape +0 +0 30 STR vs. Grabs can the PCs fi gure out ing of Warbird, and the unwelcome attentions he 4 Hold -1 -1 Grab Th ree what’s going on and stop showers on the women, create weaknesses in the Limbs, 25 STR him? War Machine the PCs may be able to exploit. For 4 Kung Fu Block +2 +2 Block, Abort example, it wouldn’t take much to convince the 24 Bulletproof Costume: Armor rest of the team to turn Warhead over to the PCs in (12 PD/12 ED); OIF (-½) 0 exchange for some other concession. 3 Nightsight Goggles: Ultraviolet To make Warhead more powerful, give him Perception (Sight Group); OIF (-½) 0 more slots in his Multipower, or have his battlesuit 6 Radio: Radio Perception/ provide bonuses to STR and other Characteristics. Transmission (Radio Group); OIF (-½), To reduce his eff ectiveness, cut the Active Points Aff ected As Hearing Group As Well As in his Multipower reserve, so that his weapons Radio Group (-¼) 0 become weaker, and get rid of the Palm Blasters. Appearance: Warhead wears a sleek suit of armor Perks identical in most respects to Warbird’s, with a few 4 Fringe Benefi t: Membership: member of the diff erences. First, the white parts become navy blue, War Machine and the navy blue parts become gold. Second, he has no wings, and instead of a powerpack has a Talents jetpack on his back. Th ird, he has more rockets on 20 Danger Sense (self only, out of combat) 13- the wrist-mounted rocket launchers he wears, and 15 Combat Sense 13- he also has a smaller rack of larger missiles around the outside of his upper arms. Skills Arty Weist is a short man (5’5” tall), but mus- 2 KS: Asian History & Culture 11- cular and well-built for his size. He has curly dark 3 KS: Military History 13- hair and dark eyes, and usually dresses “sloppy 3 KS: Superheroes 13- casual.” 3 KS: Supervillains 13- 1 PS: Soldier 8- 3 Stealth 13- 3 Tactics 13- 3 Teamwork 13- 46 HERO SYSTEM 5TH EDITION

Background/History: Growing up, Sandra Chiang Total Powers & Skills Cost: 230 couldn’t understand why people were always so Total Cost: 350 mad at her all the time. Her parents never seemed to stop yelling, all the kids at school hated her, 200+ Disadvantages teachers singled her out for verbal abuse. Wherever 10 Distinctive Features: Mutant (Not she went, disquiet — sometimes even violence — Concealable; Always Noticed; Detectable seemed to follow. Shunned and alone, she withdraw Only By Unusual Senses) into herself, becoming defensive over the least little 10 Hunted: Th e Warlord 8- (Mo Pow, NCI, thing, and turning her secret sorrow into feelings of Watching) scorn for others. 20 Hunted: Champions 8- (Mo Pow, NCI, It wasn’t until she tried to join the U.S. Army Capture) that special tests revealed the cause: she was a 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) mutant. For years, she’d subconsciously been using 15 Psychological Limitation: Disdain For her powers, which allow her to enhance feelings Others (Common, Strong) of anger, rage, and violence in others, on people 15 Psychological Limitation: Loyal To Th e around her. Th e Army, seeking a new super-soldier Warlord (Common, Strong) or DIA agent, trained her to manifest her powers in 10 Psychological Limitation: Coldhearted And full, and to control them. But by then it was too late Humorless (Common, Moderate) — the haughty defensiveness and general dislike 15 Reputation: superpowered soldier of the for humanity that comforted her during her teen Warlord, 11- (Extreme) years were too ingrained to change. Her personality 15 Social Limitation: Secret Identity (Sandra problems were severe enough to get her into disci- Chiang) (Frequently, Major) plinary trouble on several occasions, and eventually 20 Social Limitation: Subject To Orders (Very led to her discharge. Frequently, Major) And that was what the Warlord had been wait- ing for. His contacts in the Department of Defense Total Disadvantage Points: 350 had told him about Chiang, and he decided she’d be perfect for his organization. Lacking any other alternative, she agreed, and soon found the supervillain lifestyle to her liking. As Warmonger, she was able to work out her own frustrations in combat, and in the more closely-knit world of the War Machine, she can fi nd ways to get along. Th ough perhaps not truly happy, she’s happier now than she’s ever been before, and extremely loyal to the Warlord as a result. Personality/Motivation: As described above, War- monger is a coldhearted person who has little regard for others. She looks upon other people as her inferiors because she has mental powers. Anyone who laughs at this, or otherwise annoys her, will soon fi nd himself suff ering from a splitting headache (a subtle use of her Tortures Of Th e Mind power). She doesn’t even get along particularly well with her teammates, keeping to herself as much as possible and responding to her orders curtly — but compared to how she gets along with other people, she’s practically bosom buddies with the War Machine. Quote: “Kinda makes you angry, doesn’t it?” Powers/Tactics: Warmonger is a mutant with limited mental powers. She can exert mental con- trol over other people, but has the greatest suc- cess doing so when she’s trying to infl ict, alter, or enhance feelings of anger, rage, or the desire to do violence. (At the GM’s option, any use of her Anger Management power which achieves at least an EGO + 10 Eff ect Roll, even if it otherwise fails to establish control, requires the victim to check for any Enrageds/Berserks he may have.) Additionally, she can cause mental pain, usually manifesting as terrible migraine headaches, with the pain getting worse and worse until she stops applying the power or the victim passes out. Conquerors, Killers, And Crooks 47

As a combatant, Warmonger is weaker than WARPATH WARPATH her teammates, and she knows it. In most battles Val Char Cost Roll Notes PLOT SEEDS she tries to take cover and use her mental powers 15 STR 5 12- Lift 200 kg; 3d6 [1] to support the rest of the War Machine. If the 25 DEX 45 14- OCV: 8/DCV: 8 Warpath hears that a team has been issued some heavy weaponry, 15 CON 10 12- big corporation is about Warmonger’s the person most likely to use it, since 10 BODY 0 11- to start a construction she doesn’t have any weaponry of her own. She also 15 INT 5 12- PER Roll 12-/15- Sight project that will make the reservation she used helps the group a lot with her Danger Sense; the 15 EGO 10 12- ECV: 5 to live on even smaller War Machine has come to rely on her predictions 18 PRE 8 13- PRE Attack: 3½d6 (since, aft er all, anything that threatens her prob- and more impoverished. 18 COM 4 13- Without checking ably poses a danger to them, too). into these rumors, she Campaign Use: See introductory text for general 10 PD 7 Total: 22 PD (12 rPD) persuades the Warlord information. Warmonger represents a possible 10 ED 7 Total: 22 ED (12 rED) to let her and the War chink in the Warlord’s armor. Th ough embittered 5 SPD 15 Phases: 3, 5, 8, 10, 12 Machine attack the and humorless due to the circumstances of her 10 REC 8 corporation. Are the childhood, she’s not really a hardened criminal. 30 END 0 stories true, and War- path’s actions perhaps It’s possible a PC could break through her shell of 45 STUN 19 Total Characteristic Cost: 143 even justifi ed, or is she disdain and scorn and convert her to the cause of wrong... or is she being Justice — barely possible, but possible. Movement: Running: 12”/24” manipulated somehow? To make Warmonger more powerful, give her Cost Powers END more mental powers (perhaps putting them in a Warpath goes AWOL to Multipower with her basic Mind Control). Some 30 Bow and Arrows: Multipower, 60-point participate in an archery Telepathy and maybe a few odd BOECV-based reserve; all OAF (-1) competition in disguise. abilities would work pretty well, and a Mind Link 1u 1) Broadhead Arrow: RKA 3d6; If possible, she gets into would off er the War Machine a major tactical OAF (-1), 4 Charges (-1) [4] a rivalry with a PC who’s advantage. Alternately, you could give her some 1u 2) Chisel-Point Arrow: RKA 2d6, Armor also there to compete high-tech weaponry. To weaken her, remove her Piercing (+½); OAF (-1), 4 Charges (-1) [4] (or maybe strikes up Ego Attack, or subject her Mental Domination 2u 3) Taser Arrow: Energy Blast 12d6; OAF some sort of impromptu romantic relation- power to the same Limitations as her Anger Man- (-1), STUN Only (-0), 4 Charges (-1) [4] ship with a PC who’s 2u 4) Glue Arrow: Entangle 4d6, 4 DEF, agement ability. just there to watch). Sticky (+½); OAF (-1), 4 Charges (-1) [4] Appearance: Warmonger is a short, pretty Chinese But when the Warlord 2u 5) Flare Arrow: Sight and Hearing Group woman with dark hair cut short. She usually wears comes looking for her, Flash 11d6; OAF (-1), 4 Charges (-1) [4] dark blue fatigue-like pants, with a matching jacket and decides to destroy 2u 6) Smoke Arrow: Darkness to Sight over a tee-shirt. She has a nightsight goggles/radio the competition and her Group 6” radius; OAF (-1), 4 Charges “friends” to teach her device like Warcry’s, but oft en keeps them in her lasting one Turn each (removed by a lesson, the PCs are pocket until she needs them instead of just wearing high winds or rain; -½) [4cc] called into action.... them all the time. 2u 7) Explosion Arrow: Energy Blast 8d6, Explosion (+½); OAF (-1), 4 Charges (-1) [4] Warpath decides to 2u 8) Knockout Gas Arrow: Energy Blast seek out and kill every- 4d6, NND (defense is Life Support [Self- one who ever beat her during an archery Contained Breathing]; +1), Area Of Eff ect competition, and every (4” Radius; +1); OAF (-1), 4 Charges (-1) [4] competition judge 30 Uncanny Accuracy: Find Weakness with who awarded someone Bow and Arrows Multipower 13- 0 higher marks than her. Martial Arts: Commando Training Th e PCs are called in Maneuver OCV DCV Notes to solve this series of 3 Aikido Th row +0 +1 3d6 + v/5, Target strange murders. Falls 4 Boxing Cross +0 +2 5d6 4 Choke -2 +0 Grab One Limb, 2d6 NND (2) 4 Escape +0 +0 30 STR vs. Grabs 4 Hold -1 -1 Grab Th ree Limbs, 25 STR 4 Judo Disarm -1 +1 Disarm, 25 STR 4 Karate “Chop” -2 +0 HKA ½d6 (1d6+1 with STR) 4 Kung Fu Block +2 +2 Block, Abort 6 Good Eyes: +3 PER with Sight Group 0 24 Bulletproof Costume: Armor (12 PD/12 ED); OIF (-½) 0 12 Fleet-Footed: Running +6” (12” total) 1 3 Nightsight Mask Lenses: Ultraviolet 48 HERO SYSTEM 5TH EDITION

Perception (Sight Group); OIF (-½) 0 to get by. She was doing well, and fi nally beginning 6 Mask Radio: Radio Perception/Transmission to get over her general adolescent rage at the world, (Radio Group); OIF (-½), Aff ected As Hear- when she was falsely accused of cheating during an ing Group As Well As Radio Group (-¼) 0 archery competition. Th at was all it took to push her over the edge. Perks She committed a couple of crimes, using her 4 Fringe Benefi t: Membership: member of the archery skills to give her an advantage, but her War Machine inexperience showed and she was soon captured. It was the Warlord who broke her out, seeing in her Talents the perfect addition to his War Machine — aft er 6 Lightning Refl exes: +4 DEX to act fi rst with all, not all weapons have to involve gunpowder or All Powers energy beams. Grateful for the rescue, Danica (or Warpath, as the Warlord renamed her) has taken to Skills the supercriminal lifestyle with gusto. 15 +5 with Bow and Arrows Multipower Personality/Motivation: Warpath’s skills and abilities have made her overconfi dent and arrogant. She’s 2 KS: Amerind Myths & Legends 11- convinced she can handle anything; it might take 3 KS: Competition Archery 12- some time and a little tinkering in the Warlord’s 2 KS: Military History 11- workshops, but she’s got a way to defeat anything 1 KS: Th e Military/Mercenary/ she comes across. Moreover, she can’t stand to be Terrorist World 8- bested or defeated; she’s the best, and second place 2 KS: Superheroes 11- is for losers. Any hero who defeats her — particu- 2 KS: Supervillains 11- larly at archery — has probably just made himself 2 PS: Bowyer 11- an enemy for life. 3 Stealth 14- Recently, both Warbird and Warhead have 3 Tactics 12- been making romantic overtures toward her. She 3 Teamwork 14- doesn’t have any particular feelings for either of 3 Tracking 12- them, but may decide to pick one or the other of them (probably Warbird) just to see what that does Total Powers & Skill Cost: 207 to their rivalry. Total Cost: 350 Quote: “Watch this, guys — one shot, right between 200+ Disadvantages the eyes.” 10 Hunted: Th e Warlord 8- (Mo Pow, NCI, Powers/Tactics: Warpath is a talented archer Watching) equipped with a high-tech bow and a quiverful 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- of tricked-out arrows. In addition to standard ture) broadheads and chisel-points, she’s got arrows that 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) explode, emit clouds of smoke, burst into wads 20 Psychological Limitation: Must Be Th e of sticky glue to restrain the target, and so on. In Best; Won’t Settle For Second Place (Very combat she analyzes her targets carefully, picking Common, Strong) the most important one and then fi ring at him 15 Psychological Limitation: Loyal To Th e War- with her Uncanny Accuracy (i.e., aft er Finding lord (Common, Strong) Weakness). She prefers to fi ght from behind cover 15 Psychological Limitation: Overconfi dence if possible, but is willing to get out in the open if (Very Common, Moderate) necessary. 15 Reputation: superpowered soldier of the Campaign Use: See introductory text for general Warlord, 11- (Extreme) information. To make Warpath tougher, give her a 15 Social Limitation: Secret Identity (Danica few more Multipower slots (or increase the Active Two Bears) (Frequently, Major) Points in the reserve of her current Multipower), 20 Social Limitation: Subject To Orders (Very and/or increase her defenses. To weaken her, get rid Frequently, Major) of her Uncanny Accuracy power. Contrary to orders, Warpath might start to Total Disadvantage Points: 350 spend time Hunting a hero who has bested her, Background/History: A full-blooded American particularly if (a) the hero is also a weaponmaster Indian, Danica Two Bears grew up on a reservation, (particularly an archer), or (b) he humiliated or surrounded by poverty. She saw her once-proud insulted her in the process. As a Hunter, she will try people humbled and miserable, many of them rav- to arrange a confrontation where she can beat him aged by alcoholism and depression. In most people in front of a lot of witnesses and then kill him. this would have inspired sympathy and compas- Appearance: Warpath is an Amerind woman with sion. With Danica, it just made her want to get out long, braided black hair, who carries a high-tech of there. bow and a large quiver of high-tech arrows. She Her ticket off the reservation was competition doesn’t wear a mask or helmet, but does wear archery. She was good with a bow and arrow, very goggles with ear- and mouth-pieces allowing her to good, and though there wasn’t a lot of money to be maintain radio contact with her teammates. made shooting arrows at targets, there was enough Conquerors, Killers, And Crooks 49

THE FLYING FORTRESS 15 Danger Room: DEF +14; Partial Coverage Val Char Cost Notes (200 hexes; -1¾) 0 100 STR 0 Lift 25 ktons; 20d6 [0] 12 Cell Block: DEF +8, Cannot Be Escaped 28 BODY 0 With Teleportation (x2; +½); Partial 64”x32” Size 90 Mass 25 ktons; -18 KB; -12 DCV Coverage (15 hexes; -2) 0 12 DEF 30 23 Weapons Laboratories: Weaponsmith 10 DEX 0 OCV: 3/DCV: 3 (all categories) 16- 3 SPD 10 Phases: 4, 8, 12 17 Electronics Laboratory: Electronics 16- Total Characteristic Cost: 130 Total Abilities & Equipment Cost: 415 Movement: Ground: 0”/0” Total Vehicle Cost: 545 Flight: 10”/1,250” Total Disadvantage Points: 0 Abilities & Equipment Total Cost: 545/5 = 109 Cost Power END -12 No Ground Movement: Running -6” FLYING FORTRESS COMPUTER 35 Generator: Endurance Reserve (300 END, Val Char Cost Roll Notes 40 REC); OIF Bulky (-1) 0 23 INT 13 14- PER Roll 14- 25 Internal Security: Security Systems 20- 0 12 EGO 4 11- ECV: 4 50 Levitator Engines: Flight 10”, x125 15 DEX 15 12- OCV: 5/DCV: 5 Noncombat 0 3 SPD 5 Total Characteristic Cost: 37 12 Stealth Technology: Invisible To Radio Group, Reduced Endurance (0 END; +½); Cost Skills Radar Only (-¼) 0 3 Cryptography 14- 30 Cloud Generator: Sight Group Images, 5 AK: Earth 16- -5 to PER Rolls, Increased Size (64” 2 KS: Archived Recent News 11- Radius; +1½), Reduced Endurance 4 KS: Current News 15- (0 END; +½); Set Eff ect (cloud cover 3 KS: Military History 14- around self; -1), No Range (-½) 0 4 KS: Movies Database 15- 60 Weapons Pod: Energy Blast 12d6, 4 clips 3 KS: Music Database 14- of 125 Charges each (+1); OIF Bulky (-1) [125] 3 KS: Superheroes 14- 20 Weapons Pods: 15 more Blasters, as above, 4 KS: Supervillains 15- spaced equidistantly around the ship’s hull [125] 2 KS: World Celebrities/Politicians 11- 30 Internal Neural Tranquilizer: Energy Blast 2 KS: World History 11- 6d6, NND (defense is having a neural 2 KS: World Politics 11- system markedly diff erent from humans’ 2 Navigation (Air) 14- or wearing a Shadow Army ID badge; +1); 4 PS: Communications Coordinator 15- OIF Bulky (located on bridge; -1), 2 PS: Game-Player 11- 16 Charges (-0) [16] 3 Systems Operation 14- 20 Internal Neural Tranquilizer: 15 more 9 Weaponsmith (all categories) 14- Tranquilizers, located at strategic points throughout the ship [16] Programs 11 Sealed Environment: Life Support 1 Monitor Camera System, Report Anomalies (Self-Contained Breathing, Safe Environ- 1 Monitor Communications System, Report ments: Low Pressure/Vacuum, Intense Anomalies Heat, Intense Cold); Costs Endurance (-½) 2 1 Monitor Radar System, Report Anomalies 5 Polarized Exterior Windows: Sight Group 1 Plot Distance, Travel Times Between Speci- Flash Defense (10 points); Only Protects fi ed Locations Versus Exterior Flashes Against Interior 3 Run Programmed Training Facility Simula- Personnel (-1) 0 tion (Up to 3 Resident In Memory) 6 Communications System: HRRP; 1 Scan and Enter Data OIF Bulky (-1) 0 1 Search Reference Material For Information 19 Radar Array: Radar (Radio Group), On A Topic Discriminatory, Increased Arc Of 1 Send Emergency Call to Team Members If Perception (360 Degrees), Telescopic (+14 Specifi ed Protocols Are Not Met versus Range Modifi er); OIF Bulky (-1) 0 37 Sensors: Clairsentience (Sight and Hearing Talents Groups), 32x Range (4,800”), Reduced 3 Clock: Absolute Time Sense Endurance (0 END; +½); OAF Bulky 5 Memory: Eidetic Memory (cameras and monitor station; -1½) plus 3 Calculator: Lightning Calculator Infrared Perception (Sight Group); OAF 4 Scanner: Speed Reading (x10) Bulky (same; -1½), Linked (to Clairsentience; -½) plus Ultraviolet Total Abilities Cost: 82 Perception (Sight Group); OAF Bulky Total Computer Cost: 119 (same; -1½), Linked (-½) 0 50 HERO SYSTEM 5TH EDITION

Total Disadvantage Points: 0 Martial Arts: Commando Training Maneuver OCV DCV Notes Total Cost: 119/5 = 24 4 Boxing Cross +0 +2 5d6 Description: Th e Flying Fortress is the Warlord’s mas- 4 Choke -2 +0 Grab One Limb, sive mobile base, built partly with Blueboy (Hzeel) 2d6 NND (2) technology but mostly with good old-fashioned 4 Escape +0 +0 30 STR vs. Grabs Earth tech. Able to fl y or hover in any part of the 4 Hold -1 -1 Grab Th ree atmosphere, it comes equipped with stealth technol- Limbs, 25 STR ogy (to hide it from radar) and cloud generators (so 4 Kung Fu Block +2 +2 Block, Abort that it looks, to the unaided eye, like an ordinary bank 9 Combat Body Armor: Armor (6 PD/6 ED); of clouds). It’s well-armed, with both exterior and OIF (-½), Activation Roll 14- (-½) 0 interior weaponry and elaborate security systems. Its 4 Radio Headset: Radio Perception/ interior features include living quarters (ranging from Transmission (Radio Group); OAF (-1); the luxurious to bunkrooms for the Shadow Army), Aff ected As Hearing Group As Well As eating and recreation facilities (including a “danger Radio Group (-¼) 0 room” for the War Machine and soldiers to conduct mock combat exercises in), a holo-table on which the Perks Warlord plays elaborate wargames, hangars contain- 1 Fringe Benefi t: Membership (Private in the ing smaller fl ying vessels (not detailed here), and Shadow Army) advanced communications equipment. Skills SHADOW ARMY SOLDIER 6 +2 with Firearms Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [1] 1 KS: Military History 8- 15 DEX 15 12- OCV: 5/DCV: 5 2 KS: Th e Military/Mercenary/Terrorist World 11- 14 CON 8 12- 2 PS: Soldier 11- 12 BODY 4 11- 3 Stealth 12- 10 INT 0 11- PER Roll 11- 3 Streetwise 12- 10 EGO 0 11- ECV: 3 3 Tactics 11- 15 PRE 5 12- PRE Attack: 3d6 8 WF: Small Arms, Blades, 5 more points’ worth 10 COM 0 11- of GM’s choice 9 Choose three of the following: Bugging, 4 PD 1 Total: 10 PD (6 rPD) Combat Driving, Combat Piloting, Com- 4 ED 1 Total: 10 ED (6 rED) puter Programming, Concealment, Demoli- 3 SPD 5 Phases: 4, 8, 12 tions, Electronics, Fast Draw, Gambling (3 6 REC 0 points’ worth), Interrogation, Lockpicking, 28 END 0 Paramedics, Persuasion, Security Systems, 30 STUN 3 Total Characteristics Cost: 47 Shadowing, Systems Operation, 3 points’ worth of KSs/Languages/SSs/TFs/WFs, 1 Movement: Running: 6”/12” 3-point Combat Skill Level

Cost Powers END Total Powers & Skills Cost: 128 27 Warlord Assault Rifl e: Multipower, 45-point Total Cost: 175 reserve, 48 Charges for entire reserve (+½); all OAF (-1), Real Weapon (-¼), Beam (-¼) [48] 50+ Disadvantages 1u 1) Single-Shot Setting: RKA 2d6; OAF (-1), 5 Distinctive Features: Shadow Army uniform Real Weapon (-¼), Beam (-¼) (Easily Concealed; Noticed And Recognizable) 2u 2) Automatic Fire Setting: RKA 2d6, 10 Hunted: Warlord 8- (Mo Pow, NCI, Watching) Autofi re (5 shots, +½); OAF (-1), Real 15 Psychological Limitation: Violent And Weapon (-¼), Beam (-¼) Ruthless (Common, Strong) 6 Rifl e-butt Club: HA +3d6; OAF (-1), 20 Social Limitation: Subject To Orders (Very Hand-To-Hand Attack (-½) 1 Frequently, Major) 9 Sidearm: RKA 1d6+1, +1 Increased 75 Experience Points or Disadvantages specifi c to STUN Multiplier (+¼); OAF (-1), Real the individual agent Weapon (-¼), Beam (-¼), 12 Charges (-¼) [12] 12 Combat Knife: HKA 1d6 (2d6 with STR), Total Disadvantage Points: 175 Reduced Endurance (0 END; +½); OAF Description: Th is character sheet represents a typi- (-1), Real Weapon (-¼) plus Ranged (+½) cal soldier — a private — in the Shadow Army, the for HKA 1d6; OAF (-1), 1 Recoverable Warlord’s personal fi ghting force. Shadow Army Charge (-1¼), Range Based On STR (-¼), personnel wear battleship grey uniforms and Lockout (cannot use HKA until Charge is berets (or helmets in the fi eld); each one carries an recovered; -½) 0 advanced assault rifl e, a semi-automatic pistol as a sidearm, and a combat knife. Rank insignia are on the outer upper arm in red. Conquerors, Killers, And Crooks 51

he second part of Con- Th e villain teams described querors, Killers, And Crooks here are: describes fi ve villain teams The Crowns of Krim — supercriminals who, T Eurostar like the PCs, have chosen to band together for support and assis- GRAB tance. As a group, a team can PSI accomplish much more than any The Ultimates one member could by himself, and thus supervillain teams oft en pose as great or greater a threat than master villains. 52 HERO SYSTEM 5TH EDITION THE CROWNS OF KRIM CROWNS OF KRIM Membership: Dark Seraph, Bloodstone, Eclipse, to men of great malice, as they sought new masters. SCENARIO SEEDS Force, Phoenix, Temblor Th e fi rst and greatest of the crowns, the Iron Crown, attracted the attention of one of the most Hoping to summon a ackground/History: Tens of thousands of wicked men in the world, the British occultist Sir host of demons to this years in the past, so long ago no one knows Dennis of South Mallon. In 1978, Sir Dennis sac- plane to help their plans exactly when, the demon-god Krim forged rifi ced a dozen people to Krim to obtain the Iron of conquest, the Crowns Bsix crowns of terrible power. Suff used with Crown, and in the process was transformed into the commit a series of hor- dark arcane energies, the crowns would grant those terrifying Dark Seraph. For many years Dark Seraph rible crimes around Mil- who wore them awesome magical abilities — but threatened the world on his own, occasionally team- lennium City to create a would also corrupt their souls. Every time some ing up with DEMON or other mysti- vast pentagram. Unless the PCs can stop them, weakling human put on one cally-powered villains. Th en, in 1985, they’ll be faced not only of the crowns, Krim laughed, he sensed the awakening of another with six powerful mystic knowing that destruction and crown — the Shadow Crown, which villains, but an army of misery were soon to follow. grants the wearer powers of dark- demons to boot. During the Turakian ness as black as Krim’s heart. A Age, Kal-Turak the Ravager young American researcher named Aft er an announce- of Men used potent sorcer- Paul Hundley had found the ment by Millen- ies to locate each of the Shadow Crown and placed it nium City University crowns and take control upon his head, willingly selling archaeologists of the of them, but he was not so his soul for the power he was discovery of a strange foolish as to wear any of off ered. Using the powers of new Mesoamerican them himself. Rather, he the Iron Crown, Dark Seraph village in Mexico, the Crowns of Krim team gave them to certain of his called Hundley to him. with DEMON to take servants, fi rst using spells Dark Seraph now over the dig site, kill all to weaken the crowns’ knew it was only a matter the archaeologists, and power so that none of the of time, and so waited with take whatever they can wearers could challenge his brooding patience for the fi nd — obviously they rule. Th e men of the Tura- other crowns to emerge. Th e know or suspect some- kian Age claimed the Dragon Golden Crown, with its awe- thing the archaeologists Crown the Ravager wore some psychokinetic powers, haven’t yet discovered. was also forged by Krim at Kal- appeared next, on the brow Th e PCs have to get to Turak’s behest, and allowed him of Donald Jamison, a drift er the dig site in time to stop them from acquir- to control the other crowns, who stole what he thought was ing any artifacts of though Kal-Turak said a tiara from a jewelry store. Th en mystic power. naught of the matter. came the Blood Crown, unearthed When the Turakians by archaeologist Nestor Castillo Th e Crowns begin a war at last overthrew Takofanes in a long-lost Aztec temple not far with the forces of Tako- (the arch-lich whom Kal- from Mexico City. Th e Shining Crown, fanes for reasons the Turak had become), the six summoned by Greg Shackleford in much heroes aren’t aware of. crowns were lost, some the same way that Sir Dennis obtained the But what they are aware hoped forever. But such Iron Crown, and the Stone Crown, found in of is that the fi ghting was not to be. From time a weird cave formation in northern Mexico is causing tremendous to time during the Valdorian Age that followed, one by geologist Miguel Cordova, soon followed. destruction and loss of crown or the other would surface, usually on the One by one, as the crowns were claimed and life, so they’ve got to fi nd a way to stop it. head of some sorcerer seeking ever-greater power, worn, Dark Seraph knew of it, and called the wearers only to be lost again when that person inevitably fell to him. By 1993, the Crowns of Krim was complete into darkness and death. — and the world has lived in terror of them ever Aft er the Cataclysm that overthrew Atlantis since. and changed the world, the crowns were lost again, Group Relations: Despite the fact that each of them this time for many millennia. As the power of magic is evil, and many of them have sold their souls for waned in the world, the crowns became quiescent, ever-greater power, the Crowns of Krim work well slumbering in their resting places. But in the twen- together. Th e crowns themselves all “owe allegiance” tieth century, as magic once again rose in the world to the Iron Crown, giving Dark Seraph the power to (albeit in diff erent ways than ever before), the crowns command them and their wearers and thus elimi- re-awakened, and their darkling energies called out Conquerors, Killers, And Crooks 53

nate treachery or dissent. (Th ough even the Iron Crown is subject, at least at times, to the Dragon Crowning Glory Crown of Takofanes; see Champions Universe, page ‘Make no mistake, brothers 102, and page 31 of this book.) Dark Seraph rules the — Dark Seraph is the mightiest Crowns with an iron fi st; those who dispute or ques- demonic entity residing tion his commands suff er harsh punishments. permanently on this plane of Th e Crowns have worked with DEMON and reality, and for one reason: the Iron Crown. Of the Circle of the Scarlet Moon in the past, but not all the artifacts we have encountered, only the Basilisk Orb rivals its power. If we could obtain on a regular basis. Th ey are implacably opposed to both the Crown and the Orb, no one could stop Takofanes. Other groups and villains they generally DEMON! But to take it, we would have to slay ignore, but an alliance might be possible under the the Midnight Angel, and with the other Crowns right circumstances. to back him, we may lack the strength to do Tactics: Th e Crowns of Krim have never bothered to that ... for now.’ come up with elaborate tactics or battle maneuvers; — Speech by a Morbane of DEMON, overheard by the crimefi ghter Nightwind they simply use their great power to strike down their foes. Each member fi ghts in his own preferred Initially, they’ll pursue their quarry in brutal fashion, way (see individual character sheets), though each of with destructive surprise attacks; if that doesn’t work, them shouts out “code words” in an ancient Turakian they’ll gradually shift to more clever, devious tactics. tongue when he’s about to use an attack that aff ects Krim and his workings off ers a clever GM many a large area (such as Dark Seraph’s power of Invoked ways to use Dark Seraph and his minions in the Lightning). campaign. How great is the Dragon Crown’s control over the six lesser crowns (and what will Takofanes Campaign Use: Many experts rank the Crowns of do with that power, assuming Dark Seraph can’t fi nd Krim as the most powerful occult group threatening a way to break it)? Are there perhaps more crowns, the world today, putting it ahead of even DEMON waiting to be found? Did Krim craft any other due to its members’ vast power and diabolic natures. enchanted items, which could fall into the hands Th ough Takofanes the Undying Lord is himself of the petty and wicked men of the world? Might signifi cantly more powerful than any one of the the demon-god himself somehow manifest on this Crowns, as a group the Crowns can perform coor- world, ravaging it with horror and chaos? dinated assaults on targets, making them equally as If the Crowns are too weak a group to stand up dangerous, if not moreso, than the Archlich in battle. to your PCs, start boosting their individual power Th e six crowns themselves are Obvious Inacces- levels until they can challenge the heroes, but always sible Foci (though they do grant their wearers some keep Dark Seraph markedly more powerful than the powers that do not require them to be worn). Th ey’re others. As a last resort, you might create a new crown quite obvious when worn, but cannot easily be or two and add to the group’s roster. To weaken the removed from the wearer. (In their civilian identities, group, leave one or two of the crowns yet unfound, if they maintain them, the Crowns hide their crowns and their wearers thus still normal people. When the with minor spells of concealment or the like.) If time comes, you can add new members easily. taken from its wearer, and not quickly claimed and worn by some other person, a crown will subtly call out to its owner, leading him to it until it rests atop DARK SERAPH his brow once more. Because it’s almost impossible Val Char Cost Roll Notes to keep one of the Crowns from transforming — it 45 STR 35 18- Lift 12.5 tons; 9d6 [4] requires certain rare and potent spells — they do not 23 DEX 39 14- OCV: 8/DCV: 8 take the Only In Heroic Identity Limitation on their 25 CON 30 14- Characteristics or many of their powers. However, 15 BODY 10 12- the GM is certainly free to deny them those abilities 20 INT 10 13- PER Roll 13- in mundane situations, according to common sense 20 EGO 20 13- ECV: 7 and dramatic sense, if he feels it would be appropri- 30 PRE 20 15- PRE Attack: 6d6 ate. 14 COM 2 12- Th e Crowns typically commit crimes with an occult theme — they attempt to steal magical items 35 PD 26 Total: 35 PD (35 rPD) they can use, strike back against the Trismegistus 35 ED 30 Total: 35 ED (35 rED) Council and their other enemies in the Mystic 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 World, work powerful summoning-spells to bring 20 REC 12 arch-devils to this world, and so forth. Mundane 50 END 0 crimes are beneath them. Dark Seraph’s ultimate 70 STUN 19 Total Characteristic Cost: 280 goal is rulership of the world, but he’s willing to work toward it slowly. Movement: Running: 6”/12” Similarly, the Crowns are most likely to start Flight: 20”/40” Hunting a hero who has occult powers, particularly if you can work out a way for them to somehow “tap” the hero’s arcane energies to increase their own abili- ties. But given their demonic natures, they could end up Hunting just about anyone, if angered enough. 54 HERO SYSTEM 5TH EDITION

DARK SERAPH Cost Powers END 3 KS: History 13- PLOT SEEDS 77 Black Magic: Multipower, 135-point 3 KS: Th e Mystic World 13- powers, all OIF (Iron Crown; -½; 2 KS: Th e Superhuman World 11- Seeking even greater Activation Roll 15- (-¼) 2 Language: French (fl uent conversation; power, Dark Seraph 6u 1) Invoked Lightning: Energy Blast 18d6, English is native) plans to steal the Ago- Explosion (+½); OIF (-½), Extra Time 2 Language: Latin (fl uent conversation) nistes Ring, an evil (Full Phase; -½), Activation Roll 15- (-¼) 13 2 PS: Play Polo 11- magical artifact, from 8u 2) Arcane Blast: Energy Blast 18d6, 3 Riding 14- DEMON. To penetrate Reduced Endurance (0 END; +½); OIF 3 Stealth 14- DEMON’s defenses, and (-½), Activation Roll 15- (-¼) 0 1 TF: Snow Skiing if possible conceal his 7u 3) Refl ected Heart: Darkness to Sight Group involvement, he decides to play the PCs off 8” radius, Reduced Endurance (0 END; Total Powers & Skill Cost: 536 against DEMON, and +½); OIF (-½), Activation Roll 15- (-¼) 0 Total Cost: 816 then slip in during the 8u 4) Agony Infl iction: Ego Attack 9d6, resulting chaos to claim Reduced Endurance (0 END; +½); OIF 200+ Disadvantages the Ring for his own. (-½), Activation Roll 15- (-¼) 0 15 Distinctive Features: Aura Of Utter Evil Can the PCs fi gure out 5u 5) Ravaging Th e Soul: Drain BODY 6d6, (Not Concealable; Causes Extreme Reaction what’s going on in time Ranged (+½), Reduced Endurance (0 END; [abject fear]; Detectable Only With Unusual to stop him — and how +½); OIF (-½), Only Works On Beings Senses) will DEMON react to With Souls (-½), Activation Roll 15- (-¼) 0 25 Enraged: if attacked (Very Common), being tricked? 34 Opening Th e Portals Of Th e Mind: Telepathy go 11-, recover 11- 12d6; OIF (-½), Activation Roll 15- (-¼) 6 25 Enraged: Berserk if takes BODY Dark Seraph believes 29 Ascension Of Th e Ætheric Form: Desolidifi - (Uncommon), go 11-, recover 11- the time has come 25 Hunted: Champions 11- (As Pow, NCI, to summon Krim to cation (aff ected by magic attacks), Reduced Earth. Naturally, this Endurance (½ END; +¼); OIF (-½), Capture) requires a powerful Activation Roll 15- (-¼) 2 10 Hunted: Trismegistus Council 8- (Less Pow, black magic ritual, for 35 Demonic Toughness: Damage Resistance Capture) which he needs certain (35 PD/35 ED) 0 20 Psychological Limitation: Revels In materials and tools. He 60 Demonic Toughness: Physical and Energy Destruction, Death, Mayhem, And embarks on a crime Damage Reduction, Resistant, 50% 0 Corruption (Common, Total) spree, sometimes aided 5 Demonic Body: Lack of Weakness (-5) for 20 Psychological Limitation: Determined To by the Crowns, to obtain Normal Defenses 0 Rule Th e World And Grind All Mortals what he needs and pre- 10 Demonic Body: Power Defense (10 points) 0 Beneath His Mighty Heel (Very Common, pare the world for the Strong) demon-god’s coming. 10 Demon’s Eyes: Sight Group Flash Defense (10 points) 0 15 Reputation: powerful demonic supervillain, 11- (Extreme) Dark Seraph teams with 45 Demonic Form: Life Support: Total 0 Black Paladin to con- 40 Dark Wings: Flight 20”, Reduced Endurance 15 Social Limitation: Public Identity (Sir quer and hold part of (0 END; +½); Restrainable (-½) 0 Dennis of South Mallon) (Frequently, Major) Western France. What 5 Demon’s Eyes: Infrared Perception 30 Susceptibility: to holy places/objects, takes 2d6 do they want with that (Sight Group) 0 STUN and BODY per Turn (Uncommon) region? Th e PCs have 5 Demon’s Eyes: Ultraviolet Perception 10 Vulnerability: 2 x STUN from Holy attacks to fi nd out what their (Sight Group) 0 (Uncommon) motives are in time to 27 Demon-Sense: Detect Living Souls 13- 406 Experience Points confront and stop them. (no Sense Group), Sense, Range, Targeting 0 Total Disadvantage Points: 816 Perks Background/History: Bored, bored, bored. Dennis 6 Contact: black magic covens 11- Walthingham, baronet of South Mallon, couldn’t 2 Fringe Benefi t: Knight believe how bored he was. Ever since his father 8 Money: Wealthy died and the title passed to him, he’d been living the life of the idle rich — not that he’d exactly Talents been a productive member of society before then. 30 Danger Sense (immediate vicinity, any But one can only attend so many parties, social danger) 13- functions, and sporting events before they blur together into one boring canvas. Th en, one day, Skills his friend and sometime lover Barbara Preston- 20 +2 Overall Fredericks mentioned a “cult” she’d been dabbling 12 +4 with Black Magic Multipower with, just for thrills. “Th ey’re into all this black magic stuff , Dennis; you’d love it. Like nothing 3 Conversation 15- you’ve ever seen before.” Th ough skeptical, Dennis 2 Cryptography 13-; Translation Only (-½) decided to accompany her to the cult’s next meet- 3 High Society 15- ing; at least it was something diff erent to do. 6 KS: Arcane & Occult Lore 16- Th at night changed Dennis’s life forever. Th e 2 KS: British Peerage 11- group was more than just a “cult” — it was a genuine 3 KS: Demonology 13- coven, practicing genuine black magic, and Dennis 2 KS: Fine Wine & Food 11- was fascinated. Not only did the idea of knowing Conquerors, Killers, And Crooks 55

what others did not know, and wielding powers keeps the Iron Crown on, but hides it with a minor ordinary people could never possess, intrigue him, spell of concealment. (To a greater or lesser extent, all but the sheer wickedness of it spoke to his selfi sh, of this applies to the other fi ve Crowns as well.) petty heart. He plunged into the study of the occult Dark Seraph’s black magic grants him numerous with a will, spending a fortune on ancient grimoires powers, from the ability to call down deadly bolts of and mystical appurtenances. His natural talent for lightning and project blasts of pure sorcerous energy, the Arts Arcane was evident; before long he was the to tearing men’s souls from their bodies and render- most knowledgeable member of the coven, and its ing himself intangible. Other powers, including his leader, though he’d been a member for less time than enormous strength, wings, and general toughness, anyone else. Many a night he felt the warm blood result from his quasi-demonic form. He prefers to of a black cat seeping between his fi ngers as he per- open battle with Invoked Lightning, in the hopes of formed sacrifi ces with the coven, and more than a destroying or incapacitating as many foes as he can few of his enemies found themselves suff ering under right away, and then switches to whatever individual horrible curses. attacks are appropriate for specifi c enemies. He In 1978, Dennis began to feel strange stirrings, rarely Dodges or does anything else to avoid enemy as if something were calling to him, summoning assaults, preferring to demonstrate his power by him to his destiny. A spell came, unbidden, to his simply soaking up blows and remaining unaff ected. mind, and he brought the coven together to perform Campaign Use: See introductory text for general it. When the ritual was done, there appeared before information. Dark Seraph represents the sort of him on the sacrifi ce-stone a Crown of Iron, seeth- unabashedly evil villain most players love to encoun- ing with dark power. But Dennis could sense he still ter. Th ere’s no moral ambiguity here, no question lacked the power to claim it for his own — all the of what Dark Seraph stands for or will do — he’s sacrifi ces performed that night were not yet enough. unquenchably evil, a force of great power for all true So, as a terrible thunder rolled and lightning split the heroes to oppose even to their dying breath. Few sky, Dennis turned on his coven. While his erstwhile things could be more satisfying to a PC than dealing friends stood paralyzed with fear, he sacrifi ced each Dark Seraph (and his minions) a thorough defeat. of them, one by one, to the demon-god Krim in Dark Seraph and the Crowns of Krim are pow- exchange for the power of the Iron Crown — and he erful enough to threaten the world, though not quite off ered up his soul to Krim as well. As the blood of a powerful enough or organized enough to fall into the dozen men and women pooled around Dennis’s feet, “master villain” category. He makes a good second- Krim heard him, and accepted. Dennis reached out tier master villain, one suitable for more inexperi- and took the Crown, and without hesitation placed enced hero teams to tackle. But he’s still powerful it upon his head. When next lightning lit the ring of enough to take on most hero teams, even without the stones, he saw his refl ection in the pool of blood — Crowns to back him up. the demonic visage, the black wings, the awesomely If you want to make Dark Seraph more pow- powerful Crown — and laughed with savage delight. erful (perhaps temporarily, as part of a story arc), Personality/Motivation: Dark Seraph is thoroughly replace his Multipower with a large Variable Power and utterly evil. He no longer even possesses a Pool, and give him a Magic Skill to go with it. Th at human soul, having sold his to Krim for occult way he has both power and fl exibility. If you need power. He wants nothing more than to spread to weaken him, reduce several of his Characteristics mayhem, chaos, death, destruction, pain, suff ering, (including STR to 30, defenses to 25, and SPD to 5), and torment throughout the world, and to rule all and cut his Multipower down to a 90 Active Point mankind from a dark throne in Krim’s name. Th ere reserve. You might also want to reduce or get rid of is no act so vile or wicked Dark Seraph will not per- his Damage Reduction. form it; in fact, the eviler the act, the better he likes it. Dark Seraph won’t hesitate to Hunt superheroes Quote: “You heroes, who think you have seen dark- who frustrate his plans, defeat him, or otherwise ness before: look upon me and know what true attract his attention. He particularly likes to bedevil Darkness is... and know, too, that it is your doom.” heroes whose powers result from holy sources, or who are regarded as moral role models. Even better Powers/Tactics: Dark Seraph possesses horrify- than defeating them in battle is to use his powers and ing powers of dark magic as a result of wearing the resources to tempt them and cause their downfall. Iron Crown and selling his soul to the demon-god Krim. Some of his powers, including his black magic Appearance: As befi ts his name, Dark Seraph spells, depend on the Crown itself, while others are resembles a fallen, demonic angel. His hairless skin innate. His powers do not take the Only In Heroic is a revolting shade of grey, and the wings sprout- Identity Limitation for two reasons. First, though he ing from his shoulder blades are jet black. Besides maintains his identity as Sir Dennis of South Mallon the Iron Crown which adorns his head, he wears (mainly to mingle, in non-threatening form, with nothing more than a pair of boots and an elaborate dissipated dilettantes and mystic cultists who seek breechcloth. He reeks of evil so palpable that his his presence as a way of currying favor or spicing mere presence causes people to run screaming in up their jaded lives), he rarely uses it, preferring his terror. Dark Seraph form. Second, save for certain rare and potent spells, there is no way to keep him from trans- forming into Dark Seraph (i.e., activating his powers) whenever he chooses. In his Sir Dennis form, he 56 HERO SYSTEM 5TH EDITION

BLOODSTONE BLOODSTONE 2 KS: Roman Catholic Th eology 11- PLOT SEEDS Val Char Cost Roll Notes 2 Language: English (fl uent conversation; 25 STR 15 14- Lift 800 kg; 5d6 [2] Spanish is native) Bloodstone fi nally sells 23 DEX 39 14- OCV: 8/DCV: 8 1 Language: Nahuatl (basic conversation) his soul to Krim. Not 23 CON 26 14- 1 Language: Quiche (basic conversation) only does this boost his 15 BODY 10 12- 3 PS: Archaeologist 13- power generally (add 20 INT 10 13- PER Roll 13- 2 PS: Professor 11- about +50 Character 18 EGO 16 13- ECV: 6 3 SS: Archaeology 13- Points’ worth of abili- 25 PRE 15 14- PRE Attack: 5d6 1 Riding 8- ties), but Krim decides 3 Stealth 14- to give him a “birthday 12 COM 1 11- present” and doubles the eff ectiveness of his 20 PD 15 Total: 20 PD (20 rPD) Total Powers & Skills Cost: 213 Bloodworking powers! 16 ED 11 Total: 16 ED (16 rED) Total Cost: 388 Berserk with power, 5 SPD 17 Phases: 3, 5, 8, 10, 12 Bloodstone goes on a 10 REC 0 200+ Disadvantages rampage, sating his lust 46 END 0 15 Distinctive Features: Aura Of Utter Evil for violence by killing 40 STUN 0 Total Characteristics Cost: 175 (Not Concealable; Causes Extreme Reaction anyone he can fi nd. Th e [abject fear]; Detectable Only With Unusual PCs have to stop him Movement: Running: 6”/12” Senses) — hopefully before 20 Hunted: Champions 8- (Mo Pow, NCI, attracting the atten- Flight: 15”/30” Capture) tion of the rest of the Crowns. Cost Powers END 10 Hunted: Trismegistus Council 8- (As Pow, 50 Bloodworking: Multipower, 75-point Capture) Bloodstone discovers reserve; all OIF (Blood Crown; -½) 20 Psychological Limitation: Casual Killer that his powers give 3u 1) Bloodlash: Energy Blast 12d6, Reduced (Very Common, Strong) him the ability to com- Endurance (½ END; +¼); OIF (-½), 15 Psychological Limitation: Enjoys Taunting And mand vampires (add a Limited Range (5”; -¼), Side Eff ect (Blood- Torturing Foes (Very Common, Moderate) Multipower slot, Mind stone automatically takes 1 BODY damage 15 Social Limitation: Secret Identity (Nestor Control 12d6, Only the fi rst time he activates this power in a Castillo) (Frequently, Major) Works On Vampires scene; -½) 3 30 Susceptibility: to holy places/objects, takes 2d6 (-1)). With the Crowns’ 3u 2) Weeping Blood: RKA 1d6, NND (defense STUN and BODY per Turn (Uncommon) help, he rounds up a 10 Vulnerability: 2 x STUN from Holy attacks bunch of the bloodsuck- is Power Defense or not having blood; +1), (Uncommon) ers and unleashes on the Does BODY (+1), Continuous (+1), Reduced city just for the fun of Endurance (0 END; +½); OIF (-½), Cannot 53 Experience Points seeing what will happen. Use Targeting (-½), No Knockback (-¼) 0 Th e heroes have to stop 3u 3) Boiling Blood: RKA 1½d6, NND (defense Total Disadvantage Points: 388 the vampires and then is Power Defense or not having blood; +1), Background/History: It was the fi nd of a lifetime, track them back to their Does BODY (+1); OIF (-½), Cannot Use and Nestor Castillo knew it was going to make his source and put a stop to Targeting (-½), No Knockback (-¼) 7 career. Bloodstone’s party. 4u 4) Corruption Of Th e Blood: Entangle 5d6, Following clues he’d uncovered in certain 5 DEF, Takes No Damage From Attacks inscriptions found in excavations at Teotihuacán, Th e Circle of the Scarlet (+½); OIF (-½), Cannot Form Barriers (-¼) 7 Moon decides Blood- Castillo had tracked down what he believed to be 18 Demonic Toughness: Damage Resistance stone would make the a long-lost Aztec temple. Rather than announce a ideal blood sacrifi ce for (20 PD/16 ED) 0 fi nd that proved to be bogus, or allow anyone else one of its rituals — with 30 Demonic Toughness: Physical and Energy to claim credit, he began excavating the site secretly the power of his blood Damage Reduction, Resistant, 25% 0 on his own. Working with feverish intensity, he behind it, the spell can’t 5 Demonic Body: Power Defense (5 points) 0 soon burrowed into the hill and, as luck would help but succeed. It initi- 30 Dark Wings: Flight 15”, Reduced Endurance have it, straight into the chamber on the top of the ates an elaborate plot (0 END; +½); Restrainable (-½) 0 temple. to draw him to Millen- 5 Demon’s Eyes: Infrared Perception As he looked around eagerly, his fl ashlight nium City, capture him, (Sight Group) 0 casting shadows around the room, he realized and sacrifi ce him. Th e 5 Demon’s Eyes: Ultraviolet Perception PCs have to uncover the that while he might be in a temple, it wasn’t exactly (Sight Group) 0 scheme and prevent the Aztec. It bore some resemblance to Aztec structures Circle from obtaining so 15 Smell Blood: Detect Blood 13- (Smell/ and decor, but there were subtle diff erences. Th e much power. Taste Sense Group), Sense, Targeting 0 sculptures and wall-murals were darker, bloodier, more violent and disturbing than Aztec ones. Th e Skills place gave him something of a chill. Th e stench of 9 +3 with Bloodworking Multipower sacrifi cial blood, still strong aft er centuries, didn’t do anything to comfort him. 2 AK: Mexico 11- Th en he saw the Crown. Resting atop an eerie 2 AK: National University Of Mexico 11- altar-stone, it was blood-red, and shone as if wet. 2 KS: Th e Archaeological World 11- Unable to resist, he walked over and touched it 3 KS: Arcane & Occult Lore 13- — and then, almost as if compelled, placed it on his 3 KS: History 13- head. At once he was transformed. Gone was the 3 KS: Mesoamerican Civilizations 13- ambitious archaeologist, the devout Roman Catho- Conquerors, Killers, And Crooks 57

lic. In his place stood Bloodstone, a quasi-demonic his demonic abilities. If you think he’s too powerful servant of Krim and wearer of the fearsome for your game, reduce his Multipower reserve Blood Crown. to 60 Active Points, and get rid of his Damage Concealing his new powers and form, Cas- Reduction. tillo covered up the temple again and returned As a Hunter, Bloodstone is a vindictive and to his post at the university. But it wasn’t long cruel. He likes to strike from surprise, using before he felt another compulsion, to travel his Weeping Blood or Boiling Blood powers north. He did so, and soon met Dark to hurt his quarry, and then vanish, leav- Seraph and the other Crowns, joining ing the victim to worry about when he’ll them to extend their reign of evil and strike again. He’ll keep up that game as terror throughout the world. long as it seems safe and amuses him, Personality/Motivation: Once and then close in for the kill. a kindhearted (though ambi- Appearance: Bloodstone tious) and religiously devout wears a costume with person, Bloodstone is now evil blood-red sleeves and incarnate. His powers allow him to infl ict great torso, gold waist and pain and suff ering, and he enjoys using them. legs, and a stylized gold Watching a captive die by inches as he slowly design across his upper chest. his lower bleeds the life from him is one of Bloodstone’s arms, hands, calves, feet, neck, and head are greatest joys. But he’s also temperamental, uncovered, displaying skin that looks like given to killing victims without a second fl ayed human fl esh. Th e Blood Crown, with thought — a practice which has more tines like bloody talons, rests atop his hairless than once deprived the Crowns of a head. needed hostage or a valuable source of information, much to Dark Seraph’s displeasure. ECLIPSE Quote: “Warm and scarlet it courses Val Char Cost Roll Notes through your veins — now watch, as 25 STR 15 14- Lift 800 kg; 5d6 [2] it seeps from your body and spills 23 DEX 39 14- OCV: 8/DCV: 8 upon the thirsty ground....” 20 CON 20 13- 10 BODY 0 11- Powers/Tactics: Bloodstone is a haemokinetic — he 15 INT 5 12- PER Roll 12- can disrupt or control the fl ow of blood in a living 15 EGO 10 12- ECV: 5 being. He can cause it to ooze from a person’s pores 20 PRE 10 13- PRE Attack: 4d6 and orifi ces, make it boil someone alive from the 10 COM 0 11- inside out, or “corrupt” it (infl icting such pain on a person that he cannot move). He can even use 20 PD 15 Total: 20 PD (20 rPD) some of his own blood to create a “bloodlash,” a 20 ED 16 Total: 20 ED (20 rED) horrible liquescent . 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 Bloodstone’s favorite tactic is to use Corrup- 12 REC 6 tion Of Th e Blood to keep his foes from moving, 60 END 10 then kill them with Weeping Blood or Boiling 50 STUN 17 Total Characteristic Cost: 190 Blood. He usually saves the Bloodlash for when his other attacks aren’t eff ective, he needs to aff ect Movement: Running: 6”/12” nonliving objects, or he hopes to do Knockback to Flight: 15”/30” the target. Bloodstone hasn’t sold his soul to Krim yet, as Cost Powers END many of the Crowns have, though it’s probably only 53 Shadow Magic: Multipower, 80-point a matter of time. It’s already so corrupt that selling powers, all OIF (Shadow Crown; -½) it to the demon-god will be but a trifl ing act. 11m 1) Conjured Shadow I: Darkness to Sight Campaign Use: See introductory text for general Group 8” radius; OIF (-½) 8 information. Bloodstone is, generally speaking, the 10m 2) Conjured Shadow II: Darkness to Sight weakest of the Crowns — partly because he hasn’t Group 5” radius, Reduced Endurance sold his soul yet, partly because of the more limited (0 END; +½); OIF (-½) 0 nature of the powers granted by the Blood Crown. 10m 3) Darkblast: Energy Blast 12d6, Reduced If you want to make Bloodstone more powerful Endurance (½ END; +¼); OIF (-½) 3 (perhaps because he fi nally sells his soul), add some 10m 4) Consuming Shadows: RKA 4d6, Reduced slots to his Multipower (a Flash defi ned as making Endurance (½ END; +¼); OIF (-½) 3 the eyes and ears bleed, a Continuous Drain BODY 8m 5) Inescapable Shadow: Darkness to Sight representing slow bleeding, and so forth). You Group 2” radius, Usable As Attack (+1), might also consider expanding his powers to bioki- Ranged (+½), Reduced Endurance nesis in general, giving him control over over bio- (0 END; +½); OIF (-½) 0 logical processes (for example, he could cause heart 13 Shadow Powers: Elemental Control, attacks or weaken muscles), or enhancing some of 40-point powers, all OIF (Shadow Crown; -½) 13 1) Conjured Shadow III: Darkness to 58 HERO SYSTEM 5TH EDITION

ECLIPSE Sight Group 4” radius; OIF (-½) 4 envious of the “beautiful people” on campus who PLOT SEEDS 13 2) Shadow Form: Desolidifi cation (aff ected seemed to have it all, he looked for a way to even by magic or light attacks); OIF (-½) 4 the scales... and found the occult. Infl uenced by Krim, 14 3) Shadow Stealth: Invisibility to Sight At fi rst he scoff ed, but the more he researched who has decided it’s Group, No Fringe, Reduced Endurance the matter, the more he was convinced there had time to establish his (0 END; +½); OIF (-½), Only In Darkness/ to be some truth to it. Th en, while doing work- empire on Earth, Eclipse Shadows (-¼) 0 study research for one of the anthropology profes- rebels against the rest of 20 Demonic Toughness: Damage Resistance sors, he came across some information that dove- the Crowns. With Krim (20 PD/20 ED) 0 tailed with cryptic clues in the grimoires he’d been boosting his powers, 30 Demonic Toughness: Physical and Energy reading. Convinced he had uncovered the location and diminishing those Damage Reduction, Resistant, 25% 0 of some long-lost “relic of greatte power,” as one of of the other Crowns, it becomes a major 5 Demonic Body: Power Defense (5 points) 0 his tomes put it, he spent all of his money to fl y to struggle, as Eclipse tries 45 Demonic Form: Life Support: Total 0 Southeast Asia and sneak into Vietnam to fi nd it. to seize the other fi ve 30 Dark Wings: Flight 15”, Reduced Endurance Against all odds, Hundley succeeded. In the crowns for his own use. (0 END; +½); Restrainable (-½) 0 ruins of a temple whose architecture and ico- Th e PCs have to fi nd 5 Shadowsight: Infrared Perception nography he didn’t even recognize, he found an out what’s happening (Sight Group) 0 ancient crypt. He descended into a chamber so and put a stop to all of 5 Shadowsight: Ultraviolet Perception dark his fl ashlight could barely cut through the it. And what happens (Sight Group) 0 gloom — and at the heart of darkness there was a if Takofanes, with his 32 Demon-Sense: Detect Living Souls and Crown. Exultantly Hundley picked it up and put it Dragon Crown, gets Physical Objects 12- (no Sense Group), on, not caring what price he might have to pay for involved? Sense, Range, Targeting 0 its power. When Krim spoke to him, he willingly off ered up his soul for even greater power — and A prominent business- Skills man comes to the PCs, then set forth for England, to join up with Dark claiming “a shadow- 9 +3 with Shadow Magic Multipower Seraph and serve him willingly. man” is stalking and Personality/Motivation: Second only to Dark scaring himself and 2 AK: University Of Chicago 11- Seraph in sheer evil among the Crowns, Eclipse is his family. Could it be 2 CK: Chicago 11- also less human and more demonic than any other Eclipse having a little 3 KS: Arcane & Occult Lore 12- member of the group save he who wears the Iron “harmless fun,” or is 2 KS: History 11- Crown. And unlike Dark Seraph, who fi rst something else going 2 PS: Research 11- on? seeks to establish his own power on Earth 3 Shadowing 12- and then summon Krim, Eclipse has become 3 Stealth 14- DEMON kidnaps so wholly a creature of the demon-god that Eclipse with the intent he is determined to bring Krim to Earth as Total Powers & Skill Cost: 353 of transforming him and soon as possible. his crown into a power- Total Cost: 543 Eclipse loves to toy with his ful magical weapon. Th e victims, typically by making them PCs have to stop this 200+ Disadvantages wander around helplessly in his from happening, while 25 Distinctive Features: Aura Of Utter fi elds of shadow while he taunts also stopping the rest of Evil (Not Concealable; Causes them and occasionally attacks the Crowns from tearing Extreme Reaction [abject fear]) them. Slowly but surely, he up Millennium City as 20 Hunted: Champions 8- (Mo cripples and then kills they try to rescue their Pow, NCI, Capture) comrade. them. More than once 10 Hunted: Trismegistus one of the Crowns’ Council 8- (As Pow, Cap- plots has been derailed ture) because Eclipse had the chance to 20 Psychological Limitation: Toys With fi nish off a foe and didn’t take it Victims (Very Common, Strong) when he should have. 15 Psychological Limitation: Determined To Bring About Th e Reign Of Krim On Quote: “You don’t have a shadow Earth (Common, Strong) of a chance.” 30 Susceptibility: to holy places/objects, Powers/Tactics: Eclipse has takes 2d6 STUN and BODY per Turn powers over darkness and (Uncommon) shadow, represented by a 10 Vulnerability: 2 x STUN from Holy Multipower with Flexible attacks (Uncommon) slots and an Elemental 213 Experience Points Control. By mixing and matching his abilities Total Disadvantage Points: 543 appropriately, he can Background/History: In 1985, Paul create many useful Hundley was a bitter college student. eff ects. His fi rst action Coming from a background of poverty, and in combat is usually to establish a fi eld of Dark- cursed with an arrogant manner and features best ness around himself, to prevent enemies from described as plain, Hundley learned to hate the perceiving him. Th en he can lash out with Dark- world that constantly rejected him. Desperately blasts and Consuming Shadows. His Inescapable Conquerors, Killers, And Crooks 59

Shadow power, which allows him to “stick” a patch Reduced Endurance (½ END; +¼); OIF (-½) 3 of Darkness to someone and have it follow that 5u 2) Arcanokinetic Spears: RKA 4d6, Reduced person around, is a particular favorite. Endurance (½ END; +¼); OIF (-½) 3 Eclipse never assumes normal human form 5u 3) Arcanokinetic Shackles: Entangle 7d6, anymore; in fact, his demonic transformation is 8 DEF; OIF (-½) 7 almost complete and irreversible. Only a mystic 5u 4) Arcanokinetic Shield: Force Wall who deduces his Secret Identity (for which he gets (10 PD/10 ED; 5” long and 2” tall), Reduced no points, because he is not inconvenienced by it) Endurance (½ END; +¼); OIF (-½) 3 could cast a spell using his true name and force 35 Attack Alteration: Missile Defl ection (all him back into human shape. Ranged attacks), Range (+1); OIF (-½), Campaign Use: See introductory text for general Costs END (-½) plus Refl ection (at any information. Eclipse would make a good leader attacker); OIF (-½), Costs END (-½) 4+3 for the Crowns, should Dark Seraph be captured 47 Arcanokinetic Manipulation: Telekinesis — or perhaps he will rebel against the rest of the (40 STR), Fine Manipulation; OIF (-½) 7 group because they’re not working hard enough 23 Demonic Toughness: Damage Resistance for Krim’s manifestation. (23 PD/23 ED) 0 To make Eclipse more powerful, give him 30 Demonic Toughness: Physical and Energy some additional Multipower slots, such as the Damage Reduction, Resistant, 25% 0 ability to Drain light-based powers, Teleporta- 5 Demonic Body: Power Defense (5 points) 0 tion by stepping between shadows, or the ability 30 Golden Wings: Flight 15”, Reduced to conjure mystic chains of darkness (Entangle). Endurance (0 END; +½); Restrainable (-½) 0 You could also increase his Damage Reduction 5 Demon’s Eyes: Infrared Perception to 50%, or make similar changes to represent his (Sight Group) 0 transition to an almost purely demonic entity. If 5 Demon’s Eyes: Ultraviolet Perception you need to weaken him for your game, reduce (Sight Group) 0 his Multipower to a 60 Active Point reserve, make some of the slots Fixed, and remove his Life Sup- Skills port. 6 +2 with Arcanokinesis Multipower As a Hunter, Eclipse toys with his victims the same way he likes to in combat. Sneak attacks, 2 CK: Philadelphia 11- abuse of the hero’s DNPCs, and mocking refer- 3 KS: Arcane & Occult Lore 12- ences to his ability to reveal the hero’s Secret 2 PS: Panhandling 11- Identity (probably vicious lies, but can the hero be 3 Stealth 13- sure?) will make the PC’s life a living hell. 3 Streetwise 13- 2 Survival (Urban) 12- Appearance: Eclipse resembles a humanoid shadow, with the magnifi cent Shadow Crown Total Powers & Skills Cost: 271 merging almost imperceptibly into his dark head. Total Cost: 450 When he wishes to fl y, shadowy wings unfold from his shoulderblades. 200+ Disadvantages FORCE 15 Distinctive Features: Aura Of Utter Evil Val Char Cost Roll Notes (Not Concealable; Causes Extreme Reaction [abject fear]; Detectable Only With Unusual 40 STR 30 17- Lift 6,400 kg; 8d6 [4] Senses) 21 DEX 33 13- OCV: 7/DCV: 7 15 Enraged: if takes BODY (Uncommon), go 25 CON 30 14- 11-, recover 11- 15 BODY 10 12- 30 Enraged: Berserk in combat (Very 15 INT 5 12- PER Roll 12- Common), go 8-, recover 11- 14 EGO 8 12- ECV: 5 20 Hunted: Champions 8- (Mo Pow, NCI, 20 PRE 10 13- PRE Attack: 4d6 Capture) 8 COM -1 11- 10 Hunted: Trismegistus Council 8- (As Pow, Capture) 23 PD 15 Total: 23 PD (23 rPD) 15 Psychological Limitation: Loves To Fight 23 ED 18 Total: 23 ED (23 rED) (Common, Strong) 5 SPD 19 Phases: 3, 5, 8, 10, 12 15 Psychological Limitation: Greedy (Common, 13 REC 0 Strong) 50 END 0 15 Social Limitation: Secret Identity (Donald 50 STUN 2 Total Characteristics Cost: 179 Jamison) (Frequently, Major) 30 Susceptibility: to holy places/objects, takes 2d6 Movement: Running: 6”/12” STUN and BODY per Turn (Uncommon) Flight: 15”/30” 10 Vulnerability: 2 x STUN from Holy attacks Cost Powers END (Uncommon) 50 Arcanokinesis: Multipower, 75-point reserve; 75 Experience Points all OIF (Golden Crown; -½) 5u 1) Arcanokinetic Blast: Energy Blast 12d6, Total Disadvantage Points: 450 60 HERO SYSTEM 5TH EDITION

FORCE Background/History: Time was, Donald Jamison power; he looks forward to fi ghting heroes, and PLOT SEEDS was just a bum — a nobody drift ing around oft en picks fi ghts (or keeps on fi ghting when Philadelphia, committing petty crimes and the rest of the team wants to fl ee). Even One of Force’s theft s begging pocket change from passersby to sur- worse, he tends to lose control of himself is from a jewelry store vive. Th en one day, as he was walking through in battle (particularly that’s a front for VIPER. a rundown part of town, he when injured), and Angered by this show passed a recently-aban- has more than once of disrespect, not to doned storefront for turned on one of mention the loss of the what used to be a jew- his teammates in his valuable jewelry, the elry store. It was getting blood-fury. local Nest Leaders band together to teach Force dark, and the old store Quote: “When I’m done and the Crowns a lesson looked like it might be a with you, the cops will they won’t soon forget. good place to spend the have to mop up what’s Th e PCs need to stop night out of the cold, so left .” the whole mess from he peered through the getting started, or at grimy window to see if Powers/Tactics: Force least try to contain the anyone was in there. is a confrontational, damage the battles will Was that the glim- aggressive fi ghter who leaps cause. mer of gold, back there right out in front and begins in the shadows? slugging away with his Arcanokinetic With his stolen wealth Th e thought of Blasts and Arcanokinetic Spears. He’s and the help of a whole shelter driven out of his mind not stupid or mindless, though (except bunch of advisers, when Enraged/Berserk); he’s smart Donald Jamison decides by greed, Jamison found an old metal bar and used it to lever open the enough to shift to using his Entangle to become “a big-time or Force Wall if necessary. When Dark tycoon.” He starts a busi- door. As he went inside, he got a Seraph can control him, and make ness that competes with better look — it was some kind of one a PC hero owns or tiara. When he got closer, he real- him think with a little tactical sense, works for. Th e course of ized he was wrong; it was actu- he sometimes Holds his Action and business brings the two ally a crown, of all things! takes a support role, using Missile together — perhaps as He bent to pick it up, and Defl ection and Refl ection to pro- allies, perhaps as adver- when he touched it, his mind tect the other Crowns from enemy saries. What will happen reeled. Visions of wealth and attacks. when the PC discovers Campaign Use: Jamison is actually one power danced through his See introductory of the Crowns of Krim? head. He saw himself, vast text for general information. energies playing about his To make Force more powerful, During a battle, the body, destroying anyone move his Arcanokinetic Shield Golden Crown begins to who stood in his ways power outside of his Multip- speak to one of the PCs and gathering up the ower, and give him an Indirect telepathically. It claims riches of the world. Wine, women, and mansions EB slot so he can attack while keeping the Shield it doesn’t like its current were all his for the taking... if he’d just put on the up. To weaken him, move his Attack Alteration master, and off ers to crown. and Arcanokinetic Manipulation powers into his abandon him and let the He put on the crown. Multipower. PC use it instead. Will As a Hunter, Force is unsophisticated, but the hero be tempted Personality/Motivation: Force is the least demonic- dangerous. He’ll simply seek out the hero, and — and if so, what hap- minded and most materialistic of the Crowns of pens? Krim. He’s still got a lot of his humanity left , and when he fi nds him, attack with everything he’s got. he wants to use the power of the Golden Crown If he’s beaten, he’ll be a little sneakier next time, to get all the riches and luxuries he’s never had but he won’t try anything like framing the hero before. He commits a lot of robberies on his own, — he wants the satisfaction of destroying him in just for the love of taking beautiful, precious one-on-one combat. things for his own. When he’s not Force, he spends Appearance: Force’s costume is a dark green time in his human form, spending his ill-gotten and dull gold bodysuit with no adornments. Th e gains to rent the best hotel rooms and live the Golden Crown, its beauty matched only by its evil, high life. sits on his head; its tines are not connected to the As Force, Jamison is brutal and combative. body of the crown, but rather held apart from it by He loves “fl exing his muscles” and exerting his unbreakable bonds of arcanokinetic force. Conquerors, Killers, And Crooks 61

PHOENIX 2 KS: Television 11- Val Char Cost Roll Notes 2 KS: Vampires 11- 25 STR 15 14- Lift 800 kg; 5d6 [2] 2 PS: Play Golf 11- 20 DEX 30 13- OCV: 7/DCV: 7 2 PS: Play Tennis 11- 23 CON 26 14- 13 BODY 6 12- Total Powers & Skills Cost: 295 15 INT 5 12- PER Roll 12- Total Cost: 512 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 200+ Disadvantages 14 COM 2 12- 15 Distinctive Features: Aura Of Utter Evil (Not Concealable; Causes Extreme Reaction 15 PD 10 Total: 15 PD (12 rPD) [abject fear]; Detectable Only With Unusual 25 ED 20 Total: 25 ED (20 rED) Senses) 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 20 Hunted: Champions 8- (Mo Pow, NCI, 15 REC 10 Capture) 86 END 20 10 Hunted: Trismegistus Council 8- (As Pow, 50 STUN 12 Total Characteristics Cost: 217 Capture) 15 Psychological Limitation: Pyromaniac Movement: Running: 6”/12” (Common, Strong) Flight: 20”/40” 15 Social Limitation: Secret Identity (Greg Shackleford) (Frequently, Major) Cost Powers END 30 Susceptibility: to holy places/objects, takes 2d6 20 Th e Unholy Fire: Elemental Control, 60-point STUN and BODY per Turn (Uncommon) powers; all OIF (Shining Crown; -½) 10 Vulnerability: 2 x STUN from Holy attacks 20 1) Fiery Blast: Energy Blast 12d6; OIF (-½) 6 (Uncommon) 17 2) Immolation: RKA 4d6; OIF (-½), 197 Experience Points No Knockback (-¼) 6 15 3) Fiery Shield: HKA 1d6, Continuous (+1), Total Disadvantage Points: 512 Damage Shield (+½), Increased STUN Background/History: In many ways, the personal Multiplier (+2; +½), Penetrating (+½), histories of Phoenix — Greg Shackleford — and Reduced Endurance (0 END; +½); OIF Dark Seraph — Sir Dennis of South Mallon (-½), No STR Bonus (-½) 0 — are remarkably similar. Like Sir Dennis, 20 4) Fiery Wings: Flight 20”, Reduced Shackleford was born into a life of luxury, his Endurance (0 END; +½); OIF (-½) 0 father a major executive at Pharos Industries, 20 Th e Unholy Light: Elemental Control, and his mother the daughter of an old shipping 60-point powers; all OIF (Shining Crown; -½) family whose fortune dated back over a century. 20 1) Bolt Of Blindness: Sight Group Flash Never wanting for anything, he grew up spoiled Attack 12d6; OIF (-½) 6 and undisciplined, and soon turned to all sorts of 25 2) Blinding Glare: Sight Group Flash petty mischief and troublemaking to attract his Attack 6d6, Area Of Eff ect (6” Radius; +1¼); parents’ attention. OIF (-½) 6 As he grew older, Greg drifted in with a bad 20 3) Unholy Lance: Dispel Holy Powers crowd of other rich kids who thought nothing of 16d6, any Holy power one at a time (+¼); abusing their wealth and position in society to OIF (-½) 6 have fun. But even that wasn’t enough for Greg 16 Demonic Toughness: Damage Resistance after a while. Eventually he turned to the occult, (12 PD/20 ED) 0 dabbling in the dark arts to satisfy his stulted 30 Demonic Toughness: Physical and Energy soul’s yearning for excitement. Damage Reduction, Resistant, 25% 0 In 1989, after seeing a news report about 15 Phoenix Eyes: Sight Group Flash Defense Dark Seraph, something happened to Greg. (15 points) 0 He knew there were other crowns like the Iron 5 Demonic Body: Power Defense (5 points) 0 Crown out there, and he was determined to have 5 Demon’s Eyes: Infrared Perception one for himself. He began delving deeper and (Sight Group) 0 deeper into his occult researches, and finally 5 Demon’s Eyes: UV Perception (Sight Group) 0 devised a spell to locate a crown. The only problem was, it required a sacrifice — a human Perks sacrifice. But by then, even that wasn’t enough to 7 Money: Wealthy stop him. It didn’t take much effort to arrange for his girlfriend and three of his friends to die in Skills a “drunk driving accident” just as he completed 16 +2 with All Combat his ritual and learned what he needed to know. A quick plane trip to Costa Rica and a little explo- 3 Combat Driving 13- ration of the jungle later, and he found some old 3 High Society 14- ruins — and in them, the Shining Crown. 3 KS: Arcane & Occult Lore 12- Personality/Motivation: Phoenix began selling 2 KS: Sportscars 11- 62 HERO SYSTEM 5TH EDITION

PHOENIX his soul long ago, though not consciously — it combats; he prefers the mobility of the skies. PLOT SEEDS was only after he became thoroughly involved Campaign Use: See introductory text for general in the black arts that it was too late for him to information. If Phoenix needs a little power A wealthy PC encoun- turn back. When he seized the Shining Crown boost for your campaign, give him some Skill ters Greg Shackleford for his own, he willingly gave the rest of his soul Levels with Flight, and improve his Damage in a social situation, and to Krim in exchange for power — and he hasn’t Reduction to 50% (at least for Energy attacks). strikes up a friendship regretted doing so. Being Phoenix is a tremen- To weaken him, get rid of his second Elemental with him. During the dous thrill to him; it’s far more exciting than any- course of the friendship, Control and place all of his attacks (except the thing he’s ever done. At times he can barely toler- Fiery Shield) in one Multipower. Shackleford discovers ate spending any time in his civilian identity; it’s some clues regarding Phoenix rarely Hunts heroes; it’s just not deadly dull compared to being a Crown of Krim. the fact that the PC is a worth the trouble. When he does start Hunt- superhero. Mayhem fol- The Shining Crown has influenced Shack- ing someone, he tries a two-pronged approach lows in due course. leford’s mind, making him a pyromaniac. He — attack them as Phoenix, and use his mundane loves to use his powers to set things on fire, often resources as Shackleford to try to learn the hero’s A series of mysterious wasting time and energy in mid-mission just Secret Identity, or the like. Burning down the fi res breaks out around to start a little blaze. If a particularly tempting hero’s house or vehicle is a definite option. Millennium City. Th e target (like a child in flammable clothes) presents locations seem to be itself, the GM may have him make an EGO Roll Appearance: Phoenix wears a fire-orange and forming a picture or to avoid wasting a Phase to set it on fire. scarlet costume. His fire-orange boots and gloves pattern — perhaps one have flames licking up from their edges; his Quote: with occult signifi cance. “They say angels carry flaming swords. trunks and belt are also fire-orange, but with no Is this Phoenix’s work, But their fire is as nothing compared to mine!” flames. He wears no mask; his eyes are orbs of and if so, what are the Powers/Tactics: Phoenix is one of the Crowns’ fire with flames licking up from them; his hair is Crowns up to? If not, front-line combatants. In battle he’ll activate his shoulder-long, and he wears the Shining Crown who’s causing the fi res? Fiery Shield, then begin laying about with his on his head. ranged attacks to devastate the foe. He particu- TEMBLOR Phoenix learns that larly enjoys blinding an enemy so another Crown an ancient fi re-magic (typically Force or Dark Seraph) can lower the Val Char Cost Roll Notes ritual might double the boom on the target when he’s at reduced DCV. 50 STR 40 19- Lift 25 tons; 10d6 [5] strength of his powers. 20 DEX 30 13- OCV: 7/DCV: 7 He starts breaking into He also likes to make multiple-power attacks. 30 CON 40 15- libraries and museums He has to be careful about END usage, though. looking for books or Phoenix usually remains in the air during most 20 BODY 20 13- scrolls containing the 14 INT 4 12- PER Roll 12- ritual. Th e PCs have 11 EGO 2 11- ECV: 4 to stop him before he 25 PRE 15 14- PRE Attack: 5d6 fi nds what he’s look- 10 COM 0 11- ing for. 30 PD 20 Total: 30 PD (20 rPD) 30 ED 24 Total: 30 ED (20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 16 REC 0 60 END 0 60 STUN 0 Total Characteristics Cost: 205

Movement: Running: 6”/12” Tunneling: 8”/16”

Cost Powers END 35 Earth Powers: Multipower, 62-point reserve; all OIF (-½), Only When In Contact With Th e Ground (-¼) 3u 1) Earthen Grip: Entangle 5d6, 5 DEF, Indirect (always originates from the ground beneath the target; +¼); OIF (-½), Only When In Contact With Th e Ground (-¼) 6 3u 2) Earthen Hand: Telekinesis (40 STR); OIF (-½); Only When In Contact With Th e Ground (-¼), Can Be Destroyed As A Focus With 12 DEF (-¼) 6 2u 3) Dust Blast: Sight Group Flash Attack 6d6, Area Of Eff ect (7” Cone; +1); OIF (-½), No Range (-½), Only When In Contact With Th e Ground (-¼), Does Not Work Against Desolidifi ed Characters (-¼) 6 Conquerors, Killers, And Crooks 63

2u 4) Earthmelding: Desolidifi cation 3 PS: Spelunking 12- (aff ected by any attack), Reduced 6 Survival (Deserts, Mountains, Temperate/ Endurance (0 END; +½); OIF (-½), Only Subtropical) 12- When In Contact With Th e Ground (-¼), 3 Scientist Only To Pass Th rough Earth/Stone (-¼), 3 1) SS: Geology 13- Does Not Protect Against Damage (-1) 0 2 2) SS: Geophysics 12- 3u 5) Supreme Digging: Tunneling 8” 1 4) SS: Physics 11- through 8 DEF material, Fill In, Reduced 1 3) SS: Seismology 11- Endurance (½ END; +¼) OIF (-½), Only When In Contact With Th e Ground (-¼) 2 Total Powers & Skills Cost: 263 17 Stone Body Shaping: Multipower, 25-point Total Cost: 468 reserve; all OIF (-½) 2m 1) Huge Stone Fist: HA +4d6; OIF (-½), 200+ Disadvantages Hand-To-Hand Attack (-½), Increased 15 Distinctive Features: Aura Of Utter Evil Endurance Cost (x3 END; -1) 6 (Not Concealable; Causes Extreme Reaction 1u 2) Spiky Stone Fist: Armor Piercing (+½) [abject fear]; Detectable Only With Unusual for 50 STR (see text); OIF (-½), Increased Senses) Endurance Cost (x3 END; -1) 6 30 Enraged: Berserk when takes BODY 3m 3) Blade Hand: HKA 1½d6 damage (Uncommon), go 14-, recover 11- (3d6+1 with STR); OIF (-½) 2 20 Hunted: Champions 11- (As Pow, NCI, 2m 4) Crystalline Growth: Stretching 5”; OIF Capture) (-½), Limited Body Parts (arms only; -¼), 10 Hunted: Trismegistus Council 8- (As No Noncombat Stretching (-¼) 2 Pow, Capture) 20 Demonically Rocky Skin: Damage 15 Psychological Limitation: Sadistically Evil Resistance (20 PD/20 ED) 0 (Common, Strong) 30 Demonic Toughness: Physical and Energy 15 Psychological Limitation: Overconfi dence Damage Reduction, Resistant, 25% 0 (Very Common, Moderate) 20 Heavy: Knockback Resistance -10” 0 10 Psychological Limitation: Enjoys Causing Mas- 8 Foot Melding: Knockback Resistance sive Property Damage (Common, Moderate) -5”; Only When In Contact With Th e 15 Social Limitation: Secret Identity (Miguel Ground (-¼) 0 Cordova) (Frequently, Major) 5 Demonic Body: Power Defense (5 points) 0 30 Susceptibility: to holy places/objects, takes 2d6 5 Demon’s Eyes: Infrared Perception STUN and BODY per Turn (Uncommon) (Sight Group) 0 10 Vulnerability: 2 x STUN from Holy attacks 5 Demon’s Eyes: Ultraviolet Perception (Uncommon) (Sight Group) 0 10 Vulnerability: 2 x STUN from Sonics 5 See Th rough Earth: N-Ray Perception (Uncommon) (Sight Group); Only To See Th rough 88 Experience Points Earth/Stone (-½), Limited Range (25”; -¼), Nonpersistent (-¼) 0 Total Disadvantage Points: 468 24 Sense Vibrations: Detect Physical Background/History: Miguel Cordova couldn’t Vibrations 12- (Touch Group), believe his luck. Years of fieldwork as a geolo- Discriminatory, Range, Targeting; Only gist had finally paid off. In the wastelands of When In Contact With Th e Ground (-¼) 0 northern Mexico, in a region where he had no scientific right to find such a thing, he located a Talents deep cave formation. Unwilling to wait until he 3 Bump of Direction could get a partner to enter it with him, he began exploring right away. Skills He was immediately struck by the unusual 6 +2 with Earth Powers Multipower nature of the cave. It was... strange. The interior 10 +2 Hand-To-Hand stone didn’t seem like anything native to the area, and the shape of the caverns themselves was 3 Climbing 13- odd. At one point it occurred to him that it was 3 AK: Mexican Cave Formations 12- almost like being inside monstrously large bio- 2 AK: Mexico 11- logical organs, but his mind laughed off the idea 2 CK: Mexico City 11- even as his scientific curiousity led him deeper 3 KS: Arcane & Occult Lore 12- and deeper into the cave. 3 KS: Rocks & Minerals 12- Finally, the cave came to end — but in the 2 KS: Th e Scientifi c World 11- final cavern lay the biggest surprise of all. Nes- 1 KS: Th e Superhuman World 8- tled in a rock formation there, almost as if lov- 3 Language: English (completely fl uent; ingly held by a gigantic stone hand, was a crown. Spanish is native) Meticulously carved of grey granite, it resembled 3 Power: Earth Manipulation 12- nothing Cordova had ever seen before. Intrigued, 2 PS: Explorer 11- he picked it up, finding it oddly light and easy to 3 PS: Rock Collecting 12- handle. Suddenly he felt a compulsion, an over- 64 HERO SYSTEM 5TH EDITION

TEMBLOR whelming desire to put the crown on. Neither underneath or behind a foe for a surprise attack. PLOT SEEDS able nor willing to resist, he set it on his head. However, since he does not have Life Support, he And then he screamed, but his screams did noth- can only stay in the ground for as long as he can While walking down ing to end the pain lancing through his body. hold his breath. the street in his normal Under the power of the Stone Crown, he was Temblor’s biggest weakness is that many of his human form, Miguel transformed, changed into a man of rock instead powers require him to remain in contact with the Cordova is robbed and of mere human fl esh. Tossing aside the spelunking earth. If he’s lift ed off the ground, or is in a build- injured by a mugger. equipment he no longer needed, he made ing above the ground fl oor, they don’t work. But Th is forces a trans- his way back to the surface. he’s not completely helpless in such situations; he formation into an He found Dark Seraph waiting retains, for example, his Strength and Stone automatically-Berserk for him there. Body Shaping powers. Temblor, who goes on a destructive rampage. Personality/Motivation: Unlike Temblor’s Spiky Stone Fist power While the PCs try to the other Crowns of Krim, requires the GM’s permission, since it stop him, VIPER takes whose personalities involves placing a naked Power Advan- advantage of the confu- remain mostly the same, tage in a Power Framework. If you sion to commit some Temblor was signifi - don’t allow this in your cam- other crimes. Is it pos- cantly changed by his. paign, simply ignore this sible VIPER knew who power. Cordova was and delib- Gone is the good- natured scientist, Temblor does erately triggered the not have a Physical transformation? driven by a desire to learn and Limitation representing how large and heavy he Temblor gets word a discover, and in is because he can change local museum is about its place is a fi end. to display an ancient Temblor is evil form back to normal at any ruby pendant that sup- through and through. time to avoid any restrictions his super- posedly has “power He takes enormous plea- human shape might impose. over the earth itself.” He sure in causing death, Campaign Use: See introductory decides to steal the pen- destruction, and suff er- text for general information. Tem- dant and fi nd out if its ing. He thinks nothing blor serves mostly as muscle for reputation is deserved. If so, will it augment of literally ripping the Crowns of Krim, though he’s his powers, or provide victims apart limb much more versatile than most a weapon for heroes to from limb, smash- “brick” characters. Boosting his use against him? ing hospitals and power generally means giving orphanages, and the him more slots for his Earth Miguel Cordova hears like. He represents Powers Multipower, increasing about another bizarre the terrifying fury the number of points in the cave formation, this of the earth — the reserve and slots of his Stone one in the Yucatan, that merciless power Body Shaping Multipower, reminds him of the of earthquakes, and/or increasing his SPD to one where he found the unyielding 5. If he’s too strong for your the Stone Crown. He strength of stone, campaign as-is, reduce his decides to check it out. Will he get there fi rst, the impenetrable STR to 40 and get rid of the or will the Circle of the darkness of a million caves — brought demonically Stone Body Shaping powers. Scarlet Moon beat him to life. Temblor isn’t really focused to it? What happens if Quote: “You think to harm the very stuff of Earth enough to Hunt a superhero; he’s in this supervil- they team up to explore itself? As well try to hurt a mountain before it lain game for the fun of destroying things, getting the cave, leading to an crushes you with an avalanche!” into fi ghts, hurting people, and making himself alliance between the rich. At most, he’s likely to single out a hero he hates Circle and the Crowns? Powers/Tactics: Temblor’s powers relate to his for special punishment during battles. control over earth and stone, and to the fact that his body, being made of stone, is both immensely Appearance: Temblor’s large, heavy body appears strong and extremely durable. He can make the to be made entirely of grey-brown granite, shot earth rise up and close around his foes, cause pro- through with veins of obsidian here and there. His jections of rock to move things at his command, facial features are relatively drab, without much meld himself into the earth in various ways, and detailing, making it hard for him to display subtle even reshape his body through a process similar to expressions. Atop his head rests the Stone Crown, the growth of crystals (but millions of times faster). made of fi nely-chiseled and shaped dark grey gran- In battle, Temblor usually starts the fi ght by ite. applying sheer Strength, augmenting his rocky muscles with his Huge or Spiky Stone Fist powers if necessary (but they cost a lot of END, so he won’t use them repeatedly unless he feels he has no choice, or he goes Berserk). If punches won’t do the trick, he’ll try some of his more exotic powers, or even meld into the ground so he can come up Conquerors, Killers, And Crooks 65 EUROSTAR

Membership: Fiacho, Durak, Feuermacher, Mentalla, where Dubois was staying. At fi rst he was disap- Scorpia, Ultrasonique pointed to discover that Dubois was blind, and more EUROSTAR deeply disturbed than he’d heard, but Dubois man- PLOT SEEDS ackground/History: Eurostar fi rst appeared on aged to convince him not only that he was suffi ciently the world stage in 1988, but its roots stretch lucid to become part of Fiacho’s team, but that he Eurostar decides to try to repeat its 1993 could use technology to compensate for his blindness. back half a decade beyond that. In 1983, an assault on Poland, but Bambitious and charismatic young Danish poli- Fiacho took a chance and broke him free. against an easier target tician named Danar Nicole, aft er years of arguing pas- Th e four villains adjourned to Fiacho’s chalet in and hopefully with suc- sionately, but fruitlessly, about the need for European Switzerland to discuss their plans. Over several weeks, cess this time. Using union, quit the European Parliament in disgust. If Fiacho sold them on his vision of a united Europe another of Teleios’s Europe would not unite for its own good, he decided, — with Eurostar at its helm. In truth, the other cloned armies, the team he would make it unite under the rulership of the members were less interested in Fiacho’s political makes a bid to take over one person with the right vision to lead: himself. For aspirations than in the chance for adventure, excite- Romania. the next several years, Nicole trained himself in the ment, destruction, and profi t he promised, but at arts of destruction, and had surgeons, bioengineers, least to some degree they agreed with him. With their Eurostar sets up an and technicians remake his body so that he became a consent, Fiacho planned a grand statement to let the enormous counterfeit- living weapon — a human dagger pointed at the heart world know what was in store. ing eff ort, planning to use the fake money On March 7, 1988, Fiacho released to the world of foolish Europe. to acquire as many But Nicole, now calling himself Fiacho, knew the Eurostar Manifesto, a statement of the group’s assets as they can, then that in a world fi lled with the likes of the New Knights political beliefs and goals. It read, in part: “Th e free anonymously reveal the and VIPER, he could not achieve his aims alone, no peoples of Europe, inspired solely by greed and isola- deception to destabilize matter how well-trained he might be. He needed tionism, have consistently refused to become part of European economies. allies, superpowered allies who shared his vision of a united Europe — a Europe that would be the world Th e PCs have to fi nd the future — or who were at least willing to follow his power it deserves to be, and in the end make all of the counterfeiting ware- orders. He put the word out to his contacts through- them better off than they are today. Such ignorance house and put a stop to out Europe, asking them to report anything unusual cannot be ignored, or left unpunished. From this day the plot. to him. forward, let the foolish peoples of Europe take note: He got his fi rst break in 1986, when a friend at you have forfeited your freedom. If you do not unite Eurostar steals eight Interpol told him about a superhuman strongman of your own free will, Eurostar will unite you by force.” Russian nuclear weap- ons and threatens to Nor was the team’s statement an empty one. For wreaking havoc in Poland. Fiacho traveled there to detonate one a month fi nd Igor Sterankov — Durak — destroying a Soviet the rest of that year Europe was victimized by a Euro- in a European city of armored division the Kremlin had sent to capture or star crime wave, the likes of which it had never seen its choice unless the kill him. Aft er helping Durak out of a tight spot by before. Th e team raided a Russian gold depository, governments of Europe slaughtering a tank crew, Fiacho suggested to him stealing billions of dollars’ worth of bullion. It attacked immediately turn over that there were better, more profi table, ways to use UNTIL facilities, not only to weaken one of its chief all power to the team. his powers. Realizing the Soviet military would even- enemies but to steal valuable technology. It robbed Th e PCs have to track tually overwhelm him with sheer numbers, Durak banks, looted arsenals, and committed numerous acts Eurostar down and agreed. Fiacho spirited him out from behind the Iron of terrorism and mayhem designed to destabilize the recover the nukes before Curtain to safety, and Eurostar had its fi rst recruit. governments of Europe. Zurich is reduced to a smoking crater. Later that same year, the pair was intrigued During 1989, Eurostar was less visible — the when a series of mysterious, sudden, violent storms team was using its gains to build a secret headquar- destroyed some villages in Italy. When they investi- ters in Europe and plan further activities. In 1990 it gated, they found Bora, an Italian woman with the resumed its campaign of terror, and also picked up power to control the winds. Although Bora was ini- a new member: the Whip, a former KGB operative tially suspicious of them, and ready to fi ght, Fiacho with a high-tech whip who betrayed his Russian used his most persuasive manner to explain himself masters to join the team. In late 1992, Eurostar added and convince her she could better extract her longed- to its roster yet again, when Mentalla, a Spaniard for revenge upon the world as part of a team. Now the formerly in the service of Dr. Destroyer, became a nascent Eurostar was a trio. member. In 1987, word reached Fiacho about Jean Dubois, Th e team stabilized at six members for the next a brilliant French scientist whose work Danar Nicole four years. It launched an attempted invasion of had once helped sponsor. Poor Dubois had been Poland in 1993, conducted a series of attacks on Bal- maimed in an accident and become a raving para- kans peacekeepers in 1994, and tried to overthrow the noid. Sensing an asset he could exploit for his team, governments of the Baltic states in 1995 — plots all which needed a technician, Fiacho visited the hospital averted by superheroes by the narrowest of margins. 66 HERO SYSTEM 5TH EDITION

EUROSTAR In 1996, it lost two members, Bora and the Whip, hidden and protected by elaborate security measures. TEAM TACTICS when their brains were blown out by VIPER snipers It’s a 300-point base (including computer), similar to in an ambush that started the so-called “VIPER- the Urban Base on page 106 of Champions but with Some of Eurostar’s spe- Eurostar War.” From then until 1998, the team was a danger room, more laboratories, and better protec- cifi c tactics and code- occupied mainly with battles against VIPER, deplet- tion. words include: ing its coff ers in an eff ort to obtain revenge. Finally, Tactics: Years of working and fi ghting together have both sides dropped the matter, unwilling to waste made Eurostar a well-oiled combat machine. In battle Fireball: All the mem- any more time and resources on what was obviously the team fi ghts to win, avoiding fl ashy or “showoff ” bers with Area Of Eff ect a stalemate. But hostility between the two remains maneuvers in favor of a lethal, practical approach. or Explosion attacks use strong to this day. When it fi ghts, it goes for the jugular; it has no interest them on the designated With his team weakened by two years of confl ict, area. in taking captives so Fiacho can gloat about his latest Fiacho began looking for new members and other master plan. ways to strengthen Eurostar. He soon found the per- Eurostar plans most of its missions elaborately, Pigeon: Durak tosses fect candidates — Scorpia and Feuermacher, mem- the designated target in and includes in its contingencies the possibilities of bers of another villain team called Terror, Inc. Scorpia the air, and everyone (or superhero interference. Th us, the team is rarely taken specifi c team members) had previously contacted him about the possibility of by surprise; in fact, superheroes who think they’re attack him while he’s in joining, but he had not been ready for new members ambushing Eurostar may fi nd themselves on the mid-air. at that time. Now he let her know the situation had wrong end of the trap! It’s not uncommon for one changed. Within a few months, Scorpia and Feuerm- member of the team to remain in hiding to attack Pincushion: Fiacho and acher had killed the tyrannical leader of Terror, Inc., anyone who interferes with a mission, or for the team Scorpia both target the Professor Muerte, and left South America to return to bring along weaponry specifi cally created to deal same victim with their home to Europe. Now the team had six members with a particular superhero Fiacho expects to show weapons, using Team- again and was ready to continue its march toward up. work to obtain bonuses. domination of the continent. An alternate version is Th e members of Eurostar have all learned Espe- Since then, Eurostar has solidifi ed its reputation ranto, and typically use it to communicate on the Stinger — Fiacho uses as the most dangerous supervillain team on Earth. his Hold maneuver to battlefi eld, since so few of their enemies understand it. In its quest to take over Europe, it has destroyed disable a foe, allowing entire city blocks, stolen billions of dollars, and killed Campaign Use: Eurostar’s primary role in the cam- Scorpia to come in and paign is to be the “dangerously practical” superteam. use her Sting or Martial hundreds of people (including several superheroes). Unlike VIPER, Dr. Destroyer, or the Ultimates, Euro- Arts to attack the target. Th ough the team normally confi nes its activities to Europe, it has struck at targets in the United States star won’t waste time and money on grandiose Silver Age-style world-threatening gadgets and plots. It Ring Of Fire: Feuerm- and Asia, and will probably do so again. Th e cos- acher traps an enemy tumed crimefi ghters of the world have learned not functions more like a military squad or a terrorist cell with his Wall Of Flame to take Eurostar’s threats lightly. As Fiacho once said, — it attacks a defi ned target with precision and fore- or Fiery Prison powers, “Eurostar does not rob banks. We wreck economies.” thought, and if it meets opposition, it responds with and then the other lethal force. Th e team’s members represent an intrigu- Group Relations: members target the hap- Th e members of Eurostar aren’t nor- ing dilemma for heroes with Codes Versus Killing, less hero with physical mally joiners; they’re obsessed, anti-social loners and since they’re so ruthless and murderous many heroes attacks. brooders who prefer to keep to themselves. Only their will want to try to put them down permanently. mutual desire to lash out at the world — whether that Eurostar is a dangerous Hunter for a hero to Visiting Hour: Every means destruction, conquest, or both — brings them have. Th e same precision and ruthlessness that makes team member should together, and then only as needed. Th ey rarely social- the team such a potent threat in general make it grab a hostage (if pos- ize together, maintaining more of a “business relation- doubly troublesome for any specifi c hero it singles out sible) and prepare to ship” than anything else. But there’s very little bicker- for “punishment.” For example, Eurostar won’t hesitate escape. ing among them; over the years they have learned to to take a DNPC hostage and threaten to kill him if tolerate each other’s quirks and work together without the hero doesn’t show up — and then kill the DNPC much friction. Fiacho’s intense political vision and anyway aft er the hero arrives, if it feels like it. leadership skills help to keep the team motivated and Eurostar has a particular hatred of Americans effi cient. and American heroes, regarding them, and their Fiacho keeps a close eye on his newest team- countrymen, as boorish idiots who don’t understand mates, Scorpia and Feuermacher. Th e latter doesn’t political realities. In any given situation, it prefers seem particularly ambitious or intelligent, but the to target Americans for hostage-taking or killings Irishwoman is a diff erent matter altogether. Fiacho intended to “send a message.” knows her skills, and her willingness to betray anyone If Eurostar isn’t strong enough for your cam- who seems to be an obstacle to her own plans and paign, the best way to beef it up is to add members. desires. Preferring not to end up dead like Professor Champions Universe describes a number of European Muerte, Fiacho watches her carefully. villains who’d make good recruits (including der Eurostar does not maintain close relations with Westgote, whom the group is specifi cally considering any other villain team or villainous agency; it prefers for membership). On the other hand, if Eurostar’s to stand alone. It is said to have ties to some Italian numbers and power make it too much of a threat for and Russian organized crime groups, but if so, it is your PCs, get rid of a few members — Ultrasonique, likely simply using them until it’s ready to sweep Feuermacher, and Mentalla would make good candi- away the governments of Europe and take control. It dates for this — or decrease all the members’ power remains hostile toward VIPER. levels by 10-20 Active Points. Eurostar has a secret base in Switzerland, well- Conquerors, Killers, And Crooks 67

FIACHO 16 +4 Damage Classes (already added in) Val Char Cost Roll Notes 25 Fighting Skill: Find Weakness 12- with 25 STR 15 14- Lift 800 kg; 5d6 [2] Martial Arts 23 DEX 39 14- OCV: 8/DCV: 8 2 Dermal Implants: Damage Resistance 23 CON 26 14- (2 PD/2 ED) 0 16 BODY 12 12- 18 Armored Uniform: Armor (9 PD/9 ED); 25 INT 15 14- PER Roll 14- OIF (-½) 0 18 EGO 16 13- ECV: 6 10 Fast Runner: Running +5” (11” total) 1 25 PRE 15 14- PRE Attack: 5d6 5 Strong Legs: Leaping +5” (10” forward, 5” 8 COM -1 11- upward) 1 6 Wrist Communicator: HRRP (Radio 10 PD 5 Total: 22 PD (14 rPD) Group); OIF (-½), Aff ected As Sight 9 ED 4 Total: 21 ED (14 rED) And Hearing Groups As Well As Radio 5 SPD 17 Phases: 3, 5, 8, 10, 12 Group (-½) 0 14 REC 8 46 END 0 Perks 45 STUN 4 Total Characteristics Cost: 175 10 Base: contribution to team’s base 40 Contacts: various throughout Europe and Movement: Running: 11”/22” the Military/Mercenary/Terrorist World Leaping: 10”/20” 6 Deep Covers (3) 15 Money: Filthy Rich Cost Powers END 9 Reputation: world-threatening super-terror- 25 Micro-Flechette Launcher: RKA 1d6, ist (on Earth; 14-) +3/+3d6 Armor Piercing (+½), Autofire (3 shots; +¼), Penetrating (+½), 32 Charges (+¼); Talents OIF (-½) [32] 6 Combat Luck (3 PD/3 ED) 42 Corrosive Gas Pellets: RKA 2d6, NND 15 Combat Sense 14- (the defense is a PD Force Field/Force Wall; +1), Does BODY (+1), Area Of Eff ect Skills (One Hex; +½); OAF (-1), 8 Charges (-½) [8] 30 +3 Overall 48 Sonic Disorientator: Drain DEX 3d6 16 +2 with All Combat (standard eff ect: 9 points), Area Of Eff ect (One Hex; +½), Continuous (+1), Personal 3 Acrobatics 14- Immunity (+¼), Reduced Endurance (0 3 Acting 14- END; +½); OIF (armband; -½), Maximum 3 Breakfall 14- Eff ect (-10 DEX at any one time; -½) 0 3 Bribery 14- 41 Knockout Smoke Generator: Darkness to 3 Bureaucratics 14- Sight Group 3” radius; OIF (armband; -½), 3 Combat Driving 14- No Range (-½), 4 Charges lasting 1 Turn 3 Computer Programming 14- each (-½), plus Drain STUN 2d6, Area Of 3 Conversation 14- Eff ect (3” Radius; +1), Continuous (+1), 3 Deduction 14- Personal Immunity (+¼); OIF (armband; 3 Demolitions 14- -½), 4 Charges lasting 1 Turn each (-½), 3 Disguise 14- Linked (-¼) [4] 3 Electronics 14- Martial Arts: General Combat Training 3 High Society 14- Maneuver OCV DCV Notes 3 Interrogation 14- 4 Block +2 +2 Block, Abort 2 KS: Dr. Destroyer 11- 4 Choke -2 +0 Grab One Limb, 4 KS: European History 15- 4d6 NND (2) 5 KS: European Politics 16- 4 Deadly Strike -2 +0 HKA 1d6+1 3 KS: Fine Restaurants Of Europe 14- (2½d6 with 3 KS: Th e Military/Mercenary/Terrorist World 14- STR) 3 KS: Th e Superhuman World 14- 4 Disarm -1 +1 Disarm, 55 STR 2 KS: VIPER 11- 4 Escape +0 +0 60 STR vs. Grabs 3 Lockpicking 14- 4 Eye Gouge -1 -1 Sight Group 3 Mimicry 14- Flash 8d6 3 Oratory 14- 4 Hold -1 -1 Grab Th ree 3 Paramedics 14- Limbs, 55 STR 3 Persuasion 14- 5 Kick -2 +1 13d6 Strike 3 PS: Politician 14- 4 Low Blow -1 +1 4d6 NND (3) 3 PS: Terrorist 14- 3 Th row +0 +1 9d6 + v/5, Target 3 Security Systems 14- Falls 3 Stealth 14- 4 Punch +0 +2 11d6 Strike 3 Streetwise 14- 4 Vital Point Strike -1 +1 4d6 NND (1) 3 Systems Operation 14- 3 Tactics 14- 68 HERO SYSTEM 5TH EDITION

FIACHO 3 Teamwork 14- squabbling, stopped dredging up centuries’ worth PLOT SEEDS 3 Linguist of supposed wrongs, started working together to 1 1) English (fl uent conversation; build a better future? Have they done anything to Fiacho decides a plague Danish is native) put Europe in the position of world pre-eminence would make the con- 1 2) Esperanto (fl uent conversation) that it deserves? No! Th ey have done nothing! All quest of Europe easier, 1 3) French (fl uent conversation) my words have been meaningless, and my career so he begins stealing the 1 4) German (fl uent conversation) has been wasted.”> necessary equipment 1 5) Greek (fl uent conversation) <“You can’t mean that.”> and supplies to manu- 1 6) Italian (fl uent conversation) facture bio-weapons. 1 7) Russian (fl uent conversation) <“I have never been more serious in my life. Aft er Th e PCs have to inves- 1 8) Spanish (fl uent conversation) years of blinding myself to reality, I can tigate, determine what’s 3 Traveler fi nally see clearly. Th e peoples of Europe going on, and track will only come together for their Fiacho down and stop 4 1) AK: Europe 16- common good if someone makes them. him. But what if VIPER 1 2) CK: Berlin 11- decides to get revenge 1 3) CK: Brussels 11- And I intend to do just that.”> on Eurostar by stealing 1 4) CK: Copenhagen 11- Fiacho’s technology? 1 5) CK: Geneva 11- With those words, Danar 1 6) CK: London 11- Nicole stalked out of the Danar Nicole’s former 1 7) CK: Madrid 11- European Parliament fi ancee, Danish politi- 1 8) CK: Moscow 11- building, never to return. cian Dagny Lindstrom, 1 9) CK: Munich 11- Years of tireless work is about to marry a 1 10) CK: New York City 11- for his beloved cause prominent industrialist 1 11) CK: Paris 11- of European unity had in an elaborate cer- 1 12) CK: Rome 11- led to nothing but fail- emony. Fiacho decides ure. Frustrated, angry, to crash the party, but 1 13) CK: Vienna 11- and incredibly bitter, fortunately Lindstrom 1 14) CK: Washington, D.C. 11- knows the PCs and has Nicole decided that invited them to attend Total Powers & Skills Cost: 567 where persuasion had her wedding. Total Cost: 742 failed, force would do the trick. Aft er the PCs stop one 200+ Disadvantages He spent the next of Eurostar’s plots, 15 Distinctive Features: altered, ugly human several years trans- Fiacho decides to teach (Concealable With Diffi culty, Always forming himself into a them a lesson by sneak- Noticed) living agent of destruction. ing into their base and 20 Enraged: by insults, sarcasm, or not being He studied with terrorists reprogramming the taken seriously (Common), go 11-, recover and martial arts masters, security systems to trap learning how to fight, kill, and attack the heroes. 11- and cause mayhem and Th e PCs have to fi ght 25 Hunted: New Knights Of Th e Round through their own Table 8- (Mo Pow, NCI, Capture) paranoia throughout security to catch Fiacho 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) society. He hired the before he can escape to 20 Psychological Limitation: Determined To best underworld launch another deadly Conquer And Rule Europe (Common, Total) surgeons and techni- scheme. 15 Psychological Limitation: Extremely Venge- cians, and had him- ful (Common, Strong) self transformed. Bul- 15 Psychological Limitation: Must Be In Com- letproof plastics were mand (Common, Strong) inserted under his 20 Reputation: world-threatening super- skin, muscle grafts terrorist, 14- (Extreme) were sewn onto 15 Social Limitation: Public Identity (Danar existing muscles, Nicole) (Frequently, Major) and special weapons 372 Experience Points were designed specifically for him. When the treatments were done, he went back to his train- Total Disadvantage Points: 742 ing facilities to learn how to use his new body. And when he was done, Danar Nicole was Background/History: <“Danar, you can’t be seri- no more. In his place stood Fiacho. ous!”> Personality/Motivation: Fiacho’s name — an Espe- <“I am very serious. You might even say, deadly ranto word meaning “very bad” — encapsulates serious.”> his background and personality perfectly. It’s a <“But... but, your career! You’ve spent years becom- word from a created language intended to unify ing one of the best-known politicians in Europe! mankind, twisted to other purposes — just like You’re one of the leaders of the European Parlia- Nicole, once an ardent pan-European patriot, has ment. Th ere’s no stronger, more eloquent voice for become twisted by rage into a vicious conqueror. the cause of European unity than yours!”> And the meaning of the word is important, too; <“And has it worked? Have the fools stopped it reflects Fiacho’s attitude about both himself and the people of the world. The fanaticism he Conquerors, Killers, And Crooks 69 once focused on unifying Europe through poli- ness makes it difficult for him to Hunt anyone on tics has been transformed into an obsession with less than an 11-, and he approaches Hunting the conquering Europe and forcing it to unify under same way he approaches his other missions — his rule — an obsession so strong it literally from the perspective of a fanatic terrorist. He’d drove him to “improve” himself through radical think nothing of blowing up an entire build- surgery and bio-engineering. ing to affect one superhero, of killing the hero’s Where once he was gentle and peaceful, DNPCs to send a message, or holding thousands Fiacho is now cruel, brutal, and ruthless. He has of people hostage to force his quarry to walk murdered dozens of people with his own hands, into a trap. He won’t bother trying to capture his and would think nothing of killing dozens adversary; he’ll go for the kill every time. more — or even detonating a nuclear device in If Fiacho is a little too powerful for your an urban area, if he believed doing so would game, get rid of some of his Martial Maneuvers, advance his purposes. Normally cold and calcu- his Find Weakness, one or two of his weapons, lating, he’s sometimes prone to outbursts of rage and perhaps his Combat Luck. If you need to (particularly when insulted or mocked), and has make him stronger, increase his STR to 35 or 40, a strong vengeful streak, as many of his former his SPD to 6 or 7, and/or give him more weap- European Parliament adversaries have learned to ons. their sorrow. Appearance: Once a handsome man about six Quote: “The destiny of the European millions is feet tall, Fiacho has obviously undergone surgi- at stake here — and I intend to see that they ful- cal alteration and augmentation. The dermal fill it, whether they like it or not.” implants which protect him from attacks have Powers/Tactics: Thanks to the extensive surgical altered his features and added both bulk and a and bio-engineering processes he underwent, little height. In some places on his body, cyber- and years of training and combat experience, netic implants, muscle grafts, or the like are vis- Fiacho is a deadly combatant with abilities far in ible. His costume consists of dark-colored pants excess of even an elite forces soldier. With eight and a red and grey high-collared tunic, both times the strength of a normal man, he can use made of high-tech cloth to offer further protec- his martial arts skills to hit with lethal force, and tion against injury. pick just the right weak spot for a devastating DURAK blow. Dermal armoring implanted under his skin Val Char Cost Roll Notes distorts his appearance, but provides needed 70 STR 60 23- Lift 400 tons; 14d6 [7] protection; he supplements it with an armored 23 DEX 39 14- OCV: 8/DCV: 8 costume. 40 CON 60 17- When his martial arts abilities aren’t 20 BODY 20 13- enough, Fiacho has several weapons he can 13 INT 3 12- PER Roll 12- employ. His Micro-Flechette launcher fires tiny 10 EGO 0 11- ECV: 3 explosive flechettes capable of penetrating heavy 25 PRE 15 14- PRE Attack: 5d6 body armor, and he also carries pellets of cor- 8 COM -1 11- rosive gas that not only make good weapons, but are useful for eating through doors and walls to 30 PD 16 Total: 30 PD (30 rPD) create an alternate escape route. When fighting 30 ED 22 Total: 30 ED (30 rED) in hand-to-hand combat, he activates his Sonic 5 SPD 17 Phases: 3, 5, 8, 10, 12 Disorientator, which plays hob with an oppo- 22 REC 0 nent’s balance and agility. If necessary he can 80 END 0 generate a cloud of smoke laced with anaesthetic 75 STUN 0 Total Characteristics Cost: 251 gas to weaken his opponent further (he uses his Combat Sense to ignore the smoke, and the gas is Movement: Running: 6”/12” tailored to have no effect on him). Leaping: 24”/96” In addition to his combat abilities, Fiacho is a skilled tactician, a knowledgeable and persua- Cost Powers END sive politician, and a student of many subjects. 17 Super-Strong Muscles: Reduced Endurance Even if he can’t fight physically, his brilliant, (½ END; +¼) on 70 STR (3 END) 0 twisted mind will be working hard to find other 14 Super-Tough Skin: Hardened (+¼) for ways to hurt his enemies. 30 PD/30 ED 0 Campaign Use: See introductory text for gen- 37 Super-Tough Skin: Damage Resistance eral information. Fiacho is a fanatic, and should (30 PD/30 ED), Hardened (+¼) 0 be played as such. You should present him as 3 Mask Lenses: Sight Group Flash Defense obsessed, over the top, utterly irrational when (5 points); OIF (-½) 0 it comes to achieving his goals. The danger he 14 Bracing: Knockback Resistance -7” 0 poses should never leave the PCs’ minds; one slip 5 Super-Tough Skin: Lack Of Weakness (-5) on their parts, and Fiacho will escape, probably for Normal Defenses 0 leaving dozens or thousands of corpses in his 15 Super-Strong Legs: Leaping +10” (24” wake. forward, 12” upward), x4 Noncombat 1 Fiacho is a dangerous Hunter. His vengeful- 6 Wrist Radio: Radio Perception/ 70 HERO SYSTEM 5TH EDITION

DURAK Transmission (Radio Group); OIF (-½), called for backup, and pretty soon Sterankov was PLOT SEEDS Aff ected As Hearing Group As Well As at the center of a melee involving a dozen trained Radio Group (-¼) 0 Russian soldiers. Th ey held him down and beat him Durak hears a news unmercifully, their punches shattering his jaw and report claiming a PC Perks ruining his face forever. Th en they turned him over “brick” is stronger and 10 Base: contribution to team’s base to the KGB to serve as a test subject in ongoing tougher than he is. He 6 Contacts: Russian organized crime 11- superhuman-soldier experiments. sets out to prove the Th e treatments, involving chemical injections, news report wrong. Skills sensory deprivation chambers, neuro-electrical 20 +4 Hand-To-Hand stimulation, and other such pleasantries, worked Durak expresses his only too well. Th ey enraged Sterankov, somehow general contempt for a 3 Climbing 14- allowing him to tap reserves of power and strength captured VIPER agent 3 Interrogation 14- he didn’t know he had. He smashed his way out of by crushing him. Unfor- tunately, the agent had 1 KS: European Politics 8- the cell they put him in, out of Lubyanka Prison, information Fiacho 2 KS: Russian Organized Crime 11- and out of Russia and into Poland, destroying wanted. Not wanting 1 Language: English (basic conversation; buildings, tanks, and anything else he could get his to make Fiacho angry, Russian is native) hands on along the way. Th at’s where Fiacho found Durak decides to trick 1 Language: Esperanto (basic conversation) him, rescued him from the Russian Army, and the PCs into attacking 3 Teamwork 14- made him the fi rst recruit for Eurostar. VIPER so he can either Durak has served Eurostar loyally, since being (a) get the information Total Powers & Skills Cost: 161 a part of the team has given him plenty of oppor- from them, or (b) sneak Total Cost: 412 tunities to engage in the fi ghting and wholesale into the VIPER Nest destruction he loves. Th e media oft en refers to him aft er them and retrieve 200+ Disadvantages it himself. as “the fi st of Fiacho,” since Eurostar’s evil leader 10 Distinctive Features: smashed, scarred face has but to point or give an order, and Durak leaps Durak decides to wreak (Concealable With Diffi culty; Noticed And into devastating action. a little havoc in Moscow Recognizable) Personality/Motivation: Durak is nothing but a just when the PCs are 25 Enraged: in combat (Very Common), go 11-, thug who got lucky. He loves to fi ght, break things, there for a cultural recover 11- hurt people, and throw his considerable weight exchange, goodwill tour, 15 Enraged: when fi ghting Russians (Uncom- around. His superpowers have just made or vacation. Th e fi ght mon), go 11-, recover 11- him all the more contemptuous of ordi- attracts the attention 25 Hunted: New Knights Of Th e Round Table of Russian villains, and 8- (Mo Pow, NCI, Capture) eventually Eurostar, 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) leading to a massive 20 Psychological Limitation: Loves To melee. Fight (Very Common, Strong) 15 Psychological Limitation: Hates Russia And Russians (Common, Strong) 15 Psychological Limitation: Contempt For Normal Humans (Common, Strong) 15 Reputation: “the fi st of Fiacho,” 11- (Extreme) 15 Social Limitation: Public Identity (Igor Sterankov) (Fre- quently, Major) 32 Experience Points

Total Disadvantage Points: 412 Background/History: Igor Ster- ankov was just a punk kid growing up in Moscow during the fi nal decline of the Soviet Union. Uninterested in school, he quickly drift ed in with Russian orga- nized crime gangs. Big, tough, and strong, he was a perfect enforcer and legbreaker for his bosses, and he enjoyed his work. Th en he made the mistake of getting into a fi ght with a Russian Army offi cer in a bar. Th e offi cer Conquerors, Killers, And Crooks 71 nary people; if you’re not superhuman, you’re just a FEUERMACHER FEUERMACHER gnat to be swatted, as far as he’s concerned. Val Char Cost Roll Notes PLOT SEEDS Quote: “Breaking your back will be good warm-up.” 10 STR 0 11- Lift 100 kg; 2d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 Feuermacher discov- Powers/Tactics: One of the strongest superhumans 25 CON 30 14- ers that the mysterious in the world, Durak is a powerful hand-to-hand 10 BODY 0 11- employer who sent combatant who delivers punches that can penetrate 18 INT 8 13- PER Roll 13- him on the X-53 job tank armor and shrugs off soldiers’ gunfi re as if years ago was actually 15 EGO 10 12- ECV: 5 they were kids with peashooters. He has little grasp ARGENT. Now he’s 18 PRE 8 13- PRE Attack: 3½d6 of tactics (though he does know how to team up ready to get revenge 6 COM -2 10- with other Eurostar members to maximize their — and he doesn’t care eff ectiveness); he prefers to just leap into the middle how many innocents 6 PD 4 Total: 22 PD (16 rPD) of battle and begin swinging his fi sts. He’s surpris- he has to hurt in the 10 ED 5 Total: 34 ED (24 rED) process. ingly fast and agile for someone of his size, which 5 SPD 19 Phases: 3, 5, 8, 10, 12 sometimes takes his opponents by surprise. Given 7 REC 0 Th e PCs receive word a decent chance of success, he’ll plant his feet and 50 END 0 that Feuermacher has prepare to unleash a Haymaker on his opponent. 35 STUN 7 Total Characteristics Cost: 122 just attacked a bank Durak’s biggest weakness is his low EGO; he’s downtown and is in the an easy target for heroic mentalists or mystic supers Movement: Running: 6”/12” process of robbing it. with mind-controlling spells. If this becomes too Not only is this a good Flight: 20”/40” much of a problem, Fiacho will design a Psychic chance to capture him Shield for his mask (i.e., Durak will buy some when his teammates Cost Powers END Mental Defense on a Focus). aren’t around to help 56 Fiery Form: HKA 2d6, Continuous (+1), him, but it must mean Campaign Use: See introductory text for general Damage Shield (does damage in HTH Eurostar’s in the city information. Durak is really nothing more (or combat; +¾), Reduced Endurance somewhere planning less) than major muscle for Eurostar; he has all the (0 END; +½), Persistent (+½); Always something.... depth of a wading pool. On (-½), No STR Bonus (-½) 0 If Durak is too strong and powerful for your 62 Fiery Attacks: Multipower, 62-point reserve Feuermacher kidnaps game, reduce his STR to 60, get rid of his Super- 6u 1) Fiery Blast: Energy Blast 10d6, a DNPC or prominent Strong Muscles power, and reduce his defenses to Reduced Endurance (½ END; +¼) 2 NPC who’s a scientist, 25. If he’s not tough enough to go toe-to-toe with 6u 2) Melting Blast: RKA 3d6, Reduced because he thinks (based on the character’s PC bricks and have at least an even chance of beat- Endurance (½ END; +¼) 2 ing them, increase his STR and defenses until he’s latest work) that the sci- 6u 3) Fireball: Energy Blast 8d6, entist can develop a cure on par. Explosion (+½) 6 for his fi ery condition. Durak’s unlikely to Hunt a hero, unless Fiacho 6u 4) Fiery Forms: RKA 2d6, Indirect orders him to. In that case, he’ll simply track the (always originates from Feuermacher, hero down, ambush him with a Move Th rough leap, but can strike target from any angle; +½), and then begin punching until the target is dead or +1 Increased STUN Multiplier (+¼), disabled. Reduced Endurance (½ END; +¼) 2 Appearance: Nearly seven feet tall and weighing 30 Fiery Powers: Elemental Control, 60-point over 300 pounds, Durak is an enormous mass powers of super-strong muscle. His costume is a grey 30 1) Fiery Flight: Flight 20”, Reduced bodysuit with red highlights (including a D on Endurance (0 END; +½) 0 his left breast) and a half-face mask (with protec- 30 2) Fiery Protection: Force Field (16 PD/ tive lenses to shield his eyes from bright lights). 24 ED), Reduced Endurance (0 END; +½) 0 His lower left face is permanently mis-shapen and 40 3) Fiery Prison: RKA 2d6, Area Of Eff ect scarred due to the beating he received from the (One Hex; +½), Continuous (+1), Reduced KGB agent. Endurance (0 END; +½); Targets Only Take Damage If Th ey Touch Cage Or Move Into/ Strength Upon Strength Out Of Th e Aff ected Hex (-½) 0 ‘I may be the strongest man in Britain, but not 43 4) Fiery Wall: Force Wall (0 PD/10 ED), in Europe — Durak’s got me there. The fi rst Transparent (physical; +½), Reduced time we fought, he nearly broke my arm. And Endurance (½ END; +¼) plus RKA 1d6, he’s fast, too. Since then I’ve learned how Continuous (+1), Damage Shield (+½), to cope with him, but it takes cleverness as Reduced Endurance (½ END; +¼); No much as strength.’ Knockback (-¼), Linked (-½) 4 — Bastion of the New Knights of the Round Table 4 Fiery Form: Life Support (Safe Environments: Intense Cold, Intense Heat) 0

Perks 10 Base: contribution to team’s base

Skills 9 +3 with Fiery Attacks Multipower 72 HERO SYSTEM 5TH EDITION

3 Climbing 13- and found the lab without any problem. But it took 2 AK: Africa 11- so long to fi nd the X-53 that the guards spotted 2 AK: Europe 11- them. Grabbing the container of X-53, Zeldte ran 2 AK: South America 11- for it. A stray bullet from one of the guards’ pistols 2 KS: Th e Military/Mercenary/Terrorist World 11- shattered the container, dousing Zeldte with the 2 KS: Th e Superhuman World 11- fuel. To his horror, he burst into fl ame! He fell to 2 Language: English (fl uent conversation; the ground screaming, rolling in the dirt to try to German is native) put the fl ames out... only to discover, a few seconds 1 Language: Esperanto (basic conversation) later, that he was on fi re, but not feeling any pain at 3 Shadowing 13- all. Th en he passed out from shock. 4 Survival (Temperate/Subtropical, Tropical) 13- He awoke in a special hospital, one maintained 3 Tactics 13- by L’Institut Th oth to help people with unusual 3 Teamwork 13- superhuman conditions. He was in a bed — a bed 3 WF: Small Arms, Blades with asbestos sheets, because his body was still on fi re! In fact, according to the doctors, he was going Total Powers & Skills Cost: 370 to remain on fi re permanently. Somehow the X-53 Total Cost: 492 had interacted with his cellular structure to cause an instantaneous, irreversible mutation. 200+ Disadvantages As Zeldte tried to come to terms with his new 25 Hunted: New Knights Of Th e Round Table body, he was contacted by the evil mastermind Pro- 8- (Mo Pow, NCI, Capture) fessor Muerte. Muerte thought Zeldte would be a 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) perfect addition to his Terror, Inc. villain team — 20 Physical Limitation: Sight PER Roll 10-, All and the pay was excellent. Zeldte had had enough Other PER Rolls 8- (All Th e Time, Greatly of the hospital anyway, so he took the Professor Impairing) up on his off er. Christening himself Feuermacher 15 Psychological Limitation: (Firemaker), he became a part of the Superhuman Spendthrift (Common, World. Strong) Over the next several years, Feuermacher 15 Psychological Lim- fought against the likes of the Sentinels, the Justice itation: Contempt Squadron, and plenty of other heroes — usually For Normal on the losing end. He became more and Humans more disgusted with Professor Muerte’s (Common, “leadership”; the man was danger- Strong) ously insane. It was time to fi nd a 15 Reputation: better job, with a better class of destructive people. It was about then that his terroristic teammate Scorpia approached supervil- him about the possibility of lain, 11- getting rid of Muerte and join- (Extreme) ing Eurostar — a villain team 15 Social with a much better reputa- Limita- tion in Feuermacher’s eyes. tion: Public He jumped at the chance. A few Identity weeks later he dropped Muerte’s (Hans Zeldte) body, encased in the ruins of pow- (Frequently, ered armor he’d melted into a Major) solid cocoon of slag, into the 10 Vulner- deeps of the Pacifi c. Th en he ability: 2 x and Scorpia set out for Switzer- STUN from Water attacks land, and he’s been doing great ever (Uncommon) since. 152 Experience Points Personality/Motivation: Feuer- macher carries a lot of rage Total Disadvantage Points: 492 and bitterness around with Background/History: Hanz Zeldte was once him over his condition a mercenary with a well-deserved reputation — which keeps him from for taking on any job, no matter how reprehensible interacting with ordinary or dangerous, if the pay was good. A mysterious people in any mean- employer off ered him a small fortune to obtain ingful way, and oft en samples of an experimental fuel called “X-53” from makes day-to-day life a French research corporation. Zeldte didn’t know diffi cult — but he masks it what X-53 was, but for that much money, he didn’t through a combination of care. He took the job. professionalism and wise- Th e mission went perfectly at fi rst. He and his cracking. Only in battle team penetrated the company’s security, got inside, does he really give vent Conquerors, Killers, And Crooks 73

to his anger, and even then he tends to joke around MENTALLA a lot (though his opponents rarely fi nd his jokes MENTALLA PLOT SEEDS amusing). He shares Durak’s contempt for ordinary Val Char Cost Roll Notes people (another defense mechanism). If given the Mentalla learns Dr. chance to reverse his condition, even if it meant 10 STR 0 11- Lift 100 kg; 2d6 [1] Destroyer is about to risking his life, he’d take it. 20 DEX 30 13- OCV: 7/DCV: 7 begin another one of his Since he knows he’s cut off from many types 20 CON 20 13- schemes to conquer the of entertainment, Feuermacher is willing to spend 11 BODY 2 11- world. Rather than put prodigious amounts of money on those types he 18 INT 8 13- PER Roll 13- herself in danger, she can enjoy (like buying recorded music or movies 25 EGO 30 14- ECV: 8 tips off the PCs, subtly guiding and helping by mail order). Despite making so much money as 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- them to oppose him. part of Eurostar, he’s perpetually strapped for cash, What will the PCs do and sometimes pulls “side jobs” on his own to keep when they learn who’s his pockets lined. 8 PD 6 Total: 24 PD (16 rPD) been assisting them? Feuermacher has a little bit of a crush on Scor- 10 ED 6 Total: 26 ED (16 rED) pia. He knows nothing can ever come of it, but he 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 Menton and Men- still looks out for her a little more in combat and 10 REC 8 talla decide to play a would protect her before any of the others if he had 60 END 10 “wargame,” using the to make a choice. 30 STUN 4 Total Characteristics Cost: 169 people of Millennium City to battle each other Quote: “Th ings getting a little hot for you, hero?” Movement: Running: 6”/12” in a vast sort of chess Powers/Tactics: Although not as powerful or versa- Flight: 16”/32” game. Can the PCs tile as the likes of Firewing, Feuermacher possesses fi gure out what’s behind a useful suite of fi re-based superpowers. He can fl y, Cost Powers END all the weird behavior, and if so how can they generate various types of fi re-bolts, surround his 87 Mental Powers: Multipower, 87-point reserve stop it? What happens foes with walls or cages made of pure fi re, and melt 9u 1) Mindblast: Ego Attack 7d6, Reduced if the twins decide to or defl ect incoming attacks with the fi ery mantle Endurance (½ END; +¼) 3 make the PCs — or their that surrounds his body. Perhaps his most unusual 9u 2) Mindscapes: Mental Illusions 14d6, loved ones — part of the ability, the one from which he takes his name, is Reduced Endurance (½ END; +¼) 3 game? Fiery Forms — the ability to sculpt fl ame into semi- 9u 3) Mindbar: Mind Control 14d6, solid objects before using it to attack. For example, Reduced Endurance (½ END; +¼) 3 Mentalla discovers, to he might create a fi re-hawk that swoops around to 9u 4) Mindspeech: Telepathy 14d6, Reduced her shock, that she’s hit an opponent in the back, or a fi re-disk he can Endurance (½ END; +¼) 3 pregnant! She has vague arc over an enemy’s Force Wall. 8u 5) Mindwipe: Drain EGO 3d6, Delayed — oddly vague — rec- Feuermacher’s body is on fi re permanently, Return Rate (points return at the rate of 5 ollections of spending making it dangerous for other characters to touch per Hour; +1), Range (+½), Reduced time with a male PC. What’s going on, and him (or let him touch them). His fl ames only Endurance (½ END; +¼) 3 what will she do to get go out if there’s no oxygen to support them, and 87 Mindfi nding: Mind Scan 14d6, Reduced to the bottom of the they return as soon as they have access to oxygen. Endurance (½ END; +¼) 3 mystery? Eurostar’s headquarters and equipment include 20 Psychokinetic Abilities: Elemental Control, fi reproofed sections able to withstand his fl ames so 40-point powers he can try to live a quasi-normal existence. Unfor- 20 1) Psychokinetic Shield: Force Field tunately, the fl ames interfere with his ability to (16 PD/16 ED), Reduced Endurance perceive things, and make it impossible for him to (½ END; +¼) 1 wear a wrist radio like his teammates do. 20 2) Psychokinetic Flight: Flight 16”, Campaign Use: See introductory text for general Reduced Endurance (½ END; +¼) 1 information. If Feuermacher is too powerful for 13 3) Psychokinetic Defense: Missile your game, get rid of his Melting Blast and Fireball Defl ection (all Ranged attacks), Range Multipower slots, and then move Fiery Prison and (+1); Costs END (-½) 4 Fiery Wall into the Multipower (increasing the 10 Mindshield: Mental Defense reserve as needed to accomodate them). If you (15 points total) 0 need him to be more powerful, give him some 5 Mindshield: Power Defense (5 points) 0 additional Multipower slots, and increase the 6 Wrist Radio: Radio Perception/ strength of his Force Field. Transmission (Radio Group); OIF (-½), As a Hunter, Feuermacher is smart and aggres- Aff ected As Hearing Group As Well As sive. His fi ery body makes it impossible for him Radio Group (-¼) 0 to use subtle tactics against his target, but he can shadow him from a distance, learn as much as pos- Perks sible, and then plan an ambush. 10 Base: contribution to team’s base

Appearance: Feuermacher looks like a tall, athletic Skills man sheathed in fl ame from head to foot. Some- 9 +3 with Mental Powers Multipower times he shapes the fl ames into boots, gauntlets, 6 +2 with Psychokinetic Powers Elemental and a sort of mask at the appropriate places, just to Control give himself a little more visual defi nition. 74 HERO SYSTEM 5TH EDITION

3 Conversation 13- power to do that on her own. 3 High Society 13- Th at’s when she thought of Eurostar. 2 KS: Dr. Destroyer 11- Destroyer had once assigned her to investigate the 2 KS: European History 11- group and assess its danger to his overall plans, 2 KS: Philosophy 11- and Mentalla had been struck by how much she 2 KS: Spanish History 11- had in common with Fiacho. Like him, she was 2 KS: Th e Superhuman World 11- intrigued by political philosophy and social theo- 2 Language: English (fl uent conversation; ries, and to some extent she sympathized with his Spanish is native) desire to lead Europe. When the right opportunity 1 Language: Esperanto (basic conversation) arose, she abandoned Destroyer and sought out 1 Language: Italian (basic conversation) Eurostar to apply for membership. 3 Power: Mentalism 14- At fi rst the group was highly 3 Power: Psychokinesis 14- suspicious of her, especially given 3 Riding 13- the nature of her powers. But 3 Teamwork 13- she never did anything to jus- tify their worries, and it quickly Total Powers & Skills Cost: 369 became apparent just how Total Cost: 538 useful her psionic abilities were to the group. By 1995, she’d been 200+ Disadvantages removed from provisional status and 15 Enraged: when someone resists her made a full-fl edged member, and she Mind Control (Uncommon), go 11-, remains so to this day. recover 11- Personality/Motivation: Th e fi rst 20 Hunted: New Knights Of Th e impression Mentalla gives is a good Round Table 8- (Mo Pow, NCI, one — she seems smart, reason- Capture) ably friendly, and self-confi dent. 20 Hunted: UNTIL 8- (Mo Pow, NCI, Get to know her a little better, Capture) though, and her true personal- 15 Psychological Limitation: Dis- ity emerges. Self-assured to the dainful Of Normals; Consid- point of arrogance, and com- ers Other Peoples’ Minds Her pletely disdainful of those around Playthings (Common, Strong) her, she thinks nothing of manipulating 10 Psychological Limitation: Hatred Of the minds of others as she sees fi t. To Dr. Destroyer (Common, Moderate) her, they’re just toys to keep her amused... 15 Reputation: dangerous mentalist super- until she decides to break them. Th e only villain, 11- (Extreme) person she truly seems to love and respect 15 Social Limitation: Secret Identity (Isa- is Menton, though she does enjoy having bella Medina) (Frequently, Major) political discussions with Fiacho. 228 Experience Points Mentalla retains a bitter hatred of Dr. Destroyer because of his “betrayal” Total Disadvantage Points: 538 of her, and sometimes goes out of her Background/History: A daughter of the Medi- way to interfere with his operations. Th is nas of Spain, and twin sister to the world-infa- sometimes puts Eurostar at peril, but the mous Menton, Isabella Medina comes from group always manages to survive some- a rather distinguished lineage (see page 29 for how — and if necessary it can always ask details). When she was young, her parents turned Mentalla’s brother for some help. her and her brother over to Dr. Destroyer to Quote: “Don’t mind if I do.” become experimental subjects in his psionics program. Destroyer unlocked the twins’ psionic Powers/Tactics: Mentalla possesses power- potential, making Menton extremely powerful and ful psionic and psychokinetic abilities — not Isabella, code-named “Mentalla,” less so — but still nearly as powerful as her brother Menton, but quite powerful in her own right. more powerful than most other mentalists. She is Mentalla served Dr. Destroyer as a spy and particularly good at taking a person’s willpower assassin for many years. Aft er his “death” in 1992, and reducing it to next to nothing; the victim when Menton left his service, Destroyer was won’t recover for hours. While in this “mind- unable to take vengeance upon Menton for fear wiped” state, a victim is even more easily manipu- of exposing the fact that he still lived to the world lated by her other mental powers, making it quite — but he could punish Mentalla in Menton’s easy for Eurostar to interrogate captives or plant stead. Aft er Mentalla recovered from the vicious mental commands in peoples’ minds. beating Destroyer administered, she made up her Mentalla usually hangs back in battle, since mind to leave as well — if that’s how Destroyer she has relatively low defenses for the group and repaid years of faithful service, she wanted no fur- is also relatively slow. If possible she’ll fi nd cover ther part of him. But she needed somewhere to go, far from the center of the fi ght and use her Mental and someone to help protect her from Destroyer’s Powers via Line Of Sight. She can also defl ect other servants; unlike Menton, she lacked the raw attacks away from her comrades, a valuable ability Conquerors, Killers, And Crooks 75 in many combats. 51 Curare-Tipped Darts: RKA 4d6, NND SCORPIA Campaign Use: See introductory text for general (defense is Life Support [Immunity: Curare]; PLOT SEEDS information. To make Mentalla more powerful, add +1), Does BODY (+1); OAF Fragile (-1¼), some Multipower and/or Elemental Control slots No Knockback (-¼), Must Target Scorpia discovers how that allow her to aff ect physical objects in addi- Unarmored Hit Locations (-½), Range Mentalla has been infl u- tion to minds — a Telekinesis slot, defi nitely, and Based On STR (-¼), 12 Charges (-¼) [12] encing her thoughts. Rather than attack her perhaps an RKA defi ned as ripping things apart or 29 Scorpia’s Sting: HKA 1d6 (1½d6 with STR), Armor Piercing (+½); OAF (claws; -1) plus directly — a danger- piercing them with psychokinetic darts. You should ous proposition at best also consider giving her some extra SPD just for the Drain STUN 5d6; OAF (claws; -1), Linked (-¼), Only Works When Claws Do — she decides to manip- use of her mental powers, like her brother Menton ulate the PCs into doing BODY (-¼), 12 Charges (-¼) 1 + [12] has (see page 28). To make her less powerful, it for her. She begins reduce her Multipower to a 75 Active Point reserve Martial Arts: Karate to leave clues for them (or even 60, if appropriate). Maneuver OCV DCV Notes that will, she hopes, lead Mentalla rarely Hunts heroes, but if someone 4 Atemi Strike -1 +1 3d6 NND(1) them to Mentalla’s secret makes her angry enough, she’ll do it. Her usual 4 Block +2 +2 Block, Abort identity and provoke a modus operandi is to learn as much as she can 4 Disarm -1 +1 Disarm, 35 STR battle. about the character (oft en via Telepathy), and then 4 Dodge +0 +5 Dodge all attacks, use her mental powers to ruin his life. She’ll make Abort One of Scorpia’s old friends in the Provi- friends and family treat him badly and abandon 3 Legsweep +2 -1 6d6; Target Falls 4 Knifehand Strike -2 +0 HKA 1d6 (2d6 sional IRA appeals to him, the IRS audit him every year, people acciden- her to get Eurostar to tally run over him with their cars, and so forth. with STR) 4 Punch/ help with a major attack Only when the victim is truly desperate and miser- on the British. Can the Snap Kick +0 +2 7d6 Strike able will she reveal what she’s done, gloat, and then PCs fi nd out about the close in for the kill. 5 Side/Spin Kick -2 +1 9d6 Strike “partnership” and stop it 8 +2 Damage Classes (already added in) before dozens of British Appearance: Mentalla wears a dark bodysuit-like 16 Armored Costume: Armor (8 PD/8 ED); soldiers lose their lives? costume with a stylized M on the front. She keeps OIF (-½) 0 her dark hair long and unbound. Her eyes are 3 Curare Tolerance: Life Support Hoping to improve her green, and her face and fi gure remarkably beautiful. (Immunity: Curare) 0 arsenal, Scorpia begins She does not wear a mask, but has so far managed 6 Fast Runner: Running +3” (9” total) 1 kidnapping espionage to keep her identity concealed because she grew 3 Strong Leaper: Leaping +3” agents and assassins up in Destroyer’s care... and he makes few of his (6” forward, 3” upward) 1 around the globe. When records public. 5 Swingline: Swinging 10”; OAF (-1) 1 they hear about this 3 Nightsight Lenses: Nightvision; OIF (-½) 0 strange crimewave, what SCORPIA will the PCs do? 6 Wrist Radio: Radio Perception/ Val Char Cost Roll Notes Transmission (Radio Group); OIF (-½), 15 STR 5 12- Lift 200 kg; 3d6 [1] Aff ected As Hearing Group As Well As 24 DEX 42 14- OCV: 8/DCV: 8 Radio Group (-¼) 0 20 CON 20 13- 20 BODY 20 13- Perks 15 INT 5 12- PER Roll 12- 10 Base: contribution to team’s base 15 EGO 10 12- ECV: 5 6 Contact: the Provisional IRA 11- 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- Talents 6 Lightning Refl exes: +4 DEX to act fi rst with 6 PD 3 Total: 14 PD (8 rPD) All Attacks 6 ED 2 Total: 14 ED (8 rED) 3 Lightsleep 5 SPD 16 Phases: 3, 5, 8, 10, 12 12 REC 10 Skills 50 END 5 9 +3 with Th rowing Blades and Poisoned Darts 38 STUN 0 Total Characteristic Cost: 151 16 +2 with All Combat 20 +2 Overall Movement: Running: 9”/18” Leaping: 6”/12” 3 Acrobatics 14- Swinging: 10”/12” 3 Breakfall 14- 3 Climbing 14- Cost Powers END 3 Computer Programming 12- 18 Th rowing Blades: Multipower, 30-point 5 Demolitions 13- reserve, 12 Recoverable Charges for 3 Disguise 12- entire reserve (+¼); OAF (-1) [12rc] 3 KS: Th e Espionage World 12- 1u 1) Single Blade: RKA 2d6; OAF (-1), 3 KS: Th e Military/Mercenary/Terrorist World 12- Range Based On STR (-¼) 2 KS: Th e Superhuman World 11- 1u 2) Multiple Blades: RKA 1d6, Autofi re (up 1 Language: Esperanto (basic conversation; to 5 shots, +½); OAF (-1), Range Based On English is native) STR (-¼) 2 Language: Spanish (fl uent conversation) 76 HERO SYSTEM 5TH EDITION

1 Language: Irish (basic conversation) ing in, Scorpia abandoned them and escaped. She 3 Lockpicking 14- hadn’t cared about the cause much for a long time 3 SS: Chemistry 12- — it was the violence and bloodshed themselves 3 SS: Pharmacology/Toxicology 12- that drew her, like a moth to a fl ame. She made her 3 Security Systems 12- way to the Middle East, using her contacts in the 3 Stealth 14- terrorist underworld to fi nd a job training other 3 Streetwise 13- terrorists in hidden camps in Iraq. Th at was where 3 Systems Operation 12- the megalomaniacal Professor Muerte found her. 3 Tactics 12- Amused by the idea of a beautiful Irishwoman 3 Teamwork 14- teaching foul-mouthed Arabs terrorism tactics, he 7 TF: Common Motorized Ground Vehicles, off ered her a position in his organization — Terror, Two-Wheeled Motorized Ground Vehicles, Inc. Ever eager for the opportunity to commit more Small Motorized Boats, SCUBA, Parachuting mayhem and acquire greater power, she accepted. (Basic and Advanced) Scorpia was part of Terror, Inc. for several 7 WF: Small Arms, Blades, Th rown Blades, years, but eventually it began to pall. Muerte was Grenade Launchers, Heavy Machine Guns, too unstable and dangerous to work with anymore. Shoulder-Fired Weapons Looking about for other options, she saw Eurostar. Th at seemed like the perfect fi t. But when she put Total Powers & Skill Cost: 325 out feelers, she was rebuff ed — Eurostar didn’t need Total Cost: 476 any more members just yet. So she waited, and bided her time. When the 200+ Disadvantages VIPER-Eurostar War broke out, and Bora and the 25 Hunted: New Knights Of Th e Round Whip were killed, she knew Fiacho would need Table 11- (Mo Pow, NCI, Capture) replacements, so she started laying plans for her 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) escape. Using her feminine wiles, she got closer to 20 Psychological Limitation: Bloodthirsty And Professor Muerte than ever before. Th en, in 1998, Sadistic (Very Common, Strong) when Fiacho contacted her to ask her to join his 15 Psychological Limitation: Vain (Common, group, she betrayed Muerte, subtly poisoning him Strong) over the course of several weeks. 15 Reputation: cold-blooded killer/ Th e fi nal look on his face, when terrorist, 11- (Extreme) he realized he was about to die, 15 Social Limitation: Secret was worth the wait. Identity (Fiona O’Brady) Scorpia had Feuermacher, (Frequently, Major) another of her teammates who 166 Experience Points wanted to jump ship to Eurostar, melt Muerte’s armor to slag around Total Disadvantage Points: 476 his corpse, then drop him into the Background/History: Fiona Pacifi c. Taking all the technology and data O’Brady was born and raised they could carry, the two left for Europe, in one of the worst parts of detonating several explosive packages as Belfast, Northern Ireland, they departed. (Th e rest of the facility was where sectarian violence later destroyed in bombing raids by the was frequent and bloody. United States Air Force.) Th e daughter of devout Since then, Scorpia has been a loyal Catholics, with a father member of Eurostar. She fi nds the group who belonged to the and its activities much more to her Provisional IRA, it liking — and the occasional opportu- was only natural that nity to strike at the British is just icing she got involved in the Troubles at an early age. on the cake. She started throwing rocks at Protestant children, Personality/Motivation: Scorpia and then at British soldiers. With her quick wits has few, if any, redeeming and quick hands, she was always able to hit her personality features. Cold, mark and then get away before the Brits could manipulative, and cynical, catch her. she relishes violence and Recognizing her talent and potential, the bloodshed. Human life Provos made her one of their own and began to means nothing to her; train her. She became a talented amateur chemist, she’ll kill for the slight- with a particular affi nity for poisons and bombs. est reason, even just to Before long she was such a problem for the British vent her momentary that she earned herself a nickname — Scorpia frustration. Planning — and took to wearing a mask when she went large-scale attacks on jobs, so the enemy couldn’t identify her. on society is even But then a member of her cell tripped more fun, as far as up, and the British found out where the she’s concerned. group was hiding. With the soldiers clos- Th ough she can Conquerors, Killers, And Crooks 77 act like a nice, normal person for a while, eventually ULTRASONIQUE her need for violence will re-assert itself. Val Char Cost Roll Notes Scorpia is also extremely vain. She considers 15 STR 5 12- Lift 200 kg; 3d6 [1] herself a rare beauty, and she’s right, but she hates 23 DEX 39 14- OCV: 8/DCV: 8 it when other women “challenge” her by looking 23 CON 26 14- prettier than she. Maiming and mutilation of the 12 BODY 4 11- off ending female oft en follow. Mentalla has dealt 20 INT 10 13- PER Roll 13- with this problem by mentally smacking Scorpia 15 EGO 10 12- ECV: 5 around the block, reducing her EGO to nothing 15 PRE 5 12- PRE Attack: 3d6 and then instilling mental commands to “leave 10 COM 0 11- Mentalla alone.” Periodically she reinforces these commands. If Scorpia ever breaks free from Men- 8 PD 5 Total: 18 PD (10 rPD) talla’s control, what she’ll do to Isabella won’t be 8 ED 3 Total: 18 ED (10 rED) pleasant... at least, not for Isabella. 5 SPD 17 Phases: 3, 5, 8, 10, 12 Quote: “It’s only proper that the last thing a man 8 REC 0 sees before he dies is a pretty face and a friendly 46 END 0 smile, no?” 35 STUN 3 Total Characteristics Cost: 127 Powers/Tactics: Scorpia is a highly-trained terrorist, Movement: Running: 6”/12” assassin, and martial artist, able to kill her opponents Swimming: 12”/24” in a number of ways. She’s an expert with blades and poisons, and commonly carries both throwing blades Cost Powers END and curare-tipped darts. Her favorite weapon is “Scor- 27 Power Pack: Endurance Reserve pia’s Sting,” claws she wears on the back of her hands. (200 END, 20 REC); OIF (-½) 0 When she slashes a victim with them, she can, if she 37 Technical Support: Variable Power Pool chooses, inject a drug. Th e victim typically (Gadget Pool), 30 base + 15 control cost; awakens to fi nd himself tied up and awaiting inter- Focus (all powers bought through VPP rogation at the hands of a woman who fi nds torturing must have at least -½ worth of this people exciting. Limitation; -½), Can Only Be Changed Lacking the raw power of her comrades, Scor- In Ultrasonique’s Laboratory (-½) var pia tends to hang back in battle, fi ghting on the 47 Sonic Gauntlets: Multipower, 70-point periphery and picking off targets her teammates reserve; all OIF (-½) have weakened. She oft en works with Fiacho to take 5u 1) Sonic Blast: Energy Blast 14d6; OIF (-½) 7 on enemy martial artists. 4u 2) Low-Powered Sonic Blast: Energy Blast Campaign Use: See introductory text for general 9d6, Reduced Endurance (0 END; +½); information. To make Scorpia more powerful, OIF (-½) 0 give her more weapons — perhaps some other 4u 3) Ultrasonic Blast: Energy Blast 9d6, poisons, or some explosive grenades, or some- Armor Piercing (+½); OIF (-½) 7 thing more high-tech and clever (like the weapons 4u 4) Infrasonic Blast: Energy Blast 9d6, Fiacho uses). You could also increase her SPD to 6, Explosion (+½); OIF (-½) 7 improve her defenses a bit, and maybe add some 5u 5) Sonic Cone: Energy Blast 7d6, Area more Martial Maneuvers (or an Array with Fiacho; Of Eff ect (8” Cone; +1); OIF (-½) 7 see Th e Ultimate Martial Artist, page 119). To 4u 6) Shriekers: Hearing Group Flash 15d6, weaken her, reduce her DEX to 20, remove about Reduced Endurance (0 END; +½); 15 points’ worth of Skills, and get rid of the Curare- OIF (-½) 0 Tipped Darts (or reduce them to just 1 Charge). 20 Armored Diving Suit: Armor Scorpia, as a trained killer, is a dangerous (10 PD/10 ED); OIF (-½) 0 Hunter. She stalks her target the way she used to 7 Armored Diving Suit: Life Support stalk British soldiers — she gathers intel, follows (Self-Contained Breathing; Safe the target until she sees an opening, and then she Environment: High Pressure); OIF (-½) 0 strikes with a fl urry of poisoned blades. Alternately, 7 Underwater Propulsion Pack: she might plant a bomb in the hero’s car or at his Swimming +10” (12” total); OIF (-½) 1 house. She’s perfectly willing to kill DNPCs if she 17 Sonar: Active Sonar, Concealed (-5 to can’t get at or aff ect the hero himself. Hearing Group PER Rolls to detect the Appearance: Scorpia’s costume is a two-tone blue “pings”), Increased Arc Of Perception costume — lighter blue on the legs, stomach, and (360 Degrees); OIF (-½) 0 gloves, darker blue on the upper body and half-face 2 Auditory Sensors: Ultrasonic Perception mask (which leaves her hair free). Her thigh-high (Hearing Group); OIF (-½) 0 boots are also dark blue; she keeps most of her 6 Radio: Radio Perception/Transmission throwing blades concealed in them. Over her left (Radio Group); OIF (-½), Aff ected As breast is a stylized scorpion symbol in light blue. Hearing Group As Well As Radio Out of costume, Fiona O’Brady is a beautiful Group (-¼) 0 young Irishwoman with red hair and green eyes. Her smile can light up a room, but in her eyes there’s always a hint of darkness to counteract it. 78 HERO SYSTEM 5TH EDITION

ULTRASONIQUE Perks Flight 15” (30 Active Points); OIF (-½). Total PLOT SEEDS 10 Base: contribution to team’s base cost: 20 points.

Ultrasonique discovers Skills Propulsion Enhancers: Th is device augments Ultra- “they” have infi ltrated 6 +2 with Sonic Gauntlets Multipower sonique’s Underwater Propulsion Pack, giving him the Department of Jus- even greater speed underwater. tice. He begins attack- 3 Computer Programming 13- ing courthouses, offi ce Swimming +10” (22” total) (10 Active Points); 3 Electronics 13- OIF (-½). Total cost: 7 points. buildings, and prisons 3 Inventor 13- associated with the DoJ 2 AK: French Beaches 11- to “drive them away.” Sonic Cutter: Th is short-range beam of focused Th e PCs have to fi gure 2 KS: European Politics 11- sound can cut through most solid objects. out what’s going on and 2 KS: Th e Superhuman World 11- who’s behind the attacks 2 Language: Braille (fl uent “conversation”; RKA 2d6 (30 Active Points); OIF (-½), Limited — perhaps arriving French is native) Range (4”; -¼). Total cost: 17 points. just in time to corral an 1 Language: English (basic conversation) Ultrasonique-created 1 Language: Esperanto (basic conversation) Sound Mimicry System: Th is device allows Ultraso- jailbreak at Stronghold! 3 Power: Gadgeteering 13- nique to create a wide variety of sound eff ects. 3 PS: Diver 13- Hearing Group Images, -3 to PER Rolls, A psychiatrist at 3 Stealth 14- Increased Size (16” radius; +1) (28 Active L’Institut Th oth believes 3 Systems Operation 13- Points); OIF (-½). Total cost: 19 points. she can cure Ultraso- 3 Teamwork 14- nique; she’s an expert on 3 TF: Large Motorized Boats, SCUBA, Small abnormal psychology Stealth Enhancer: Ultrasonique uses this gadget to and superhumans. But Motorized Boats ensure the success of stealth missions. she needs to have him 3 Scientist Invisibility to Hearing Group (10 Active Points); lured into a therapeutic 1 1) SS: Marine Biology 11- situation without know- 1 2) SS: Oceanography 11- OIF (-½). Total cost: 7 points. ing exactly what’s going 1 3) SS: Physics 11- on; if he’s captured and 2 4) SS: Sonics 13- Background/History: Jean Dubois, a physicist forced to take part, her renowned for his skill with sonic devices who was treatments won’t work. Total Powers & Skills Cost: 257 also an accomplished SCUBA diver, was hired to She appeals to the PCs Total Cost: 384 work with the French Navy to develop new sensors for help. Can Ultraso- for tracking torpedoes and submarines under- nique be cured? What 200+ Disadvantages water. Th e project was going well until one of the happens if he discovers torpedoes, which had not been properly disarmed, he’s being tricked? 10 Distinctive Features: scarred face (Concealable With Diffi culty; Noticed And accidentally exploded near him. Bits of red-hot Recognizable) shrapnel struck him in the eyes, permanently blind- While experimenting ing him. with some new sonic 25 Hunted: New Knights Of Th e Round Table Dubois awoke in the hospital several days later. devices, Ultrasonique 8- (Mo Pow, NCI, Capture) discovers he can use 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) He couldn’t see anymore, but he could hear. Out certain sound waves 25 Physical Limitation: Blindness (All Th e in the hall, doctors were whispering. He couldn’t to open a gateway to Time, Fully Impairing) make it all out, but he did hear his name. Slowly it another dimension. Sud- 20 Psychological Limitation: Raving Paranoid; dawned on him that they were plotting against him denly, Eurostar has an Trusts No One But Eurostar (Common, — he didn’t know why, but they were. Th en he real- unstoppable new way to Total) ized the “accident” with the torpedo hadn’t been an escape from the heroes. accident at all — the Navy was out to get him, too! But maybe Ultraso- 15 Reputation: French super-terrorist, 11- (Extreme) Clearly, they were all jealous of his brilliance; they nique’s device is slowly wanted his inventions for themselves. attracting the horrifi c 15 Social Limitation: Public Identity (Jean Dubois’s paranoia only deepened over the next residents of the other Dubois) (Frequently, Major) dimension, and giving 49 Experience Points few weeks as he slowly healed. Th en, one day, Danar them access to Earth.... Nicole came to visit him. Dubois remembered Total Disadvantage Points: 384 Nicole; the charismatic politician had helped him get funding for scientifi c progress on several occa- EXAMPLE POWERS FOR TECHNICAL sions, and had always supported his work. Quietly, SUPPORT POWER POOL so the scheming doctors and nurses couldn’t over- hear, Nicole explained everything to him. “Th ey” Auditory Pinpointer: Ultrasonique installs this were out to get Dubois because of his vocal support device in his battlesuit as a backup for his sonar. of the cause of pan-European unity that Nicole Increased Arc Of Perception (360 Degrees) and championed — they wanted him eliminated so he Targeting for Hearing Group (30 Active Points); couldn’t help Nicole any more. But he and Nicole OIF (-½). Total cost: 20 points. weren’t going to let them win, were they? Dubois swore he’d do anything he could to Flight Pack: Th is device attaches onto Ultraso- help Nicole. He wouldn’t even let blindness slow nique’s Underwater Propulsion Pack and allows him down; he could easily design a personal sonar him to fl y. device to compensate for the loss of his eyes. Nicole took Dubois away from the hospital, killing several Conquerors, Killers, And Crooks 79 of those treacherous doctors on the way, and Euro- star had its next member. Personality/Motivation: Ultrasonique is a seriously deluded paranoid. Convinced “they” are out to get him, he weaves every possible threat to his safety or well-being into an elaborate conspiracy theory. Th e only people he trusts are the members of Eurostar, who have proven themselves his friends again and again. When his ravings become too diffi cult to handle, or threaten to jeopardize a mission (because, for example, he veers away from the team to attack one of his many imagined enemies), Mentalla can mentally override his fears and calm him down, but that only works for a little while. Quote: “Plot against us all you want, but you cannot silence me!” Powers/Tactics: Ultrasonique’s powers derive from devices he’s built which use focused sonics to achieve various combat eff ects. He also uses sound waves to overcome his blindness, and the various gadgets he carries on missions oft en employ sonics as well. Ultrasonique tends to fi ght intelligently, fol- lowing Fiacho’s or Scorpia’s tactical directions to accomplish as much as possible. However, at least once per fi ght the GM should have him make an EGO Roll against his Psychological Limitation. If he fails, he decides his enemies are working for “them,” and reacts out of desperation and anger. Th is might have the same eff ect as an Enraged, or any other outcome the GM prefers. Campaign Use: See introductory text for general information. Ultrasonique func- tions as Eurostar’s gadgeteer and source of techni- The UNTIL Response cal expertise, making him an invaluable asset for a ‘In conclusion, we cannot emphasize enough the danger group mostly containing villains with innate super- Eurostar represents to Euro- powers. However, his paranoia oft en counterbal- pean peace and security. In ances his eff ectiveness, and sometimes exposes the over a decade of terrorist activity, the group team to danger (or gives the GM a hook to draw has killed over three thousand people, caused the heroes into an adventure). nearly thirty-two billion dollars’ worth of To make Ultrasonique more powerful, add damage to buildings, stolen several billion some slots to his Multipower (see Warcry, page 41, dollars’ worth of property, and established a or Howler, page 162, for some examples), and/or solid working relationship with several pow- increase the size of his Technical Support VPP. If erful organized crime groups operating in the you want to make him less eff ective, get rid of his continent. VPP altogether, and/or reduce his SPD to 4. ‘It is the Commission’s opinion that locating Ultrasonique generally does not Hunt heroes; and stopping Eurostar should be a top priority he’s too busy concocting elaborate defenses and for UNTIL’s European division. We recommend contingency plans to protect himself from “them.” the establishment of a permanent anti-Euro- If he goes aft er a PC, it’s because Fiacho ordered star task force, to be code-named Project him to. Carolingian. Agents assigned to Carolingian would focus their investigations upon Euro- Appearance: Jean Dubois is a French male, 5’9” star and Eurostar-related entities exclusively, tall with short black hair and dark eyes that oft en and would develop special weapons and glance around nervously. As Ultrasonique, he wears tactics specifi cally intended for defeating and a dark blue-black bodysuit with large blue-grey capturing members of Eurostar.’ bracers and other blue-grey highlights and attach- — From the Report of the UNITL Special ments; his mask completely covers his face, and Commission on Eurostar, December 2001 includes a blue-grey plate across the eyes. 80 HERO SYSTEM 5TH EDITION GRAB

GRAB PLOT SEEDS Membership: Black Diamond, Bluejay, Cheshire Cat, that you as a group exert control over the money Hummingbird but the police cannot take it away. From time to While stealing some time, I will provide you with information about valuable electronic ackground/History: GRAB was founded in jobs, and unless the group has some strong objec- components, GRAB the late 1980s by several money-minded vil- tion you will perform these jobs according to my accidentally takes some lains as a sort of “support group.” Its mem- instructions. What do you say?” He gave them a highly radioactive mate- Bbers were all mentally balanced individuals week to think it over. rial — without taking (relatively speaking) who didn’t want to conquer Although none of the thieves was entirely the shielded container the world, spread misery and suff ering, or launch comfortable with the proposal — they couldn’t that goes with it. Dozens fi nd out a thing about the mysterious old man — it of lives, including those grandiose schemes — they just wanted to use their of the members of powers to get rich and live in the lap of luxury. looked like a pretty good deal. It was too elaborate GRAB, could be in jeop- Although it was a loose alliance more than a true to be a police scam; it had to be legit. When they ardy if the heroes can’t villain team, all the members got along well, oft en met the craft y old man one week later, they agreed track the team down. socializing together. Th ey established special funds to his terms. Unfortunately, GRAB for planning jobs, obtaining medical care, posting Since then, the members of GRAB have seen is particularly skilled at bail money, and so on. an unprecedented rise in their respective fortunes. avoiding detection and Th ings went horribly awry in 1994, when Th eir jobs go more smoothly than ever, the old capture. Black Claw, one of the group’s founding members man helps them get top dollar for fenced goods, and its de facto “leader,” was shot and killed by and none of them has spent very much time in jail. A museum in Millen- the police while trying to escape from a botched Th ey still have no idea who the old man is, where nium City announces break-in. Unfortunately, the Claw was the one who he gets his information, or why he wants to work a major new exhibit with them, but they see no reason to look a gift of valuable Egyptian maintained all of the group’s fi nances and records, artifacts. GRAB is sure and the police quickly found them and froze all his horse in the mouth. Th ings are good, and GRAB to be tempted; how can assets. Almost overnight, the members of GRAB wants them to stay that way. the heroes ensure that lost nearly two million dollars — their entire oper- Group Relations: Th e members of GRAB get along Black Diamond and her ating stash. extremely well. Th ey tend to be easy-going, and to cohorts don’t make off Disheartened by Black Claw’s death, not to have the same attitudes and opinions, so the group with these priceless cul- mention losing all that money, the members of isn’t split apart by personality confl icts like so many tural relics? GRAB started to drift apart. Without someone to villain teams are. And they play together as well as motivate the membership, the group was in danger work together; they go out in their Secret Identities While robbing a com- of breaking up altogether. Th en, one fi ne spring day, puter chip manufactur- to eat at fi ne restaurants, shop at boutiques, and each of them received a note in the mail. Elegantly visit clubs. ing facility, GRAB stum- handwritten, on rich, cream-colored paper, each bles across an Ultimates GRAB doesn’t associate with other villain secret facility and steals note invited the recipient to a meeting “to discuss teams or agencies, since that just seems to lead to several of Binder’s valu- matters of mutual interest that will ensure the con- trouble and most of those people aren’t very like- able tech modules. Th e tinued existence, prosperity, and success of your able anyway. In fact, on a few occasions they’ve PCs have to keep the organization.” stolen from the likes of VIPER, so any attempt at Ultimates from tearing Intrigued, and lacking any better alternative, alliance would prove fruitless. the city apart looking each of the remaining members showed up at the for GRAB — perhaps designated location — an elegant hotel suite in New Tactics: GRAB doesn’t have an extensive selection with a little help from York City — at the appointed time. Ushered into of combat tactics; the group doesn’t even like to GRAB itself! a sitting room by a silent butler, they soon found fi ght. As far as the members are concerned, if they themselves speaking with an old, vulpine-faced get into a battle, something has gone wrong. Th eir man. main concern in combat is usually getting away. Obviously wealthy and powerful, the man Fortunately, as a group GRAB is pretty mobile, and minced no words. “I am aware of the nature of your they use that to their advantage whenever possible. organization,” he said, “and I applaud your cupidity GRAB does not have a secret headquarters, and your desire to avoid bloodshed — both admi- but it does maintain several luxury apartments as rable qualities in my book. I have need of persons safe-houses and -holes. Cheshire Cat oft en uses such as yourself from time to time, and oft en come his “gate” power to take the team to one of them, or across information that might be of use to indi- to other designated “rally zones,” when fl eeing the viduals in your... profession. scene of a crime. “I propose to re-constitute GRAB in a form Campaign Use: GRAB is markedly diff erent from more or less the same as it was before. I will estab- most villain teams. It’s not aft er power, or trying to lish a fi ve million dollar “working fund” in trust, so satisfy some bizarre personal ambition, or inter- Conquerors, Killers, And Crooks 81 ested in putting people in danger. It just wants 10 Dense Form: Knockback Resistance -5” 0 BLACK DIAMOND money, and wants to get it as easily and safely as 6 Super-Strong Legs: Running +3” (9” total) 1 PLOT SEEDS possible. Heroes may fi nd themselves wondering 8 Super-Strong Legs: Leaping +8” why they’re wasting time pursuing GRAB when (20” forward, 10” upward) 1 Black Diamond fi nds there are really dangerous villains out there. Vigi- out that Dr. Rabindahar, lante-style heroes may have to confront a moral Skills whose experiments quandry — is it just and proper to shoot a group of 10 +2 Hand-To-Hand gave her her powers, villains that goes out of its way not to hurt people, was secretly working and which even spends time helping with disaster 3 Climbing 13- for VIPER at the time... relief when some master villain attacks the city? 2 CK: New York City 11- and that the accident was deliberate! Furi- Because the villains of GRAB are so sympa- 2 KS: Th e Superhuman World 11- ous, she starts trashing thetic (relatively speaking), they may make good 1 Security Systems 8- VIPER Nests and opera- potential romantic interests for the player char- 3 Stealth 13- tions, leading VIPER to acters. Given the right circumstances, any one of 3 Teamwork 13- retaliate. Th e PCs have them could reform and give up crime, or maybe to defuse the situation even become a superhero. Total Powers & Skills Cost: 128 before the city is caught GRAB will not Hunt heroes; it’s interested in Total Cost: 350 up in a superpowered money, not revenge. At best it might pursue a hero mob war. to steal something from him, but it will either suc- 200+ Disadvantages ceed and stop bothering him, or eventually con- 10 Distinctive Features: Mutant (Not Black Diamond wants clude it’s not worth the time and give up. Concealable; Always Noticed; Detectable to participate in a GRAB is not meant as an equal combat threat Only By Unusual Senses) charity fund-raiser involving various against most superhero teams; its members don’t 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) superhumanly strong want to fi ght at all. So, don’t worry about the group’s 25 Hunted: Justice Squadron 8- (Mo Pow, NCI, heroes, but doesn’t want power level vis-a-vis your PCs in most instances. Capture) to be arrested. She asks However, GRAB should be powerful or versatile 10 Physical Limitation: Heavy (weighs 800 kg) the PCs to intervene enough to have a decent chance to escape from (Frequently; Slightly Impairing) with the authorities so the heroes when confronted; if it’s not, consider 20 Psychological Limitation: Code Versus Kill- she can help out. But increasing the team’s movement speeds, and give ing (Common, Total) what happens if one of Cheshire Cat some group-oriented teleportation 15 Psychological Limitation: Greedy (Common, GRAB’s victims shows powers. On the other hand, if GRAB can escape too Strong) up to get revenge? easily, tone down the members’ movement powers 10 Psychological Limitation: Hasty, Impulsive, until they’re more evenly matched with the PCs. And Careless (Common, Moderate) Black Diamond fi nds 15 Social Limitation: Public Identity (Maxine herself getting heavier and heavier — some- Walters) (Frequently, Major) BLACK DIAMOND thing’s going wrong 10 Vulnerability: 1½ x STUN from Force, Grav- Val Char Cost Roll Notes with her powers. Since itic, and Magnetic attacks (Common) no one in GRAB has 60 STR 50 21- Lift 100 tons; 12d6 [6] 10 Vulnerability: 1½ x BODY from Force, Gra- any medical expertise, 20 DEX 30 13- OCV: 7/DCV: 7 vitic, and Magnetic attacks (Common) she turns to ARGENT 40 CON 60 17- for help. What sort of 15 BODY 10 12- Total Disadvantage Points: 350 service will ARGENT 10 INT 0 11- PER Roll 11- demand in exchange for Background/History: “Maxine, would you take these 10 EGO 0 11- ECV: 3 curing her? notes in to Dr. Rabindahar, please?” 20 PRE 10 13- PRE Attack: 4d6 “Yes, sir.” She picked up the folder and headed 14 COM 2 12- toward the lab, her mind more on what she was going to wear for her date that night than what 25 PD 13 Total: 25 PD (25 rPD) she was doing. Unfortunately, while she was debat- 25 ED 17 Total: 25 ED (25 rED) ing the merits of mini-skirt versus jeans, she 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 completely overlooked the EXPERIMENT IN 20 REC 0 PROGRESS — DO NOT ENTER warning sign. 80 END 0 She opened the door to the lab and walked right 65 STUN 0 Total Characteristics Cost: 222 into the middle of one of Dr. Rabindahar’s grav- ity induction experiments. Enormous energies fed Movement: Running: 9”/18” back into her body, and the equipment exploded. Leaping: 20”/40” She woke up when the paramedics tried to Cost Powers END move her — and couldn’t! Something had hap- pened; instead of dying, she’d become extremely 37 Kinetic Absorption: Absorption 6d6 heavy. She didn’t look any diff erent, didn’t feel or (physical, half to STR, half to PD), sound any diff erent, but a change had defi nitely Delayed Return Rate (loses points at the taken place. Over the next few days, Maxine rate of 5 per Minute; +¼) 0 discovered she’d become superhumanly strong 12 Dense Form: Hardened (+¼) for and durable — and she could absorb the force of 25 PD/25 ED 0 impacts to become stronger still. Sure, she was too 31 Dense Form: Damage Resistance heavy to ride in most cars anymore, but that was a (25 PD/25 ED), Hardened (+¼) 0 small price to pay. 82 HERO SYSTEM 5TH EDITION

For the fi rst time in her life, Maxine felt the fi ght and escape. she’d gotten a break. With superpowers, she could Campaign Use: See introductory text for general become rich! She made herself a costume out of an information. Other than as a member of GRAB, old bathing suit, bought a mask at a costume shop, Black Diamond can serve as a source of story ideas and started robbing banks and jewelry stores. Due due to her tendency to act without thinking. She to her inexperience, it wasn’t long before the super- might impulsively steal a necklace, only to discover hero Diamond caught her. She managed to escape it’s an enchanted relic DEMON desperately wants. before the government could get her to Stronghold, She might take it into her head that a news reporter but the whole incident scared her. She didn’t want is insulting her, and go down to the TV station to to go to prison. pick a fi ght with him and everyone else there. Th e It wasn’t long aft erward that she met Black possibilities are endless. Claw, another costumed criminal who, like her, Maxine doesn’t Hunt heroes; there’s no profi t didn’t particularly want to hurt anyone — he in it. If a hero got her really mad, she might barge just wanted to get rich. Together the two of them into his team’s headquarters to challenge him to a thought up the idea of GRAB, pitched it to like- one-on-one fi ght, but that’s about it. minded villains, and got the “team” started. Since If you need Black Diamond to be more pow- the Claw’s death, she’s sort of become the “leader” erful, boost her STR to 70, give her a few levels of of GRAB, a role she’s not particularly comfort- Density Increase, or let her have the Brick Tricks able with. But the jobs keep going well, and martial art style from page 64 of Th e Ultimate Mar- they’re all raking in the bucks, so she fi gures tial Artist. If she’s too tough already, reduce her STR she must be doing OK. to 50, cut her SPD down to 5, and/or get rid of the Personality/Motivation: Maxine Walters Kinetic Absorption power. — Black Diamond — is not a particularly Appearance: Black Diamond is a tall black woman, complex person. She wants to be rich, standing 6’2” tall with a sculpted, muscular body and she doesn’t particularly care how and her hair cut very short. She wears a sleeveless she gets there as long as no one gets black body stocking with tasteful silver-edged dia- hurt. Th e way she sees it, anyone who mond-shaped cut-outs on the sides and front, and can’t protect their stuff deserves to have short silver gloves. Since she was fi rst captured and it taken away. her identity exposed, she hasn’t bothered to wear a Black Diamond has a tendency to mask. be reckless. She goes off half-cocked, with- out fully considering the implications of her BLUEJAY actions. She’s a doer, not a , and reacts Val Char Cost Roll Notes impulsively to many situations. Combined 10+20 STR 10# 11-/15- Lift 100 kg/1,600 kg; with her greediness, this trait has led her to 2d6/6d6 [1/3] stick her nose where it doesn’t belong more 18+5 DEX 24+7# 13-/14- OCV: 6 /8/DCV: 6/8 than once, causing trouble for herself and 13+7 CON 6+7# 12-/13- GRAB. 10 BODY 0 11- Quote: “Look, pal, don’t make me hit you. 18 INT 8 13- PER Roll 13- Trust me, you won’t like it.” 11 EGO 2 11- ECV: 4 10+10 PRE 7* 11-/13- PRE Attack: 2d6 /4d6 Powers/Tactics: Black Diamond is a 14 COM 2 12- mutant whose latent powers were acti- vated by unexpected exposure to an 5 PD 3 Total: 19 PD/14 rPD experimental high-gravity fi eld. Th e 5 ED 2 Total: 19 ED/14 rED accident made her superhumanly strong 3+3 SPD 2+20* Phases: 4, 8, 12/ — able to rip vault doors off their hinges, 2, 4, 6, 8, 10, 12 toss cars around like baseballs, and shrug 7 REC 4 off bullets like they were nothing. Her 26 END 0 most unusual power is her ability to 30 STUN 8 Total Characteristic Cost: 112 absorb kinetic energy and use it to *: OIF (battlesuit; -½) increase her strength and resilience. #: OIF (as above) plus No Figured Characteristics (-½) When she uses this power, a fi eld of black, crackling energy sur- Movement: Running: 6”/12” rounds her body. Flight: 16”/128” Black Diamond is the most “straightforward” member of Cost Powers END GRAB in combat. She’s the 20 Power Pack: Endurance Reserve group’s front-line fi ghter, the (150 END, 15 REC); OIF (-½) 0 one who charges into battle 40 Gauntlet Weapons: Multipower, 60-point and starts smacking superhe- reserve; all OIF (-½) roes around. Th e rest of the 4u 1) Blaster: Energy Blast 12d6; OIF (-½) 6 team tends to rally around 4u 2) Atrophic Ray: Drain STR 4d6, her, following her lead until Ranged (+½); OIF (-½) 6 they can all break free from Conquerors, Killers, And Crooks 83

4u 3) Pulse Blaster: Energy Blast 6d6, Area Lisa spent many long, frustrating hours work- Of Eff ect (One Hex; +½), Armor Piercing ing on the project, allowing her personal and social (+½); OIF (-½) 6 life to deteriorate in the hope of reaping big career 4u 4) Capturefoam Projector: Entangle 6d6, and fi nancial benefi ts when the job was done. 6 DEF; OIF (-½), 16 Charges (-0) [16] Unfortunately, UNTIL cancelled the project due to 28 Battlesuit: Armor (14 PD/14 ED); OIF (-½) 0 cost overruns, and McNeil fi red Lisa, keeping her 13 Helmet: Sight and Hearing Group Flash work for itself under the terms of her employment Defense (10 points each); OIF (-½) 0 contract. 21 Wings: Flight 16”, x8 Noncombat; Bitter over how she was treated, and eager OIF (-½), Restrainable (-½) 4 for riches she felt should be hers, Lisa broke into 24 Booster Pack: Flight +18”; OIF (-½) 4 McNeil late one night, stole the suit and all its plans, 6 Helmet Communicator: HRRP; OIF (-½), and made her escape. Unfortunately, something Aff ected As Sight And Hearing Groups As went wrong, and a fi re started; the McNeil plant Well As Radio Group (-½) 0 burned to the ground. Th e authorities blamed the 13 Helmet Radar Unit: Radar (Radio fi re on the “new fl ying supervillain” seen leaving the Group), Increased Arc Of Perception scene of the crime. (360 Degrees); OIF (-½) 0 Seeing no legitimate way to earn the kind of 12 Helmet Binocular Lenses: +12 versus money she wanted to have, Lisa went back to work, Range Modifi er for Sight Group; OIF (-½) 0 modifying the battlesuit for her own uses. Soon Bluejay was Perks making the papers with 6 Contacts: 6 points’ worth in the aeronautics/ stories of her daring defense contracting industries upper-story robber- ies and other Skills crimes. But 6 +2 with Gauntlet Weapons Multipower bad luck 8 +4 with Flight continued to dog Lisa; 3 Acrobatics 13- (14-) though she 3 Breakfall 13- (14-) didn’t want to 3 Computer Programming 13- harm anyone, 3 Electronics 13- things 2 KS: Th e Superhuman World 11- oft en went 2 Navigation (Air) 13- wrong, 3 SS: Aeronautics 13- result- 3 SS: Physics 13- ing 3 Stealth 13- (14-)

Total Powers & Skills Cost: 238 Total Cost: 350

200+ Disadvantages 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) 20 Hunted: Justice Squadron 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Psychological Limitation: Greedy (Common, Strong) 15 Reputation: dangerous supervil- lainess, 11- (Extreme) 15 Social Limitation: Secret Iden- tity (Lisa Anderson) (Frequently, Major) 10 Unluck 2d6 35 Experience Points

Total Disadvantage Points: 350 Background/History: Lisa Anderson was once an engineer working for a small, cutting-edge aero- nautics fi rm called McNeil Aviation. Th anks in large part to some of her innovative designs, the fi rm won a contract from UNTIL to manufac- ture a winged “fl ying battlesuit.” 84 HERO SYSTEM 5TH EDITION

BLUEJAY in innocent people getting hurt during her jobs. are several possible routes. You could improve her PLOT SEEDS She soon developed a reputation as being far more STR and defenses, making her a quasi-brick. You dangerous than she actually is. could increase her SPD and movement, making Linda McNeil, one of One night, Bluejay planned to rob a high- her a quasi-speedster. Or you could give her the former owners tech company, but found Black Diamond and more weapons, making her more like a powered of McNeil Aviation, Black Claw were beating her to it! When PRIMUS armor character. Making her less powerful usually deduces that Lisa showed up, the three villains, who were just about involves decreasing her movement and SPD, and Anderson is Bluejay, to start fi ghting, teamed up to make their escape. In getting rid of one or two of her weapons. and begins blackmail- the process they found they had a lot in common, Bluejay won’t Hunt heroes. She’s not that vin- ing Anderson with the and Black Diamond told Bluejay about GRAB. dictive, and there are better ways to spend her time. information. Desperate Bluejay gladly got involved, and has been a part of to get McNeil out of her Appearance: Bluejay’s battlesuit is light blue and life, Bluejay decides to the alliance ever since. white, with some black highlights: blue boots, frame her for a crime Personality/Motivation: Like the other members torso, gauntlets, and helmet; white legs and arms; and trick the PCs into of GRAB, Bluejay is in the supervillain game for with various points of articulation and the like in arresting her. the money. She feels life has treated her shabbily, black. Th e helmet leaves her lower face exposed, and she intends to make up for it by stealing from and has a bird-like crest. Th e suit’s wings, also light Determined to shed her people who have more than they need — banks, blue, are attached to her arms. “dangerous supervil- corporations, rich people, and so on. Although Out of her battlesuit, Lisa Anderson is a pretty lain” reputation, Bluejay her suit carries some pretty heavy armaments, she woman, 5’7” tall with light brown hair cut just “reforms” and begins performing good deeds, doesn’t want to hurt anyone; she’ll stick to nonle- above her shoulders, and brown eyes. Th anks to her making sure other thal attacks most of the time. She’s been known to criminal career, she can aff ord to dress nicely, and people fi nd out about fl y injured people to the hospital aft er she acciden- does. them. In secret she’s tally hurt them. CHESHIRE CAT still committing crimes, Bluejay is really upset about her reputation; using a version of her she knows she’s not really dangerous at all. But Val Char Cost Roll Notes battlesuit with a diff er- every time she tries to convince people she’s harm- 30 STR 20 15- Lift 1,600 kg; 6d6 [3] ent color and slightly less, something goes wrong and the stories about 25 DEX 45 14- OCV: 8/DCV: 8 diff erent confi guration. her keep circulating. Not even membership in 23 CON 26 14- Can the PCs fi gure out GRAB has helped. 10 BODY 0 11- what’s going on? 10 INT 0 11- PER Roll 11- Quote: “Just try to catch me!” 11 EGO 2 11- ECV: 4 During a GRAB rob- Powers/Tactics: Bluejay’s powers come from the 20 PRE 10 13- PRE Attack: 4d6 bery, Bluejay is exposed battlesuit she wears. In addition to providing 14 COM 2 12- to mind-altering chemi- her with protection against attacks, the battlesuit cals that temporarily aff ect her personality. augments her strength and refl exes, and comes 14 PD 8 Total: 17 PD (3 rPD) She becomes vindic- equipped with several weapons (two blasters, a 14 ED 9 Total: 17 ED (3 rED) tive and cruel, changes weakness , and a capturefoam projector). Most 6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 her name to the Blue importantly, it allows her to fl y using built-in 11 REC 0 , adds claws and hypercritical wings and a booster pack. When she 46 END 0 other lethal weapons to turns the booster pack up to full, she can move at 37 STUN 0 Total Characteristics Cost: 147 her arsenal, and teams nearly Mach 1, which is useful for escaping from up with some other annoying superheroes. Movement: Running: 10”/20” supervillains. GRAB If she can’t avoid combat, Bluejay sticks to the Leaping: 10”/20” wants her back, but skies, not landing at all if she can help it. She uses can’t manage to catch Teleportation: 15”/30” and detoxify her, so the her Capturefoam Projector and Atrophic Ray the group appeals to the most, since they cause no lasting harm; the blast- Cost Powers END PCs for help. ers are best for smashing through walls and taking Martial Arts: Aikijutsu out superheroes powerful enough to withstand the Maneuver OCV DCV Notes blast. She and Black Diamond have worked out a 4 Dodge — +5 Dodge all “fastball special”-style tactic where she picks Dia- attacks, Abort mond up, carries her along at high speed, and then 4 Escape +0 +0 55 STR vs. Grabs lets her go like a “living bomb.” 3 Hold -1 -1 Grab Two Campaign Use: See introductory text for general Limbs, 50 STR information. Bluejay is a pretty typical member of for holding on GRAB when it comes to everyday use, but she does 4 Joint Lock/ present some interesting story hooks. For example, Th row +1 +0 Grab One Limb; was she really responsible for the McNeil Avia- 2d6 NND (1); tion fi re, or is there more going on of which she’s Target Falls unaware? 5 Redirect +1 +3 Block, Abort Bluejay is good friends with Lady Blue, and 5 Strike +1 +3 8d6 Strike sometimes helps her out with her “charity work.” 3 Th row +0 +1 8d6 + v/5; Th at could lead to some interesting escapades as Target Falls well. 8 +2 Damage Classes (already added in) If you want to increase Bluejay’s powers, there 10 Billy Club: Multipower, 20-point reserve; all OAF (-1) Conquerors, Killers, And Crooks 85

1u 1) Striking: HA +4d6; OAF (-1), he didn’t die — he suddenly appeared, right out of CHESHIRE CAT Hand-To-Hand Attack (-½) 2 thin air, on the other side of the plant! Bob wasn’t PLOT SEEDS 1u 2) Blocking: Missile Defl ection (all quite sure what to make of it, but he knew oppor- Ranged attacks) 0 tunity when he saw it. With superpowers, he could One time, while Tele- 37 Teleporting: Teleportation 15”, Reduced make himself so rich his ex-wife would eat her heart porting into a museum, Endurance (½ END; +¼) 1 out with envy and regret! Cheshire Cat brings 76 Teleport Gate: Teleportation 10”, x16 As Cheshire Cat, Bob spent several years as a something back to Noncombat, Area Of Eff ect (One Hex; +½), solo criminal, committing robberies and avoiding this plane of existence Continuous (+1), Usable By Others (x8 mass; trouble as much as he could. He was quite successful, with him. Terrifi ed, he +¾); Gate (-½) 9 but lonely. When he heard about GRAB, he tracked disappears at once, leav- ing the thing to maul 8 Strong Runner: Running +4” (10” total) 1 down Black Diamond and told her he wanted to be a museum workers the 4 Strong Leaper: Leaping +4” (10” forward, member. He’s never regretted it — aft er all, how many next day. Th e creature 5” upward) 1 other jobs let him get rich quickly and eff ortlessly seems invulnerable; only while hanging out with three gorgeous women? if the Cat can summon Talents Personality/Motivation: Cheshire Cat is usually the the courage to tell the 6 Combat Luck (3 PD/3 ED) most violence-prone member of GRAB. He doesn’t PCs what happened and confront the thing want to kill or seriously injure anyone — aft er all, Skills can the heroes hope to he’s in this for the money! — but he has no objection defeat it. 10 +2 Hand-To-Hand to administering a good beating to his enemies. He 13 Defensive Teleportation: +4 DCV; Costs particularly likes to defeat other superpowered mar- Endurance (-½) 2 Cheshire Cat’s ex-wife tial artists, to prove he’s better than they are. decides she really, truly Cheshire Cat has a borderline bipolar person- does love him aft er all 3 Acrobatics 14- ality disorder. Most of the time, he’s cheerful, or at (and Telepathy shows 3 Breakfall 14- least neutral, but a sustained run of failures or bad she’s telling the truth). 1 KS: Hockey 8- luck plunges him into a deep, dark depression from She asks the PCs to fi nd 2 KS: Th e Martial World 11- which it may take him a long time to recover. Th is him and let him know. 2 KS: Superhuman World 11- doesn’t aff ect his job or combat abilities most Is this the love story 2 PS: Nuclear Technician 11- of the time, so it’s not represented as a it seems, or is an old 3 Stealth 14- enemy of Cheshire Cat’s 3 Teamwork 14- at work?

Total Powers & Skills Cost: 229 A mis-Teleportation Total Cost: 376 causes Cheshire Cat to wind up in a 200+ Disadvantages PC’s home, where he uncovers the 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Cap- character’s Secret ture) Identity. What 25 Hunted: Justice Squadron 8- (Mo Pow, will he do with the NCI, Capture) informa- 20 Psychological Limitation: Code tion? Versus Killing (Common, Total) 15 Psychological Limitation: Greedy (Common, Strong) 5 Rivalry: Professional (with other super- powered martial artists, to prove his supe- riority) 15 Social Limitation: Public Identity (Robert Johanssen) (Frequently, Major) 15 Susceptibility: to being Teleported, takes 3d6 damage instantly (Uncommon) 56 Experience Points

Total Disadvantage Points: 376 Background/History: Bob Johanssen was a nuclear plant technician — not a very good one, but he got by. For fun, he studied martial arts and spent time with his wife. One day, to his shock, his wife said she wanted a divorce. She was sick of living on his technician’s salary; she expected more of a man, and Bob certainly wasn’t delivering. She moved out that night, leaving Bob alone. Th e day he got the fi nal divorce papers, Bob tried to commit suicide by walking right into the heart of the reactor. Much to everyone’s amazement, 86 HERO SYSTEM 5TH EDITION

Psychological Limitation, but it’s worth noting for HUMMINGBIRD roleplaying purposes. Val Char Cost Roll Notes Cheshire Cat is something of a skirtchaser. He 10 STR 0 11- Lift 100 kg; 2d6 [1] doesn’t hit on his teammates, since that could make 24 DEX 42 14- OCV: 8/DCV: 8 things awkward, but he’s not above making a pass at 18 CON 16 13- a superheroine who catches his eye. 10 BODY 0 11- Quote: “Keeping this Cat out is harder than you 10 INT 0 11- PER Roll 11- think.” 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 Powers/Tactics: Cheshire Cat is a hand-to-hand 18 COM 4 13- combatant; he has no Ranged attacks. His high (for a martial artist) STR gives him punching power 8 PD 6 Total: 16 PD (8 rPD) and makes it easy for him to immobilize most 8 ED 4 Total: 16 ED (8 rED) opponents with his Hold or Joint Lock maneuvers. 5 SPD 16 Phases: 3, 5, 8, 10, 12 He’s become adept at using his Teleportation in 8 REC 4 conjunction with his fi ghting skills, oft en making a 36 END 0 Half Move Teleport right behind or next to some- 30 STUN 6 Total Characteristics Cost: 119 one to obtain a Surprise Move bonus. On the other hand, his metabolism cannot tolerate having other Movement: Running: 6”/12” people Teleport him; this causes him severe pain. Flight: 25”/50” In addition to being able to teleport himself, Cheshire Cat also has a limited power to open “tele- Cost Powers END portation gates” through which other people can 75 Hummingbird Size: Shrinking (.064m travel. His gates are not a continuous-eff ect phe- tall [about 2.5 inches], .0032 kg mass, -10 nomenon; he can only keep one open for a second to PER Rolls to perceive character, +10 or two, just long enough for someone to use it. DCV, takes +15” KB), Reduced Endurance Th rough diligent practice, he’s increased his ability (0 END; +½) 0 to the point where he can move someone as heavy 41 Neural Cohesion Powers: Multipower, as Black Diamond through his gate; in the future he 62-point powers, all Linked (to Shrinking; -½) hopes to extend the gate’s range and duration. 4u 1) Mental Attack: Ego Attack 5d6, Campaign Use: See introductory text for general Reduced Endurance (½ END; +¼); information. To make the Cat more powerful, give Linked (to Shrinking; -½) 2 him some additional Teleportation-based powers 4u 2) Mental Domination: Mind Control (and improve his Gate), and perhaps increase his DEX 10d6, Reduced Endurance (½ END; +¼); to 28. If he’s too powerful for your game, get rid of his Linked (to Shrinking; -½) 2 Gate, and decrease his STR to 25 and SPD to 5. 16 Bulletproof Costume: Armor (8 PD/8 ED); Cheshire Cat doesn’t Hunt superheroes; there’s OIF (-½) 0 no money in it. He does sometimes pick fi ghts with 8 Neural Cohesion: Mental Defense superpowered martial artists to prove he’s a better (12 points) 0 fi ghter, though. 41 Small But Speedy: Flight 25”, Reduced Appearance: Robert “Bob” Johanssen is a six feet Endurance (½ END; +¼); Linked (to tall, handsome, blond-haired man with an infec- Shrinking; -½) 2 tious smile and the body of an athlete who trains intensively. As Cheshire Cat, he wears a white Skills gi-like top, with red trim and a red sash, and red 6 +2 with Neural Cohesion Powers ankle-length pants and shoes. His fi ngerless gloves Multipower are red, and his half-face, cat-eared mask is white. 8 +4 with Flight

3 Acrobatics 14- A NIGHT On The Town? 3 Breakfall 14- ‘Nighthawk? I dunno... I guess 3 Conversation 12- he’s got that whole “mysteri- 2 KS: Gems & Jewelry 11- ous loner” thing going for him, 4 KS: Popular Music & Culture 13- but he’s kinda intense, y’know? 4 PS: Shopping 13- Like, brooding and stuff. I don’t think he’d be 3 Security Systems 11- much fun to go out with. And Ironclad just 3 Seduction 13- looks weird. But Defender, I bet he’s pretty hot 3 Stealth 12- when he’s not wearing all that armor stuff! ‘But the hero I’d most like to be stranded on Total Powers & Skills Cost: 231 a deserted island with is that guy Nightwind. Total Cost: 350 I’ve never met him, but I’ve, like, seen him on TV and stuff. Check out those pecs!’ 200+ Disadvantages — From a supposed interview with 10 Distinctive Features: Mutant (Not Hummingbird posted on SuperRomance.com Concealable; Always Noticed; Detectable Only By Unusual Senses) Conquerors, Killers, And Crooks 87

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) She got her biology textbook out of her backpack HUMMINGBIRD 20 Hunted: Justice Squadron 8- (Mo Pow, NCI, and fl ipped through it for a second, looking for PLOT SEEDS Capture) something she’d read the other day. “Mutation: a 5 Physical Limitation: Tiny Voice (-3 to change in a gene which results in a new inheritable Hummingbird develops Hearing PER Rolls to hear her speak when characteristic.” Wow, she thought, that must be a crush on a male PC she’s Shrunk below 1m tall) (Infrequently, it, I’m a mutant. I mean, I haven’t been in any lab and begins hanging Slightly) accidents or bitten by any radioactive butterfl ies or around a lot, trying to 20 Psychological Limitation: Code Versus Kill- anything, what else could it be? Cool. prove her devotion. ing (Common, Total) When you’re sixteen, without signifi cant She even claims she’s 10 Psychological Limitation: Insatiable Curi- parental supervision, and you have powers of reformed and wants to be a hero! Is she telling ousity About Others’ Secrets (Common, shrinking and fl ight, what can you do? You’ve got the truth, or is it all an Moderate) it, spy on your rivals at school. And get into the elaborate scheme by 10 Psychological Limitation: Airhead teacher’s desk and look at the test before you take GRAB to gather infor- (Common, Moderate) it. Soon, Melissa was making straight As, and the mation on the heroes? 15 Social Limitation: Secret Identity (Melissa gossip mill was buzzing with hateful little stories Saunders) (Frequently, Major) about all the popular girls who’d been snubbing her While pulling a heist, 20 Vulnerability: 2 x STUN from Biological or since fi ft h grade. All in all, it was a very good junior Hummingbird over- Chemical Attacks (Common) year. hears a couple of crimi- 20 Vulnerability: 2 x BODY from Biological or It wasn’t long before Melissa graduated to petty nals working for another Chemical Attacks (Common) theft . Nothing major — small pieces of jewelry, a villain (GM’s choice) little cash here and there, anything small enough talking, and learns about Total Disadvantage Points: 350 and light enough for her to carry in her “Hum- the villain’s plans. Some- how, the villain fi nds mingbird” form (as she called it). It was during Background/History: Ever had that dream where out she’s on to him, and you wake up and you’re real tiny, and everything one of these “shopping runs” that she learned decides to eliminate her around you looks gigantic? Well, it happened to about some of the other powers that she had. She permanently. Afraid to Melissa Saunders for real. was lift ing a small, but nevertheless very valuable, bring GRAB into the One night when she was just shy of sixteen, diamond ring from a jeweler’s in the mall when situation (she doesn’t Melissa went to bed. She’d been reading Alice’s an annoyingly diligent sales clerk saw her. “Hey, want her friends to get hurt), Hummingbird Adventures In Wonderland for one of her high come back here!” he shouted, waving his hands and goes to the PCs for help. school classes. Everything was perfectly normal, but trying to catch her. when she woke up, her bed, furniture, and every- “Leave me alone!” she shouted in her tiny, squeaky voice. Suddenly he stopped, turned around, Th e members of PSI thing else in her room had become gigantic! She decide Hummingbird screamed, but no one heard her (she fi gured out and walked the other way as if nothing had hap- pened! Intrigued, she fl ew up behind him and should be on their team later her voice wasn’t loud enough because of her — even if they have to said, “Cluck like a chicken!” In a moment he was small size). Aft er she stopped panicking, she real- kidnap her and brain- ized it wasn’t that her furnishings had all gotten strutting around making clucking noises. A little wash her. A war starts bigger — it was that she’d gotten smaller. experimentation brought another mental power to between PSI and GRAB, She sat there and tried to fi gure out what to the fore as well — a psychic blast that made people with the PCs (and lots do. Couldn’t tell her parents — heck, they usually clutch their heads in agony and pass out. of helpless innocents) didn’t even have time to talk to her in the morn- When you’re seventeen and fi nd out you have caught in the middle. ing anyway, they were so busy rushing off to work mind control powers, what do you do then? Th at’s in the city. Didn’t want to tell any of her friends, right — you get the captain of the football team to either; some things, she understood, were best kept take you to the Senior Prom. And you make your secret. parents give you a sportscar for graduation. For that matter, how was she even going to get But petty theft and idle amusement didn’t to school? It would take her two hours just to walk satisfy Melissa for long. She had all these powers, to the bus stop at her size. Could she even get out why shouldn’t she use them? Before long she was of bed? She crawled to the edge and looked over. It making her living stealing and fencing jewelry was a loooong way down. Well, nothing for it; she’d and similar small, valuable items. Aft er she had have to jump and hope she didn’t break her leg. She proven herself trustworthy, her fence turned her on gritted her teeth, closed her eyes, and leaped... to some spy-jobs she was ideal for. Soon she was ...only to fi nd herself suspended in mid-air! making more money doing industrial espionage She wasn’t falling. She concentrated hard for a and surveillance work than by stealing, and having second, and found that she could move herself. She a fi ne time. Sure, her parents thought she was could fl y! Within fi ve minutes, she was zipping attending community college, but a little mental around the room just as pretty as you please, exe- control here and there ensured she got top marks cuting midair spins, hairpin turns, and all sorts of without ever having to attend class. fancy maneuvers. She landed on the fl oor near her Hummingbird came to GRAB’s attention when desk. Th e fl ight thing was pretty cool, but she wasn’t the group’s patron needed to fi nd out some infor- all that sure about the Tom Th umb routine. Maybe mation about a computer corporation he wanted to if she concentrated real hard on being normal size hit. GRAB had to know where the plans for certain again?... experimental microchips, as well as the prototype Within a few seconds, she was back to her chips themselves, were kept, so they wouldn’t waste normal self. She found out she couldn’t fl y at that time looking. Hummingbird got the information, size, though; fl ying only worked when she was tiny. and in almost no time. GRAB was impressed — so 88 HERO SYSTEM 5TH EDITION

Hummingbird gets along well with her team- mates, particularly Bluejay and (to a lesser extent) Black Diamond. She and Bluejay oft en go out shop- ping together. Quote: “Size counts! But not in the way you’re thinking.” Powers/Tactics: Hummingbird is a mutant with the power to shrink her body down to about 2.5 inches tall. When she shrinks, her cells become extremely compact, which makes her resistant to damage. Th e compaction also somehow strengthens her brain cells, giving her mental powers (she may develop additional ones in time). She can also use the resid- ual energies from reducing her size to fl y. Most of Hummingbird’s powers are Linked to her Shrinking. For every 10 points’ worth of Shrinking she uses, she can use 1d6 of Ego Attack, 2d6 of Mind Control, or 5” of Flight. She usually Shrinks down as small as she can go. Hummingbird dislikes combat intensely and will avoid it if at all possible. If she can’t, she’ll try to use Held Actions to pro- tect herself by Dodging or Diving For Cover. She’s impressed it also gotten quite good at Shrinking, hiding behind off ered Humming- something strong enough to protect her from bird membership in the counterattack, and then blasting away at enemies team. It didn’t take Melissa with her Neural Cohesion powers. long to agree; the group’s atti- Campaign Use: Like the other members of tude toward crime suited hers, GRAB, Hummingbird is primarily a thief, not a and it was a lot more fun to hang out combatant. The GM should use her appropriately with other super-people than spend so — as the focus for mystery and chase-and-cap- much time by herself. She’s been a member ture scenarios, rather than straight-up battles. in good standing since then, and enjoying every Given that she’s not particularly malicious or minute. vicious, she might even make a good potential Personality/Motivation: Hummingbird isn’t a romantic interest for a PC hero. hardened criminal. She’s more of a young adult If you need to make Hummingbird more pow- on a lark. She loves her powers and what she can erful, there are two possible routes you can take. do with them. She likes spying on people without One is to emphasize her psionic abilities — give her being detected (she loves knowing peoples’ secrets), more Mental Powers and increase her EGO. Th e making people do whatever she wants, and getting other is to focus on her speed — make her a speed- whatever she wants without paying for it. She really ster by increasing her Flight, her SPD, and her abil- isn’t into the whole self-sacrifi ce, devotion to the ity to Dodge. A little more defense wouldn’t hurt, cause of good routine most heroes go in for; she’s either. To make her less powerful, reduce her SPD essentially a selfi sh, petty, rather vain person who’d and inches of Flight. rather look out for herself than use her powers to Hummingbird would probably never Hunt a help others. “Self-sacrifi ce, who needs that? Gimme hero; that’s just not her style. If a heroine stole her the mink coat and diamond necklace any day!” boyfriend, she might mount a campaign of vicious Hummingbird’s villainous tendencies run pranks and sneak attacks, but that’s about it. strictly to the larcenous. She has no desire what- Appearance: Hummingbird is a pretty 19-year-old soever to play nasty tricks on superheroes (okay, girl with shoulder-length brown hair, green eyes, maybe a little prank or two every now and then), and a trim, attractive fi gure. Her normal costume or to get in fi ghts with them — or anybody else, for consists of tight green pants, a green top that bares that matter. If someone pulled a gun on her, she’d her midriff , nothing on her arms, short gold gloves, probably freak out. Th is is really just a big game to and gold boots — but sometimes she changes the her, something to do for kicks. In fact, she doesn’t color scheme around, just for fun. She doesn’t wear always take things nearly seriously enough; she’s a mask. something of an airhead, prone to ignoring plan- ning meetings and other important details. (About once every adventure or two she appears in, the GM should make an EGO Roll for her; if she fails, she forgets some important detail and causes prob- lems for GRAB as a result.) Conquerors, Killers, And Crooks 89 PSI

Membership: The membership of PSI is extensive aff air with her. Bruner found out she had latent THE PSI SERUM and diverse; the most powerful and important mem- psionic potential and insisted she also get a sample bers include Psimon, Hypnos, Lancer, Medusa, Mind of the serum; soon she manifested powers herself. Although Sebastian Poe Slayer, and Torment. Learning of the aff air (and also the illicit experi- is in prison, PSI retains ments Poe had performed on their child), Poe’s wife control of his greatest ackground/History: Th e story of PSI, the Renee left him and took Kevin into hiding some- discovery, the Psi Serum. Parapsychological Studies Institute, began in where in the midwest. Th e Psi Serum has the eff ect of amplifying a By 1990 Madeline and Poe were married, 1980 when the National Institute of Health, person’s latent psionic Bworking with a grant from the estate of the and her ambition began to guide Poe’s work. Dis- potential. If adminis- super-scientist Michael Maven, formed a task force satisfi ed with merely providing soldiers for the tered to a person with to study benefi cial human mutations in general and mob, Madeline devised a plan to actually use their no psionic potential psionic and psychokinetic powers in particular. powers to seize control of the Scarlatti family, and at all, it has no eff ect Th e scientist they put in charge of the program under her direction the Psi Super-Agents carried (other than sometimes was Dr. Sebastian Poe, a prodigy in his mid-20s it out. Not long aft er, she repeated the plan, except making the subject who had already published several papers on the that this time her target was Baltimore’s VIPER mildly ill for one or two topic of what he referred to as “cerebellic genetic Nest, and included in her spoils was the brilliant days). But if the subject deviations.” Poe had several theories about psionics, mechanical engineer Bradley Richards, who had has the tiniest trace of latent psionic potential devised most of that particular Nest’s equipment. most interestingly that while everyone was born — even so little that, like with a certain level of potential for psionic powers, PSI’s power had begun to grow. Th e pace of Madeline Bruner, they certain combinations of proteins and other chemi- growth, however, remained too slow for Madeline, don’t register as cals could greatly enhance the powers of those who who now preferred her codename “Medusa.” She on mutant detection had already manifested small talents. began an aff air with the most powerful of the fi eld scanners — then the Unfortunately, Poe was unable to prove his agents, a protégé of Poe’s called Psimon, and in Psi Serum interacts theories quickly enough, and the NIH cut his 1994 the two devised a scheme to remove Poe from with and increases that funding in 1984. Poe believed he was very close to leadership. Carefully weaving a web of betrayal, potential, usually to the a breakthrough, so he opened a private research Medusa and Psimon sacrifi ced their Maryland point where the sub- company, also called the Parapsychological Studies headquarters by leaving enough clues for the Jus- ject gains true mental powers. Th e stronger tice Squadron to fi nd and capture Poe and several Institute, in Maryland with his own funds. Since he the subject’s potential, no longer had the government providing him with other agents. Th anks to their careful planning, Poe’s the stronger the powers patients to experiment on, he hired Trace, a pri- claims that the Squadron had not in fact captured he gains from the Psi vate detective who had already manifested psychic all of the organization were not believed, and in Serum; to date, Psimon tracking abilities, to help him fi nd subjects for his 1995 Poe was sentenced to a decade in Stronghold, is the strongest and experiments. where he remains to this day. most versatile mentalist In 1985, Poe had his breakthrough, develop- Meanwhile, the rest of PSI went underground, created with the Serum. ing what he called the “Psi Serum.” Using it on founding a new base just outside of the rebuilding himself, he amplifi ed his own psychic potential city of Detroit (soon to be renamed Millennium PSI keeps a small stock to the point where he could actually perceive the City). Psimon and Medusa began a new series of of the Psi Serum on world through other people’s senses. Th rilled by his plans, forming a special school for young mentalists hand for testing new success, he also began experimenting on his own whose student body was made up of runaways and “recruits” (even if they don’t know they’re being kidnapees with psionic potential. Th ey also started infant son Kevin, though at fi rst this had no eff ect. tested). Th e formula Just as everything seemed to be going so well, Poe’s a new self-help movement called Mind Incorpo- is a carefully-guarded other personal investments failed and he was sud- rated with the assistance of author Edward Cum- secret; only Medusa and denly unable to continue maintaining the clinic. mings to bring more confused mentalists under Psimon know it in full. In desperation, Poe turned to organized crime and their sway. And now, Madeline has begun to size the Scarlatti family, who ruled the underworld of up the possibilities of taking control of the Millen- Baltimore. Sam Scarlatti saw the potential value of nium City government. So far, the new PSI has yet Poe’s serum and agreed to continue to fund Poe’s to face a defeat thanks to their caution and careful research, as long as Poe could continue to provide planning (though they did tangle inconclusively superhuman help for the Scarlattis in the form of with the Champions in 2001). Th ey’ve assembled a his successful “experiments.” large team of mentalists, ranging from the power- Poe went straight to work, and within months ful ones described here to many with lesser powers, he had his fi rst two criminal successes: Darkmind, and they have more on the way. Eventually they a powerful telepath; and Crimson, who manifested intend to control the entire country from behind additional telekinetic “limbs.” Poe had also hired a the scenes, and when they fi nally make their move new accountant, Madeline Bruner, and began an they may well be unstoppable. Unless, of course, 90 HERO SYSTEM 5TH EDITION

PSI PLOT SEEDS some heroes uncover their plans fi rst, and survive forward combat opponents for the PCs — sort of long enough to do something about them.... the same way you’d use Eurostar or the Ultimates. Medusa gets tired of Group Relations: Th e relations between the mem- Given the specialized nature of PSI, this may be the slow pace of the bers of PSI are not the best; in a group of such mis- problematic. If your PCs don’t have any strong team’s schemes. At fi ts and powerhungry criminals, there are bound defenses against Mental Powers, PSI will walk all her insistence, Mind, to be confl icts. Th e ongoing love aff air between over them; if they have too many defenses, they’ll Incorporated begins a walk all over PSI. major recruitment drive Psimon and Medusa ties them tightly together, but Mind Slayer has her deadly eyes on Psimon for Th e second, and preferable, way is to empha- to swell PSI’s ranks. size the behind-the-scenes, conspiratorial scheming However, greater public herself. Lancer questions the group’s effi ciency and aspect of PSI — the aspect Medusa is so enamored exposure also brings secretly entertains ideas about eliminating the two with it the risk of greater lovers and taking over. Hypnos has ambitions of his of. With their psionic powers, the members of PSI exposure of PSI’s true own. Only their mutual desire for power and profi t, can infi ltrate governments and institutions, obtain- purposes and plans. Is which they can more easily acquire together, keeps ing power and riches while secretly corrupting this the break the heroes them functioning as a group. society. Th is is a much more insidious and evil need to shut PSI down PSI has an ongoing feud with VIPER due to form of supercrime than simply smashing banks for good? the “Baltimore incident” (as VIPER refers to it), and apart to take the money, and one the PCs will have is currently involved in a low-scale underworld war a harder time coming to grips with — which makes Sebastian Poe gets with ARGENT over what it views as that group’s PSI more of an intriguing challenge. Th ey can still released from prison hold their own if a fi ght breaks out (as it inevitably early for good behavior. attempt to trick it and independently develop psionic technology (see Champions Universe, page will), but they’re not just combat machines, and this Furious at Medusa’s and approach focuses on what makes them so danger- Psimon’s betrayal, he 146). It regards independent mentalist villains, like ous: their ability to control people and events with- teams up with VIPER Cybermind and Esper, as potential recruits, though to get both revenge and it sees Menton as a major threat. Given a reasonable out being detected. control of the group chance of success, PSI would probably try to elimi- If PSI isn’t powerful enough for your PCs, all back. He plans to give a nate Menton. you have to do is create some more members. Th e squad of VIPER agents six described here defi nitely are not the limit of special psionic powers Tactics: PSI’s approach to combat is diff erent PSI’s roster. Many others, such as the Inquisitor, and use them to smash from that of other villain teams, since its mem- Soulfi re, Deuce, and Teke could be moved up into PSI, then turn the tables bers’ powers mostly fall into the same category, the “lead ranks” easily — and you can tailor their on VIPER, re-form PSI, mentalism. Instead of working together to pound powers to suit whatever weaknesses you feel PSI and start a new under- opponents into the dirt, they combine their mental has vis-a-vis the player characters. On the other world empire of his powers to achieve greater eff ects (see Comple- hand, if PSI’s members are too powerful, decrease own. But what happens mentary Mental Powers on page 119 of the HERO their mental powers generally (or get rid of the if Kevin Poe shows up, System 5th Edition, Revised). Early in battle, Hypnos possessing vast mental powers causing you the most trouble), get rid of oft en concentrates on using his Drain EGO so that powers thanks to his their standard equipment, or remove a few mem- father’s early experi- enemies become more vulnerable to the team’s bers from the team. ments, and wants to kill powers; the other members protect him while he PSI is a dangerous and powerful Hunted. his father and destroy does this (assuming he can’t fi nd cover himself). Rather than take on its quarry directly, the team everything associated Psimon uses his Group Mind power to keep the conducts surveillance and research, fi nding out with him? team in contact during any mission or battle. whatever it can and using that information to Other than its general lack of anyone but mount a campaign of covert harassment. A little Aft er one of Menton’s mentalists, PSI’s major tactical weaknesses is its Mind Control on the right people is enough to get schemes is foiled by inability to move quickly, or in unusual ways. Of a hero audited, divorced, fi red, or arrested (among the PCs, PSI senses its the six most powerful members, only two, Hypnos other things), and that’s just the beginning. When opportunity and puts and Mind Slayer, can fl y; the others are limited to PSI feels the foe is suffi ciently weakened, it closes in together a “hit squad” to running. Th ey plan their jobs and battles to take take him out. Th e PCs to kill him... or transform him into a puppet to do this into account as much as possible, but it still soon fi nd themselves its bidding. in a position of having causes problems from time to time. Psimon has put to defend a weakened, some funds into researching personal teleportation but potentially world- technology, but so far nothing has come of it; he’d Recruitment Drive conquering, enemy from be interested in stealing some if he knew a good ‘Frustrated? Angry? Not able to another, lesser but still source. As an alternative, he’d be willing to create live up to your potential? Now deadly, foe. versions of Hypnos’s belt jets for everyone, but there’s help for you — right inside your own brain! Hypnos refuses to let anyone examine or reverse- engineer them. ‘Unlock the amazing powers of your mind with PSI members typically carry a common set of Mind, Incorporated! Using special techniques equipment when in the fi eld: a PSI blaster, for use developed by Nobel Prize-winning scientists, against opponents like robots who aren’t suscepti- the counselors of Mind, Inc. will teach you ble to psionic powers; a specially-tailored armored how to put aside petty fears and doubts and costume (with a distinctive PSI belt-buckle, but let your true self emerge. Confi dent and in rarely including a mask); and a radio. Some mem- control, you’ll be able to achieve things you bers don’t like to carry the blaster and conveniently never have before!’ “forget” it on occasion. —From a Mind, Incorporated “informational pamphlet” Campaign Use: You can use PSI in one of two ways. Th e fi rst, but perhaps least satisfying, is as straight- Conquerors, Killers, And Crooks 91

PSIMON 5 Psychological Limitation: Vain About His PSIMON Val Char Cost Roll Notes Appearance (Uncommon, Moderate) PLOT SEEDS 13 STR 3 12- Lift 150 kg; 2.5d6 [1] 10 Psychological Limitation: Consistently 18 DEX 24 13- OCV: 6/DCV: 6 Underestimates Female Opponents Psimon gets tired of 25 CON 30 14- (Common, Moderate) Medusa calling him “a 15 BODY 10 12- 15 Psychological Limitation: Powerhungry dummy” and enrolls in 20 INT 10 13- PER Roll 13- (Common, Strong) Millennium City Uni- versity (it’s easy to get a 29 EGO 38 15- ECV: 10 15 Psychological Limitation: Loyal To Medusa scholarship when you 23 PRE 13 14- PRE Attack: 4½d6 Despite Th eir Fights (Common, Strong) 5 Rivalry: Romantic (with Medusa’s various have Mind Control!). 18 COM 4 13- Th e possibilities for other lovers) unusual interaction with 7 PD 4 Total: 15 PD (8 rPD) 15 Social Limitation: Secret Identity (Simon professors who secretly 10 ED 5 Total: 18 ED (8 rED) Bell) (Frequently, Major) have superpowers, PCs 5 SPD 22 Phases: 3, 5, 8, 10, 12 111 Experience Points who study or teach 15 REC 14 there, and the like are 60 END 5 Total Disadvantage Points: 416 endless. 35 STUN 0 Total Characteristic Cost: 182 Background/History: Simon Bell was PSI’s fi rst great success under Sebastian Poe’s leadership. In 1992, Aft er a battle with the PCs, Psimon decides Movement: Running: 6”/12” Bell, a nondescript college student at the University one of the male heroes of Maryland, checked himself into a local hospital was attracting just a Cost Powers END complaining of migraine headaches. While there, little too much of Medu- 60 Mental Domination: Multipower, he began to manifest psychic powers, giving several sa’s attention. He sets out 60-point reserve of the nurses and residents “waking nightmares” in to teach the hero not to 12m 1) Superior Will: Mind Control 12d6 6 the process. His “emergence” was detected by Trace, mess with his girl. 12m 2) Open Your Mind to Me: Telepathy 12d6 6 and Poe visited him in the hospital, recruiting him 12m 3) Control Of Th e Senses: Mental into PSI that very aft ernoon. During a fi ght with Illusions 12d6 6 Giving him the joking code name “Psimon,” Poe VIPER, Psimon is badly 12m 4) Mental Overload: Ego Attack 6d6 6 ran Bell through the full battery of tests, and eventu- injured and captured. 12m 5) No Escape From My Th oughts: ally woke in him an impressive suite of psychic abili- VIPER bioengineers Mind Scan 12d6 6 ties. Poe began to regard Bell as his eventual second- rebuild him with numberous cybernetic 20 PSI Blaster: Energy Blast 8d6; OAF (-1), in-command. Meanwhile, Medusa became quite enhancements (includ- 16 Charges (-0) [16] taken with the handsome, aggressive young man, ing a mind-control 16 PSI Armored Costume: Armor and the two started a torrid aff air. Obsessed as always chip so he has to do (8 PD/8 ED); OIF (-½) 0 with personal power, Medusa decided Psimon was what they say), and 9 Mental Wards: Mental Defense both more forceful and more easily manipulated than then unleash him to (15 points total) 0 Poe, and convinced him to overthrow his mentor and wreak havoc on the city, 35 Group Mind: Mind Link, any group of seize control of the organization. With her assistance, hopefully damaging up to 16 minds 0 Psimon laid the trap that led to the Justice Squad- or exposing PSI in the 4 PSI Radio: Radio Perception/Transmission ron capturing Poe and apparently “destroying” PSI. process. (Radio Group); OAF (-1), Aff ected As Instead, Psimon led the team underground and has Hearing Group As Well As Radio Group (-¼) 0 commanded it ever since. Personality: Psimon has been a fairly eff ective Talents/Perks leader for PSI. Th ough not very well-read or edu- 5 Money: Well Off cated (television is the limit of his entertainment), he is a strong tactician and a sharp thinker, using Skills his team’s abilities to their fullest advantage. He is 9 +3 with Mental Domination Multipower not subtle, so he lets Medusa handle the scheming, reserving the power to approve her plans for him- 3 Interrogation 14- self. Personally, he has a massive ego and enormous 2 KS: American Superheroes 11- faith in his own abilities. He frequently underes- 2 KS: Television Shows 11- timates the abilities of his opponents, especially 3 Persuasion 14- if they are female, though to his credit he usually 3 Seduction 14- learns from his mistakes. He knows PSI’s greatest 3 Tactics 13- strength has been its patience and willingness to work behind the scenes, and is loath to risk reveal- Total Powers & Skill Cost: 234 ing its existence to the public for anything but the Total Cost: 416 highest stakes. Personally, he is a bit of a bully and has no patience for weakness, which he exploits 200+ Disadvantages cruelly for his own ends (as he does with Mind 10 Distinctive Features: Mutant (Not Slayer and Torment). Concealable; Always Noticed; Detectable Despite his ego and desire for power, Psimon Only By Unusual Senses) genuinely cares for Medusa, though the two of 10 Enraged: when taunted eff ectively or them fi ght frequently. He does not take kindly to humiliated (Common) go 8-, recover 14- other men paying her attention. 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) 92 HERO SYSTEM 5TH EDITION

Quote: “All right, hero. Time to do as Psimon says!” HYPNOS Powers/Tactics: Psimon is one of the more pow- Val Char Cost Roll Notes erful psychics on Earth, though nowhere near 15 STR 5 12- Lift 150 kg; 3d6 [1] the range of Menton or Mentalla. His powers 18 DEX 24 13- OCV: 6/DCV: 6 are varied and strong, allowing him the abil- 18 CON 16 13- ity to deploy his teammates according to 10 BODY 0 11- their own strengths and covering their 10 INT 0 11- PER Roll 11- weaknesses himself. In combat he tries 23 EGO 26 14- ECV: 8 to identify the opposition’s leaders and 12 PRE 2 11- PRE Attack: 2d6 remove them with Mind Control or 10 COM 0 11- Mental Illusions, hopefully scrambling any plan of attack. His Mind Link 8 PD 5 Total: 16 PD (8 rPD) allows him to remain in constant 7 ED 3 Total: 15 ED (8 rED) contact with his own team, whom he 5 SPD 22 Phases: 3, 5, 8, 10, 12 directs to strike by surprise and from 9 REC 4 hiding wherever possible. 56 END 10 30 STUN 3 Total Characteristic Cost: 120 Campaign Use: See introductory text for general information. As Movement: Running: 6”/12” the leader of PSI, Psimon should Flight: 10”/20” have as much or more knowl- edge of any plot the organiza- Cost Powers END tion gets involved in than any 30 Mental Powers: Elemental Control, other member (except maybe 60-point powers Medusa), though not of indi- 30 1) Power Of Suggestion: Mind Control 12d6 6 vidual members’ activities, 32 2) Mental Shock: Ego Attack 5d6, Does which could lead to some inter- Knockback (+¼) 6 esting situations. VIPER (or any 32 3) Sapping Th e Will: Drain EGO 2½d6, other organization PSI has interfered BOECV (Mental Defense applies; +1), with) might recognize his value and Ranged (+½) 6 either attempt to recruit him them- 20 PSI Blaster: Energy Blast 8d6; OAF (-1), selves or remove him to weaken 16 Charges (-0) [16] PSI for a future attack. Martial Arts: Brawling If Psimon isn’t powerful Maneuver OCV DCV Notes enough to aff ect the PCs in your campaign, try 4 Eye Gouge -1 -1 Sight Group increasing his Multipower to a 75 Active Point Flash 4d6 reserve (and possibly increase some of the slots 4 Low Blow -1 +1 2d6 NND (3) as well), or give him some gadgets to make him a 4 Punch +0 +2 5d6 Strike more well-rounded combatant. If he’s too eff ec- 3 Tackle +0 -1 3d6 + v/5 Strike; tive, decrease the Multipower reserve to 50 Active You Fall, Target Points. Falls Psimon’s generally too cautious to Hunt a hero 16 PSI Armored Costume: Armor on his own. He’ll lead PSI’s eff orts to Hunt someone (8 PD/8 ED); OIF (-½) 0 as a group, but it’s unlikely he’d go aft er a hero (par- 10 Mental Wards: Mental Defense ticularly a powerful one) without backup. (15 points total) 0 Appearance: Psimon is a handsome young dark- 16 Concealed Belt Jets: Flight 10”; IIF (-¼), haired man in his late twenties, standing about 6’1”, Fuel Charge (1 Continuing Charge with a small beard in the middle of his chin. He has lasting 1 Hour; -0) [1cc] piercing blue eyes and a charming, boyish grin he 4 PSI Radio: Radio Perception/ uses to great eff ect. Fastidious in his appearance, he Transmission (Radio Group); OAF (-1), hates to get dirty, and usually wears tailored clothes Aff ected As Hearing Group As Well As (including his PSI jumpsuit, which he’s had altered Radio Group (-¼) 0 to fi t him better). He sometimes wears a longcoat over the jumpsuit. Skills 6 +3 OECV with Mind Control

3 Conversation 11- 3 Disguise 11- 1 Gambling (Card Games) 8- 2 KS: East Coast Mafi a 11- 2 KS: Th e Superhuman World 11- 3 Persuasion 11- 3 Stealth 13- 1 Streetwise 8- 1 Teamwork 8- Conquerors, Killers, And Crooks 93

living life on the edge. He also is a fi rst-class lecher Total Powers & Skill Cost: 230 and made passes at pretty much every female Total Cost: 350 in PSI. Medusa has strung him along with promises, Lancer was mostly confused 200+ Disadvantages and turned him down, and Mind Slayer 10 Distinctive Features: Mutant (Not Conceal- nearly cut him in half. He won’t be able; Always Noticed; Detectable Only By trying that one again. Unusual Senses) Quote: “Hey, Nighthawk! Why don’t 15 DNPC: Wanda Van Der Schaaf (retired you go play in traffi c? No, I mean it....” mother, in a nursing home) 8- (Incompetent) 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) Powers/Tactics: Hypnos 10 Hunted: Mighty Man 8- (As Pow, Imprison) doesn’t much care about 15 Psychological Limitation: Overconfi dence tactics, preferring to con- (Very Common, Moderate) centrate on having fun, 10 Psychological Limitation: Lecherous looking good, and humiliat- (Common, Moderate) ing heroes. Unless Psimon orders him 10 Reputation: supervillain who’s been beaten to use his Drain EGO to support many times, 11- one of his teammates, his general 5 Rivalry: Professional (with Psimon for lead- technique involves swooping into ership of PSI) the fray with his belt-jets and 10 Unluck 2d6 zapping whichever hero he fi nds 45 Experience Points most annoying with a couple of Drain EGOs, then order- Total Disadvantage Points: 350 ing them to do something spectacularly dangerous Background/History: Brian Van Der Schaaf was always with his Mind Control a bad kid — which only made sense, since his Mom and watching the fun. was the notorious supervillainess Dr. Bedlam. Aft er his He is not above using his mental powers manifested, he used them to bully his Mind Control to sic oppo- foster parents, teachers, and classmates, and when he nents who are getting fi nally got caught on a breaking-and-entering charge to close to him on his in 1983 and was sent to reform school, well, he wound teammates if the eff ect up pretty much running the place. All his life he’d is easier to maintain. watched superbeings battle each other on the evening news, and fi nally he decided he was ready to join the Campaign Use: See introductory text for general fun. He developed a costume, stole some experimental information. Aside from his general criminal conduct belt-jets, and became the mercenary criminal Hypnos. as a member of PSI, Hypnos is useful to the GM as a Well, being a supervillain turned out to be harder potential weak spot in PSI’s armor. Not only would he than Brian had thought. He ran into a second-rate like to displace Psimon (if for no other reason than hero called Mighty Man the fi rst couple of times out of to have a better chance with Medusa), but he’s also a the starting gate, and despite his obvious edge in intel- pretty good candidate to sell out the team if someone ligence got beaten and wound up in Stronghold. He like VIPER decides to go aft er PSI once and for all. participated in the Great Stronghold Breakout of 1990, To make Hypnos a tougher opponent, give him only to get rapidly recaptured by Vanguard. And when more Elemental Control slots (possibly including some he teamed up with some other villains to rob Fort Mind Scan, or a Mental Transform. To tone him down Knox, things fi nally seemed to be looking up — but a bit, increase the END cost for his Mind Control (and then the Sentinels came along and busted up that little maybe other powers). party. Hypnos might make a good Hunter or arch- Finally, in 1992 Hypnos took a job working as a nemesis for one of the PCs in your group, since his henchman for the Lyndon mob in Philadelphia, and annoying behavior makes him the kind of bad guy when the Scarlatti family took out a hit on Mr. Lyndon heroes “love to hate.” (He’s particularly likely to annoy himself, Hypnos wound up in direct confl ict with heroines, because of his crude passes and suggestive Psimon. Th e two struck up a conversation, and Psimon innuendo.) He prefers vicious ambushes involving his off ered Hypnos a choice: come join PSI as a fi eld Ego Attack, and if he succeeds in knocking his quarry agent, or die along with his employers. Hypnos signed out, he Drains his EGO down to almost nothing and up without hesitation. For the last decade Hypnos has then Mind Controls him when he wakes up. added mental muscle to the PSI “ground troops.” He’s Appearance: Hypnos is an odd-looking white male in fairly happy with his current situation, but of course his mid-30s, completely bald and with unusually pale he’s always willing to listen to the next off er. skin and dark eyes. He stands 5’10 and weighs about Personality: Hypnos is a straightforward costumed 180. In his costumed identity, he wears a PSI armored villain. He’s greedy, amoral, and lazy, and wants to use uniform, dark red in the center, boots, and gloves, and his powers to “get some for himself and the heck with gold along the sides and arms, with a “hypnotic eye” everybody else.” He’s not particularly violent unless he’s chest symbol. Unlike most PSI members, he also wears scared or embarrassed, and isn’t really a killer. Mostly a cape, also gold-colored, with a high collar. His belt- he just likes the excitement of fi ghting the law and jets are worn in back, concealed by his cloak. 94 HERO SYSTEM 5TH EDITION

HYPNOS PLOT LANCER 3 TF: Common Ground Vehicles, Tracked SEEDS Val Char Cost Roll Notes Military Vehicles 20 STR 10 13- Lift 200 kg; 4d6 [2] 5 WF: Small Arms, Blades, Grenade Launchers, Hypnos meets Foxbat 21 DEX 33 13- OCV: 7/DCV: 7 Shoulder-Fired Weapons in a bar one night. Over 23 CON 26 14- several beers the two 17 BODY 14 12- Total Powers & Skill Cost: 187 decide they’re sick of not 14 INT 4 12- PER Roll 12- Total Cost: 375 being taken seriously, so 25 EGO 30 14- ECV: 8 they’re going to team up 20 PRE 10 13- PRE Attack: 4d6 200+ Disadvantages and terrorize the town! 10 Distinctive Features: Mutant (Not Conceal- Hilarity ensues as the 14 COM 2 12- able; Always Noticed; Detectable Only By two half-drunk super- villains try to commit 11 PD 7 Total: 19 PD (8 rPD) Unusual Senses) various crimes. 10 ED 5 Total: 18 ED (8 rED) 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) 6 SPD 29 Phases: 2, 4, 6, 8, 10, 12 15 Psychological Limitation: Wants to Protect While driving to the 13 REC 8 Mentalists From Persecution (Uncommon, store one day, Hypnos 66 END 10 Total) accidentally has a minor 39 STUN 0 Total Characteristic Cost: 188 20 Psychological Limitation: Mistrusts fender-bender with Non-Psis (Very Common, Strong) supermodel Nia Th ali- Movement: Running 7”/14” 15 Psychological Limitation: Hates Governments otos. Talk about luck! And Military (Common, Strong) Soon he’s being seen Cost Powers END 5 Unluck 1d6 all over town in the 10 Vulnerability: 2 x Eff ect from Mental company of a bevy of 32 Mind Lance: Ego Attack 4d6; Visible (-¼) 4 Illusions (Uncommon) gorgeous, subservient 30 Clouding Th e Mind: Invisibility to Sight, women. Can the PCs Hearing, Smell/Taste, and Mental Sense 80 Experience Points save the helpless models Groups, No Fringe; Only Works Against from their horrible fate? Sentient Targets She’s Aware Of (-½) 4 Total Disadvantage Points: 375 20 PSI Blaster: Energy Blast 8d6; OAF (-1), Background/History: Charyle Zuidema was born An old friend from his 16 Charges (-0) [16] on a diff erent Earth from ours, one in a paral- days as a mob super- Martial Arts: Commando Training lel timeline where history had taken a diff erent hireling sells Hypnos Maneuver OCV DCV Notes course. On her Earth, psis were persecuted by the some experimental 3 Aikido Th row +0 +1 4d6 + v/5; world government, a United Nations-like organiza- force-fi eld technology Target Falls “that fell off the back tion that pursued mentalists with special security of a truck.” Now virtu- 4 Boxing Cross +0 +2 6d6 Strike robots. Charyle was part of a resistance cell located ally immune to injury, 4 Escape +0 +0 35 STR vs. Grabs in the Canadian wilderness, and since her powers Hypnos becomes even 4 Judo Disarm -1 +1 Disarm, 30 STR had developed in puberty had been trained as a more of an arrogant 4 Karate Chop -2 +0 HKA ½d6 guerrilla psi-warrior, combining mental powers nuisance than he was (1d6+1 with and military skills into one lethal package. On one before. Can Psimon keep STR) fateful day in 1999, her cell was pinned down by his position of power 16 PSI Armored Costume: Armor a squad of Hunterbots and several of her friends within PSI? Can the PCs (8 PD/8 ED); OIF (-½) 0 were killed. As they crouched behind a fallen tree, stop Hypnos from com- 10 Mental Wards: Mental Defense one of her teammates, Gavin Tanis, used a power mitting ever more spec- (15 points total) 0 tacular crimes? What she hadn’t known he had: the ability to cross happens when the War 2 Athlete: Running +1” (7” total) 1 dimensions and travel between diff erent histori- Machine comes looking 4 PSI Radio: Radio Perception/Transmission cal timelines. He sent her to our world to save her for the Warlord’s stolen (Radio Group); OAF (-1), Aff ected As life — the last thing she saw before fading out was technology? Hearing Group As Well As Radio Group (-¼) 0 Gavin being struck by a hail of bullets. Charyle arrived in our world completely Talents unprepared, but determined to do whatever it took 3 Lightsleep to keep this world from becoming like the one she 5 Resistance (5 points) left behind. She joined PSI of her own free will, believing that the only way for psis to guarantee Skills their safety was to control the governments of the 5 Breakfall 14- world. Th ough she doesn’t agree with Medusa or 3 Climbing 13- Psimon generally on an ethical basis, she’s willing 3 Combat Driving 13- to bide her time until she has built up a power base 3 Demolitions 12- of her own and can do to them what they did to 2 KS: History Of Alternate Earth, 11- Poe. Towards that end, she’s been spending a lot 3 Lockpicking 13- of time with Torment and a few of the kids at the 2 PS: Psi-Warrior 11- Academy.... 3 Security Systems 12- Personality: Charyle is basically a good person 3 Stealth 13- who feels herself to be at war. She generally mis- 2 Survival (Temperate) 12- trusts anyone who isn’t a mentalist because of her 3 Systems Operation 12- experiences growing up on her alternate Earth, 3 Teamwork 13- and is determined not to lose any more loved ones. 3 Tactics 12- Conquerors, Killers, And Crooks 95

She considers her partnership with PSI to be a for Lancer). You could also give her some Extra LANCER temporary one, and justifi es her participation Damage Classes for her martial arts, or another PLOT SEEDS in their worst actions as the lesser of two minor mental ability or two. If you need to evils. Despite the atmosphere of treachery weaken her, reduce her Characteristics a little Lancer decides the time and paranoia within PSI she has made a (including SPD to 5), and get rid of her Mind has come to eliminate few friends, like Deuce and even Torment; Lance power. Psimon and take over she hopes they’ll make up the core of the Lancer won’t Hunt heroes, unless she’s PSI. She decides to do new PSI when she takes over in a few convinced they’re working for the United to him what he did to years and uses PSI to keep the United Nations to oppress mentalists. Her morals Sebastian Poe, using the Nations from controlling the world. and sympathies are more in tune with PCs in the place of the Justice Squadron. Th e history of Lancer’s Earth their’s than with PSI’s. In fact, she could is basically the same as that of easily wind up allying herself with the Using money earned this Earth until 1970, at PCs in some situations. as part of PSI and by which point it diverges Appearance: Lancer is a redheaded pulling some “side jobs,” radically. Th us, she woman in her early 30s, standing Lancer contracts with has no knowledge of six feet tall. She wears her hair Teleios to buy a squad this Earth’s history or cut very short, military style, to of custom-bred Psychic culture for the past thirty keep it from bothering her when Warriors, which she intends to use fi rst to years, which may cause her she’s fi ghting. Lean and muscular, take over PSI, then to minor diffi culties from time to she has several scars on her body, time. return home and rout none visible while fully clothed. On most missions, the United Nations. But Quote: “We leave no one behind. Do she wears a standard PSI costume, in gold and what if Teleios has an you understand me?” green, but on others, and when off -duty, she prefers agenda of his own, and Powers/Tactics: Lancer has two primary looser-fi tting military-type clothing with numerous the Psychic Warriors start disobeying her? powers. Th e fi rst is her Mind Lance, which pockets. is a visible purple beam of pure mental MEDUSA Th e United Nations force that emanates from her forehead. Th e Val Char Cost Roll Notes from Lancer’s dimen- other is Clouding Th e Mind, with which she 8 STR -2 11- Lift 75 kg; 1½d6 [1] sion fi nds a way to creates a mental “blind spot” in her target, 16 DEX 18 12- OCV: 5/DCV: 5 follow her and sends preventing him from perceiving her in 17 CON 14 12- Hunterbots in pursuit. any way short of actually touching her. To 8 BODY -4 11- Soon mentalists every- use this power, she must concentrate on where are coming under 23 INT 13 14- PER Roll 14- the “targets” of the invisibility; therefore attack from powerful 26 EGO 32 14- ECV: 9 anyone she remains unaware of can per- ceive killer robots! 20 PRE 10 13- PRE Attack: 4d6 her normally. 12 COM 1 11- Lancer has a thorough background in guerrilla tactics and years of experience as a soldier. While 4 PD 2 Total: 18 PD (14 rPD) not a true leader-type, she has a fi ne tactical sense, 4 ED 1 Total: 18 ED (14 rED) makes an excellent lieutenant and scout, and works 4 SPD 14 Phases: 3, 6, 9, 12 very well in groups. She doesn’t care for killing but 5 REC 0 will do so when necessary. 34 END 0 Th e structure of Lancer’s mutant mind makes 30 STUN 9 Total Characteristic Cost: 108 her more susceptible than most people to Mental Illusions. She’s aware of this; Psimon, fortunately for Movement: Running 6”/12” her, is not. Campaign Use: See introductory text for general Cost Powers END information. Eventually, Lancer won’t be able to 120 Mental Paralysis: Entangle 6d6, 8 DEF, tolerate PSI’s evil plans and will want to take over BOECV (Mental Defense applies; +1), the organization. Her eff orts in this regard might Takes No Damage From Physical Attacks make up a nice series of background stories over (+¼), Work Against EGO, Not STR (+¼), the course of a campaign leading to a climactic Reduced Endurance (0 END; +½); Mental confrontation between two factions of PSI, with the Defense Adds To EGO (-½), Cannot PCs in the middle! Also, it would be interesting if Form Barriers (-¼) 0 pursuers from her home dimension ever crossed 20 PSI Blaster: Energy Blast 8d6; OAF (-1), over into Earth’s dimension, or perhaps the PCs 16 Charges (-0) [16] might make a visit to hers somehow. Lastly, it might 7 Stiletto: HKA ½d6 (1d6 with STR), make an interesting complication if Lancer were to Armor Piercing (+½); OAF (-1), No encounter doubles of people she knew on her Earth Knockback (-¼) 1 here; what sort of roles might the PCs or other 16 PSI Armored Costume: Armor (11 PD/11 characters play in her timeline? ED); OIF (-½), Activation Roll 14- (-½) 0 To make Lancer more powerful, give her 15 Mental Wards: Mental Defense (20 points some of her old psi-warrior military equipment total) 0 — for example, her mentally-linked assault rifl e 4 PSI Radio: Radio Perception/ (RKA 2d6, Autofi re, 64 Charges, +4 OCV only Transmission (Radio Group); OAF (-1), 96 HERO SYSTEM 5TH EDITION

MEDUSA Aff ected As Hearing Group As Well As the Scarlatti family, since he didn’t have the native PLOT SEEDS Radio Group (-¼) 0 instinct for deception that she had or the ability to organize and “cook” PSI’s books. And then, when Medusa meets a male Perk she asked him to give her the psychic activation PC in his civilian iden- 6 Money: Wealthy serum he’d developed, well, there was no way for tity at a highbrow social him to refuse. function and sets out to Talent Once Madeline became Medusa, there was seduce him, thinking he 6 Combat Luck (3 PD/3 ED) no limit to her thirst for more power. First she has something (money, pushed Poe to betray the mob, and then to take infl uence, valuable prop- Skills on and defeat the local VIPER Nest. But he moved erty, fame) she can use 3 Acting 13- too slowly for her, so she instead took up with the to further her ambitions. 3 Bureaucratics 13- younger and more ambitious Psimon, and helped 3 Computer Programming 14- him betray and overthrow Poe. Aft er escaping the When Mind, Incorpo- rated comes under the 3 Conversation 13- Justice Squadron, she convinced Psimon to move scrutiny of the authori- 7 High Society 15- P S I to Millennium City and to found ties, Medusa decides 1 CK: Millennium City 8- fi rst the Academy and then to eliminate the people 3 KS: PSI’s Finances 14- Mind, Incorporated — all backing the potential 2 KS: Millennium City Underworld 11- the while juggling several investigation. Th e PCs 2 KS: Th e Superhuman World 11- other lovers. Now she are called in to investi- 2 Language: French (fl uent conversation; Eng- has set her sights on gate a series of bizarre lish is native) political power, and has murders in which the 3 Persuasion 13- spent her time recently victims all had their 3 PS: Accountant 14- establishing her new throats cut, but don’t seem to have struggled secret identity of Madeline at all.... 7 Seduction 15- Bell as a mover and shaker in 3 Stealth 12- Millennium City’s local Th e President 3 Teamwork 12- politics. Th ough announces a visit to Mil- Psimon remains the lennium City. Medusa Total Powers & Skill Cost: 242 offi cial head of PSI, fi gures this is her chance Total Cost: 350 no one who deals to get close to him and with the organization has any start acquiring real 200+ Disadvantages doubt that it’s Medusa who really power, so she makes 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) holds the reins. careful plans. Th e PCs 20 Psychological Limitation: Powerhungry have to fi nd out what Personality: Medusa defi nes (Very Common, Strong) she’s up to and stop her. the word “powerhungry,” and 15 Psychological Limitation: Uses Sex To she has a generous dose of Manipulate Men (Common, Strong) good old-fashioned greed 15 Psychological Limitation: Actually In Love to go with it. She won’t be With Psimon And Jealous Of His Attention satisfi ed as long as someone (Common, Strong) out there is happier and more 15 Social Limitation: Secret Identity (Madeline powerful than she is. Despite Bruner) (Frequently, Major) everything she has, she still has 65 Experience Points a pathological need to acquire more, whether Total Disadvantage Points: 350 it’s wealth, power, or the Background/History: Madeline Bruner was born in attention of men. But 1965 to upper-middle-class parents in Connecticut. she’s a shrewd and craft y plotter and never enters All her life she watched her parents try to scrabble a situation without a plan. She is patient, methodi- up the social ladder and not quite succeed. Every- cal, and absolutely ruthless to anyone unfortunate thing they had, and it was plenty for most people, enough to get in her way. was never enough for the Bruners. Madeline Despite her constant string of aff airs and will- learned her lessons well, and went off to college ingness to use sex as a weapon, Medusa genuinely with the idea of acquiring a good job and then a loves Psimon, and gets jealous when he pays atten- wealthy husband fi rmly in mind. Aft er graduating tion to other women. Th ey may fi ght a lot, but he’s with a degree in accounting, she took a job as CFO hers to fi ght with, and anyone who tries to take him of a small research fi rm in Maryland, only to dis- away is going to suff er. cover that the Parapsychological Studies Institute Quote: “You’ll regret your interference in my plans. was being funded by the mob in exchange for the Now why not be a good boy and stay there for a use of some of its students as super-criminals! Her while?” mother would have been scandalized, but Madeline was only... intrigued. Powers/Tactics: Th anks to Sebastian Poe’s Psi She began an aff air with the Institute’s director, Serum, Medusa’s minuscule latent psionic potential Sebastian Poe, and when his wife found out and left was vastly amplifi ed, giving her a single, extremely him they moved in together, marrying in 1989. She strong, mental power: the ability to paralyze her became invaluable to Poe in his relationship with foes, locking up their voluntary muscles and motor Conquerors, Killers, And Crooks 97

commands. Once she makes someone stop moving, MIND SLAYER MIND SLAYER they usually can’t budge until the eff ect wears off Val Char Cost Roll Notes PLOT SEEDS (about a day later, unless another member of PSI 15 STR 5 12- Lift 200 kg; 3d6 [1] helps the victim out, or he breaks out on his own). 19 DEX 27 13- OCV: 6/DCV: 6 “What do you mean Medusa avoids combat whenever possible. 18 CON 16 13- you’re out of cigarettes?” If she can’t avoid it, she’ll get to cover quickly and 10 BODY 0 11- Caught in the grip of a then snipe at targets, trying to set them up for her 10 INT 0 11- PER Roll 11- severe nicotine fi t, Mind Slayer trashes three con- teammates. She has been known to freeze people 20 EGO 20 13- ECV: 7 venience stores and kills who have particularly angered her and then slit 15 PRE 5 12- PRE Attack: 3d6 their throats, leaving them to watch as their lives six people before she 18 COM 4 13- fi nds a place that carries bleed slowly away. She carries a stiletto with sharp- her brand (Coffi n Nails ened edges for this purpose (it’s also good for 9 PD 6 Total: 40 PD (31 rPD) Th in Menthols, in the Surprise Move attacks against vulnerable foes who 9 ED 5 Total: 30 ED (21 rED) jet-black pack — ask don’t know she’s got it). 5 SPD 21 Phases: 3, 5, 8, 10, 12 for them by name!). Th e Campaign Use: See introductory text for general 7 REC 0 PCs are asked to inves- information. Medusa is the “power behind the 52 END 8 tigate the mysterious crimes and bring the throne” of PSI, and unlikely to appear without an 27 STUN 0 Total Characteristic Cost: 117 killer to justice. entourage of fi eld agents to protect her. However, her recent eff orts to manipulate political events Movement: Running: 6”/12” Mind Slayer decides Flight: 15”/30” in Millennium City may bring her a new set of it’s time to get rid of enemies and rivals that might threaten PSI’s veil of Medusa so she can secrecy. Cost Powers END have Psimon to herself. To make Medusa more powerful, give her 75 Telekinesis: Multipower, 75-point reserve However, she can’t just some additional mental powers, though they 15m 1) Telekinetic Blades: RKA 4d6, Reduced kill her; that could should be nowhere near as strong as her Mental Endurance (½ END, +¼) 3 turn Psimon against Paralysis. If she’s too eff ective in your campaign, 15m 2) Mental Manipulation: Telekinesis her forever, and that’s reduce the dice and DEF of her Mental Paralysis (42 STR), Fine Manipulation 7 unthinkable. Instead, until it’s powerful enough to be frightening, but not 15 Telekinetic Powers: Elemental Control, she buys an anaesthetic gas from ARGENT overwhelming. 30-point powers that mimics Medusa’s 15 1) Telekinetic Shield: Force Field (20 PD/ Medusa doesn’t get involved in Hunting powers, intending to heroes; it’s not worth her while. She might, as 10 ED) 3 use it to frame her. Th e Madeline Bell, pursue a hero (in his costumed or 30 2) Telekinetic Wall: Force Wall PCs have to investigate a civilian identity) romantically if she sees something (12 PD/6 ED) 4 wave of killings and stop to gain by it, or fi nd a spiteful way to get back at a 15 3) Telekinetic Flight: Flight 15” 3 them, hopefully fi guring hero who defeats, humiliates, or exposes her, but 20 PSI Blaster: Energy Blast 8d6; OAF (-1), out in the process that it nothing more. 16 Charges (-0) [16] was Mind Slayer and not 16 PSI Armored Costume: Armor (11 PD/ Medusa who slit those Appearance: Medusa is in her mid-30s, and though 11 ED); OIF (-½), Activation Roll 14- (-½) 0 throats. she is only slightly more attractive than average, she 12 Mental Wards: Mental Defense has an indefi nable appeal to some men. She is care- (16 points total) 0 Mind Slayer recognizes ful about her appearance, and keeps her thick mane 15 Telekinetic Probe: Spatial Awareness one of her old “regu- lars” in Chicago as an (Mental Group); Costs Endurance (-½) 2 up-and-coming Mil- Forewarned Is Forearmed 4 PSI Radio: Radio Perception/ lennium City politician ‘Listen up, people! That last Transmission (Radio Group); OAF (-1), preaching a message of mission didn’t go so well Aff ected As Hearing Group As Well As “good old-fashioned — those damned Champions Radio Group (-¼) 0 American family values.” nearly caught us. It was only She begins blackmailing thanks to Medusa taking a couple of them out Skills him, so he has to fi gure of the fi ght that we managed to get away. We 6 +2 with Telekinesis Multipower out a way to sic the PCs might not be so lucky next time. It’s time to on her without reveal- start fi nding out more about these jerks so we 3 Breakfall 13- ing his secret. And what happens if Medusa fi nds can remove them from the picture. We’ve got 2 KS: Millennium City 11- to learn more about them so we can locate out Mind Slayer has their weaknesses and use ’em against them. 2 KS: Th e Superhuman World 11- withheld such valuable Here’s what we’re going to do....’ 1 Language: Spanish (basic conversation; Eng- information from her? —Psimon, rallying his troops lish is native) 3 Seduction 12- of long, black hair styled in whatever the fashion of 3 Stealth 13- the moment might be. When she does have to work 5 Streetwise 13- in the fi eld she wears a modifi ed PSI costume, care- 2 Survival (Urban) 11- fully tailored to show off her generous fi gure. Total Powers & Skill Cost: 274 Total Cost: 391 98 HERO SYSTEM 5TH EDITION

200+ Disadvantages not around). To everyone else, Mind Slayer is utterly 5 Dependence: character must smoke (or cold, merciless, and uncaring. She rarely even speaks otherwise ingest nicotine) at least once every to anyone other than her “love.” She is quick to anger, six hours or suff er Incompetence (Very and reacts harshly and sometimes violently to any Common, Addiction) attempt to engage her in conversation. Th e other 10 Distinctive Features: Mutant (Not Conceal- members of PSI have learned to just leave her alone able; Always Noticed; Detectable Only By as much as possible. She smokes heavily but does not Unusual Senses) drink or use other drugs. She takes her “bodyguard” 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) responsibilities seriously, and spends most of her 25 Hunted: Police 11- (Mo Pow, NCI, Capture) time at Psimon’s side watching out for danger. 20 Psychological Limitation: Loves And Needs Quote: “Don’t worry, dear, this costumed fool won’t Approval From Psimon (Common, Total) hurt you again aft er I cut him to ribbons.” 15 Psychological Limitation: Violent (Common, Strong) Powers/Tactics: Mind Slayer’s powers are all varia- 15 Psychological Limitation: Overconfi dence tions on her telekinesis, from straightforward mental (Very Common, Moderate) “grabs” to shields of mental energy to psychokinetic 5 Rivalry: Romantic, with Medusa, for Psi- “fi ngers” enabling her to function by feel in darkness. mon’s aff ection Her specialty, however, are the razor-sharp “knives” 15 Social Limitation: Secret Identity (Stacy she fashions from pure mental force and hurls at Turner) (Frequently, Major) her enemies. She has no hesitation about using this 10 Unluck 2d6 lethal attack in combat, and is therefore a fearsome 51 Experience Points opponent. In a battle, Mind Slayer remains as close to Total Disadvantage Points: 391 Psimon as possible, using her Force Wall to protect him (and her) from attackers. Th at keeps her from Background/History: Stacy Turner ran away from her using her Telekinetic Blades, of course, but she can home in the suburbs of Chicago in 1989 when she still use ordinary Telekinesis. If necessary, she’ll leave was sixteen, fl eeing the beatings her father had given Psimon in a force bubble and fl y out into battle, but her regularly since the death of her mother a few she’s loathe to do this for fear Psimon will get hurt years before. For a while she survived on the Chicago when she’s not around. If a fi ght goes badly, she’ll pick streets, fi rst as a petty thief and eventually as a pros- Psimon up and fl y away with him. titute. But when one of her “johns” attempted to beat her in a fi lthy motel room late one night, she snapped Campaign Use: See introductory text for general mentally and her powers manifested in the information. Mind Slayer is probably the least likely form of telekinetic “knives” that tore her tor- member of PSI (aside from Psimon and Medusa) mentor apart. Terrifi ed, Stacy stole his wallet to turn against the organization; she genuinely loves and used the money to get on a bus. Psimon and has no outside interests at all. However, While still on the run, she was some day she may become aware that he doesn’t love approached by a heavyset older man her in return, and her wrath in that case might be who called himself Trace, who prom- fearsome. Also, her real father still lives in Chicago ised to take her to a place where doc- — if a mission took her out there, she might decide to tors could help her learn to use her drop in on him and try to resolve some old traumas. powers safely and no one would be able To make Mind Slayer more powerful, give her to hurt her again. Th ough she was hesi- some additional telekinetic powers, or increase her tant at fi rst, eventually he won her over Multipower reserve until she can add Indirect to her and took her back to the Institute. Th ere Telekinetic blades and use them from within her she met Dr. Poe, who showed her various Force Wall. To weaken her, reduce her Multipower to new ways to use her powers, and Psimon, a 60 Active Point reserve, or decrease her END so she with whom she fell instantly in love. She has to watch how she uses her powers more carefully. became one of PSI’s most feared assas- Taking Mind Slayer as a Hunted is like signing sins, and when Psimon approached her one’s own death warrant; she’s clever, fast, and vicious. about joining the “traitors” in taking over She likes to strike from surprise with her Telekinetic the organization, she accepted immediately. Blades, preferably while her quarry is in public or Now she serves as Psimon’s personal body- with loved ones. guard and aide, as well as an occasional Appearance: Mind Slayer is in her late twenties, and fi eld agent. has an exotic, unconventional beauty she disguises Personality: Mind Slayer is absolutely with thick makeup and “punk” haircuts. Her lipstick in love with and loyal to Psimon. and nail polish are usually either black or a garish Even though she knows he also candy color. She wears a modifi ed PSI costume with has a relationship with Medusa, fi shnet hose instead of leggings, which she decorates she has convinced herself it with studs and spikes and “accessorizes” with pins, means nothing to him and she bracelets, and safety pins. She never mends any of remains his one true love (a fact the tears in her outfi t unless they’re too revealing for he’s quick to take advantage comfort. Unless she’s fi ghting, she’s probably got a lit of, especially when Medusa’s cigarette in her mouth or hand. Conquerors, Killers, And Crooks 99

TORMENT 10 Psychological Limitation: Apathetic TORMENT Val Char Cost Roll Notes (Common, Moderate) PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 15 Social Limitation: Secret Identity (Jeff Bald- 18 DEX 24 13- OCV: 6/DCV: 6 win) (Frequently, Major) Torment builds up a 18 CON 16 13- 5 Unluck 1d6 tolerance to his drugs, 12 BODY 4 11- eventually reaching the 15 INT 5 12- PER Roll 12- Total Disadvantage Points: 300 (see text) point where he’s in such agony he broadcasts it 21 EGO 22 13- ECV: 7 Background/History: Jeff Baldwin was born prema- to others for hundreds 10 PRE 0 11- PRE Attack: 2d6 turely in 1984 to a poor couple living in Los Ange- of yards around him. 16 COM 3 12- les. Aft er a desperate struggle to keep the infant Th e PCs have to fi gure alive succeeded, doctors informed his parents he out what’s going on, help 10 PD 7 Total: 18 PD (8 rPD) had suff ered irreparable brain damage and would him, and put a stop to 8 ED 4 Total: 16 PD (8 rED) be mentally handicapped. Unable to aff ord the care PSI’s eff orts to use his 4 SPD 12 Phases: 3, 6, 9, 12 necessary for a child with special needs, his parents powers for evil. 9 REC 4 placed him for adoption and he was moved to a 36 END 0 special care center. Torment decides to fi nd 30 STUN 1 Total Characteristic Cost: 107 By 1989 it was clear the doctors had misdiag- out who his real parents nosed young Jeff rey, who was in fact very bright but were. Maybe knowing more about them, and Movement: Running 7”/14” suff ered from a freakish brain disorder that left him their medical histories, in constant agony. His nerves would fi re at random, can help him cure his Cost Powers END infl icting a ghostly pain that migrated around his condition. Will he have 80 Share My Pain: Ego Attack 4d6, body and did not respond to any conventional to enlist the PCs’ help Continuous (+1), Reduced Endurance form of treatment. He lived in a series of hospitals with the investigation (0 END; +½); Concentration (½ DCV; -¼) 0 for the next several years, as scientists attempted (no one at PSI will help Martial Arts: Muay Th ai to determine how to alleviate his condition. In the him, certainly, and Maneuver OCV DCV Notes meantime, he was put on a series of drugs which they’d probably try to 4 Block +2 +2 Block, Abort only dulled the pain. stop him)? What if his 4 Low Kick +0 +2 7d6 Strike In 1993, Sebastian Poe learned of Jeff ’s con- parents are now famous, rich, or even superhe- 5 Roundhouse dition and off ered to help. (In fact, he suspected roes? Kick/Knee Strike -2 +1 9d6 Strike a psychic origin for the pain and hoped to learn 8 +2 Damage Classes (already added in) how to control and even create such a condition in Torment increases his 20 PSI Blaster: Energy Blast 8d6; OAF (-1), others.) Within a few months, Poe and his assistant martial arts training 16 Charges (-0) [16] Dr. Hurtado had developed a chemical that relieved regimen to help himself 16 PSI Armored Costume: Armor the pain. As they suspected, Jeff was also a psi and cope with his pain and (8 PD/8 ED); OIF (-½) 0 the combination of activating drugs administered situation, even enter- 16 Mental Wards: Mental Defense to him also gave him the power to broadcast the ing some local tourna- (20 points total) 0 pain he felt into other people’s minds. ments. In the process he 2 Athletic: +1” Running (7” total) 1 Around this time, Psimon and Medusa meets a PC, perhaps in 4 PSI Radio: Radio Perception/Transmission betrayed Poe to the authorities, and they took Jeff his Secret Identity, and (Radio Group); OAF (-1), Aff ected As with the group when it went underground. With develops a relationship which could develop Hearing Group As Well As Radio Group (-¼) 0 the help of Dr. Hurtado, Psimon and Medusa brain- into many diff erent washed Jeff , withholding his medication if he failed subplots. Talents to cooperate. By 1998, Jeff had become a reluctant 3 Lightsleep fi eld agent for PSI under the codename Torment.

Personality: Torment has given up fi ghting against Skills PSI’s brainwashing and serves them apathetically 4 +2 OECV with Ego Attack out of fear of losing access to the drugs he needs. 4 +2 OCV with Low Kick Aft er spending his entire childhood in pain, he will do just about anything to avoid the return 2 KS: Pharmaceuticals 11- of the agony. A few years ago he made a couple 1 Paramedics 8- of attempts to steal the drugs and run away, but 3 Stealth 13- both times he failed and was severely punished. Jeff is now a gloomy and resigned individual who Total Powers & Skill Cost: 176 no longer feels any joy in life; he follows orders Total Cost: 283 mechanically and disinterestedly. 200+ Disadvantages Quote: “Don’t make me hurt you any more — 15 Dependence: must take special pain- neither of us would like it.” relieving drugs at least once per day or Powers/Tactics: Torment has one power — the suff er 3d6 damage (Uncommon) ability to project excruciating pain into the minds 20 Hunted: VIPER 8- (Mo Pow, NCI, Kill) of others. When he uses it, his focus is fully on his 20 Psychological Limitation: Code Versus target; to a certain extent they become “joined,” Killing (Common, Total) though it is not in any sense a telepathic commu- 15 Psychological Limitation: Fear Of Pain nication. His mental wards are naturally strong; (Common, Strong) 100 HERO SYSTEM 5TH EDITION

though he has gone through the stan- dard PSI training, he did so without PSI SUPPORT TEAM enthusiasm and his defenses refl ect no particular study on his part. His martial The six villains depicted here aren’t the only arts training began while he lived in members of PSI. Others, whom the group can the clinic, as an eff ort to build mental call on if it needs them, include: discipline and pain-management Deuce: A young and frightened girl with the abil- techniques. He found that the ity to manifest her “sinful spirit” as a dark, malevo- intensive exercise and study lent entity of psychic energy. She passes out when involved at least helped take this occurs, awakening only when the “spirit” re- merges with her body. his mind off the pain, and has continued his kickbox- Inquisitor: A corpulent and disgusting man with ing program into adult- telepathic powers who spends most of his time hood, a practice PSI training PSI recruits... much to the recruits’ regret. approves of. Soulfi re: A pyrokinetic able to mentally create and In combat, Tor- control fi re. Young, handsome, and ambitious, he ment does as he’s may one day pose a threat to Psimon’s leadership. told. He has no Teke: Full of energy and mischief, Teke is a teen- desire to hurt, age boy with psychokinetic powers. Although much less kill, his psychokinetic strength is not yet great, PSI anyone, but he’ll unleash believes he could someday become one of the his pain on whoever Psimon tells him most powerful telekinetics on the planet. to. He rarely dodges or tries to avoid attacks. Campaign Use: See introductory text for general information. Heroes who learn of Torment’s condition might be moved to help him. Th e eff orts of a PC scientist to duplicate Hurtado’s pain drugs might succeed, in which case Jeff would certainly show no loyalty to PSI and might be moved to help the heroes take the team down (and perhaps, later, become a superhero himself). It would take a great deal of eff ort at this point to get Jeff to open up to concerned PCs, but the results would cer- tainly be worth it. Torment is still relatively young and inex- perienced. He has 17 unspent Character Points, plus the potential to acquire up to 50 more points’ worth of Disadvantages as he grows into his powers (don’t consider him a “starting character” until he reaches the 350 point level). You can use these to give him additional powers and Skills as the game progresses. To make Torment more powerful, give him more psionic abilities — maybe the power to trans- fer pain from one person to another (an odd Drain- Aid combination), the ability to alleviate pain in others (Aid, Healing), or creating a naked Area Of Eff ect Advantage he can sometimes apply to Share My Pain. To make him less powerful, decrease his dice of Ego Attack. Torment doesn’t Hunt heroes. Even if ordered to by Psimon, he’ll fi nd a plausible way to botch the job. Appearance: Jeff is a half-Hispanic male in his late teens, in excellent physical shape at 5’11” and 160 pounds, and dirty blonde hair that goes well with his complexion. He wears a PSI costume with a “shards of agony” pattern on the front. Conquerors, Killers, And Crooks 101 THE ULTIMATES

Membership: Binder, Blackstar, Cyclone, Radium, Slick’s inability to be restrained seemed a perfect ULTIMATES Slick, Thunderbolt I complement to Binder’s ability to restrain almost PLOT SEEDS anyone. ackground/History: Th e Ultimates are the On the other hand, the Ultimates recruited Binder decides it’s time brainchild of Earl Whitacker, better known their last member by tracking him down. Blackstar to make a bid for true to the world as the supervillain Binder. Aft er heard reports of a new supervillain destroying power and plans an Bstealing his prototype technology from his magnetohydrodynamic power plants around the attack on Washington, former employers at UNTIL and embarking on country. Th e team staked one out and waited. When D.C. to take over the U.S. government. Th e Th underbolt arrived, they tricked him into thinking a career of crime, Binder realized that since the plan requires a small heroes work in teams, he’d better do the same — as some superheroes were approaching, then helped team of hired mercenar- amazing as his weaponry is, it isn’t enough to take him destroy the plant and “escape.” Impressed with ies and a cache of spe- on a group of superheroes. Binder switched to low- their skills, Th underbolt accepted an off er to join cial weapons (some of crimes and began keeping his eyes and ears the group. which Binder can build, open for word of other supervillains who might fi t With their number stabilized at six for several others the team has to the group he had in mind. years, the Ultimates have become a major thorn buy from the Warlord or He got his fi rst break when he and Blackstar in the side of law enforcement and superheroes. Wayland Talos). Will the both tried to rob the same jewelry store. Th e two Powerful and tactically experienced, the group has PCs fi nd out about the might have come to blows, but before a fi ght could proven to be a danger both to conventional author- plot in its early stages in time to keep the Ulti- ities and superpowered foes. Th e Department of break out, a group of superheroes found them. mates from threatening By working together, the two criminals were able Defense has ranked it as a Delta-class threat in its America’s leaders? to defeat several of their foes and escape. Th at Superhuman Survey for almost every year since gave Binder the opportunity to make his pitch. 1993, when the fi rst three members assembled. Cyclone fi nally tires of Impressed by Binder’s tactical skills and intel- Group Relations: By and large, the Ultimates get the team’s violent crimi- ligence, Blackstar agreed to team up with him and along well together. Many of them share a common nal lifestyle and begins form “the Ultimates.” sense of having once been picked on, snubbed, working undercover for Th rough his contacts in the scientifi c com- ignored, or scorned, and want to strike back at the PRIMUS as a way to earn a pardon aft er the munity, Binder heard about Bernard Ivey, a scientist society that “rejected” them — and get rich and who, like him, had been robbed of the fruits of his team’s arrested. Aft er powerful in the process, of course. None of them is several weeks of regular inventive genius and turned to crime. It didn’t take suffi ciently powerhungry or unstable to want to try much for Binder to track Cyclone down and, by reports, he drops out to take Binder’s place as team leader. of contact. Th e PCs are telling his own story, convince the new supervillain Th e Ultimates has a heavy complement of sci- called in to investigate to join up with the Ultimates. entists, and the four scientifi cally adept members of and, hopefully, rescue Now they were three, but Binder wanted more. the group oft en spend a lot of time together, argu- him. When Cyclone heard about the disastrous results ing theories, conducting experiments, or building of a government superhuman soldier experiment devices for use in their next series of crimes. Slick Aft er several clashes, the called Project Sunburst, Binder decided to check and Radium, who couldn’t care less about such Ultimates challenge the out the things. Sneaking into a military complex at things, hang out together and watch TV or play PCs to a knock-down, night, he found a “dormitory” where several sur- video games. drag-out, no holds barred battle to deter- vivors were kept tightly guarded. Among the few Th e Ultimates has a hidden base in Millen- survivors was one who could not speak, but who mine who’s the best. If nium City built on 450 points (similar to the Urban the Ultimates win, the used gestures to beg Binder to get him out of there. Base on page 106 of Champions, but with much Sensing a kindred soul — and one whose body was PCs must agree to leave more extensive scientifi c facilities and a better com- them alone for a year; bursting with radiation — Binder broke him out of puter); each member contributes 15 points to the if the heroes win, the the facility and brought him back to the team’s base. cost of this base. It also has a fast fl ying vehicle, the Ultimates will go to jail Th ere he and the other two designed a costume to Starbird, which is detailed below. peacefully. Is the off er restrain the new recruit’s ambient radiation fi eld, legitimate — and if not, and christened him Radium. Tactics: Th e Ultimates have worked together for what is Binder plan- Unlike the other members, Slick sought the several years now, and have a lot of battlefi eld expe- ning? group out and asked to join. He’d already been rience. Several of the members have the Tactics and beaten and captured twice by superheroes, and Teamwork Skills, and they make use of them. he didn’t want it to happen again. He got in touch Th e Ultimates are fast and mobile, with two through underworld contacts and off ered his ser- speedsters (Cyclone and Slick) on the team, and vices. Aft er talking with him and testing out his only two members without signifi cant movement powers, Binder off ered him membership right away. powers (Blackstar and Radium). Many of the team’s tactics, including combined Move Bys and Grab 102 HERO SYSTEM 5TH EDITION

BINDER Bys to toss a foe toward a waiting Blackstar, depend BINDER PLOT SEEDS on speed and mobility. Slick is working on a way to Val Char Cost Roll Notes grant Blackstar and Radium the ability to move on 15 STR 5 12- Lift 200 kg; 3d6 [1] Binder invents a third frictionless fi elds the way he does, but has had no 20 DEX 30 13- OCV: 7/DCV: 7 compound, Resin C, that success so far. 20 CON 20 13- makes his Glue-Gun Th e team also relies, to an unusual degree, on 12 BODY 4 11- even more powerful and Entangles. Both Binder and Slick have powers that 23 INT 13 14- PER Roll 14- gives him more control involve immobilizing people, and the other team 14 EGO 8 12- ECV: 5 over Bind-All. He goes members have learned to play off that. Th eir tactic 20 PRE 10 13- PRE Attack: 4d6 on a rampage, using “Home Run,” in which either Binder or Slick stops his increased powers 4 COM -3 10- a target from moving so Blackstar can wallop him to commit crime aft er crime and hold off with a large club, has frequently proven to be highly 8 PD 5 Total: 17 PD (9 rPD) entire teams of super- eff ective. Both Binder and Slick can also restrain 8 ED 4 Total: 17 ED (9 rED) heroes. Th e PCs have to multiple foes at once, a good way to improve the 5 SPD 20 Phases: 3, 5, 8, 10, 12 fi nd a way to counteract group’s chances to escape if necessary. 7 REC 0 Resin C and defeat him. Tactically, the group has two weak links. Th e 40 END 0 fi rst is Cyclone, who’s considerably less violence- 40 STUN 10 Total Characteristics Cost: 126 To get back at his former prone than the others and may hold back in a cru- employers, Binder cial situation. Th e other is Th underbolt, who doesn’t Movement: Running: 6”/12” concocts an elaborate particularly like taking orders and may directly or Flight: 18”/36” attack on UNTIL’s space indirectly ignore or disobey them. station, GATEWAY. Th e Ultimates tend to spend a lot of time and But to get there, he has Cost Powers END eff ort researching, preparing for, and planning their to modify the Starbird 56 Glue-Gun: Multipower, 90-point reserve, for outer space fl ight, crimes. Practice makes perfect, as Binder oft en 32 Charges for entire reserve (+¼); all and that means he has reminds them. Th ough Blackstar and Slick would OAF (-1) [32] to steal some parts and defi nitely prefer a more action-oriented approach, 4u 1) Narrow Glue-Beam: Entangle 6d6, 8 plans. Unless the PCs no one on the team can quibble with results, and DEF, Entangle And Character Both Take fi gure out what’s going Binder’s plans usually lead to success. Damage (+¼); OAF (-1) on and stop him, he’ll be Campaign Use: Th e Ultimates are an intriguing foe 4u 2) Wide Glue-Beam: Entangle 4d6, 4 DEF, able to invade GATE- Area Of Eff ect (5” Radius; +1), Entangle WAY and make off with for most superhero teams. Rather than simply slug a lot of cutting-edge it out with Energy Blasts and high STR, the Ulti- And Character Both Take Damage (+¼); UNTIL technology — or mates use Entangles and other unusual attacks to OAF (-1) maybe even crash the accomplish their tactical objectives. Th ey’re experi- 4u 3) Glue-Stream: Entangle 4d6, 4 DEF, station into Earth! enced and cagey, diffi cult to predict or capture. Area Of Eff ect (20” Line; +1), Entangle Th e Ultimates don’t go out of their way to And Character Both Take Damage (+¼); Binder decides to fi nd Hunt heroes, but can be driven to do so by the right OAF (-1) out if advances in plas- chain of circumstances — including simply being 4u 4) Glue-Blob: Entangle 5d6, 5 DEF, Area tic surgery have made beaten or humiliated by the same hero once too Of Eff ect (One Hex; +½), Entangle And it possible to repair oft en. Blackstar, with his eagerness for fi ghting, may Character Both Take Damage (+¼); his ravaged face. He drag the team into a Hunting situation by refusing OAF (-1) kidnaps all of the most to stop pursuing a hero for “a rematch.” As Hunters, Martial Arts: Generic renowned reconstruc- Maneuver OCV DCV Notes tive surgeons in the the Ultimates make use not only of their powers, world and forces them but their scientifi c skills. Th ey won’t just attack the 4 Block +2 +2 Block, Abort to work on him, with target mindlessly; they’ll observe and plan, gather- 4 Dodge — +5 Dodge, Aff ects the threat of a painful ing data to help them determine when and how All Attacks, death hanging over their best to strike. Abort heads if they fail. Th e If the Ultimates are too weak for your super- 4 Punch +0 +2 5d6 Strike heroes have to track him heroes, beef them up with a few more direct, 3 Th row +0 +1 3d6 + v/5; down and put a stop damaging attacks. You might even consider adding Target Falls to his plans... but once another member — probably an energy projector 18 Armored Costume: Armor (9 PD/9 ED); they fi nd him, they may or mentalist — to round out their combat eff ective- OIF (-½) 0 discover that some of 7 Polarized Faceplate: Sight Group Flash the doctors genuinely ness. If they’re too tough for your heroes, get rid of want to help the scarred a member or two, and remove or tone down powers Defense (10 points); OIF (-½) 0 supervillain. that make the group particularly eff ective against 7 Helmet Air Supply: Life Support (Self- the PCs. Contained Breathing); OIF (-½) 0 24 Jetboots: Flight 18”; OIF (-½) 4 6 Helmet Communicator: HRRP; OIF (-½), STUCK On You? Aff ected As Sight And Hearing Group As ‘I have to admit to a certain Well As Radio Group (-½) 0 grudging respect for Binder. Not only is he a scientifi c 3 Heat Detection Lenses: Infrared genius and a canny fi ghter, but Perception (Sight Group); OIF (-½) 0 who’d’ve thought you could do so much with super-glue?’ Perks — Defender of the Champions 15 Base: Contribution to Ultimates base 10 Vehicle: Contribution to Starbird Conquerors, Killers, And Crooks 103

Skills 12 +4 with Glue-Gun Multipower

3 Bureaucratics 13- 3 Combat Piloting 13- 3 Computer Programming 14- 3 Cryptography 14- 3 Demolitions 14- 3 Electronics 14- 3 Inventor 14- 1 CK: Geneva 8- 2 CK: Millennium City 11- 3 KS: Literature 14- 3 KS: Th e Superhuman World 14- 2 KS: UNTIL 11- 1 Language: French (basic conversation; English is native) 3 Persuasion 13- 2 PS: Play Chess 11- 3 Security Systems 14- 3 Stealth 13- 3 Systems Operation 14- 3 Tactics 14- 3 Teamwork 13- 4 TF: Combat Aircraft , Helicopters, Large Planes, Small Planes 3 Scientist 4 1) SS: Adhesives & Solvents 16- 2 2) SS: Biology 14- 2 3) SS: Chemical Engineering 14- 2 4) SS: Chemistry 14- 2 5) SS: Computer Science 14- their abuse anymore, he began spending his spare 2 6) SS: Mathematics 14- time working on a secret project — a new super- 2 7) SS: Nuclear Physics 14- adhesive that would make him rich — even though 2 8) SS: Physics 14- personal use of agency resources was unauthorized. Lacking the funding he needed for the work (since Total Powers & Skills Cost: 267 his ungrateful siblings wouldn’t even bother to loan Total Cost: 393 him some money), he had to cut corners and com- promise on safety measures. 200+ Disadvantages Everything was going fi ne... until an unex- 15 Distinctive Features: Facial Scarring pected chemical reaction caused the entire project (Concealable With Eff ort; Always Noticed, to blow up in his face. Blinded and scarred, he stag- Major Reaction) gered out of the lab, fell unconscious, and awak- 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) ened later in the hospital. Th e doctors told him the 20 Hunted: Champions 8- (Mo Pow, NCI, loss of eyesight was temporary, but the scarring, Capture) unfortunately, was permanent. Plastic surgery 20 Psychological Limitation: Inferiority Com- might alleviate some of it, but never all of it. Th en plex Tinged With Paranoia (Very Common, UNTIL announced it was fi ring him, which meant Strong) he didn’t have the medical coverage for even that 10 Psychological Limitation: Sensitive About much reconstructive surgery. His Looks (Common, Moderate) Th e worst scars were the ones the doctors 15 Reputation: wanted and dangerous couldn’t see. Whitacker lost some of his grip on supervillain, 11- (Extreme) sanity, becoming convinced that his failure was the 15 Social Limitation: Secret Identity (Earl result of UNTIL’s refusal to help him, his family’s Whitacker) (Frequently, Major) refusal to help him, and society’s general overlook- 78 Experience Points ing of his genius. He realized they were out to get him — he had to strike back! Total Disadvantage Points: 393 Aft er checking himself out of the hospital, Background/History: Although he was a gift ed sci- Whitacker bluff ed his way back into UNTIL to get entist, respected by many of his colleagues, Earl his notes and equipment, then went into hiding. Whitacker wasn’t satisfi ed. He felt underappreci- Aft er reviewing the data gained from his last ated, overworked, and ignored. He wasn’t paid experiment, he discovered he had succeeded! His nearly enough, and his moronic supervisors in “Resin A” and “Resin B,” when combined, made a the UNTIL laboratories never listened to him the revolutionary form of adhesive, which he called way they ought to. Determined not to put up with 104 HERO SYSTEM 5TH EDITION

BLACKSTAR “Bind-All.” He had once intended to make money Hunting heroes very oft en. If he does start Hunting PLOT SEEDS selling his new super-glue, but now he had a better one — perhaps because of a few too many insults idea. He designed a rifl e that used Bind-All as a or defeats — he’ll approach the situation methodi- Blackstar’s powers begin weapon, and built himself an armored costume and cally, with plans and contingency plans to increase to feed back on him. a jetpack. Th e world had ignored and mistreated his chances of success. He becomes weaker Earl Whitacker — but Binder would make them all Appearance: Binder wears a suit of light battlear- and wimpier, and more sit up and take notice! mor, gold with green trim. His Glue-Gun is also importantly his Selec- Personality/Motivation: tive Gravity ability goes Binder comes across as dis- gold, and obviously not a normal ballistic fi rearm haywire. He’s wreaking ciplined and confrontational, but in truth he’s oft en or a standard blaster. His helmet’s faceplate is environmental havoc by wracked by self-doubt. He covers up his feelings divided in two vertically, giving it a vaguely insec- altering gravity wher- of inferiority with bluster and aggression, since he tile appearance. ever he goes. If the PCs thinks that if he shows weakness, no one will ever When he’s not wearing his helmet, Whitacker’s don’t stop him and cure listen to him again. Th is sometimes pushes him horrifi cally scarred, almost completely bald head him, he’s likely to cause into situations he’d rather not be in — he bites off can be seen... not that anyone looks at him any citywide devastation. more than he can chew, then has to fi nd a way out longer than they have to. of the dilemma. BLACKSTAR Blackstar works with a Exacerbating this tendency is his paranoia. He sleazy promoter to set trusts his teammates (more or less), but he thinks Val Char Cost Roll Notes up a secret “Superhu- the rest of the world is out to get him, to exploit 20 STR 10 13- Lift 400 kg; 4d6 [2] man Toughman Com- 18 DEX 24 13- OCV: 6/DCV: 6 petition” so he can prove him, to use him up and then throw him away. He 28 CON 36 15- he’s the strongest, tough- has diffi culty distinguishing genuine off ers of help est guy around. Th e PCs from attempts to trick him; he thinks it’s all an 15 BODY 10 12- may want to take part, elaborate plot by “them” (though he’s careful not 13 INT 3 12- PER Roll 12- or try to stop it to keep to articulate his suspicions in ways that make him 10 EGO 0 11- ECV: 3 anyone from getting look delusional). 20 PRE 10 13- PRE Attack: 4d6 hurt. Binder remains sensitive about his scarred 10 COM 0 11- face; he rarely takes his helmet off . References to his One of Blackstar’s looks, particularly expressions of sympathy, may 12 PD 8 Total: 24 PD (24 rPD) density experiments anger him. At least insults and mockery are honest. 12 ED 6 Total: 24 ED (24 rED) accidentally breaches a Despite his mental problems, Binder is actu- 4 SPD 12 Phases: 3, 6, 9, 12 dimensional barrier and ally a competent and eff ective villain team leader. 12 REC 4 brings some strange, 56 END 0 demonic-looking aliens He’s disciplined, keeps his head in a crisis, and has 40 STUN 1 Total Characteristics Cost: 124 to Earth. Th ey steal good tactical sense. He’s also adept at planning and Blackstar’s power and executing missions. Movement: Running: 6”/12” start using it themselves Quote: “Tie this one on, hero!” to attack and conquer Earth. Th e PCs have to Powers/Tactics: Binder is more of a tactical leader Cost Powers END work with Blackstar to and planner than a frontline combatant, but he can 30 Density Control Powers: Elemental Control, return his power to him hold his own in a fi ght if need be — he’s even had 60-point powers and defeat the aliens. some martial arts training. His primary weapon is 45 1) Heightened Density: Density Increase his Glue-Gun, which can spray Bind-All in a vari- (400,000 kg mass, +60 STR, +12 PD/ED, -12” ety of confi gurations. Th e rifl e keeps the Resin A KB), Costs Endurance To Activate (+¼) 6 and Resin B components separately, mixing them 30 2) Intangibility: Desolidifi cation (aff ected only in the fi nal stream aft er they leave the barrel. by force, gravitic, or magnetic attacks), Binder usually takes a support roll in combat, Reduced Endurance (0 END; +½) 0 Entangling enemies to keep them out of the way of 40 3) Selective Gravity: Telekinesis (40 STR), his comrades. Whenever possible, he tries to use his Reduced Endurance (0 END; +½); Only To Area Of Eff ect Entangles to disable multiple oppo- Pull Objects Directly To Him And/Or nents. He knows that bricks and natural energy “Stick” Th em To Him (-½) 0 projectors can usually get out of his Entangles 20 Superhuman Form: Reduced Endurance quickly, so he focuses on martial artists, gadgeteers, (½ END; +¼) on up to 80 STR (4 END) 0 and other such characters fi rst. He can also create 24 Cohesive Physical Form: Damage barriers of solidifi ed glue to cut off pursuers or Resistance (up to 24 PD/24 ED) 0 provide some cover for his team; his Glue-Stream is 7 Mask Radio: Radio Perception/ particularly good for this. Transmission (Radio Group); IIF (-¼), Campaign Use: See introductory text for general Aff ected As Hearing Group As Well As information. To make Binder more powerful, Radio Group (-¼) 0 increase the strength of his Entangles to the point where they can hold the typical brick or energy Perks projector, at least for a few Segments. You could 15 Base: Contribution to Ultimates base also give him more weapons and gadgets. If he’s too 10 Vehicle: Contribution to Starbird powerful for your game, reduce the Active Points in his Multipower reserve to 75 or 60. Binder’s smart enough not to get caught up in Conquerors, Killers, And Crooks 105

Skills 20 +4 Hand-To-Hand

3 Computer Programming 12- 3 Electronics 12- 3 Inventor 12- 2 CK: Millennium City 11- 5 KS: Super-Strength Superhumans 14- 2 KS: Movies 11- 3 KS: Television 12- 5 SS: Density Physics 14- 3 SS: Gravitics 12- 3 SS: Physics 12- 3 Teamwork 13-

Total Powers & Skills Cost: 276 Total Cost: 400

200+ Disadvantages 15 Distinctive Features: Grey Skin (Concealable With Eff ort; Always Noticed, Major Reaction) 15 Enraged: if insulted (Common), go 11-, recover 14- 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Loves To Fight (Very Common, Strong) 15 Psychological Limitation: Fear Of Heights (Common, Strong) 15 Reputation: wanted and dangerous supervillain, 11- (Extreme) 15 Social Limitation: Secret Identity (James results, he went too far, too fast — his technology Carson) (Frequently, Major) wasn’t ready for practical trials yet. Th e machinery 65 Experience Points exploded, bombarding Carson with gravitic waves. But instead of killing him, the waves somehow Total Disadvantage Points: 400 altered his body. Almost instantly, he became taller, Background/History: Overweight, ugly, socially athletically proportioned, handsome, and stronger. maladjusted, and acne-covered, James Carson had He soon discovered he had the ability to alter his only one redeeming feature as a child: his brain. He density — he could make himself intangible, or was highly intelligent, with a real gift for science. weigh hundreds of thousands of kilograms. But that was small consolation for the universe of Now the shoe was on the other foot! Now taunts, insults, and bullying he endured. he could take what he wanted, and no one could Th ings didn’t improve much in college, though stop him. He smashed his way out of Multitrex, by that point the abuse mostly took the form of making sure to destroy the other scientists’ pre- people leaving him alone and whispering insulting cious experiments on his way out, and launched comments behind his back. But his researches into a career of crime as Blackstar. Not long aft er that, gravitics and density earned him his doctorate, and he met Binder and became the fi rst member of the attracted the attentions of several major corpora- Ultimates. tions. Th ey didn’t care what he looked or acted like, Personality/Motivation: Blackstar’s primary motivat- as long as he could produce profi table new tech- ing factor is his love of fi ghting. He likes nothing nologies. better than mixing it up with other superhumans Carson took a job with Multitrex Incorpo- (particularly super-strong ones) and proving that rated. Hoping to fi nd acceptance among the scien- he’s the best — it’s his way of getting back at the tifi c staff there, he was rudely disappointed as his world for the abuse and scorn he suff ered as a child. colleagues rejected his radical, cutting-edge theo- He never retreats or surrenders, but keeps fi ghting ries about gravitics. He became angrier and angrier until he wins, gets Knocked Out, or his teammates over the way he was treated, and his work began to drag him away. He gets even angrier if someone suff er. insults him (that reminds him of the bad old days Finally, in an eff ort to prove that his theories when he was a wimp), and gladly picks that person were valid, Carson pushed forward with an experi- out for some special punishment. mental procedure to produce a density altera- Blackstar suff ers from a signifi cant fear of tion device. Unfortunately, in his desire to show heights (dating from several unpleasant let’s- 106 HERO SYSTEM 5TH EDITION

CYCLONE dangle-the-nerd-out-the-window incidents from CYCLONE PLOT SEEDS his childhood). Th is restricts his combat tactics Val Char Cost Roll Notes somewhat; he rarely makes prodigious leaps like 15+25 STR 5+12*# 12-/17- Lift 200 kg/6,400 kg; Cyclone starts dating most “bricks,” and won’t let his fl ying teammates 3d6/8d6 [1/4] a fascinating woman carry him very far off the ground unless it’s abso- 15+10 DEX 15+15*# 12-/14- OCV: 5/8/DCV: 5/8 named Maxine. Th en lutely necessary. 15+15 CON 10+15*# 12- (15-) she steals his armor! It Quote: “C’mon, get up and fi ght! Even a wimp like 10 BODY 0 11- turns out he was spend- 18 INT 8 13- PER Roll 13- ing time with Black you should fi ght better than that.” 12 EGO 4 11- ECV: 4 Diamond, who was just Powers/Tactics: Blackstar’s powers involve control 20 PRE 10 13- PRE Attack: 4d6 setting him up so GRAB over his own density. He can become so diff use as 10 COM 0 11- could get its hands on to be intangible (handy for breaking into vaults and his armor. Now GRAB is such), or so dense that he weighs 400,000 kilograms using his invention, and 7 PD 4 Total: 22 PD (15 rPD) and is immensely strong. He has to be careful he’s getting all the blame. 7 ED 4 Total: 22 ED (15 rED) where he uses his Density Increase, though; only He doesn’t dare tell his 3+3 SPD 5+20* Phases: 4, 8, 12/2, 4, 6, 8, 10, 12 solid ground or a similarly reinforced surface can teammates about this, so 6 REC 0 support his weight. he decides to trick the 30 END 0 PCs into helping him Despite the Reduced Endurance on his STR, 30 STUN 4 Total Characteristic Cost: 131 recover his property. Blackstar can easily run into END use problems *: OIF (Powered Armor; -½) when he’s fully powered up. However, when he gets #: No Figured Characteristics (-½) While he’s conducting wrapped up in battle, he doesn’t care, and oft en tests to improve the effi - starts burning STUN for END just to keep pound- Movement: Running: 6”/12” ciency of his Miniatur- ing on someone. Flight: 24”/96” ized Jet Engine, Cyclone In addition to his standard powers, Blackstar accidentally loses con- possesses an unusual “selective gravity” power. He trol of the device and Cost Powers END can increase his personal gravitic attraction to draw fi nds himself thrust into 27 Power Pack: Endurance Reserve people to him, or hold them to him even without outer space! Fortunately, (200 END, 20 REC); OIF (-½) 0 using his hands. He sometimes uses this ability to a Hzeel scout ship is 60 Compressed-Air Weaponry: Multipower, hold a foe motionless while he and his teammates nearby and picks him up 90-point reserve; all OIF (-½) before he runs out of air. beat the poor victim to a pulp. 6u 1) Cyclone Blast (Focused): Energy Blast In exchange for some A favorite Ultimates tactic is for Cyclone to 10d6, Double Knockback (+¾); OIF (-½) 9 information, the Hzeel pick Blackster up at his normal weight, and then 4u 2) Cyclone Blast (Wide-Beam): Energy provide him with tech- make a “fastball special” or similar attack, with Blast 9d6, Area Of Eff ect (10” Cone; +1); nology to upgrade his Blackstar increasing his density in mid-fl ight. (See OIF (-½), No Range (-½) 9 armor. Aft er fi nding out Champions, page 154, for more information.) Th e how much more power- 4u 3) Cyclone Eff ect: Energy Blast 12d6, only restriction on this tactic is Blackstar’s fear of ful he is, the PCs have Explosion (+½); OIF (-½), Requires A heights; he’s not likely to let Cyclone carry him up to determine why, and DEX Roll (-½), Random Knockback high and then drop him. learn where he got his (see Champions, page 153; -0) 9 new “improvements.” Campaign Use: See introductory text for general 1u 4) Cyclone Punch: HA +2d6; OIF (-½), information. If Blackstar is too tough for your Hand-To-Hand Attack (-½) 1 Drake-Victoria, Inc. tires campaign, reduce his Density Increase a little, so 35 Miniaturized Jet Engine: Multipower, of Cyclone’s attacks on he’s not as strong or powerful at the upper end. 53-point reserve; all OIF (-½) its facilities and hires You might also consider getting rid of his Selec- a team of supervillains 3u 1) Standard Flight Mode: Flight 24”, x4 tive Gravity power. To make him more powerful, (GM’s choice) to elimi- Noncombat; OIF (-½) 5 nate him. Now these vil- increase his END and REC so he can keep fi ghting 1u 2) Mach Speed Mode: Flight 5”, MegaScale lains and the Ultimates at full Strength for a much longer time. (1” = 1 km; +¼); OIF (-½) 1 are fi ghting a war, with Blackstar happily Hunts anyone who annoys 30 Armored Costume: Armor (15 PD/15 ED); lots of innocents caught him too much; he particularly likes to pursue other OIF (-½) 0 in the crossfi re. It’s up to bricks so he can show his superiority by beating 7 Polarized Faceplate: Sight Group Flash the PCs to put a stop to them up. His Hunting isn’t subtle; he simply picks Defense (10 points); OIF (-½) 0 the battles. an appropriate moment and attacks (taking care to 7 Helmet Air Supply: Life Support (Self- choose battlefi elds where he can employ all of his Contained Breathing); OIF (-½) 0 Density Increase). 6 Helmet Communicator: HRRP; OIF (-½), Appearance: Blackstar wears a dark grey costume Aff ected As Sight And Hearing Group As with a black star on the chest, and a matching star Well As Radio Group (-½) 0 on his belt buckle. His gloves, boots, and belt are 3 Heat Detection Lenses: Infrared gold, but his mask matches the rest of his costume. Perception (Sight Group); OIF (-½) 0 He sometimes wears a high-collared cape, though 7 Multi-Angle View: Increased Arc Of even when he does wear it, he oft en takes it off Perception (360 Degrees) for Sight before going into battle so it won’t get in his way Group; OIF (-½) 0 while he smashes superheroes. 6 Telescopic Lenses: +6 versus Range Modifi er for Sight Group; OIF (-½) 0 13 Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees); OIF (-½) 0 Conquerors, Killers, And Crooks 107

Perks 15 Base: Contribution to Ultimates base 10 Vehicle: Contribution to Starbird

Skills 6 +2 with Compressed-Air Weaponry Multipower 8 +4 with Flight

3 Combat Piloting 12- (14-) 3 Computer Programming 13- 3 Electronics 13- 3 Inventor 13- 2 CK: Houston 11- 3 KS: History Of Spacefl ight 13- 1 KS: Superhuman World 8- 3 Mechanics 13- 2 Navigation (Air) 13- 2 PS: Build Model Rockets 11- 3 SS: Aeronautical Engineering 13- 2 SS: Physics 11- 3 Systems Operation 13- 3 Teamwork 12- (14-) 4 TF: Combat Aircraft , Helicopters, Large Planes, Small Planes

Total Powers & Skills Cost: 299 Total Cost: 430

200+ Disadvantages 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, NCI, the credit for his work. Th ey got the raises; he got Capture) the shaft . 20 Psychological Limitation: Code Versus Th at was pretty much the last straw. Rather Killing (Very Common, Strong) than turn over his notes and prototypes, Ivey took 15 Psychological Limitation: Showoff them and fl ed, becoming a fugitive. Well, if Drake- (Common, Strong) Victoria wanted to arrest him, fi ne. He’d give them 15 Reputation: wanted and dangerous supervil- a real reason to arrest him! Over the next several lain, 11- (Extreme) months Ivey designed a special armored suit for 15 Social Limitation: Secret Identity (Bernard himself, one tough enough to withstand the g- Ivey) (Frequently, Major) forces generated by his miniaturized engine. He 125 Experience Points equipped it with several weapons using compressed air. Inspired by those weapons, he took the name Total Disadvantage Points: 430 Cyclone. He started his criminal career by attacking Background/History: Bernard Ivey was a pilot and several Drake-Victoria facilities, stealing valuable engineer in the Aviation Division of Drake-Vic- technology, data, and materials. His “cyclone blasts” toria, Inc. Hired for his expertise with jet engines, were so destructive that he soon earned a reputa- he was soon sidelined by the company’s scientifi c tion as a dangerous super-criminal, though he actu- establishment when it became apparent to them ally went out of his way to minimize casualties as that his ideas about engine miniaturization were a much as possible. pipe dream. When Binder heard about Bernard Ivey, Nothing could have enraged Ivey more. He it didn’t take long for him to put two and two was a genius; he knew it, everyone at school had together and realize who Cyclone really was. Ivey known it. All he needed was the chance to prove was surprised to return to his “headquarters” (an himself. But again and again, he found his proj- old warehouse he’d rented) one day to fi nd Binder ects cancelled, his budgets slashed, and his work waiting for him. Sharing his own tale of oppres- scorned. sion and institutional theft of his hard work, Binder Th en he developed a breakthrough the com- made Cyclone a friend and ally — and soon, a pany could actually use — a small, lightweight, member of the Ultimates. but incredibly powerful jet engine that was cer- tain to revolutionize the fi eld of unmanned aerial Personality/Motivation: Cyclone’s career as a super- vehicles. Ivey expected lavish praise, a big raise, villain stems from being angry at the world. Like and increased budgets for all the rest of his work. Binder, he feels as if he’s been cheated, overlooked, What actually happened was that his bosses stole and snubbed by people all his life, and he’s fi nally 108 HERO SYSTEM 5TH EDITION

RADIUM gotten so sick of it he intends to show them just Appearance: Cyclone’s silver-colored armor is a PLOT SEEDS who’s boss. If given the opportunity to strike back model of aerodynamic effi ciency. Airfoil “wings” on at anyone he considers a former tormentor, he’ll his back help him maintain control and speed, and Radium decides there almost certainly take it (even if it means endanger- most of the armor’s features, including its weapons, might be Project Sun- ing a mission). are built into it so they don’t interfere with the air- burst data a doctor Cyclone isn’t really “into” the supervillain fl ow around the suit. could use to cure him, game, and it shows. He doesn’t have much of a Out of his armor, Bernard Ivey is an average- so he starts breaking grasp of tactics or criminal common sense; he oft en looking black man in his late 20s, 5’10” tall with a into military facili- spends more time showing off (fl ying rings around bald head but well-groomed moustache and beard. ties where he thinks his opponents, announcing just how powerful his Since becoming a criminal, he’s taken to wearing the Army might keep attack will be before he makes it, wasting a Phase the data, hurting and expensive clothes and driving fast sportscars. marveling at how cool his armor is) than he does sickening many people RADIUM in the process. Th e All- trying to achieve his objectives. Binder is working American asks for the with him to correct this fault, but it will take time. Val Char Cost Roll Notes PCs’ help to stop him. Unlike some of his teammates, Cyclone is 10 STR 0 11- Lift 100 kg; 2d6 [1] a pretty mild-mannered and nonviolent guy. He 23 DEX 39 14- OCV: 8/DCV: 8 Defeated in his fi rst doesn’t like the idea of seriously hurting (much less 23 CON 26 14- attempt to gather data killing) anyone, and always tones down his attacks 10 BODY 0 11- about Project Sunburst, when he uses them on security guards and other 10 INT 0 11- PER Roll 11- Radium fi gures he can normals. Blackstar considers him a wimp; Slick 10 EGO 0 11- ECV: 3 accomplish the same thinks he’s a square. Binder recognizes his potential, 20 PRE 10 13- PRE Attack: 4d6 thing by exposing the though, and is quite willing to spend the time it 10 COM 0 11- Project to the public takes to nurture him along. (and then he could sue 6 PD 4 Total: 18 PD (12 rPD) the government for big Quote: “Getting a little too breezy for you?” bucks!). He kidnaps 12 ED 7 Total: 24 ED (12 rED) Powers/Tactics: Cyclone wears a suit of powered a prominent news 5 SPD 17 Phases: 3, 5, 8, 10, 12 reporter, but since he armor designed for speed and effi cient movement. 12 REC 10 can’t talk, has trouble With his engines at maximum, Cyclone can reach 66 END 10 communicating what he speeds of nearly 5,600 miles per hour, and even in 40 STUN 13 Total Characteristics Cost: 136 wants. As an Army “hit his “standard mode” of fl ight he’s pretty fast. Th e squad” controlled by the suit’s steering jets and systems allow him to turn Movement: Running: 6”/12” renegade generals who and maneuver much more quickly than most fl yers created Project Sunburst can, which sometimes gives him the ability to make Cost Powers END closes in, the PCs have a Surprise Move in combat against fl ying superhe- 60 Radiation Powers: Multipower, to decide what to do roes. — do they help Radium 60-point reserve Cyclone’s weapons use compressed air weap- (assuming they even 6u 1) Radiation Blast I: Energy Blast 12d6 6 understand his actions), ons that generate blasts that scatter targets like 5u 2) Radiation Blast II: Energy Blast 9d6 or just bring him to jus- tenpins. His Area Of Eff ect attacks are particularly plus Drain CON 1d6, Ranged (+½); tice once more? eff ective, but he reserves them for just the right Linked (-½) 6 moment because of their destructiveness. In battle, 6u 3) Radiation Blast III: Energy Blast 6d6, Radium’s powers begin he keeps to the air, putting his Skill Levels with NND (defense is LS [Safe Environment: to increase, and the Flight into DCV if he doesn’t have a better use for High Radiation]; +1) 6 Ultimates kick him them, and attacks fl ying foes. Once he has com- 6u 4) Withering Radiation: Drain CON out “so you won’t give mand of the air, he helps his teammates take out 4d6, Ranged (+½) 6 us all cancer, freak.” targets on the ground. Cyclone’s Sight and Radar 6 Heavy Radiation Blast: Energy Blast +4d6 Despondent, he decides both work in 360 degrees, which makes him dif- (adds to Radiation Blast I); Extra Time to commit “suicide by fi cult to surprise in combat. superhero” and goes on (Full Phase; -½), Increased Endurance a rampage, not caring Campaign Use: See introductory text for general Cost (x5 END; -2) 10 that he’ll take a big information. To make Cyclone more powerful, 35 Intensely Radioactive: Drain CON 1d6, of the city with you can either emphasize his “speedster” aspects Damage Shield (+½), Continuous (+1), him when he dies. (increase his standard Flight and his SPD) or his Reduced Endurance (0 END; +½), “powered armor” aspects (give him more weaponry, Persistent (+½) 0 including some attacks with diff erent special eff ects 24 Armored Costume: Armor (12 PD/12 ED); than “compressed air blasts”). For appropriate OIF (-½) 0 scenarios, you might also expand his capabilities 30 Quasi-Energy Form: Energy Damage to allow him to operate in outer space. To weaken Reduction, Resistant, 50% 0 him, reduce his movement and cut his Multipower 23 Quasi-Energy Form: Life Support (Self- back to a 75-point reserve. Contained Breathing, Diminished Eating: As a Hunter, Cyclone is intelligent and danger- no need to eat, Diminished Sleep: only has ous, though sometimes prone to making mistakes to sleep eight hours per week, Safe Envi- because of his inexperience at such matters. At fi rst ronments: High Radiation, High Pressure, he’ll use his technical skills to bedevil and attack his Intense Cold, Intense Heat, Low Pressure/ quarry indirectly, and slowly work his way up to a Vacuum) 0 direct confrontation. Conquerors, Killers, And Crooks 109

Perks 15 Base: Contribution to Ultimates base 10 Vehicle: Contributions to Starbird

Skills 12 +4 with Radiation Powers Multipower 2 KS: Movies 11- 1 KS: Th e Superhuman World 8- 2 KS: Television 11- 2 PS: US Soldier 11-

Total Powers & Skills Cost: 245 Total Cost: 381

200+ Disadvantages 5 Distinctive Features: unique Geiger counter signature (Not Concealable, Noticed And Recognizable, Detectable Only By Unusual Senses) 20 Enraged: if teased or taunted about his condition (Common), go 11-, recover 11- 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, NCI, Capture) 20 Physical Limitation: Mute (All Th e Time, Greatly Impairing) 5 Physical Limitation: Must Always Wear Containment Clothes (Infrequently, Slightly Impairing) 15 Psychological Limitation: Vindictive (Common, Strong) 10 Psychological Limitation: Hates People Who Talk A Lot (Common, Moderate) 15 Reputation: wanted and dangerous supervil- before. Th en came the day when the doctors real- lain, 11- (Extreme) ized he was emitting radiation... enormous amounts 15 Social Limitation: Secret Identity (Jason of it, through some biologically-controlled process. Matthews) (Frequently, Major) To keep themselves safe from him, they designed a 10 Susceptibility: to taking BODY, 1d6 damage containment suit he had to wear night and day. He instantly (Common) didn’t like that very much. 26 Experience Points Further tests determined that he could actu- ally project bursts of radiation on command, caus- Total Disadvantage Points: 381 ing damage to both living and unliving matter. He Background/History: In 1994, Jason Matthews, a pri- kept practicing, and soon developed other abilities. vate in the U.S. Army, volunteered for a “wargame” Now he knew the Army would never let him go; it’d called Project Sunburst so he could earn some extra make him one of its pet superheroes. He liked that pay. In fact, the unscrupulous generals running the even less. “wargame” were actually conducting an experi- One night, Matthews was awakened by a ment to evaluate the eff ects of nuclear war on the strange fi gure in an armored costume. “Do you average soldier. Matthews lined up for the wargame want to get out of here?” the person asked him. preparations like everyone else, and suddenly saw Matthews frantically nodded his head and ges- a bright light off in the distance. As the light got tured toward the door. closer, he passed out. “Th ere’s a lot of security between here and the He woke up, days later, in a secured military outside world. If I take a chance on you, will you hospital. Something had happened to him; he work for me? I can design a better suit for you, help couldn’t talk! Th e doctors explained to him that you cope with your condition — and make you he’d been subjected to a minor nuclear blast, and rich.” that the radiation had somehow burned out his “Rich” sounded good. Rich he liked. He vocal chords. Th ey were conducting tests to fi nd nodded again. A half an hour and a lot of glued-up out if there were any other eff ects. soldiers later, Binder led him to a waiting vehicle Matthews soon discovered he was one of the and they sped off into the night. Soon Radium was lucky ones. All around him, dozens of other Sun- a full-fl edged member of the Ultimates. burst test subjects were slowly and painfully dying Personality/Motivation: Radium is bitter and angry of radiation sickness. But he began to feel better about his condition. Cut off from normal human and better — more energetic, more alive, than ever interaction because his radioactive body harms 110 HERO SYSTEM 5TH EDITION

SLICK PLOT SEEDS people if he takes off his containment suit, he isn’t SLICK even able to talk to other people. He’s become Val Char Cost Roll Notes Slick unknowingly fi nds vindictive and cruel, taking out his frustrations 15 STR 5 12- Lift 200 kg; 3d6 [1] himself attracted to a on other people at the slightest opportunity. (His 28 DEX 54 15- OCV: 9/DCV: 9 male PC’s girlfriend gratitude to Binder, who has made his life as good 22 CON 24 13- or wife and begins hit- as possible, keeps him from treating his teammates 10 BODY 0 11- ting on her. Wackiness this way.) He particularly hates chatterboxes, and 11 INT 1 11- PER Roll 11- ensues. will gladly shut them up... permanently. 12 EGO 4 11- ECV: 4 Although he’s glad to help out with Ultimates 15 PRE 5 12- PRE Attack: 3d6 Slick discovers that missions, beyond that Radium doesn’t have much 14 COM 2 12- the drug which gave ambition or drive. He spends most of his time him his powers was watching TV and rented movies. Slick oft en hangs an ARGENT experi- 10 PD 7 Total: 18 PD (8 rPD) ment. Now he wants to out with him and watches, too. He talks too much, 10 ED 6 Total: 18 ED (8 rED) fi nd out if ARGENT but it’s better than watching alone. 7 SPD 32 Phases: 2, 4, 6, 7, 9, 11, 12 deliberately gave him Quote: None. Radium cannot speak. He communi- 10 REC 6 the drug (in which case, cates through gestures, writing, and the occasional 44 END 0 he wants revenge), or if grunt. 30 STUN 1 Total Characteristics Cost: 147 getting his hands on the drug was an accident (in Powers/Tactics: Th e Project Sunburst experiment Movement: Running: 32”/64” which case, he wants to bombarded Radium’s body with high-intensity learn more about it, in radiation, which for unknown reasons his body Cost Powers END the hope of improving somehow “metabolized.” Radium’s fl esh is actually 38 Friction Control: Elemental Control, his powers). Unable to part-energy now, which makes him unusually resis- 76-point powers take on ARGENT by tant to energy damage and protects him from other himself, he decides to 40 1) Personal Friction Manipulation: forms of harm (he no longer needs to breathe or trick the PCs into help- Running +26”, Reduced Endurance eat, for example). In addition to his body’s ambient ing him. (0 END; +½) 0 radiation (which temporarily sickens anyone who 38 2) Friction Manipulation (Focused): touches him), he can emit destructive blasts of pure Wouldn’t it be cool to be Entangle 6d6, 6 DEF, Takes No Damage radioactive energy. a movie star? With his From Attacks (+½), Reduced Endurance Radium has to wear his containment suit at all good looks and charm- (½ END; +¼); Cannot Form Barriers (-¼), ing personality, Slick times. If his suit is removed or signifi cantly dam- Vulnerable (to any attack that creates a fi gures he can break into aged, increase his Intensely Radioactive power to physical eff ect which gives the victim the movies easy. Some- a Drain CON 2d6, and make it aff ect a 2” radius something to grab hold of; -½) 4 where along the line he around him, until he can replace the suit. Even 41 3) Friction Manipulation (Wide-Area): encounters one of the worse, if he is reduced to 0 BODY by physical or Entangle 4d6, 4 DEF, Area Of Eff ect (7” PCs, and events spin out energy attacks, there’s a danger he will explode. from there, as he even- Radius; +1), Takes No Damage From For each Turn he’s at 0 BODY, the GM should roll tually gets fed up with Attacks (+½), Reduced Endurance (½ END; 11- on 3d6, with a -1 to the roll for every 2 BODY Hollywood and decides +¼); Cannot Form Barriers (-¼), below zero. If the roll fails, Radium explodes, which to teach those idiot pro- Vulnerable (to any attack that creates a kills him and infl icts an RKA 10d6, Explosion (-1 ducers a lesson. physical eff ect which gives the victim DC/4”) on the area around him. something to grab hold of; -½) 5 In battle, Radium usually focuses on enemy 33 4) Slickness Control: Telekinesis (40 STR), energy projectors, since he has so much protection Area Of Eff ect (One Hex Accurate; +½), from energy damage. If his normal Radiation Blast Reduced Endurance (½ END; +¼); Aff ects won’t work, he can vary it so it causes sickness and Whole Object (-¼), Only For Slickness weakness, or temporarily boost its power. Eff ects (-¾) 4 Campaign Use: See introductory text for general 41 5) Slickness Field: Change Environment information. If Radium is too strong for your cam- 32” radius, -6 to all DEX Rolls and DEX- paign, reduce his Multipower to a 50 Active Point Based Skill Rolls, Personal Immunity reserve, get rid of the Heavy Radiation Blast, and/or (+¼), Reduced Endurance (0 END; +½) 0 decrease his Damage Reduction to 25%. If he’s not 21 6) Personal Slickness: +60 STR, Reduced quite tough enough, boost the Multipower to a 75 Endurance (0 END; +½); Only To Escape Active Point reserve, improve his Damage Shield, Entangles And Grabs (-1½) 6 and/or increase his Damage Reduction to 75%. 16 Armored Costume: Armor (8 PD/8 ED); Radium doesn’t Hunt heroes; he just doesn’t OIF (-½) 0 care that much. He’ll do his job, and follow any 7 Concealed Wrist Radio: Radio Perception/ orders Binder gives him, but left to his own devices Transmission (Radio Group); IIF (-¼), he’ll just go back to watching television. Aff ected As Hearing Group As Well As Appearance: Radium wears a featureless skintight Radio Group (-¼) 0 red containment suit that covers his entire body. When he uses his powers, they manifest with a Perks sickly green light phenomenon. 15 Base: Contribution to Ultimates base 10 Contacts: 10 points’ worth in California drug, surfi ng, and cars subcultures 10 Money: Wealthy Conquerors, Killers, And Crooks 111

10 Vehicle: Contribution to Starbird the big break he’d been looking for. Skills It did... but not 9 +3 with Friction Control Elemental Control in the way he 4 +2 with Running expected. 10 +2 DCV The experi- mental drug 3 Acrobatics 15- (he never did 3 Breakfall 15- learn its name 13 Contortionist 20- or where it came 3 Combat Driving 15- from) interacted 3 Combat Piloting 15- in a very unusual 3 Conversation 12- way with his 2 AK: California Beaches 11- metabolism. 2 CK: Los Angeles 11- Instead of get- 2 KS: California Surfer Subculture 11- ting him high, 2 KS: Cars 11- or simply killing 2 KS: Illegal Drugs 11- him, it altered 1 KS: Superhuman World 8- his molecular 3 Persuasion 12- structure, giving 3 Seduction 12- him the power 3 Stealth 15- to control fric- 3 Streetwise 12- tion. Terrified at 3 Teamwork 15- first, he got over 4 TF: Hanggliding, SCUBA, Surfi ng, Water it when he began Skiing to realize what he could do with Total Powers & Skills Cost: 401 these strange Total Cost: 546 new abilities. He could skate 200+ Disadvantages without skates! 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) He could break 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- in anywhere! He ture) could become 20 Psychological Limitation: Code Versus Kill- rich! ing (Common, Total) Slick (as 15 Psychological Limitation: Overconfi dence he christened (Very Common, Moderate) himself) had a 15 Psychological Limitation: Fear Of Being few successes Bound Or Confi ned (Common, Strong) early on, but his 15 Reputation: wanted and dangerous supervil- confidence got the better of him. He took on lain, 11- (Extreme) some jobs that were more than he could handle, 15 Social Limitation: Secret Identity (Rick and got beaten badly by superheroes because of Powell) (Frequently, Major) it (though he did manage to escape them and 226 Experience Points stay out of jail). He realized he couldn’t do it all by himself; he needed some friends to back him Total Disadvantage Points: 546 up. He read about the Ultimates and decided Background/History: Born and raised in southern they were the ones for him. Some underworld California, Rick Powell grew up on the beach, contacts put him in touch with them, and after a swimming, surfing, playing frisbee and vol- brief probationary period, he was accepted into leyball, and flirting with beautiful women. To the group. keep himself supplied with surfboards, fast cars, Personality/Motivation: Compared to the rest of and spending money, he got into dealing drugs the Ultimates, Slick is a pretty normal guy — laid — just pot at first, but soon he branched out into back, friendly, interested in good old-fashioned harder drugs. Convinced that if he could find American male pursuits like fast cars and beauti- “the next crack,” he’d be set for life, he began ful women. He’s the most stable and personable concentrating on designer drugs. As a point of member of the team, and can be seductive and pride, he personally tested each one, so he could friendly if he wants. While the others spend time describe its effects to his clients. It paid off; he in their laboratories, or in their rooms brooding built a big customer base and was raking the and scheming, he hangs out with Radium and money in. watches TV, or slides into town to spend time Then one of his suppliers sold him an all- (and a lot of money) at the trendiest nightclubs, new drug. “Hot stuff, man,” the guy said. “Fresh where he’s known as “Ricky.” from the lab — no one else has this.” Rick gave it Slick’s one big hang-up (besides his overconfi - a try, figuring this might be the one to give him dent nature) is his fear of being confi ned or tied up 112 HERO SYSTEM 5TH EDITION

THUNDERBOLT in any way. It’s not claustrophobia, but an intense THUNDERBOLT I PLOT SEEDS hatred of being denied his freedom of movement. Val Char Cost Roll Notes Th e longer he’s confi ned, the more anxious and 25 STR 15 14- Lift 800 kg; 5d6[2] Th underbolt’s attempt to desperate he’ll get. Th e thought of spending time 23 DEX 39 14- OCV: 8/DCV: 8 keep his Secret Identity in prison terrifi es him. Fortunately, it’s hard to keep 20 CON 20 13- secret wasn’t entirely suc- him restrained for long. 13 BODY 6 12- cessful. A survivor of his Quote: “Get a grip, dude! — not that it’s gonna help 13 INT 3 12- PER Roll 12- initial attack is trying to 14 EGO 8 12- ECV: 5 blackmail him. Unable to you much.” 20 PRE 10 13- PRE Attack: 4d6 strike back directly, Th un- Powers/Tactics: Slick has the power to control fric- 14 COM 2 12- derbolt plans to try to tion, both as it applies to himself and as it aff ects trick the PCs into elimi- others. By decreasing the friction between himself 10 PD 5 Total: 25 PD (15 rPD) nating this pest for him. and what he’s touching, he can “skate” along at 15 ED 11 Total: 40 ED (25 rED) tremendous speeds, or slip eff ortlessly out of the 5 SPD 17 Phases: 3, 5, 8, 10, 12 In a terroristic extortion tightest bonds. By radically increasing or decreas- attempt, Th underbolt 9 REC 0 ing friction, he can stop other people from moving takes control of the power 40 END 0 (even over a wide area), or make it much harder for grids in Millennium City 40 STUN 4 Total Characteristics Cost: 140 and threatens to short them to hold onto things and keep their footing. His Slickness Control power, for example, uses Tele- them all out if he’s not Movement: Running: 6”/12” paid a $10 billion ransom. kinesis to represent how hard it is for someone to Teleportation: 20”/40” How can the PCs stop hold on to a completely frictionless object — a wet him without creating a bar of soap seems like a handlebar by comparison. Cost Powers END disaster? In combat, Slick moves around a lot. He rarely 75 Electricity Attacks: Multipower, performs Move Th roughs or Move Bys (he doesn’t 75-point reserve During an Ultimates enjoy hurting himself in the process), but a Grab 7u 1) Lightning Blast I: Energy Blast 15d6 7 attack on the PCs’ base, By, particularly in conjunction with a little Slick- 7u 2) Lightning Blast II: Energy Blast 12d6, Th underbolt, while tele- ness Control, is a great way to disarm his enemies. porting, is accidentally Reduced Endurance (½ END; +¼) 3 (Consider this a multiple-power attack, and just caught in a security sub- 7u 3) Lightning Blast III: RKA 4d6, Reduced add the telekinetic STR to Slick’s own STR and routine and shunted into Endurance (½ END; +¼) 3 STR from velocity to determine if he can Grab the the base’s computers, from 7u 4) Ball Lightning: Energy Blast 7d6, object successfully.) He also makes extensive use of which he cannot escape. Area Of Eff ect (4” Radius; +1) 7 Now he has to fi nd his his Entangles, which leave the enemy wide-open for 4u 5) Lightning Punch: HA +6d6, Reduced way out — and hopefully his teammates’ attacks. commit a little mayhem Endurance (½ END; +¼); Hand-To Hand Campaign Use: See introductory text for general in the process (or proces- Attack (-½) plus Sight Group Flash 6d6; sor, as the case may be). information. To make Slick more powerful, increase No Range (-½), Linked (-½) 4 the Active Points in his powers (perhaps apply- 4u 6) Electrical Control: Mind Control ing Personal Immunity to them, so he can skate 10d6 (Machine class of minds), Telepathic through the aff ected area without being aff ected). (+¼), Reduced Endurance (½ END; +¼); A little more defense would also be helpful, par- No Range (-½), Requires An Electronics ticularly in conjunction with some Combat Skill Roll (-½) 3 Levels for Grab By. To weaken him, do the opposite 30 Electrical Composition: Elemental Control, — decrease the Active Points in his powers (maybe 60-point powers even get rid of one or two), and decrease his Run- 30 1) Electrical Form: Force Field (15 PD/25 ning and SPD. ED), Reduced Endurance (0 END; +½) 0 Slick doesn’t Hunt heroes; it’s just not his style. 20 2) Lightning-Riding: Teleportation 20”, He might steal a hero’s girlfriend just for spite, but Reduced Endurance (0 END; +½); nothing more. Only Between Conductors Or Th rough Appearance: Slick wears a purple-blue bodysuit Wires (-½) 0 with a silver swirl design on it. He doesn’t wear a 45 Electrical Form: Life Support: Total 0 mask, but he moves around so much people nor- mally can’t get a good look at his features anyway. Perks 15 Base: Contribution to Ultimates base 10 Vehicle: Contribution to Starbird SPEED Kills? ‘Moving fast isn’t all it’s cracked Skills up to be, if you don’t know how 6 +2 with Electrical Attacks Multipower to use it. We were fi ghting the Ultimates once, and Slick tried 3 Computer Programming 12- to “skate” by and take my billy 3 Electronics 12- club. All I had to do was pivot a couple inches 3 Inventor 12- to the side and stick out my arm at neck level. 2 KS: Sports 11- The cops told me it was two days before he 2 PS: Play Golf 11- could speak clearly.’ — Nighthawk of the Champions 3 SS: Electricity 12- 3 SS: Physics 12- Conquerors, Killers, And Crooks 113

Total Powers & Skills Cost: 286 Total Cost: 426

200+ Disadvantages 10 Dependence: must recharge with electricity at least once per hour or take 2d6 damage (Very Common) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- ture) 10 Psychological Limitation: Dislikes Taking Orders, Being Talked Down To, Or Being Insulted (Common, Moderate) 20 Psychological Limitation: Showoff ; Enjoys Using His Powers (Very Common; Strong) 15 Reputation: wanted and dangerous supervil- lain, 11- (Extreme) 15 Social Limitation: Secret Identity (Dr. Howard Reeves) (Frequently, Major) 20 Susceptibility: to being restrained with metal, 2d6 damage per Phase (Uncommon) 5 Unluck 1d6 15 Vulnerability: 1½ x STUN from Metal Attacks (Very Common) 30 Vulnerability: 2 x BODY from Metal Attacks (Very Common) 46 Experience Points

Total Disadvantage Points: 426 Background/History: Howard Reeves, a skilled elec- trical engineer, was working on a new high-voltage power transmission line at an experimental magne- about him. Th en, aft er adopting the costumed identity tohydrodynamic (MHD) power plant. Unfortunately, of Th underbolt, he began traveling across the country, not all the workers there were as conscientious as he. wrecking other MHD power plants so no one could Suddenly, an improperly-tightened valve burst open, duplicate the accident that created him. Th at was spraying Reeves with liquid oxygen. Staggering back, how the Ultimates found him, trashing a power plant. he fell over the catwalk railing and down into the When he needed help escaping from superheroes, main generator just as it was building to full capacity. they provided it, and in return he joined the group. Th ere was an incredible fl ash of light, followed by an Personality/Motivation: Th underbolt spent years slav- explosion that wrecked the generator. Reeves disap- ing away for other people, and now he’s in control peared. Rescue workers assumed he’d been annihi- as far as he’s concerned. He does what he wants, and lated by the blast, but suddenly, all the metal railings he hates having to take orders (which makes him and fi xtures around them began sparking. With a something of a tactical weak link in the Ultimates). second fl ash of light, Howard Reeves was reborn — as He takes himself quite seriously, so condescension or a living ! mockery infuriate him and usually provoke a violent Reeves discovered he’d been transformed from a response. being of fl esh and blood to one composed of “organic Even aft er years of having superpowers, Th un- electrical energy.” People touching him got unpleasant derbolt still can’t get enough of them; he’s endlessly shocks, and until he learned to control himself, tiny fascinated by his own abilities, and loves to show them bolts of lightning oft en arced between him and metal off . Th is doesn’t do much for his tactical eff ectiveness objects. Soon he was able to project lightning bolts either, especially when some hero goads him into a deliberately, and could even travel instantaneously “contest of power” to prove who’s the best. But he wins down wires or between conductive objects! such contests more oft en than not; he can generate Reeves soon realized this was a big opportunity. some mighty impressive voltage. A man with powers like his could do anything! He Th underbolt has a deep and abiding loathing of could become a famous crimefi ghter, the idol of mil- Th underbolt II, whom he regards as having “stolen” lions and a savior of humanity — or a super-criminal, his name. Th ey have yet to meet, but when they do, feared and hated, but extremely wealthy. Th ere was no sparks will fl y... literally. choice. Who cared about the adulation of the masses? Money and power were better than that! A supervil- Quote: “You think you’ve got power? Here’s a real jolt lain he would become. It never occurred to him that for you!” the accident might have unhinged his mind a little. Powers/Tactics: Since joining the Ultimates, Th un- Th e fi rst step was to make sure his secret stayed derbolt has achieved a much fi ner control over his a secret. He slagged the power plant, destroying it powers. Once he could only project bolts of electricity, utterly, and killing everyone he could fi nd who knew 114 HERO SYSTEM 5TH EDITION

create an electrical fi eld around himself for protection, and use wires and conductive materials to “teleport.” The Starbird Now he can take control of computers and many When the Ultimates need to travel to or from other types of electricity-using machines, blast his foes the scene of a crime quickly, they use the Starbird, with ball lightning, and use his electrical energy to a fl ying vehicle built by them with plans stolen enhance his punches (he really enjoys using the latter from UNTIL. Fast and maneuverable, the Starbird attack; it look fl ashy and makes him feel tough). launches from a hangar hidden beneath a junkyard Unfortunately for him, since Th underbolt’s near the team’s secret headquarters. powers derive from having a quasi-electrical body, he also suff ers some signifi cant restrictions. Metallic attacks which pierce his form do extra damage to THE STARBIRD him, causing an impressive discharge of electrical Val Char Cost Notes sparks. If he’s restrained with metal — handcuff ed, 55 STR 15 Lift 50 tons; 11d6 [0] in a solid metal cage, caught in a wire-cable Entangle 16 BODY 0 — he suff ers damage as his body begins to “ground 4” x 2” Size 30 Mass 6.4 tons; -6 KB; -4 DCV out.” If he doesn’t “recharge” himself from a source of 12 DEF 30 electricity (such as a household outlet) at least once 20 DEX 30 OCV: 7/DCV: 7 an hour, he starts to lose cellular cohesion; he’ll die if 4 SPD 10 Phases: 3, 6, 9, 12 he goes too long without a shot of “juice.” Total Characteristic Cost: 115 Th underbolt attacks aggressively in combat, especially if he senses a weakness in his foe that he Movement: Ground: 6”/12” can exploit. He usually opens up with his Lightning Flight: 40”/2,560” Blast I, hoping for an easy, early victory, but he’ll switch to less END-intensive attacks if the battle Abilities & Equipment starts to drag out. He’s gotten pretty skilled at making Cost Power END Teleportation Half Moves to gain Surprise Move 105 Jet Engines: Flight 40”, x64 Noncombat, bonuses. 1 Continuing Fuel Charge (easily refueled; 1 Day; -0) [1cc] Campaign Use: See introductory text for general 16 Sealed Environment: Life Support (Self- information. If you want to make Th underbolt more Contained Breathing, Safe Environment: powerful, increase his Multipower’s reserve to 90 Low Pressure/Vacuum, Intense Cold, Active Points, bump his SPD up a point or two, or Intense Heat) 0 give him some additional powers (such as an RKA 19 Radar Array: Radar (Radio Group), 2d6 Damage Shield). To diminish his power, reduce Discriminatory, Increased Arc Of his Multipower to a 60 Active Point reserve, and his Perception (360 Degrees), Telescopic (+14 Elemental Control to 40 Active Point powers. versus Range Modifi er); OIF Bulky (-1) 0 Th underbolt makes a fairly competent Hunter 6 Communications System: HRRP; OIF for a heroic PC. He won’t go out of his way (i.e., Bulky (-1) 0 Hunt someone on more than an 8-), but if suffi - 52 Additional equipment chosen by the GM var ciently angered or humiliated will fi nd a way to get back at his tormentor. Straightforward attacks are his Total Abilities & Equipment Cost: 198 most common tactic, but he may also resort to nui- Total Vehicle Cost: 313 sance attacks (like shorting out his quarry’s power, again and again). Value Disadvantages Appearance: Thunderbolt’s costume is a char- 15 Distinctive Features: the Ultimates’s coal black bodysuit with red boots, belt, gloves, super-plane (Not Concealable; Noticed and a red T on his chest. His mask covers his And Recognizeable) entire face, but not the top of his head, leaving his blonde hair visible. He’s 5’9” tall and weighs Total Disadvantage Points: 15 approximately 190 pounds. Total Cost: 298/5 = 60 Conquerors, Killers, And Crooks 115

he third part of Conquer- powerful villains, or team up with ors, Killers, And Crooks some of their confederates to form describes nearly four dozen temporary teams, but they have Tindependent or “solo” vil- no long-standing affi liation or alli- lains — supercriminals who usu- ance with anyone else. (Of course, ally commit crimes on their own. as GM you can combine them Th ey may go to work for more into new teams if you prefer.) 116 HERO SYSTEM 5TH EDITION

ANKYLOSAUR 6 Communicator System: HRRP (Radio Val Char Cost Roll Notes Group); OIF (-½), Aff ected As Sight 10+30 STR 15# 11-/17- Lift 100 kg /6,400 kg; And Hearing Group As Well As Radio 2d6/8d6 [1/4] Group (-½) 0 10+11 DEX 16# 11-/13- OCV: 3 /7/DCV: 3/7 10+15 CON 15# 11-/14- Talents 10 BODY 0 11- 8 Onboard Computer: Absolute Range 10 INT 0 11- PER Roll 11- Sense, Absolute Time Sense, Bump Of 10 EGO 0 11- ECV: 3 Direction, Lightning Calculator; OIF (-½) 10+10 PRE 7* 13- PRE Attack: 2d6/4d6 10 COM 0 11- Skills 11 Combat Analyzer: +2 with All Combat; 4 PD 2 Total: 26 PD (22 rPD) OIF (-½) 4 ED 2 Total: 26 ED (22 rED) 6 Combat Analyzer: +3 versus Range with 4 SPD 20 Phases: 3, 6, 9, 12 all attacks; OIF (-½) 8 REC 8 3 +1 with Grenade Launcher Multipower 30 END 5 10 +2 Hand-To-Hand 40 STUN 20 Total Characteristic Cost: 110 *: OIF (battle armor; -½) 3 Climbing 11- (13-) #: OIF (as above) plus No Figured Characteristics (-½) 3 Combat Driving 11- (13-) 1 Electronics 8- Movement: Running: 17”/34” 2 CK: Millennium City 11- Leaping: 20”/40” 2 KS: Th e Superhuman World 11- 1 KS: UNTIL 8- Cost Powers END 1 KS: VIPER 8- 50 Grenade Launcher: Multipower, 75-point 3 Streetwise 11- (13-) powers; all OIF (battle armor; -½) 3 WF: Small Arms, Blades 1u 1) Tail: +30 STR; OIF (-½), Only With Extra Limb (-½) 3 Total Powers & Skill Cost: 240 3u 2) Blast Grenade: Energy Blast 15d6; Total Cost: 350 OIF (-½), 4 Charges (-1) [4] 3u 3) Fire Grenade: Energy Blast 10d6, 200+ Disadvantages Explosion (+½); OIF (-½), 4 Charges (-1) [4] 20 Hunted: Champions 8- (Mo Pow, NCI, 3u 4) Frag Grenade: RKA 3d6, Explosion Capture) (+½); OIF (-½), 4 Charges (-1) [4] 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 3u 5) Concussion Grenade: Energy Blast 15 Psychological Limitation: Vengeful 10d6, Explosion (+½), Stun Only (-0); (Common, Strong) OIF (-½), 4 Charges (-1) [4] 10 Psychological Limitation: Hatred Of Th e 3u 6) Flashbang Grenade: Sight and Hearing Police And Authority Figures (Common, Group Flash 9d6, Explosion (+½); OIF Moderate) (-½), 4 Charges (-1) [4] 15 Reputation: violent supercriminal, 11- 2u 7) Smoke Grenade: Darkness to Sight (Extreme) Group 5” radius; OIF (-½), 4 Continuing 15 Social Limitation: Secret Identity (Paul Charges lasting 1 Turn each (-½) [4cc] Bressler) (Frequently, Major) 3 Tail: Extra Limb; OIF (-½), Limited 15 Unluck 3d6 Manipulation (-¼) 0 10 Vulnerability: 2 x STUN from Sonic attacks 44 Battle Armor: Armor (22 PD/22 ED); (Uncommon) OIF (-½) 0 10 Vulnerability: 2 x BODY from Sonic attacks 14 Flashbang Protection: Sight and Hearing (Uncommon) Group Flash Defense (10 points each); 20 Experience Points OIF (-½) 0 7 Oxygen Supply: Life Support (Self- Total Disadvantage Points: 350 Contained Breathing); OIF (-½) 0 Background/History: How lucky can one guy get? 15 Motility Servos: Running +11” (17” total); All his life, Paul Bressler couldn’t get a break. OIF (-½) 2 He was born into a poor family where no one really 8 Motility Servos: Leaping +12” understood him. He got expelled from school (20” forward, 10” upward); OIF (-½) 1 because of a tiny misunderstanding about what he 3 Visual Sensors: Infrared Perception and the principal’s daughter were doing. He got (Sight Group); OIF (-½) 0 tossed into juvie for just a little joyriding and a 3 Visual Sensors: Ultraviolet Perception couple of burglaries. Nothing ever turned out right. (Sight Group); OIF (-½) 0 But the way Paul fi gured it, sooner or later he was 2 Auditory Sensors: Ultrasonic Perception due for a big break to make up for all the rotten (Hearing Group); OIF (-½) 0 luck. 10 Onboard Radar: Radar (Radio Group); One day, the local VIPER Nest hired Paul, his OIF (-½) 0 buddy John MacDougal, and some of their other Conquerors, Killers, And Crooks 117

pals to help out with a job. Paul fi gured this was his Personality/Motivation: Paul is nothing more than a big break — a chance to get in good with VIPER! thug and a bully with a lot of power to back up his He was right, but not in the way he expected. aggressive impulses. He likes to be big and tough, Paul and his friends had a simple part to play. and to have a fat roll of bills in his pocket for nights All they needed to do was make a lot of noise and on the town, and being Ankylosaur gives him those stage a diversion outside one of UNTIL’s research things. He’s not an educated man or a deep thinker facilities, so the VIPER teams could infi ltrate the (it took him months just to learn how to pronounce place and steal some stuff . Piece a’ cake, right? the armor’s name properly), and is impressed by Wrong. UNTIL responded more quickly, and with those who are, making it easy for master villain more force, than VIPER expected. Paul and John types to recruit him. panicked, running into the facility instead of away Years of “oppression” by the cops, courts, and from it, and once inside quickly became separated. other authority fi gures have given Ankylosaur a Almost before he knew it, Paul found himself bitter hatred of “the man.” Anytime he gets the in some sort of warehouse, hiding chance to beat the snot out of policemen, UNTIL behind a bunch of big crates. agents, or anyone else like that, he’ll take it (much Having nothing better to the annoyance of his employers). If he’s in a to do (besides pray tough spot and needs to grab a hostage, he’ll go to God no one for someone who looks “offi cial” would fi nd every time. him), Quote: “Ready for a Paul pounding, hero?” pulled out a Powers/Tactics: pen and Ankylosaur’s substituted powers his address for come the one on the shipping entirely labels. Th en, slowly from the but surely, the prototype sounds of battle powered faded away, and armor suit Paul snuck out he stole and got the hell from UNTIL; away from there. without the suit, To his aston- Paul Bressler’s little ishment, a few more than a garden-vari- days later a big ety street thug. In addition delivery van to its defensive capabili- pulled up to ties, the suit enhances his his apartment strength and refl exes, and and dropped comes equipped with a off the crates! combination artifi cial tail/ He crowbarred grenade launcher which them open, fi res several diff erent types hoping to fi nd of explosive missiles. Th e suit something he could sell, and saw a also augments his strength, particu- glistening suit of powered armor, fresh from the larly when he’s using the tail. factory and styled to look like some kind of dino- At the start of a battle, Anky- saur or something. He couldn’t believe his luck! losaur mainly relies on grenades, It took him about half a day to put the hoping to take out as many enemies battlesuit together and fi gure out how it as possible (besides, it’s fun to blow stuff worked — and just in time. All of a sudden up). When the melee gets too mixed for a squad of UNTIL agents showed up on his grenades, he leaps into the fray and starts doorstep, having traced the delivery aft er the battering heroes into submission with his tail. prototype Ankylosaur armor didn’t show He enjoys a good fight, and won’t back down up at its intended destination. A few grenades even from a serious challenge, but if the situa- and an all-too-short fi stfi ght later, and Paul had tion becomes hopeless he’s got no qualms about completely trashed the squad. making a break for it. Ever since then, the Ankylosaur has been a free- Th e Ankylosaur armor is unusually susceptible lance supercriminal, sometimes pulling his own jobs, to sonic damage, which causes painful feedback via sometimes working for other villains. He may not its cybernetic controls. UNTIL has never found a come out the winner every time, but he’s a lot better way around this problem, which is one of the rea- off than he used to be, and now he gets to pound on sons it never tried to rebuild the suit. But it takes the cops, not the other way around. All in all, it pretty advantage of this weakness whenever it catches up much makes up for those fi rst eighteen years. with Ankylosaur. 118 HERO SYSTEM 5TH EDITION

ANKYLOSAUR Campaign Use: Ankylosaur is a perfect mercenary ANUBIS PLOT SEEDS villain when you need to provide another super- Val Char Cost Roll Notes criminal with some backup, or form an impromptu 25 STR 15 14- Lift 800 kg; 5d6 [2] Hey, sometimes light- team of solo villains. He’s a born follower. And 22 DEX 36 13- OCV: 7/DCV: 7 ning strikes twice, right? who knows what might have happened to John 22 CON 24 13- Ankylosaur breaks into MacDougal or any of the other friends he was with 15 BODY 10 12- a research corporation’s that night? He hasn’t heard from them since or 15 INT 5 12- PER Roll 12- labs and substitutes his been able to fi nd out anything. Obviously there was 20 EGO 20 13- ECV: 7 address for one on the something mighty strange going on at that UNTIL 25 PRE 15 14- PRE Attack: 5d6 crates there, hoping to lab.... get some other neat 10 COM 0 11- toys delivered to his As a Hunter, Ankylosaur is brutal and doorstep. Unfortunately, straightforward. He’s got a vicious vengeful streak, 10 PD 5 Total: 28 PD (18 rPD) this particular lab is a and won’t hesitate to pursue a hero he thinks has 12 ED 8 Total: 30 ED (18 rED) front for Teleios, and the humiliated him. Once he fi nds his quarry, he’ll start 6 SPD 28 Phases: 2, 4, 6, 8, 10, 12 crates in question con- lobbing grenades and then leap forward to get in a 9 REC 0 tain some young mon- few good tail-swings and punches. Subtlety is not 44 END 0 stersaurs (see Champi- his thing. 40 STUN 1 Total Characteristics Cost: 167 ons Universe, page 138) If Ankylosaur’s not tough enough to stand up in stasis. Almost before to your heroes, boost his STR by 10-20 and his SPD Movement: Running: 6”/12” Ankylosaur can get into by 1-2; give him some more grenades, too, if other his armor, the deadly Flight: 20”/40” beasts smash his apart- types of attacks will help. On the other hand, if he’s ment and go on a ram- too tough, scale down the extra STR when using his Cost Powers END page through the city. Tail, and get rid of one or two types of grenades. 87 Ankh-Staff : Multipower, 87-point reserve Appearance: Ankylosaur wears a suit of steel grey 9u 1) Fire Of Th e Gods: Energy Blast 14d6, Ankylosaur’s sick and powered armor patterned aft er the dinosaur of Reduced Endurance (½ END; +¼) 3 tired of working for the same name. Sharp spikes stud the shoulders, 8u 2) Hand Of Th e Gods: Telekinesis (36 other villains and get- gauntlets, helmet, and other parts of it, and it has STR), Reduced Endurance (0 END; +½) 0 ting half the loot for an artifi cial tail, with a large spiked knob on the 5u 3) Curse Of Scorpions: RKA 1d6, NND twice the risk. He’s got (defense is appropriate Life Support what it takes, he’s form- end, attached to a backpack-like structure. Th e tail [Immunity] or being in a hermetically- ing his own gang! Pick functions as a grenade launcher as well as a way to three or four other vil- smash superheroes. sealed environment like a Force Field or lains without enough Out of his armor, Paul Bressler is only 5’8” tall powered armor suit; +1), Does BODY (+1), sense to resist his (as opposed to 6’3” in it). He has dirty brown hair, Continuous (+1), Reduced Endurance (0 “recruiting pitch” and watery green eyes, and the beginnings of a gin blos- END; +½); Limited Range (10”; -¼) 0 let them launch some som. He dresses like a man with a lot more money 3u 4) Curse Of Blindness: Major Transform fantastic scheme for the than taste. 5d6 (sighted human into blind human; PCs to stop. heals back on Anubis’s command or if eyes are bathed in the waters of the Nile during Ankylosaur fi gures that a special ceremony); Limited Target with all the money pro (humans; -½), All Or Nothing (-½), athletes make, they’d Round & Round He Goes... Limited Range (10”; -¼) 7 pay a fortune not to ‘Man, that Ankylosaur is tough! 8u 5) Pathway Of Th e Gods: Teleportation get hurt. Right before a His armor’s so strong I can’t 24”, MegaScale (1” = 1 km; +¼), Reduced major game, he crashes hurt him. Instead, I have to into the Millennium fi nesse him. The last time he Endurance (0 END; +½) 0 City Lions locker room showed up in Millennium City, I spun him 100 Armies Of Th e Dead: Summon 4 395-point and announces he’s around so fast he couldn’t even see straight. mummies (see HERO System Bestiary, page holding all the players Sure, he got his licks in — I’m lucky he didn’t 122), Slavishly Devoted (+1), Reduced hostage until each one take my head off with that tail of his — but Endurance (½ END; +¼); Arrives Under pays a two million dollar by the time I was done, he was so dizzy he Own Power (-½), Summoned Being Must ransom. Th e PCs have couldn’t even stand up!’ Inhabit Locale (-½) 9 to defuse the situation — Kinetik 54 Shield Of Th e Gods: Force Field (18 PD/ without wrecking the 18 ED), Reduced Endurance (0 END; +½) 0 stadium or hurting any of the football players. 60 Wings Of Th e Gods: Flight 20”, Reduced Endurance (0 END; +½) 0

Skills 6 +2 with Ankh-Staff Multipower

2 AK: Egypt 11- 2 AK: Millennium City University 11- 2 CK: Millennium City 11- 3 KS: Ancient History 12- 5 KS: Egyptian Myth & Legend 14- 5 KS: Egyptology 14- 2 SS: Anthropology 11- Conquerors, Killers, And Crooks 119

3 SS: Archaeology 12- pose. No longer was he Ethan Neritski, 3 Stealth 13- scorned Egyptologist — he was the avatar of the god of the dead! Somehow, Total Powers & Skills Cost: 367 the mask and ankh-staff had given Total Cost: 534 him awesome power — the power to destroy, to take what he pleased, 200+ Disadvantages to humble his enemies before 10 Distinctive Features: Mystic Aura (Not Con- him! A long, chill laugh of evil cealable; Always Noticed; Detectable Only escaped his lips as he fl ew With Unusual Senses) away from the now- 25 Hunted: Champions 11- (Mo Pow, NCI, meaningless tomb to Capture) work his will in the world. 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Personality/Motivation: Ethan 25 Psychological Limitation: Must Fulfi ll Th e Neritski thinks he has become Will Of Set (Very Common, Total) the avatar of Anubis, the 15 Psychological Limitation: Broadcasts Inten- Egyptian psychopomp and tions In Combat (Common, Strong) funerary god. He believes 15 Reputation: destructive supervillain, 11- the gods of ancient Egypt (Extreme) have granted him vast 15 Social Limitation: Secret Identity (Ethan power to do as he wishes. Neritski) (Frequently, Major) So far, his wishes have 10 Vulnerability: 2 x STUN from Life/Holy run to simple crimes Magics (Uncommon) — the acquisition of 10 Vulnerability: 2 x BODY from Life/Holy luxuries and riches, Magics (Uncommon) the humbling of 10 Vulnerability: 2 x STUN from Water those who would (Uncommon) insult, belittle, or 10 Vulnerability: 2 x BODY from Water humiliate him, (Uncommon) and so on. 169 Experience Points What Neritski does not Total Disadvantage Points: 534 know is that the Background/History: Ethan Neritski used to be noth- mask he wears and staff he ing more than a graduate student in the Archaeology bears were not the habita- Department at Millennium City University. Disgrun- tion of an avatar-spirit of Anubis tled and bitter aft er years of having his somewhat... — they were the prison of an unusual theories about Egyptology casually dismissed avatar-spirit of Set, god of evil. by more established archaeologists and historians, he Anubis has actually been bound slowly but surely drift ed from being a true scholar to to Set, to do whatever the dark being more of a looter of tombs and seller of antiqui- god chooses, though Set has not ties on the black market. yet revealed this to him. For now, One season, while on an expedition in Egypt, Set is content to let his servant go Neritski would sneak away from the camp at night his own way in the world, creat- to do some digging of his own, hoping to fi nd some ing what casual evil he will... until valuable artifacts he could keep for himself and sell Set is truly ready to unleash tor- when he returned home. By dumb luck — or perhaps ment upon Earth. the touch of fate — he found what he was looking Quote: “Th e power of the gods for. He accidentally stumbled into a cleft in the rocks, is mine! Now you will feel where he found a well-hidden tunnel that led deep their fi re!” into a hill. Aft er carefully opening several doors, he found his way to a lavish inner chamber. Powers/Tactics: Although the chamber was fi lled with many Anubis is not particu- valuable items, Neritski had eyes only for the two on larly tactically astute, as supervillains go. He prefers the ivory table in the center: a gold mask, in the style to rely on sheer power and destructiveness instead of of a funerary mask, shaped like the jackal head of subtle maneuvering, and in fact has a tendency to tell Anubis, god of the dead; and a tall staff of lapis lazuli his opponents what he’s going to do to them before he with an ankh on top. Th ose two items alone would takes his Action. make him rich beyond his wildest dreams. Anubis’s powers all work through his lapis Ankh- For fun, Neritski put the mask on his head. As Staff , but none of them take the Focus or OIHID Limi- the sides of it settled fi rmly onto his shoulders, he tations because he can summon the Staff to himself at felt something — some strange presence — enter his will — if a hero snatches it away from him, it vanishes mind. Dazed and reeling, he tried to remove the mask, from the hero’s grasp and re-appears in Anubis’s hand but it wouldn’t come off ! Unable to withstand the whenever he wants it to. Anubis may allow the PCs assault on his mind, Neritski collapsed. to think they’ve stripped him of his power for a few He awoke, hours later, with a new sense of pur- Segments, then call the Staff back to him and get a 120 HERO SYSTEM 5TH EDITION

ANUBIS Surprise Move bonus. Th e only way to take the Ankh- ARMADILLO PLOT SEEDS Staff from him permanently is to seal it behind potent Val Char Cost Roll Notes Egyptian magical wards. 10+40 STR 20# 11-/19- Lift 100 kg/25 tons; Anubis goes on a crime Anubis’s favored power is the Fire Of Th e Gods, 2d6 (10d6) [1/5] spree, stealing Egyptian a blue-colored blast of fi re-like energy capable of 10+8 DEX 12# 11-/13- OCV: 3/6/DCV: 3/6 artifacts from around damaging most superhumans. However, that’s not all 10+18 CON 18# 11-/15- the world. Each artifact he can do; he can also move objects without touching 15 BODY 10 12- holds the avatar of other them, or, if an opponent is close enough, Anubis can 13 INT 3 12- PER Roll 12- Egyptian gods allied simply blind him or cover his body in stinging scor- 11 EGO 2 11- ECV: 4 with Set, and Anubis pions. If he’s anywhere near mummies (or similarly- uses them to manifest 10+5 PRE 3* 11-/12- PRE Attack: 2d6/3d6 preserved bodies), such as in a museum or cemetery, a divine army to serve 10 COM 0 11- his dark lord. Th e he can call forth up to four mummies to fi ght on his “good” Egyptian gods behalf (see page 122 of the HERO System Bestiary for 6 PD 4 Total: 26 PD (20 rPD) (Ra, Horus, Isis, Th oth, a mummy character sheet, or create your own). 4 ED 2 Total: 24 ED (20 rED) and so on), seeking to Anubis oft en fl ies in combat; he regards it as 2+3 SPD 20* Phases: 6, 12/3, 5, 8, 10, 12 oppose this scheme a majestic and useful manifestation of his divine 9 REC 10 (because its success powers. For quick escapes, he can open a doorway to 20 END 0 would mean their per- the realm of the gods, step through, and emerge miles 45 STUN 20 Total Characteristic Cost: 124 manent deaths), grant away (i.e., use his MegaScaled Teleportation). *: OIF (battle armor; -½) the PCs countervailing powers, and the battle Campaign Use: Anubis makes a good general vil- #: OIF (as above) plus No Figured Characteristics (-½) is on! lain for a number of plots, but he works best as a springboard for a story arc focusing on the destruc- Movement: Running: 6”/12” In his researches, Ethan tive will of the god Set. Eventually the PCs (and Leaping: 10”/20” Neritski uncovers the Anubis himself) should discover his link with Set, Tunneling: 12”/24” details of a special Set- and in turn fi nd out the consequences of opposing worshipping ceremony. such a powerful deity.... Cost Powers END Anubis performs the In his Secret Identity of Ethan Neritski, Anubis 24 Power Supply: Endurance Reserve ritual and opens a tiny spends most of his time at Millennium City’s uni- (160 END, 20 REC); OIF (-½) 0 dimensional portal to versities and museums, poking around in the dusty 40 Blaster Array: Multipower, 60-point Set, who reveals his role powers, all OIF (battle armor; -½) in Anubis’s origin and parts of research libraries and Egyptology displays. multiplies his servant’s Player characters of academic bent may encounter 3u 1) Palm Blasters: Energy Blast 12d6; OIF powers threefold. Now him from time to time without ever knowing he’s (-½), Activation Roll 14- (-½) 6 Anubis seeks to open really a powerful supervillain. 3u 2) Wrist Blasters: RKA 2d6, Armor the portal wider, and As a Hunter, Anubis pursues his target in a Piercing (x2; +1); OIF (-½), Activation unleash Set upon the straightforward fashion. No skulking about or Roll 14- (-½) 6 Earth. If the heroes don’t deceptive schemes for a scion of the gods! He’ll 3u 3) Shoulder Blasters: Energy Blast 8d6, stop him, fi rst Millen- simply fl y to the heroes’ headquarters and start Autofi re (5 shots; +½); OIF (-½), nium City, and then the blasting things until his enemy accepts a chal- Activation Roll 14- (-½) 6 Earth, will be destroyed! lenge to single combat. If defeated or driven away, 4u 4) Tunneling Mode: Tunneling 12” he returns, again and again, oft en at inconvenient through 12 DEF material; OIF (-½) 6 Anubis “discovers” that a times, until he has utterly humbled his foe. 20 Battle Claws: HKA 1d6, Armor Piercing female PC is the reincar- (+½) (2d6 with STR), Reduced nation of some Egyptian To make Anubis more powerful, increase his princess or goddess, STR to 40 or 50, and add a few slots to his Multi- Endurance (0 END; +½); OIF (-½) 0 and tries to “reawaken” power (be careful not to strain his END use too 9 Battle Armor: Life Support (Self- her that she may be his much), and perhaps boost the Armies Of Th e Dead Contained Breathing; Safe Environments: consort. power to let him Summon more mummies at once. Low Pressure/Vacuum, High Pressure); To weaken him, reduce his Multipower reserve (to OIF (-½) 0 75 or 60 points), get rid of his Armies Of Th e Dead 40 Battle Armor: Armor (20 PD/20 ED); power, and consider lowering his SPD to 5. OIF (-½) 0 14 Flashguard Helmet: Sight and Hearing Appearance: Anubis wears an Egyptian-style Group Flash Defense (10 points each); golden mask/helmet in the shape of a jackal’s head OIF (-½) 0 with evilly-glowing red eyes, a gold Egyptian kilt, 3 Defense Field: Power Defense (5 points); gold bracers, and gold sandals. His chest, arms, OIF (-½) 0 and legs are bare. In his right hand he carries the 7 Defense Field: Lack Of Weakness (-10) Ankh-Staff , a six-foot tall staff with an ankh on top; for Resistant Defenses; OIF (-½) 0 the entire weapon is carved out of a single piece of 13 Tactical Computer: Find Weakness 11- with lapis lazuli. Blaster Array and Battle Claws; OIF (-½) 0 3 IR Sensors: Infrared Perception (Sight Group); OIF (-½) 0 3 UV Sensors: Ultraviolet Perception (Sight Group); OIF (-½) 0 6 Communications Suite: HRRP (Radio Group); OIF (-½), Aff ected As Sight/Hearing Group As Well As Radio Group (-½) 0 Conquerors, Killers, And Crooks 121

Talents soldiers. So far MAP personnel had had no suc- ARMADILLO 8 Onboard Computer: Absolute Range Sense, cess creating a suit the ordinary ground-pounder PLOT SEEDS Absolute Time Sense, Bump Of Direction, could use, due to limitations in the cybernetic Lightning Calculator; OIF (-½) technology they’d invented. Maybe with Gordon Armadillo fi nally it would be different. Sensing the possibilities, decides to fi x his armor Skills Gordon agreed. to get rid of its Vulner- 6 +2 with Blaster Array Multipower It worked like a charm. Somehow, his modi- abilities. Unfortunately, fied brain was able to control the armor. While he’s a little short on 3 Electronics 12- the MAP scientists were slapping each other on cash right now, and the 1 KS: Professional Sports 8- the back and talking about how much good they person doing the work for him (Brainchild, could do with the armor, Gordon turned the 2 KS: Th e Superhuman World 11- ARGENT, whoever) 1 KS: Th e U.S. Army 8- blasters on them. Do good? Ha! With a weapon won’t take an I.O.U. 2 Navigation (Land) 12- like this, he was going to grab all he could for Instead, he wants Arma- 2 PS: Soldier 11- himself. After smashing his way out of the dillo to do a little job for 3 Mechanics 12- MAP facilities, he stalked off into the night and him... and that eventu- 3 Streetwise 11- (12-) became the supervillain Armadillo. ally attracts the attention of the PCs. Personality/Motivation: After nearly ten years Total Powers & Skill Cost: 226 as Armadillo, a decade mixing successful crime Armadillo hears a Total Cost: 350 sprees with periodic stays in prison, Gordon rumor that Radium is still gets a big kick out of being Armadillo. He looking to kill all the 200+ Disadvantages loves all the powers the suit gives him, and usu- 20 Enraged: if insulted or battle armor insulted generals responsible for ally can’t resist announcing what he’s about to Project Sunburst. He has (Common), go 11-, recover 11- do to the rest of the world (so everyone will no idea why Radium 25 Hunted: Champions 8- (Mo Pow, NCI, be impressed, naturally). Despite the problems would want to do that, Capture) this causes him, he still does it, time and again. but the way he fi gures 30 Hunted: U.S. Army 11- (Mo Pow, NCI, Eventually he’ll learn not to (i.e., spend some it, those generals did Capture) Experience Points to buy off that Psychological him a favor, so he owes 20 Psychological Limitation: Announces Limitation). them. Th is could lead to a battle between Arma- His Actions Before Taking Th em (Very Armadillo’s other big weakness is his inabil- Common, Strong) dillo and Radium, and ity to withstand the charms of women. He’s got since Armadillo doesn’t 10 Psychological Limitation: Sucker For A no problems fighting superheroines — they Pretty Face (Common, Moderate) know about what hap- can give as good as they get, after all — but any pens if Radium is killed, 15 Social Limitation: Public Identity (Randall woman who smiles at him sweetly can often twist the PCs had better fi nd Gordon) (Frequently, Major) him around her little finger. (At the GM’s discre- a way to stop the fi ght 20 Vulnerability: 2 x STUN from Ego Attacks tion, treat this as a bonus to appropriate Persua- from taking place. (Common) sion or Presence Attacks by women with COM 10 Vulnerability: 2 x STUN from Magnetic 12 or higher.) While burrowing away Attacks (Uncommon) Randall chose the name “Armadillo” because from the scene of a of his suit’s tunneling capability (and armadilloes crime or super-battle, Total Disadvantage Points: 350 do sort of have armor, too). Anyone who laughs Armadillo uncovers a valuable archaeological Background/History: at the name, or mocks him and his armor, gets In 1993, fresh out of the site. He starts to plunder Juvenile Detention Center, Randall Gordon blasted. it for valuable artifacts decided to join the Army. He had no illusions; he Quote: “Now I’m gonna knock you right through and sell them on the knew that, one way or another, people were going that wall with my Wrist Blasters!” black market. Th e PCs to be ordering him around for the rest of his life. have to fi nd out where He figured he might as well get paid for it. Powers/Tactics: Armadillo’s powers all come this fl ood of priceless Eager to make some extra bucks following from his suit of battle armor, which is equipped artifacts is coming from basic training, Gordon volunteered for some- with three different blasters (located in the and preserve the site for thing called Project Sunburst, a wargame of some palms, on the wrists, and on the shoulders), posterity. sort. It turned out to be an unscrupulous experi- the ability to burrow through the earth at tre- ment to test soldiers’ ability to survive and con- mendous speeds (and likewise to tear or tunnel duct military operations in a nuclear war. When through thick walls and the like), and various the blast hit, Gordon passed out. He awakened in defensive and sensory systems. He’s become the hospital, where he learned from the doctors pretty skilled at using the suit, and years of that he was one of the lucky ones — most of the repairing and modifying it have made him a other guys involved had died right away. To their pretty good tinkerer. puzzlement, they couldn’t find a thing wrong Armadillo takes full advantage of his suit’s with him at all — just some minor changes in his ability to dig tunnels. Not only is it a great way to patterns. escape, but by making his tunnel twist and turn An astute Army scientist heard about this he can set up ambushes for pursuing heroes and and suggested that the changes to his neuro- then collapse the tunnel on them. In battle, if chemistry might make Gordon perfect for the there’s no cover available and he doesn’t need to Man Amplification Project, the Army’s effort be mobile, he’ll tunnel down about ½” and thus to develop cheap, practical powered armor for create some cover for himself. 122 HERO SYSTEM 5TH EDITION

“brick” than he is now. (You may also need to bump up his defenses a bit.) Second, you could give his suit more weapons, or make the ones he already has more powerful. Right now he’s just got a lot of blasters, which doesn’t give him too many tactical options. Third, you could give him the Tactics and Teamwork Skills and just make him a smarter combatant. To weaken him, reduce his defenses some, drop his Tunneling to 8” (or less), and maybe reduce his Multipower to a 50 Active Point reserve. Appearance: The Armadillo armor is a simply- styled, fairly big and bulky suit of powered armor, with a barrel helm-like helmet and a scale mail-like configuration in front. Its colors are silver, gold, and green. The Palm Blasters are evi- dent at all times; the Wrist and Shoulder blasters pop out from obvious compartments in the suit when Armadillo needs them. He often wears a satchel to carry loot in, since he needs his hands free to tunnel. Randall Gordon himself is 5’11” tall and weighs about 200 pounds — he’s no muscleman, but he doesn’t have a lot of fat on him either; he’s mostly big-boned and beefy. He has blonde hair and blue eyes, sports a moustache, and usually wears casual clothes.

OPPOSING ARMORED SUPERCRIMINALS Our agents Unfortunately, the Armadillo suit has some frequently weaknesses. The cybernetic systems that control encounter it aren’t as efficient or well-protected as they supercriminals should be, so magnetic attacks or certain mental whose powers attacks cause the wearer to suffer agonizing derive not from natural superpowers, but from headaches. Armadillo hopes to get this problem high-tech suits of armor — “powered armor,” as fixed eventually (i.e., when he can buy off his it’s commonly called. Powered armor “villains” Vulnerabilities with Experience Points). are tough opponents, since their armor not only protects them, but provides weapons, a means of In combat Armadillo usually relies on his travel, and many other abilities. Here are some Palm Blasters, switching to the other blasters suggestions for fi ghting them, gleaned from agents’ only when he needs to cut through heavy armor fi eld reports: (Wrist Blasters) or take out large numbers of Disable, don’t destroy: Instead of making futile relatively lightly-protected foes (Shoulder Blast- eff orts to destroy part of a criminal’s armor, try to ers). If he doesn’t need to move, he’ll use his Tac- just disable it, even temporarily. A glue-grenade tical Computer to locate the weakest point in his may not hold an armored criminal, but it might target’s defenses before firing. He’s not much of a clog his boot-jets and prevent him from fl ying tactician; he just starts blasting away at the most away. convenient target, or does whatever his employer Electrical overload: Large amounts of electric- orders him to do. ity can oft en overload a suit of powered armor, Campaign Use: Armadillo is a pretty straightfor- rendering the wearer helpless and harmless. Th e ward mercenary villain. He’ll work for anyone PRIMUS Electricity Rifl e has been designed who can pay him, or give him a reasonable shot expressly for this purpose; requisition one if you expect to face the likes of Ankylosaur or Armadillo. at some major loot, so you can easily work him into other superteams, or have a more powerful Cybernetic interference: Most powered armor villain hire him for “backup.” His ties to Proj- suits have cybernetic controls that respond to ect Sunburst might also provide some scenario the wearer’s thoughts. If you can jam, disable, or otherwise interfere with the cybernetic circuitry, fodder, especially if a PC also has some connec- the suit becomes useless. PRIMUS scientists are tion to that ill-fated experiment. working on weapons to exploit this weakness, but If Armadillo needs to be more powerful for resourceful agents can oft en fi nd their own ways to your game, you have several options. First, you accomplish this. could increase his STR, making him more of a Conquerors, Killers, And Crooks 123

BLACK HARLEQUIN Val Char Cost Roll Notes Talents 15 STR 5 12- Lift 200 kg; 3d6 [1] 4 Double-Jointed 24 DEX 42 14- OCV: 8/DCV: 8 20 CON 20 13- Skills 10 BODY 0 11- 16 +2 with All Combat 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 3 Acting 14- 25 PRE 15 14- PRE Attack: 5d6 3 Contortionist 14- 10 COM 0 11- 3 Disguise 14- 3 Electronics 14- 8 PD 5 Total: 16 PD (8 rPD) 3 Interrogation 14- 8 ED 4 Total: 16 ED (8 rED) 3 KS: Jokes, Riddles, & Puzzles 14- 5 SPD 16 Phases: 3, 5, 8, 10, 12 3 KS: Th e Superhuman World 14- 12 REC 10 3 KS: Toys & Games 14- 40 END 0 3 Lockpicking 14- 40 STUN 12 Total Characteristics Cost: 164 3 Mechanics 14- 3 Mimicry 14- Movement: Running: 11”/22” 3 Security Systems 14- 3 Sleight Of Hand 14- Cost Powers END 3 Stealth 14- 56 Look What I Made!: Variable Power Pool 3 Streetwise 14- (Gadget Pool), 45 base + 22 control cost; 3 Ventriloquism 14- Focus (all powers bought through VPP must 9 Weaponsmith (all categories) 14- have at least -½ worth of this Limitation; -½), Can Only Be Changed In Black Total Powers & Skills Cost: 228 Harlequin’s Laboratory (-½) var Total Cost: 392 30 Fiendish Toychest: Multipower, 60-point powers; all OAF (-1) 200+ Disadvantages 2u 1) Attack Toys: RKA 1d6, Armor Piercing 25 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) (+½), Continuous (+1), Indirect (+¾); OAF 20 Hunted: Champions 8- (Mo Pow, NCI, (-1), 6 Charges lasting 1 Turn each (-¼) [6cc] Capture) 2u 2) Cherry Bomb: Energy Blast 8d6, 20 Psychological Limitation: Sociopathically Explosion (+½); OAF (-1), 8 Charges (-½) [8] Macabre Sense Of Humor (Common, Total) 2u 3) Confetti: Sight Group Flash 12d6; OAF 20 Reputation: sadistic superhuman killer, 14- (-1), Does Not Work Against Desolidifi ed (Extreme) Characters (-¼), Limited Range (2”; -¼), 15 Social Limitation: Secret Identity (Rinaldo 8 Charges (-½) [8] Maretti) (Frequently, Major) 1u 4) Jacks: RKA 1d6, Area Of Eff ect (One 92 Experience Points Hex; +½), Continuous (+1), Uncontrolled (removable by spending a Full Phase to sweep Total Disadvantage Points: 392 them aside; +½); OAF (-1), Activation Roll 14- (-½), 2 Recoverable Charges (-1), No EXAMPLE POWERS FOR LOOK WHAT I Knockback (-¼), Only Aff ects Characters MADE! POWER POOL Moving On Th e Ground (-¼), DEX Roll Here are some examples of devices the Black Cancels Eff ect (-¼), Automatically Targets Harlequin might build with his Gadget Pool: Hit Location 18 (-0) [2rc] 2u 5) Not-So-Silly String: Entangle 6d6, Chattering Teeth: Th is “novelty item” bites onto a 6 DEF; OAF (-1), Limited Range (20”; -¼), victim and just keeps chewing until turned off or 8 Charges (-½) [8] destroyed. 2u 6) Giggle Gas: Entangle 4d6, 4 DEF, RKA 1d6, Armor Piercing (+½), Continuous Takes No Damage From Attacks (+½); (+1), Reduced Endurance (0 END; +½) (45 OAF (-1), 8 Charges (-½), Limited Active Points); OAF (-1), Range Based On STR Range (6”; -¼) [8] (-¼). Total cost: 20 points. 25 ’s Cane: Multipower, 50-point reserve; all OAF (-1) Choo, The Sad Little Train: Choo is sad, because he 1u 1) Bodacious Wallop: HA +7d6; OAF (-1), can’t make proper train sounds like all the other Hand-To-Hand Attack (-½) 3 locomotives. But the sound he can make has an 2u 2) Sleepy-Gas: Energy Blast 5d6, NND oddly hypnotic eff ect on people, causing them to (defense is Life Support [Self-Contained become sleepy. Breathing]; +1); OAF (-1), Limited Range (2”; -¼), 6 Charges (-¾) [6] Ego Attack 2d6, Area Of Eff ect (8” Line; +1) (40 16 Armored Jester’s Motley: Armor (8 PD/ Active Points); OAF (-1). Total cost: 20 points. 8 ED); OIF (-½) 0 10 Devilishly Fast: Running +5” (11” total) 1 Jackknife-In-The-Box: Th is fi endish jack-in-the- 124 HERO SYSTEM 5TH EDITION

BLACK HARLEQUIN box has a wickedly sharp knife to stab people with Wiping away his tears, Rinaldo pulled out a PLOT SEEDS when he pops out. shaping knife and decided to make something. He still remembered some of what Poppa had taught RKA 3d6 (45 Active Points); OAF (-1), Extra him. If the girls didn’t want him around, fi ne. He’d Th e Toyco Toy Manu- Time (Full Phase; -½), Limited Range (3”; -¼), 1 facturing Company is make his own world, full of people who did. Recoverable Charge (-1¼). Total cost: 11 points. sponsoring a big new fl oat in the Millennium Case Report 57J-23815, Rinaldo Maretti, Raggedy Aneurysm: Th is seemingly cuddly City Th anksgiving Day parents deceased. Subject, aged 16, was remanded clamps onto a victim and generates sonic waves Parade. Wouldn’t it just to the care of the state aft er his mother and sis- that cause painful internal bleeding. be a shame if all the toys ters were found brutally murdered in their home, on the fl oat came to life RKA ½d6, Continuous (+1), NND (defense assailants unknown. Th e decedents displayed and started attacking the spectators? is ED Force Field; +1), Does BODY (+1) (40 numerous tiny slash and stab wounds Active Points); OAF (-1), Range Based On throughout their bodies, and bled to death All those lovely con- STR (-¼). Total cost: 18 points. following the brutal attacks. Subject struction cranes — they had been living in look just like giant Rickity Rocket Jetpack: It belches smoke, his family’s base- fi ngers, waiting to hold makes funny noises, and looks like it might ment, with only equally giant yo-yos, fall apart any second — but a large collection and send them spinning it works. And it’s enough of self-made models and puppets to down to the ground to to let the Black Harle- keep him entertained. When asked smash buildings and quin make his escape why he was living in the base- crush people.... when things get tight. ment, subject responded, “Because Momma told Flight 22” (44 Active Reprogramming the air me to.” Inquiries are traffi c control comput- Points); OIF (-½). Total being made regard- ers could be a lot of fun. cost: 29 points. Look at all the men in ing a foster home. ties, scrambling around Tears Of A Clown: People splashed trying to keep the planes with this caustic liquid have plenty Th e from crashing into one to cry about themselves. foster another! home RKA 1d6, Armor Piercing (+½), didn’t Continuous (+1), Penetrating (+½) quite (45 Active Points); OAF (-1), Range work Based On STR (-¼), 8 Charges last- out. Th e ing 1 Turn each (-0). Total cost: 20 Reynolds were nice points. enough people, he supposed, but so Background/History: serious! Th ey never seemed “Rinaldo, you get down to have any fun, and they tried into the basement right to take away his toys. now!” He didn’t stay there for “But, Momma....” very long. Aft er all, the Offi cial People wouldn’t “But, nothing! I’ve seen the way be likely to let him go if you’ve been looking at your they found him around a sisters — they’ve seen it too. second set of bodies. And there You’re making everyone uncom- were so many other games to fortable, you little pervert. Since play, he didn’t want anyone to you can’t behave yourself properly stop him. Th e world was such around other people, I’m not going a fun place! to let you be around other people. All he really needed were a few supplies, and From now on, you live in the basement.” the Escapades could begin. “But, Momma....” “Th e city was shocked today by the daring Th at was when she slapped him. When she was daylight robbery of Hanson’s Jewelry Store by a done slapping him, she dragged him over to the troop of toy soldiers. An offi cial police statement, basement door, shoved him down the stairs, and issued earlier this aft ernoon, indicated that the sol- slammed the door shut. diers, actually small robots, were armed with deadly It took a little groping around to fi nd the light- miniature guns, and killed four people during the switch, but eventually the weak bulb hanging over course of the robbery. Th e robber, whoever he his father’s old workbench fl ickered on. A thick really is, made off with gems and jewelry worth coating of dust lay over everything; no one had over three million dollars.” used the bench or the tools since Poppa died a few years ago. Some half-completed toys still sat there, Th e police weren’t a problem. Th ickwitted and crippled and forlorn. slow, they never could manage to stop one of his Conquerors, Killers, And Crooks 125

Escapades before he was done. Th ose costumed in with most teams of villains, but he’s too weak crimefi ghters, though — they were another thing by himself to challenge most superhero teams. So, altogether. Th ey looked so pretty, almost like big you need to provide him with the right resources wind-up dolls, but they were no fun at all. Th e — thuggish henchmen, hidden bases, gadgets and fi rst time he met one, he barely got away; none of gizmos — to make him a good match for the PCs. his little toys would hurt the big, annoying fellow. Alternately, you can arrange the scenario so the But he was learning to be more careful. Th ey just Black Harlequin outthinks the heroes and controls wanted to lock him up, like Momma did, and he the action from the get-go, dragging them willy- didn’t want any of that. Th ere are too many Esca- nilly all over the city in response to his bizarre clues pades yet to have! and threats. Personality/Motivation: Utterly sociopathic thanks As a Hunter, the Black Harlequin employs to being raised by a repressed, domineering mother, his macabre humor to the full. He strikes through the Black Harlequin expresses his antisocial ten- practical jokes and other such surprises, rather than dencies through his twisted, macabre sense of attacking directly, so his “playmate” soon becomes humor. To him, a Joke isn’t really a Joke unless the extremely paranoid. A “joke” with a double-twist punchline hurts someone, and an Escapade (as he to it is even more fun. For example, he might send calls his crimes) isn’t really an Escapade unless it the hero a pie-in-the-face-o-gram, but before the involves death and destruction. Unpredictable and messenger sets out to make the delivery, substitute manic, he may caper and jig one moment, singing a a pie with acidic toppings for the normal delightful merry tune all the time, and the next casually slash dessert. If the heroes attack and harm the innocent a few throats because his “accompanists” weren’t messenger, the Harlequin wins twice over. singing along loudly enough. He particularly hates To make the Black Harlequin more power- to see people sad or upset. Everyone should be jolly ful, increase the size of his Gadget Pool (thus around a harlequin! Melancholy expressions tend increasing his fl exibility), and maybe allow him to to attract his attention — which is never pleasant. change it in combat instead of just at his laboratory. Oft en the hapless victim winds up dead, a bloody Increasing his SPD to 6 might also be worth con- smile carved into his cheeks by one of the Black sidering. To weaken him, get rid of the Gadget Pool Harlequin’s knives. altogether. Quote: “Laugh, and the world laughs with you... Appearance: Th e Black Harlequin is a tall, almost unless you’re laughing at other peoples’ suff ering, in -thin man. He wears either jester’s motley which case the world is never as amused as I am.” in black and dark red, or a tuxedo-like outfi t in the same colors. His face is concealed by greasepaint in Powers/Tactics: Th e Black Harlequin does his fi ght- a style that gives him a rather devilish grin, and he ing with gadgets, most of which resemble children’s has a jester’s cap on top of his head. He carries his playthings. (His Jester’s Cane is obviously a weapon, Jester’s Cane, and his pockets are stuff ed full of his even if the heroes don’t realize it until they’ve been gimmicked weapons and deadly toys. on the receiving end of a Bodacious Wallop.) He’s best known for his Attack Toys, tiny robots in wick- edly whimsical forms — toy planes armed with real Where Does He Get bombs, teddy bears wielding butcher knives, robots Those Marvelous Toys? with little built-in guns, and so on. In game terms, ‘Look at this thing! It’s a piece these function as an Indirect attack, since they can of genius engineering, that’s for approach the target from just about any angle. Th e sure. See, there’s this memory- Harlequin can carry six of them, but their wind-up metal coil in here that slowly unwinds, provid- motors only last for one Turn each. Th ey are Break- ing power to augment the battery so the robot able OAFs, and as such have 11 DEF, so a single can keep fi ghting for maybe ten or twelve attack that does 12 BODY to one is enough to seconds. These gears and internal parts are so destroy the toy (causing the Black Harlequin much well-designed, the movement of the arms and legs is about as frictionless as a machine can anguish). get these days. And check out the CO2-pow- Many of the Black Harlequin’s attacks have ered guns in the arms, and these little fl ech- Limited Range; he has to be within 2-5” (depend- ettes — not much good against my armor, ing on the gadget) to hit a target with them. Since of course, but they could kill an unprotected he’s averse to suff ering pain, he usually keeps his person easily. God help us if the Harlequin Combat Skill Levels in DCV on these occasions. ever learns about nanotechnology....’ Campaign Use: Th e Black Harlequin works best — Defender of the Champions in a sort of quasi-master villain role. He doesn’t fi t 126 HERO SYSTEM 5TH EDITION

BLACK PALADIN Talents The Knight of the Crow 30 Premonitions: Danger Sense (immediate Val Char Cost Roll Notes vicinity, any danger) 12- 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 24 DEX 42 14- OCV: 8/DCV: 8 Skills 28 CON 36 15- 20 +4 Hand-To-Hand 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 3 Fast Draw (Common Melee Weapons) 14- 15 EGO 10 12- ECV: 5 3 High Society 14- 25 PRE 15 14- PRE Attack: 5d6 3 Interrogation 14- 16 COM 3 12- 3 AK: France 12- 3 KS: Arcane & Occult Lore 12- 8 PD 2 Total: 22 PD (14 rPD) 3 KS: Medieval Culture 12- 8 ED 2 Total: 22 ED (14 rED) 3 KS: Medieval History 12- 5 SPD 16 Phases: 3, 5, 8, 10, 12 3 Language: English (completely fl uent; Old 12 REC 0 French is native) 56 END 0 3 Language: French (completely fl uent) 50 STUN 6 Total Characteristic Cost: 167 3 Oratory 14- 3 Riding 14- Movement: Running: 9”/18” 2 PS: Professor 11- Teleportation: 15”/30” 2 SS: Archaeology 11- 3 Tactics 12- Cost Powers END 3 Teamwork 14- 16 Crusher Of Hope: HA +8d6; OAF 5 WF: Common Melee Weapons, Lances, (enchanted mace; -1), Hand-To-Hand Staff s, Whips Attack (-½) 4 97 Eater Of Shadows: Multipower, 194-point Total Powers & Skill Cost: 369 reserve, all OAF (sword, -1) Total Cost: 536 7u 1) Blade: HKA 1½d6 (3d6+1 with STR), Reduced Endurance (0 END; +½); OAF 200+ Disadvantages (-1) plus Major Transform 7d6 (ordinary 10 Distinctive Features: Mystic Aura (Not human into human with Unluck 3d6 and Concealable; Always Noticed; Detectable Distinctive Features [no shadow], heals back Only With Unusual Senses) through special arcane ceremony) (standard 25 Hunted: Champions 11- (Mo Pow, NCI, eff ect: 21 BODY), Reduced Endurance (0 Capture) END; +½); OAF (-1), Linked (-¼), Only 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Works If HKA Does BODY (-½) 0 15 Psychological Limitation: Overconfi dence 4u 2) Shadow Blast: Energy Blast 12d6, (Very Common, Moderate) Reduced Endurance (0 END; +½); OAF (-1) 0 15 Psychological Limitation: Hatred Of 27 Blinding Fog Spell: Darkness to Sight Group Christianity (Common, Strong) 4” radius; Gestures (-¼), Incantations (-¼) 4 15 Psychological Limitation: Loves To Gloat 28 Armor Of Arcane Pathways: Armor and Torment Prisoners (Common, Strong) (14 PD/14 ED); OIF (-½) 0 20 Reputation: occult-powered killer supervil- 16 Enchanted Shield: Multipower, 24-point lain, 14- (Extreme) reserve; all OIF (shield; -½) 15 Social Limitation: Secret Identity (Giles de 1u 1) Protection: Armor (+8 PD/+8 ED); Morphant/John Black) (Frequently, Major) OIF (-½), Activation Roll 14- (-½), Costs 20 Susceptibility: to holy water, takes 2d6 per Endurance (-½) 2 Phase (Uncommon) 1u 2) Defense: Combat Skill Levels (+4 DCV); 30 Vulnerability: 2 x STUN from Electrical OIF (-½), Costs Endurance (-½) 2 Attacks (Very Common) 1u 3) Defl ection: Missile Defl ection (all 151 Experience Points Ranged attacks); OIF (-½), Costs Endurance (-½) 2 Total Disadvantage Points: 536 5 Immortality: Life Support (Longevity: Background/History: Long centuries ago, in the time Immortality) 0 of good King Arthur, one of the greatest enemies 30 Armor Of Arcane Pathways: Teleportation of Camelot and the knights of the Round Table 15”, x4 Noncombat, x2 Increased Mass, was the House of de Morphant, a family of French Position Shift ; OIF (-½) 4 knights so black-hearted and cruel that people said 6 Swift -Limbed: Running +3” (9” total) 1 Quand il pleut, le monde pleure pour les méfaits de 32 Eye Of Souls: Detect Souls 12- (no Sense Morphant (“When it rains, the world is weeping for Group), Discriminatory, Range, Sense, the de Morphant’s deeds”). And the most wicked of Targeting 0 all the scions of de Morphant was Giles, known far and wide as the Black Paladin for his dark armor and even darker soul. Many of Arthur’s best and Conquerors, Killers, And Crooks 127

strongest knights came against the Black Paladin Black Knight, and that they shunned it as cursed only to have their bloody heads sent back to the ground and a place of great evil. King. With his deadly mace Broyeur D’Espoir Eager to fi nd out more, Black clambered (“Crusher Of Hope”), his terrible sword Consam- through the ruins until he found the coffi n. With a mateur des Ombres (“Eater Of Shadows”), and an little bit of struggling, he managed to get the stone enchanted suit of armor that let him vanish from lid off . Inside was a corpse — an amazingly well- one spot and appear somewhere else, the Black preserved one. As he brushed dirt and dust off the Paladin was virtually invincible. face, he tried to translate the inscription on the When King Arthur heard that Giles de Mor- inside of the coffi n, speaking it out loud to make phant was marching on a French abbey to sack it easier. With a start, the corpse’s eyes opened! and pillage it, he sent his greatest , Sir Before Black could react, Giles de Morphant’s Lancelot, at the head of a column of noble powerful right hand was about his throat. knights to stop the Black Paladin once and Th e next several hours were a haze of for all. Th e clash between Lancelot and pain, as the Black Paladin tortured de Morphant was fi erce; mighty blows him. De Morphant discovered, to were given and received by both his satisfaction, that his lover’s spell knights. Aft er a day of fi ghting, the had prepared him for his new life; he two parted, exhausted and bloody, could speak the man’s strange English. but the Black Paladin had the And the prophecy had run true; the better of the battle. His men routed man was almost his twin. When Lancelot’s knights, and though he had learned enough to badly injured himself, he had dealt impersonate John Black, Lancelot so great a wound he felt de Morphant slew him certain his foe would die. Exultant and walked out into a new despite his pain, he proceeded to world — a world of knights the abbey. Finding that the nuns armored in gaudy skin- had fl ed because of how Lance- tight clothes with powers lot delayed him, he fl ew into a exceeding even his lover’s rage and ordered the entire wizardry. But he had slain building put to the torch. the knights of his own day, Meanwhile, the and could just as easily slay fl eeing nuns came to these. Lancelot’s encampment, Personality/Motivation: Th e where the tender min- Black Paladin is fi endishness istrations of one of personifi ed. No deed is them, Elaine, healed too evil for him, no Lancelot’s wound. sin too black. He By the time the Black has no respect for Paladin and his army the sanctity of human life, returned, Lancelot was the beauty of women, the piety of ready for them. And this holy men, or anything else other time de Morphant’s power than himself. He particularly and black magic did not avail enjoys tormenting his foes, him — Lancelot triumphed, whether it be with the rack leaving the Black Paladin face and pincers or the simple knowledge of their own down in the muck of the battlefi eld. inevitable defeat and death at his hands. Gloating But de Morphant did not die. Th rough malice comes naturally to him; in his overconfi dence he he clung to life. Aft er the battle had passed away, rarely hesitates to explain his schemes to his soon- his lover, the witch Chantal, possessed of power- to-be-dead foes. ful sorcery, came to him. Unable to heal him as Remembering the Christian purity and fully as Elaine had Lancelot, she worked a spell to devotion of Arthur’s knights, the Black Paladin preserve him, unchanged, until “he who is as your reserves an especial hatred for Christianity and brother shalt awaken thee.” Th en she placed him anyone associated with it. Many of his crimes have in his secret tomb, long prepared against just such involved the desecration of churches, the violation a day, and in despair and anguish took her own of nuns, and the destruction and looting of Chris- life. tian charities and institutions. Fast forward to 1993. John Black, an archae- Th e Black Paladin aff ects a noble and honor- ology professor from Marquette University, was able nature when treating with his foes, though backpacking across France when he discovered neither mercy, honesty, nor faithfulness support something in a dark, tiny patch of forest — a his words. He speaks courteously (even if his tomb! It was old and ruined, with a fallen ceiling words drip with malice), and in a tone and style and all the walls partially collapsed, but clearly it reminiscent of when he fi rst lived. Try to roleplay was someone’s sepulchre. Had he bothered to talk his “nobility” and speech patterns when using him to the local people, he would have learned he was in a game. in La Forêt du Chevalier Noir, the Forest of the 128 HERO SYSTEM 5TH EDITION

BLACK PALADIN Quote: “You who stand against me shall fall Campaign Use: You can use the Black Paladin in PLOT SEEDS deeper than the pits of Hell, for not even Lancelot several ways. First, if you construct a scenario can come against the Black Paladin and escape properly or beef up his powers, he can serve as a Th e Black Paladin untouched. Th e sight of your life’s-blood spilling sort of master villain, launching schemes to obtain decides that a particu- upon the ground shall be sweet to me, sweeter than power and wealth. Second, he works well as an ally larly noble and honor- the singing of nightingales.” of other villains with arcane powers, such as Dark able powered armor Powers/Tactics: Th e Black Paladin is a skilled, Seraph, Talisman, or even the Slug. Th ird, he might hero is the reincarna- take a job as “retainer” to a powerful master villain, tion of Sir Lancelot. vicious knight armed with several magical weap- ons. His favorite is a mace, Crusher Of Hope, which though even then he’s likely trying to fi nd a way Determined to avenge to betray his “master” and turn the situation to his himself on his foe, he infl icts devastating blows powerful enough to shat- plans to attack and kill ter castle walls. He also carries a sword, Eater Of own advantage. the hero in front of Shadows. Not only is its If you want to strengthen the Black Paladin, the audience at a gala blade deadly in its own perhaps to turn him into charity ball where the right, but if the victim The BLACKEST Heart? more of a “master villain” hero is to accept an takes so much as a single ‘There’s no question of the or character capable of award. Th e PCs have to point of BODY, the sword Black Paladin’s evil; he’s cruel taking on an entire PC fi nd out about this and and merciless. But I can sense team, you can increase his stop it (particularly if tries to consume his shadow. A person without something more to him. Deep defense, give him more the armored hero is a down, so deep even he is unaware of it, I spells and abilities, or member of their team!). a shadow suff ers extraor- dinary misfortune (and think there’s a tiny spark of the true nobility perhaps provide him with and honor of a knight — the qualities Arthur’s looks quite odd to boot). a dragon (or other fell Th e heroes awaken one knights, whom he professes to hate so much, beast) as a steed. If you do morning to fi nd a large Th e only way to get the possessed in such great measure. Maybe his fl ock of crows sitting victim’s shadow back is the latter, also provide him evil grows, in part, from a frustrated desire with the Lance Of Unvan- outside their head- to perform a magic ritual to be better than the role circumstances cast quarters. Th e crows are in which the sword itself him in. quished Pain, a spear- completely silent, and all is used to carve arcane like weapon that infl icts stare ominously at the symbols (engraved on its ‘Can anyone ever reach this “better person” intense agony (Drain building. When the PCs ricasso) on the victim’s inside him? I doubt it. He’s been too evil for DEX with a long recov- go outside to confront chest. Eater Of Shadows too long to change now. But they say that ery period) if it draws so them, they fl y away, while life remains, so does hope....’ much as a drop of blood. leaving behind a vellum can also project a potent Shadow Blast, using the — Witchcraft of the Champions To weaken the Black scroll. Written on the Paladin, get rid of his scroll is a message from shadows it has stolen to the Black Paladin, chal- destroy the Black Paladin’s foes. Because he carries Teleportation, remove lenging the leader of the a shield in his left hand, the Black Paladin can only some of his spells, reduce his sword’s HKA to 1d6 team to single combat in wield one of these fearsome weapons at a time. (or remove the sword altogether, or at least take the park. Is the challenge Th e Black Paladin’s well-craft ed suit of black away its Transform power), reduce Crusher Of for real, or some sort of plate armor also carries a potent enchantment: it Hope to an HA +6d6, and take away or weaken his trap? allows him to move from one place to a nearby Danger Sense. place without crossing the space in between. He As a Hunter, the Black Paladin is a cold and Th e Black Paladin dis- makes skilled use of this in combat, oft en teleport- implacable foe. With military precision, he spies covers that his lover, the ing behind a foe to obtain a Surprise Move bonus, out his enemy’s ways and strengths, then strikes witch Chantal, likewise at his moment of greatest vulnerability. Attacking provided for her own or teleporting from enemy to enemy to keep any one of them from mounting a sustained attack the hero in a public place, where there are lots of return aft er death. He innocents to menace or use as hostages, is another believes Witchcraft against him. (or some other mystic Th e Black Paladin also has a few magical abili- favorite tactic. female in your cam- ties, spells learned from his lover, the witch Chantal. Appearance: Th e Black Paladin wears fi nely-craft ed paign) is his long-dead He can conjure a thick fog to blind his foes, and black plate armor and matching helm, with a love, and kidnaps her then use his Eye Of Souls ability to keep track of blood-red surcoat and cape and Eater Of Souls to “awaken her memo- where they are so he can attack them without dif- usually in a scabbard at his left hip. In his right ries” with certain spells. fi culty. hand he typically carries Crusher Of Hope, and in Th e PCs have to fi nd and rescue the helpless De Morphant also possesses several Skills his left he has a shield with his device, a crow sinis- superheroine. But what needed for his role as John Black, archaeology pro- ter, emblazoned upon it. if the Black Paladin is fessor. His knowledge of modern civilization and Giles de Morphant (or “John Black” as he’s nor- correct? history is fairly complete, though he may occasion- mally known in this time) is a tall, well-muscled, ally slip (particularly when using High Society). dark-haired man with dark eyes and a short, well- trimmed black beard. Even in his civilian identity he has a certain malevolent air that puts people off . Conquerors, Killers, And Crooks 129

BLOWTORCH 6 KS: Incendiary Weapons 15- BLOWTORCH Val Char Cost Roll Notes 1 KS: Th e Military/Mercenary/Terrorist World 8- PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 [1] 1 KS: PRIMUS 8- 20 DEX 30 13- OCV: 7/DCV: 7 2 KS: Th e Superhuman World 11- Aft er stopping one of 18 CON 16 13- 2 KS: U.S. Army 11- Mechanon’s schemes, 10 BODY 0 11- 3 Mechanics 12- the PCs are left with a 13 INT 3 12- PER Roll 12- 2 PS: Soldier 11- big pile of dangerously toxic waste and no way 12 EGO 4 11- ECV: 4 5 Rapid Attack to dispose of it. Th e 15 PRE 5 12- PRE Attack: 3d6 5 Rapid Autofi re 3 Security Systems 12- government says a hot 10 COM 0 11- enough fi re, using the 5 Skipover Sprayfi re right kinds of exotic 6 PD 3 Total: 18 PD (12 rPD) 3 Stealth 13- fuels, could incinerate 6 ED 2 Total: 18 ED (12 rED) 4 WF: Small Arms, Flamethrowers, Grenade it cleanly and safely. 5 SPD 20 Phases: 3, 5, 8, 10, 12 Launchers Unfortunately, they don’t 7 REC 0 15 Weaponsmith (Firearms, Incendiary Weap- have an incendiaries 36 END 0 ons) 18- expert anywhere near 30 STUN 3 Total Characteristics Cost: 91 as good as Blowtorch, Total Powers & Skills Cost: 258 who’s currently in an Total Cost: 350 asylum for the crimi- Movement: Running: 7”/14” nally insane. If the PCs 200+ Disadvantages arrange for Blowtorch Cost Powers END to be released into their 78 High-Tech Flamethrower: Multipower, 25 Hunted: Champions 11- (Mo Pow, NCI, custody, with the prom- 67-point reserve, 125 Charges for entire Capture) ise of special consider- reserve (+¾); all OIF (-½) [125] 25 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) ations if he helps with 4u 1) Concentrated Firestream: RKA 3d6, 20 Psychological Limitation: Psychotic Pyro- this job, can he behave Armor Piercing (+½); OIF (-½) maniac; Loves To Watch People And Th ings himself long enough to 3u 2) Fireball: RKA 3d6, Explosion (+½); OIF Burn (Common, Total) do a good deed for once in his life... or will he (-½), Requires 3 Charges Per Use (-½) 20 Reputation: supervillainous arsonist, 14- fi nd a way to turn the 3u 3) Rapid-Fire Mini-Fireballs: RKA 1d6, (Extreme) 15 Social Limitation: Secret Identity (Perry tables on the heroes and Armor Piercing (+½), Area Of Eff ect (One escape? Hex; +½), Autofi re (5 shots; +1½); OIF (-½), Johnson) (Frequently, Major) 25 Susceptibility: to having his fuel tank rup- Requires 2 Charges Per Use (-¼) A string of unusual, tured by an attack that can ignite its fuel, 2u 4) Cone Of Fire: RKA 2d6, Area Of Eff ect and oddly colorful, fi res (7” Cone; +1); OIF (-½), No Range (-½), takes 2d6 per Segment until he can douse the destroys several build- Requires 3 Charges Per Use (-½) fl ames (Uncommon) ings in Millennium City. 3u 5) Fuel Stream: RKA 1d6, Armor Piercing 20 Experience Points Blowtorch is the obvi- (x2; +1), Continuous (+1), Uncontrolled ous suspect, but when (removable by any means that snuff s the Total Disadvantage Points: 350 captured he claims, with regret, that “this won- fi re; +½), Reduced Endurance (0 END; Background/History: Perry Johnson got his start as derful work” is not his +½); OIF (-½), Limited Range (10”; -¼), a pyromaniac early. As a child, he frequently started own. He off ers to use his Requires 3 Charges Per Use (-½) small fi res just for the fun of watching them burn, unique insight into the 17 Mini-Incendiary Grenades: RKA 2d6, and chased aft er fi re trucks on his bike to see the arsonist’s mind to help Explosion (-1 DC/2”; +¾); OAF (-1), towering sheets of fl ame as beautiful, precious fi re the PCs track the perpe- Range Based On STR (-¼), 6 Charges (-¾) [6] claimed another tribute in the form of an offi ce trator down — but so he 20 Flamethrower Mastery: Find Weakness 11- building or home. Even today he oft en spends his can ditch the heroes and with High-Tech Flamethrower Multipower 0 “recreation time” listening for reports of fi res and team up with the other Martial Arts: Generic driving over to watch his “good friends” in the Fire arsonist! Maneuver OCV DCV Notes Department at work. 4 Block +2 +2 Block, Abort Aft er high school, Perry joined the Army, During a battle, Blow- 4 Dodge — +5 Dodge, Aff ects hoping to have the chance to learn about and use torch’s tank is ruptured and explodes, engulfi ng All Attacks, incendiary weapons. He got his chance, and aft er he him in fl ames from his Abort helped test some new models the Army was experi- new, experimental fuel 4 Punch +0 +2 5d6 Strike menting with, he made some insightful and useful mixture. Somehow a 30 Armored Costume: Armor (12 PD/ suggestions to the development team. miracle happens — he 12 ED), Hardened (+¼); OIF (-½) 0 Th en the MPs caught him setting a little fi re in doesn’t die, he gains fi re 2 Fast Runner: Running +1” (7” total) 0 the mess hall late one night. Despite his protesta- powers! Now he can 3 IR Mask Lenses: Infrared Perception tions that he’d found the fi re and was trying to put it really show the world (Sight Group); OIF (-½) 0 out, he was court-martialed and dishonorably dis- the beauty of fi re. Use charged. Disconsolate, he obtained a job as an arson Feuermacher’s charac- Skills investigator for an insurance fi rm, but that didn’t ter sheet (page 71), but make Blowtorch two to 12 +4 with High-Tech Flamethrower Multipower work out — he only got involved with fi res aft er three times as powerful. they happened. He saw the aft ermath, but not the 5 Accurate Sprayfi re birth or the fl owering, and he couldn’t stand that. 5 Concentrated Sprayfi re Finally, Perry’s pyromania reached the point 3 Demolitions 12- where he realized he should be setting the fi res, not 130 HERO SYSTEM 5TH EDITION

just watching them. Th at way he was sure to be in thrower uses a special form of highly-concentrated on all the glorious action! He snuck back onto the jet fuel, but in a pinch, Blowtorch can fi ll the tank Army base where he’d been stationed, broke into with ordinary gasoline to replenish his Charges the laboratory, and stole one of the experimental (reduce each slot’s damage by 1-2 DCs, or per- fl amethrowers and some other equipment. A wave haps more, to simulate the lower-quality fuel). of destructive building fi res soon announced that Unfortunately, the weapon can be as dangerous to Blowtorch had arrived on the supervillain scene. Blowtorch as to his enemies. If it takes even a single Personality/Motivation: Blowtorch is a psychotic BODY of damage past its defenses (DEF 23) from pyromaniac who loves to watch things burn — an energy attack (or any other attack that could including people. Anything that feeds his beloved ignite the fuel), it bursts into fl ame, causing Blow- fl ames is acceptable as fuel. Th e screams and smell torch to take 2d6 damage every Phase (no defense) of burning human fl esh please him almost as much until the fl ames are extinguished. as seeing a towering skyscraper engulfed in fl ames In combat, Blowtorch normally relies on his from head to toe. Concentrated Firestream attack most of the time, Blowtorch’s aff ect and mood vary. When switching to the others only when he can take he’s on a roll or succeeding at things (including out multiple targets or obtain some other tactical combat), he tends to rhapsodize fi re, shouting advantage — the other settings all use up fuel much paeans of praise to it and even singing snatches more quickly. If he loses his fl amethrower, he can of rock-’n’-roll songs that mention it. He’ll giggle fall back on his martial arts training. and caper, sometimes wasting a Phase for the sheer Campaign Use: For the most part Blowtorch is a joy of it. If things aren’t going so well, he tends to run-of-the-mill mercenary villain who hires him- stare deeply into the fl ames, becoming morosely self out for jobs where he might have the chance to wrapped up in how wonderful they are. (In game start fi res. (Th is includes, of course, any arson job; terms, if things are going very well or very poorly he’s a highly sought-aft er expert at those.) However, for Blowtorch, the GM should have him make an his pyromania puts an interesting spin on things; EGO Roll; if he fails, he spends one Phase doing he may compromise his employer’s mission if he these things.) can’t resist the opportunity to start a little fi re. Quote: “Blaze and burn, twist and turn, glorious If Blowtorch isn’t strong enough to stand up fi re, higher and higher!” to the heroes in your game, give him some more incendiary weapons — maybe even ones built into Powers/Tactics: Blowtorch uses a highly modifi ed his costume so they can’t be taken away from him high-tech fl amethrower. Th e weapon has a variety or destroyed easily. Some more Armor might help of settings he controls by pressing buttons with him, too. If he’s too strong or dangerous, tone down his thumb or carefully his High-Tech Flamethrower until he’s a viable, but squeezing the variable- not overwhelming, opponent. use trigger. He can fi re Blowtorch doesn’t have the presence of mind a concentrated to Hunt heroes. He’d rather spend his time starting stream of fl ame, fi res, watching fi res burn, planning arson jobs, star- larger balls or ing lovingly at the fl ames licking at the logs in his cones of fl ame, fi replace.... or a series of large gouts of Appearance: Blowtorch wears a charcoal-grey cos- fl ame. Perhaps tume with a dark orange “fl ame” design licking up most interest- his arms and legs from his boots and gloves. His ingly, he can half-face mask is also dark grey, with the fl ame- soak a person orange around the eyes. His fl amethrower’s fuel in unburned tanks are strapped to his back, and connect to the fuel, then with rifl e via an armored hose. the tiniest fl ick of Out of costume, Perry Johnson is a short (5’6”) the trigger, send a man of average appearance in his late 20s. He has spark down the fuel sandy blonde hair, hazel eyes, and a runner’s build. stream to immolate He usually carries a few cigarette lighters and has the target. (Th is is a nervous habit of fl icking them on, staring at the bought as a Continu- fl ame for a couple of seconds, then fl icking them off . ous Uncontrolled attack, with Reduced Endur- True EVIL ance even though ‘The media often describes villains such as Takofanes, the Flamethrower the Slug, or Dark Seraph as uses Charges, to “the most evil being who ever represent how the lived,” or something like that. But if that’s victim keeps burn- true, what can you say about a man like Blow- ing until the fi re is torch, who sets children on fi re for fun?’ put out.) — Ironclad of the Champions Th e Flame- Conquerors, Killers, And Crooks 131

BRAINCHILD 3 Security Systems 15- BRAINCHILD Val Char Cost Roll Notes 3 Stealth 13- PLOT SEEDS 10 STR 0 11- Lift 100 kg; 2d6 [1] 3 Systems Operation 15- 18 DEX 24 13- OCV: 6/DCV: 6 3 Scientist Brainchild thinks he’s 18 CON 16 13- 2 1) SS: Anthropology 15- located one of Dr. 10 BODY 0 11- 2 2) SS: Biology 15- Destroyer’s secret bases, 30 INT 20 15- PER Roll 15- 2 3) SS: Chemistry 15- not far from Millen- nium City. He knows 25 EGO 30 14- ECV: 8 2 4) SS: Physics 15- 2 5) SS: Psychology 15- the Doctor understands 20 PRE 10 13- PRE Attack: 4d6 Psionic Engineering. 12 COM 1 11- If he could only fi gure Total Powers & Skill Cost: 203 out a way to sneak in 6 PD 4 Total: 18 PD (12 rPD) Total Cost: 350 there and tap into his 8 ED 4 Total: 20 ED (12 rED) computers.... Hmmm, 5 SPD 22 Phases: 3, 5, 8, 10, 12 200+ Disadvantages what if he manipulated 6 REC 0 10 Distinctive Features: Mutant (Not Conceal- the PCs into distracting 56 END 10 able; Always Noticed; Detectable Only By Destroyer long enough 30 STUN 6 Total Characteristic Cost: 147 Unusual Senses) for him to fi nd out what 15 Enraged: if tricked, fooled, or out-thought he needs to know? Movement: Running: 6”/12” (Uncommon), go 11-, recover 11- Brainchild decides it’s Flight: 15”/30” 20 Enraged: if insulted, belittled, or mocked (Common), go 11-, recover 11- time to avenge his fi rst, 20 Hunted: VIPER 8- (More Powerful, NCI, and greatest, defeat by Cost Powers END destroying the Drift er. Capture/Kill) 40 Psionic Powers: Multipower, 40-point Given the Drift er’s reserve 20 Hunted: UNTIL 8- (More Powerful, NCI, weird extradimensional 4u 1) Brain Blast: Ego Attack 2d6, Capture) powers, that’s going to Continuous (+1) 4 20 Psychological Limitation: Intellectual Arro- require a big, powerful 3u 2) Mental Control: Mind Control 4d6, gance (Very Common, Strong) variant of his Molecular Cumulative (48 points of eff ect; +¾) 3 15 Psychological Limitation: Inferiority Destabilization Pistol. 3u 3) Mind Games: Mental Illusions 6d6 3 Complex; Must Prove His “Superiority” Building a big, powerful variant of his Molecular 3u 4) Telepathy: Telepathy 6d6 3 (Common, Strong) Destabilization Pistol is 3u 5) Brain Scan: Mind Scan 6d6 3 15 Psychological Limitation: Greedy (Common, Strong) going to require lots of 1u 6) Brainlink: Mind Link (any one mind) 0 parts and classifi ed data 15 Social Limitation: Secret Identity (Harold 3u 7) Psychokinesis: Telekinesis (10 STR), from various defense BOECV (+1) 3 Jenkins) (Frequently, Major) contractors and cut- 25 Molecular Destabilization Pistol: ting-edge research labo- Multipower, 50-point reserve; all OAF (-1) Total Disadvantage Points: 350 ratories. Time for some 2u 1) Partial Destabilization: Energy Blast Background/History: Harold Jenkins can’t remember a burglaries. 10d6; OAF (-1), No Knockback (-¼), 12 time when he didn’t have mental powers. When he was Charges (-¼) [12] in elementary school and junior high, he used them Brainchild wants to 2u 2) Disintegration: RKA 3d6; OAF (-1), to keep bullies away from him — and he was already begin assembling an art collection — start- No Knockback (-¼), 12 Charges (-¼) [12] smart enough to conceal his powers while he did it. In ing with the valuable 24 Force Field Belt: Armor (12 PD/12 ED); high school he used his powers to get straight As, and Impressionist paint- OIF (-½) 0 girls, who couldn’t withstand the force of his powers of ings at the prestigious 10 Mindward: Mental Defense mental domination. All in all, the good life. DeWitt Museum of (15 points total) 0 Already well-versed in many scientifi c subjects Fine Art. Th e PCs have 7 Force Field Belt: Power Defense (10 points); due to his innate intelligence and interest in such to fi gure out that he’s OIF (-½) 0 matters, Harold didn’t bother with college. Instead, he planning a caper at the 20 Jetpack: Flight 15”; OIF (-½) 3 went straight out into the working world — or, more Museum, determine 6 Communications Array: HRRP; OIF (-½), precisely, the working underworld, since he realized he what he’s aft er (since it Aff ected As Sight And Hearing Groups could use his powers to get money the same way he’d contains hundreds of valuable objects), and As Well As Radio Group (-½) 0 used them to get girls. He arrogantly christened him- then stop him without 3 Nightsight: Infrared Perception (Sight self “Brainchild” and set about robbing banks. His fi rst damaging anything. Group); OIF (-½) 0 few robberies were an astounding success; he fl ashily 3 Nightsight: Ultraviolet Perception (Sight mind controlled the guards and loudly demanded Group); OIF (-½) 0 money from the tellers, who just handed it to him, aft er which he walked out the door. Th en he tried to rob a Skills bank when Alexander Caldwell (the Drift er of the Jus- 3 Computer Programming 15- tice Squadron) happened to be nearby. A few minutes 3 Electronics 15- later, the Drift er was posing heroically for the cameras 3 Inventor 15- and giving a post-battle interview while Brainchild 1 AK: Millennium City 8- was being taken by emergency vehicle to the nearest 2 KS: Current Events 11- mental ward. 3 KS: General Knowledge & Trivia 15- Humiliated and badly injured, Harold began to 2 KS: Th e Superhuman World 11- rethink his approach. He didn’t like pain — in fact, he 2 KS: World Literature 11- absolutely loathed it — and had little interest in getting 132 HERO SYSTEM 5TH EDITION

involved with the usual sorts of battles people with His fi ght with the Drift er taught him just how painful superpowers seemed to participate in. He could make superpowered combat can be, and he has no desire more money by using his mental and scientifi c talents to repeat the experience. He’ll run rather than fi ght to supply the underworld with goods and services. if confronted by superheroes. Th e only exception to Th at would be nice, safe, and profi table. this is that he absolutely cannot stand to be insulted Aft er his mind had recovered from the Drift er’s or taunted; it brings back unpleasant memories of powers, and his body had healed, Brainchild served his childhood as an “.” He’s likely to turn on the rest of his term, was released, and then simply van- anyone throwing insults at him and try to teach him a ished. For a while he went to work for VIPER, but that lesson. turned out badly; no one there recognized his inherent Coward or not, Brainchild is a criminal, and can brilliance, and his inability to follow orders or get along display a rather vicious streak. He will make sneak with his lab-mates led to a rather abrupt parting of the attacks or use “dirty blows” to gain a quick advantage, ways in which Brainchild walked off with several giga- and he loves to torment his enemies when they’re bytes of valuable VIPER data. Now UNTIL and other down (or to take unpleasant forms of revenge on law enforcement agencies are looking for him because them if they hurt or capture him). Superheroes who he violated the terms of his parole, and VIPER wants approach him simply as a cowardly little to kill him and get its data back. But he’s smarter gadgeteer are in for a surprise. than all of them put together, and intends to stay Brainchild usually carries a large far away from jail — or the business end of any selection of gadgets (and sometimes the VIPER blasters. spare parts with which to build other gadgets). Personality/Motivation: For a men- He is really more dangerous as a gadgeteer than talist, Brainchild is a relatively as a mentalist, a fact his enemies sometimes normal guy. All he asks out forget. His favorite gadget is his Molecular of life is to be left alone Destabilization Pistol, which cancels the to accumulate as much bonds between molecules, with eff ects up money as possible so to and including total disintegration of the he can live like a king. target. (He plans to increase the weapon’s Th e fact people power soon.) He would desperately like to want to stop learn SS: Psionic Engineering so he can build him from devices into his helmet that augment his Mental doing Powers, but so far those secrets elude him. this Campaign Use: Brainchild is a mercenary villain with a twist — one who’d rather supply equipment or help with planning a crime than carry out the crime because himself. He could easily get mixed up with some he steals the people too powerful or evil for his own comfort, money annoys him and need to turn to the PCs for help. Or, with considerably. Th e way he sees some minor changes to his modus operandi, it, he’s entitled to some money, you could make him a member of GRAB. since he doesn’t use his mental If you want Brainchild to be more powers to conquer the world or anything, powerful (perhaps so he can serve as the focus of a like Menton and those other villains. He’s scenario), give him a Gadget Pool. Alternately, you doing the world a favor, and he ought to be could boost his Psionic Powers Multipower to a 60 compensated for it. Active Point reserve, and all the slots to 40 Active Brainchild’s goal as a criminal is to amass Points or more. (You could also let him learn as much wealth as possible. He has very expensive SS: Psionic Engineering and enhance his tastes he likes to indulge; whenever possible, he lives Psionic Powers with gadgetry.) If he’s too in expensive hotel rooms and penthouses, eats the best powerful or capable for your PCs, get rid food, drink the fi nest wines, and dates the most beauti- of some of his gadgets. ful women (whether they’ll date him of their own free Brainchild won’t bother to Hunt heroes; it’s a waste will or not). If he doesn’t have money, you can bet he’s of his time. Th e only reasons he’d change his mind is if scheming to get some, somehow. If he ever hit a really he thinks a hero has data on Psionic Engineering, or if a big score, he would probably retire from crime — at particular hero repeatedly triggers his Enrageds. least until the money ran out. Appearance: Brainchild is an average-looking Cauca- Quote: “I think I’ve got just the thing for you....” sian man in his early 30s, about 5’10” tall with short, Powers/Tactics: Brainchild is a mentalist with an aver- dark brown hair. He wears a dark blue jumpsuit sort of age range of low-strength mental abilities. However, costume, with orange-red boots, belt, and gloves. Th e he tends to make his money with his talents as an belt is clearly a high-tech gadget (it generates a force electronics wizard and inventor — he supplies other fi eld), and attached to it on the right hip is an orange- criminals with gadgets or advice to help their crimes red holster holding his Molecular Destabilization Pistol. run better. Occasionally he hires himself out to help On his back he wears an orange-red jetpack, and on criminal groups; he does still commit a few crimes on his head there’s an orange-red open-face helmet with his own, but they tend to be very low-risk ones. goggles. Brainchild is a coward, though not an abject one. Conquerors, Killers, And Crooks 133

BULLDOZER stepped out into the arena, and the cheers got even BULLDOZER Val Char Cost Roll Notes louder. Tall, broad-chested, devilishly handsome, PLOT SEEDS 50 STR 40 19- Lift 12.5 tons; 10d6 [5] incredibly muscled, he lift ed the ropes and stepped 20 DEX 30 13- OCV: 7/DCV: 7 into the ring. Th e villain whose lab 30 CON 40 15- “Outta my way, you... PATHETIC... loser!” he said, Bulldozer was clean- 20 BODY 20 13- shoving the announcer to the side as he grabbed ing up when he got his powers gets in touch 8 INT -2 11- PER Roll 11- the microphone. “Hey, people! It’s great to be here with him and off ers to 10 EGO 0 11- ECV: 3 tonight in Nashville!” More cheers from the home- increase his strength. 20 PRE 10 13- PRE Attack: 4d6 town crowd. Always willing to be 12 COM 1 11- “I bet you’re all wonderin’ how it is that Bulldozer stronger and tougher, got to be the biggest, baddest, toughest, meanest, Bulldozer takes him up 24 PD 14 Total: 24 PD (14 rPD) strongest wrestler the world has ever seen! All these on it. Now he really is 24 ED 18 Total: 24 ED (14 rED) as tough as he thinks, other jabronies here tonight would love to know 4 SPD 10 Phases: 3, 6, 9, 12 which may cause prob- my secret, but since there’s no way they’ll ever be as 20 REC 8 lems for heroes who good as me, I’ll tell you! 60 END 0 consider him a joke and 70 STUN 10 Total Characteristics Cost: 199 “I used to be an ordinary guy, like all’a you. I try to fi ght him accord- worked construction, drivin’ — you guessed it — a ingly. Movement: Running: 10”/20” bulldozer! And no one was as good at bulldozin’ as me! Bulldozer plans to “crash” the Miss Planet Cost Powers END “One day my crew and I were cleaning up the beauty pageant, since 12 Supertough Skin: Hardened (+¼) wreckage of one of these supervillain labs. You he knows all those hot- for 24 PD, 24 ED 0 know the kind of guy — a pencil-neck geek in a lookin’ women have a 17 Supertough Skin: Damage Resistance labcoat who couldn’t get a woman on his best day, thing for him. Th e PCs (14 PD/14 ED), Hardened (+¼) 0 sitting around designing killer robots. Well, I spent have to prevent him 30 Ha! You Th ink Your Stupid Attack Can all day bulldozing that junk, and I guess there from ruining the event, Hurt Me?: Missile Defl ection (all Ranged must’ve been something weird left lying around hopefully without dam- aging the sets too much attacks), +5 OCV 0 that those tight-wearing pansy superheroes didn’t 8 Strong Legs: Running +4” (10” total) 1 or hurting any of the fi nd — some radioactive crap or a mutant virus or women. something. Skills “I spent all day — all day — bulldozing that stuff Bulldozer decides to 15 +3 HTH around. Any stupid magazine tells you otherwise is teach the “wimps” at lying! No one makes Bulldozer quit, no one! When Magazine 2 KS: Motorcycles 11- my eight hours were done, I got down off the ’dozer not to print “lies” about 2 KS: Professional Wrestling 11- and headed over to the bar to have a few brewskis. him. He smashes his 1 KS: Th e Superhuman World 8- way into their offi ces to Yeah, that’s right, beer! None of those fancy wine 2 PS: Construction Worker 11- bust a few heads. Fortu- coolers or stupid umbrella drinks those heroes 2 TF: Construction And Agricultural Vehicles, nately, one of the heroes drink; I drink a man’s drink — beer!” More cheer- Two-Wheeled Motorized Ground Vehicles happens to be there for ing from the crowd. He paused to let the roar die an interview. down a little. Total Powers & Skills Cost: 91 Total Cost: 290 “So here I am, driving home on my Harley, and this woman in this beat-up old station wagon comes 200+ Disadvantages across the yellow line and slams into me! I know 20 Enraged: if mocked or not taken seriously those magazines say I was the one who lost con- (Very Common), go 11-, recover 14- trol, but they’re WRONG! Bulldozer NEVER loses 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) control! I can ride better and fi ght better than any 20 Psychological Limitation: Relentlessly Hell’s Angel! She was checking out my fabulous Macho; Th inks He’s God’s Gift To Women form and stopped watching the road, that was what (Very Common, Strong) happened! 10 Psychological Limitation: Arachnaphobia “So, the impact knocked me and my hog into this (Fear Of Spiders) (Uncommon, Strong) tree. Any other guy would’ve been dead as disco, 15 Social Limitation: Public Identity (Brad but Bulldozer DON’T KILL THAT EASY! I wasn’t Powers) (Frequently, Major) even knocked unconscious! Th e police say diff erent, but they’re liars! Th ey’re just jealous of this amazing Total Disadvantage Points: 290 bod of mine!” More cheers, mostly from women Background/History: “Ladies and gentlemen... the this time. He already had three women coming up all-time wrestling champion of the world... unde- to his hotel room later, but there were a few more in feated in over three hundred matches... the holder the crowd who were going to get an invitation. And of all heavyweight belts and titles... BULLLLLL- no woman ever turned down the ’Dozer! DOZER!” “I got sick of lying there, so without thinkin’ I pried As the roar of the crowd built to a crescendo, apart what was left of my bike and walked away. louder even than the “Rock You Like A Hurricane” I was ALWAYS strong and tough, but now I was blaring from the speakers, the champion himself the strongest, toughest guy there ever was! I crush 134 HERO SYSTEM 5TH EDITION

Quote: “You think you can take me on, wimp?!?? Get ready to feel what pain is really like!” Powers/Tactics: Bulldozer is a classic “brick,” with super- human strength and resis- tance to injury. If he’s ready for the impact, he can bounce the most powerful attacks off his super-tough skin. Th at’s about all he’s got going for him. In combat, Bulldozer looks for the biggest, toughest male on the opposite side and selects him for “a beating he’ll never forget!” He constantly talks trash, oft en open- ing the battle not with a punch but with a feat of strength and a Presence Attack — that way he not only impresses the ladies, he lets the other guy know who’s about to pulp him. Insults like “geek,” “wimp,” “loser,” “bookworm,” and “dweeb” pepper his conversation, making it all the more enjoyable to beat him. Campaign Use: Bulldozer works best as a source of buildings! I throw humor and entertainment, particularly in otherwise cars the way other grim or serious games. His overinfl ated ego and men throw baseballs! non-stop posturing make it all the more satisfying Th ere’s NO ONE AS... for heroes to beat the daylights out of him. He’s TOUGH... AS... ME!” nowhere near tough or competent enough to Th e cheers were so take on an entire superteam; he works best loud he could barely as a master villain’s hireling or part of a hear himself talk, but it villain team (though who’d want to be was time for the wrap-up. teammates with him remains a mystery). “I’m the envy of every man Making Bulldozer more powerful — and the fantasy of every doesn’t always work well, because it’s more fun for woman!” him to be so obnoxious even though he’s not as strong “Hey! — Bulldozer!” Th e as many bricks. But you can easily boost his STR and sound of a nightstick on the defenses if necessary, and perhaps even give him some bars of his cell brought him back to reality. Guard “brick trick” abilities (though nothing too sophisti- Kowalski wanted something. cated or requiring any fi nesse). Making him weaker involves reducing his STR and defenses. “Hey there, sweet thing; you fi nally ready to spend Bulldozer oft en Hunts heroes — mostly super- some time with a real man?” strong ones who’ve beaten him, so he can get “a “Shut up, you pig. Get ready; you’re being trans- rematch” — but not very eff ectively. He simply con- ferred to the Class C ward; we need this maximum- fronts them in public, again and again, always con- security cell for someone who’s actually dangerous.” vinced when he loses that “the wimp cheated!” and that next time he’ll show him who the toughest man Personality/Motivation: Bulldozer is one of the most is. overbearing, obnoxious villains in the Superhuman World. He thinks he’s the strongest, toughest, most Appearance: Bulldozer is a big guy — about 6’5” tall unbeatable guy there is, despite the fact he’s almost — with the broad shoulders and the extraordinarily never won a fi ght against another super-strong well-developed musculature of a super-strong human. person. His ambition is to be the greatest pro wres- He shaves his head, and has the word “BULLDOZER” tling villain ever, and he acts like it; he desperately tattooed down his right arm. He usually wears noth- hopes someone will start a superhuman wrestling ing more than cut-off jeans and workboots — aft er all, league so he can prove just how good he is. he knows how much women enjoy the unobstructed Bulldozer is relentlessly macho, insulting view of his rippling muscles. anyone weaker than him (“wimps”) and coming on to any woman who’s even remotely attractive (“Th ey all want a piece of the ’Dozer”). He doesn’t take Clueless? women seriously at all, even superheroines. Th e fi rst ‘ “The fantasy of every woman?” Have you looked in time a female superhero hits him in HTH Combat, the mirror lately?’ he may take extra damage from the shock — though — Sapphire of the Champions he’ll quickly bounce back to “put her in her place.” Conquerors, Killers, And Crooks 135

CAPTAIN CHRONOS Maintain (-¼), Increased Endurance CAPTAIN CHRONOS Val Char Cost Roll Notes Cost (x5 END; -2) 10 PLOT SEEDS 10 STR 0 11- Lift 100 kg; 2d6 [1] 7u 9) Rapid Healing: Simplifi ed Healing 20 DEX 30 13- OCV: 7/DCV: 7 9d6, Reduced Endurance (½ END; +¼); Captain Chronos comes 20 CON 20 13- OIF (-½) 4 to the PCs, asking that 10 BODY 0 11- 47 Time Shift Field: Force Field (20 PD/ they help him round up 20 INT 10 13- PER Roll 13- 20 ED), Hardened (+¼), Reduced every Gemini in the city, take them to the local 18 EGO 16 13- ECV: 6 Endurance (0 END; +½); OIF (-½) 0 stadium, and keep them 20 PRE 10 13- PRE Attack: 4d6 60 Time Travelling: Multipower, 90-point reserve; all OIF (chronosuit; -½) there for 2.509271934 10 COM 0 11- days. “Dammit, there’s 5u 1) Time Travel: Extra-Dimensional no time to explain why 6 PD 4 Total: 39 PD (33 rPD) Movement (any date or place in time), — literally! Just do it, 6 ED 2 Total: 39 ED (33 rED) x4 Increased Mass; OIF (-½) 6 OK?” 5+3 SPD 20+20* Phases: 3, 5, 8, 10, 12/2, 3, 5, 6, 6u 2) Rapid Transit: Teleportation 30”, 8, 9, 11, 12 Reduced Endurance (0 END; +½); OIF (-½) 0 Captain Chronos starts 10 REC 8 4u 3) Walkin’ To Jerusalem: Teleportation to attack every mall 40 END 0 10”, MegaScale (1” = 10,000 km, can scale in the city, seemingly 30 STUN 5 Total Characteristics Cost: 145 down to 1” = 1 km; +1½), Reduced trying to destroy them *: OIF (chronosuit; -½) Endurance (0 END; +½); OIF (-½) 0 with high-powered 4 Gone Out For Food: Life Support explosives. What’s he up to? Movement: Running: 6”/12” (Diminished Eating: No Need To Eat), Teleportation: 30”/60” Usable Simultaneously (up to 8 people at once; +1); OIF (-½) 0 Captain Chronos shows 42 Chronogoggles: Precognitive and up to help VIPER fi ght Cost Powers END the PCs, and refuses to Retrocognitive Clairsentience (Sight and 75 Temporal Manipulation Powers: Multipower, say why. What’s going 112-point reserve; all OIF (chronosuit; -½) Hearing Groups), Reduced Endurance on? 7u 1) Temporal Acceleration: RKA 1½d6, (0 END; +½); OIF (-½), Precognition/ NND (defense is temporal/dimensional Retrocognition Only (-1) 0 manipulation powers or Life Support 17 Th e Best Omnichronometer Ever Made: [Longevity]; +1), Does BODY (+1), Detect Time 25- (no Sense Group), Continuous (+1), Reduced Endurance Discriminatory, Analyze; OIF (-½) 0 (0 END; +½); OIF (-½) 0 6 Th e Best Omnichronometer Ever Made: 7u 2) Temporal Disharmony: Energy Blast HRRP (Radio Group); OIF (-½), Aff ected 6d6, NND (defense is temporal/ As Sight And Hearing Groups As Well As dimensional manipulation powers or Radio Group (-½) 0 Life Support [Longevity]; +1), Continuous (+1), Reduced Endurance (0 END; +½); Talents OIF (-½) 0 3 Timesense: Absolute Time Sense 7u 3) No Sleep ’Til Brooklyn: Energy Blast 21 Chronogoggles: Danger Sense (immediate 9d6, NND (defense is temporal/ vicinity, out of combat, Sense) 18-; OIF (-½) dimensional manipulation powers or 3 Fast Math: Lightning Calculator Life Support [Diminished Sleep]; +1), 30 Split-Second Time Shift : Lightning Refl exes: Reduced Endurance (0 END; +½); +20 DEX to act fi rst with All Attacks OIF (-½) 0 8 Fast Reading: Speed Reading (x1000) 7u 4) Age Manipulation: Major Transform 13 Linguistic Training: Universal Translator 4d6 (anything into older/younger/newer 13-; Earth Languages Only (-½) version of itself; heals via the application of any chronal manipulation power), Skills Improved Result Group (+¼), Reduced 12 Chronogoggles Picture-Within-A-Picture: Endurance (0 END; +½); OIF (-½) 0 +5 DCV; OIF (-½), Requires A Danger 7u 5) Temporal Ambush: Energy Blast 10d6 Sense Roll (-½) (physical), Indirect (+¾), Reduced 15 +5 with Temporal Manipulation Powers Endurance (0 END; +½); OIF (-½) 0 5u 6) Fast Time Bubble: Aid SPD 7d6, 3 Combat Piloting 13- Ranged (+½), OIF (-½), Recipient Must 3 Computer Programming 13- Spend 2 END Per Point Of Extra SPD 15 Cramming (x3) Used While Aid Remains In Eff ect (-½) 0 3 Electronics 13- 7u 7) Slow Time Bubble: Drain SPD 5d6, 15 KS: Earth Culture 1970-2020 25- Ranged (+½), Reduced Endurance 10 KS: History 20- (0 END; +½); OIF (-½) 0 3 KS: Th e Superhuman World 13- 1u 8) Stop Time Bubble: Entangle 1d6, 3 PS: Watchmaker 13- 1 DEF, NND (defense is temporal/dimen- 3 SS: Physics 13- sional manipulation powers, see 3 SS: Dimensional Physics 13- text; +1), Takes No Damage From Attacks 8 SS: Temporal Physics 18- (+½); OIF (-½), Costs Endurance To 3 Stealth 13- 136 HERO SYSTEM 5TH EDITION

3 Systems Operation 13- to fi nd out for himself. Second, giving people glimpses 3 Teamwork 13- of their own future could change that future, and that could be the cause of the whole problem. So, Captain Total Powers & Skills Cost: 504 Chronos oft en ends up having to do things that seem Total Cost: 649 weird, mysterious, or even criminal or evil — but with the best of intentions, and for the best of reasons. He 200+ Disadvantages just can’t tell anyone why he’s doing them. 15 Distinctive Features: discomfi ting As a scientist/historian, Captain Chronos has “aura” (Not Concealable; Noticed And a strong streak of scientifi c curiosity, and this some- Recognizable) times sidetracks him in the middle of an adventure 25 Hunted: the Time Elemental Entropus 11- — he’s fascinated by the things he sees and people he (Mo Pow, NCI, Capture/Kill) meets, and sometimes can’t resist learning more: “Hey, 20 Hunted: Dr. Destroyer 8- (Mo Pow, NCI, you’re Ironclad! Wow, it’s great to meet you. I’ve read Capture/Kill) all about you in my history books!” He oft en starts 20 Psychological Limitation: Must Save Reality to describe a famous event from another person’s (Common, Total) life, realizes that event hasn’t happened yet, and stops 20 Psychological Limitation: Code Versus halfway through a sentence. People who spend a lot of Killing (Common, Total) time around him may soon fi nd this a little annoying. 10 Psychological Limitation: Scientifi c Curios- Given the precision with which he times every- ity (Common, Moderate) thing he does, Captain Chronos gets really annoyed 15 Social Limitation: Secret Identity: Prof. with people who are habitually late, or who dawdle. Tempus Carlson (Frequently, Major) He’s got things to do, and doesn’t want someone who 15 Susceptibility: to being Teleported or moved doesn’t understand what’s at stake wasting his time. through time by someone else, takes 3d6 He oft en gives people like that advanced chrono- damage instantly (Uncommon) graphs of his own making, programmed to beep them 20 Vulnerability: 2 x Eff ect from Drains with reminders when he wants them to be somewhere (Common) or do something. 289 Experience Points Quote: “Wow, that was great! It was just like the time you beat Firewing with... oh, wait, hasn’t happened yet. Total Disadvantage Points: 649 Never mind!” Background/History: Suddenly, there was a blinding Powers/Tactics: Captain Chronos wears a Chronosuit fl ash! — and then a funny-looking man in a silver which gives him the ability to manipulate the pas- lamé jumpsuit was standing in the middle of the sage of time. Besides giving him the power to travel street, where no one had been before. through time (Extra-Dimensional Movement), this He stood there for a few seconds, looking all allows him to achieve many other eff ects, such as: around him while passersby gawked. Some laughed, but he didn’t pay any attention. Th en he took a careful Temporal Acceleration: Captain Chronos acceler- look at some gizmo he had on his left arm. “Perfect!” ates a person through time so rapidly the victim he exclaimed. “2002, just as planned. I only hope I’m ages, withers, and eventually dies/collapses. not too late....” And then he vanished, as if he’d never been there. Temporal Disharmony: Captain Chronos “jerks” Personality/Motivation: Captain Chronos claims to be the target backward and forward through time, from the future — the very distant future, thousands stressing the target’s system to the point where he of years from the present day. According to what he’s passes out. told both heroes and reporters, he’s come back in time (or been sent back) “to prevent the collapse of the No Sleep ’Til Brooklyn: Captain Chronos rapidly time-stream and save all reality.” He refuses to say any accelerates the target through time for about a day, more, claiming that if he gives people from this time- until the target is too sleepy to remain awake. frame too much information, it could have “a negative eff ect on history.” Age Manipulation: Captain Chronos reverses or Th ough most people think he’s simply a nut, he’s accelerates the fl ow of time around a person or not lying. He is from the future, and he did come back object, making it younger or older. to save reality. In his time, it’s well-known that an early twenty-fi rst century disaster involving superpowered Temporal Ambush: Captain Chronos stops time humans wrecked Earth’s time-stream so badly man- throughout reality, puts a big physical object (like kind was nearly wiped out — it took centuries for a rock) over his target’s head, slightly redirects an humanity to recover. attack or moving object, or otherwise puts his He’s also correct when he says he can’t tell anyone target in harm’s way. Th en he returns to where he about his mission, for two reasons. First, he’s not was standing and starts time again. Th e rock falls entirely sure what his mission is. Due to the devas- (or the like), hurting the target. To the target and tation, historical records from this time period are everyone else, it’s as if the rock appeared out of spotty, so he’s not aware of exactly what caused the nowhere to fall on him! collapse of reality. He suspects either Dr. Destroyer or Mechanon is somehow involved, but he’s simply got Conquerors, Killers, And Crooks 137

Fast Time, Slow Time Bubbles, Rapid Healing: a nearly impenetrable protective barrier) protects Captain Chronos can put a person in a bubble of him from counterattack. He typically uses Temporal fast time (to make him move much more quickly, Ambush, Slow Time, Fast Time, and Stop Time the though this tires the subject out quickly) or slow most, saving his more unusual attacks for unusual time (to keep him from moving at his normal circumstances. speed). He can also put someone in a bubble of Because he’s not from this time period, there’s fast time so they heal from their injuries in the something subtly “wrong” about Captain Chronos, blink of an eye. even when he’s in his Secret Identity. Most people notice this discomfi ting feeling, though they Stop Time Bubble: Captain Chronos can put the can never explain exactly what it is. target in a bubble of stopped time, preventing him Campaign Use: Captain Chronos is a walk- from moving or doing anything. Only people with ing plot device. He can show up anywhere temporal or dimensional manipulation powers and do just about anything. Since he can escape until Captain Chronos chooses to dis- has to keep his motives mysterious, perse the bubble. [Designer’s note: this is bought he’s likely to clash with the heroes as as an NND Entangle, which is an egregious rules much as help them — “Hey, why’s violation — but it’s all in the sake of fun. If you Chronos all of a sudden trying to don’t want to open up this can of worms, though, kidnap the Senator?” Since he can’t just ignore this attack.] explain why it’s crucial to reality that the Senator be elsewhere in Rapid Transit: Captain Chronos stops time 3.729571846 hours, he ends up throughout reality, walks up to 30” from where looking like a villain. he started, and then starts time again. To others, Th en there’s the whole issue of he seems to have vanished from his starting point, what the seemingly lunatic Captain and reappeared instantly at his destination. is doing in this timeframe at all. What’s this big, cosmically-important event he Walkin’ To Jerusalem: Captain Chronos stops keeps vaguely alluding to? Why was he time throughout reality, walks across Earth to sent back in time to stop it, and who sent get to wherever he wants to go, and then re-starts him? time. If he wants to cross the ocean, he selectively If you need to make Captain Chronos reverses time around Earth until he reaches the more powerful, the best way is to increase point where the continents are joined together, the strength of his defenses until he’s almost walks to where he wants to be, and then fast-for- impossible to hurt — his powers are already wards time back to the present day. eff ective (and strange) enough (though you could add some Active Points to them if you By manipulating time, Captain Chronos can wanted). You could also get rid of his OIF and also perform incredibly fast mathematical calcula- turn all his powers into natural abilities. Making tions, move before anyone else in combat, and so him less eff ective is tricky, but you can shave forth. Many of Captain Chronos’s powers won’t work some points off of his various chronal powers if against someone who also has temporal manipula- you take care not to make him completely inef- tion powers, or dimensional manipulation powers fective. (such as many forms of Teleportation). Captain Chronos would only Hunt a hero Additionally, Captain Chronos wears two if he were convinced the hero was somehow important gadgets. Th e fi rst is his Chronogoggles, crucial to preventing the temporal disaster he’s which allow him to view the past or the future here to save the world from. If that’s the case, without actually having to travel there. In his spare though, he’ll stop at nothing (short of killing) to time he uses them, in conjunction with his HRRP, to remove the hero from the picture, or make sure watch episodes of classic TV shows on the date they he’s where he must be at a given point in time. were originally broadcast. Th rough their precogni- tive function, the Chronogoggles let him perceive, Appearance: Captain Chronos wears a silver and thus avoid, dangerous situations just about to lamé bodysuit sort of thing, seemingly occur. Th e second is his Omnichronometer, the most patterned aft er the aviator outfi ts worn advanced and accurate timepiece ever created. It not by some pulp-era heroes. Th e right glove only tells him what time it is right now, it tells him and both boots are fl ared; the left glove is not fl ared what point in time he’s at in the entire timestream, because most of his left forearm is encased in what can keep track of the time between or until multiple looks like a mini-computer (it’s actually the most events, and so on. Even though the Captain is natu- advanced chronometer in existence for the next fi ft y rally attuned to the basic passage of time, the Omni- or sixty centuries). Th e costume covers his head, but chronometer is invaluable to him. leaves the face open, and there’s a little silver wing In combat, Captain Chronos is a reasonably on either side of his head. Across his eyes he wears eff ective fi ghter. Not only does his unusual set of his Chronogoggles, big goggles with dark blue lenses powers give him plenty of attack options, he can use that have a vertical arc of electricity slowly zapping Fast Time to make his allies even more dangerous back and forth across them. On his back he wears a than normal. His Time Shift Field (which advances slim pack of some kind that attaches at the shoul- everything inside it by about a picosecond, creating ders and waist. 138 HERO SYSTEM 5TH EDITION

CATERAN CATERAN PLOT SEEDS Val Char Cost Roll Notes Talents 50 STR 40 19- Lift 25 tons; 10d6 [5] 15 Combat Sense 14- Doctor Destroyer, as 26 DEX 48 14- OCV: 9/DCV: 9 3 Lightsleep part of his ongoing 40 CON 60 17- quest to fi nd ways to 25 BODY 30 14- Skills extend his own lifes- 25 INT 15 14- PER Roll 14- 20 +4 Hand-To-Hand pan, learns of Cateran’s 20 EGO 20 13- ECV: 7 immortality. He decides 25 PRE 15 14- PRE Attack: 5d6 3 Acting 14- he must capture her so 3 Animal Handler (Bovines, Equines) 14- he can conduct research 16 COM 3 12- 3 Climbing 14- — which will probably involve vivisecting her. 20 PD 10 Total: 20 PD (14 rPD) 3 Disguise 14- As a relatively sympa- 20 ED 12 Total: 20 ED (14 rED) 2 Gambling (Card Games) 14- thetic fi gure (hopefully 7 SPD 34 Phases: 2, 4, 6, 7, 9, 11, 12 3 High Society 14- one who’s already estab- 20 REC 4 2 KS: World History 11- lished some good con- 80 END 0 2 Lifespan Of Centuries: +4 to KS: World nections with the player 70 STUN 0 Total Characteristics Cost: 291 History; Only For Events Since 1650 (-1) characters), Cateran will 3 Language: English (completely fl uent; Gaelic need the PCs’ help to is native) survive this time. Movement: Running: 11”/22” Swimming: 4”/8” 1 Language: Arabic (basic conversation) 1 Language: Mandarin Chinese (basic conver- Much to her own sation) amazement, Cateran Cost Powers END 1 Language: French (basic conversation) fi nds herself romanti- 18 Claymore: HKA 2d6 (4d6 with STR), cally attracted to a male Reduced Endurance (0 END; +½); OAF 1 Language: Portuguese (basic conversation) PC. She starts to hang (-1), No Knockback (-¼), Real Weapon (-¼) 0 1 Language: Russian (basic conversation) around, always jump- 12 Tireless: Reduced Endurance (½ END; 1 Language: Spanish (basic conversation) ing in to help him in +¼) on 50 STR (2 END) 0 1 Language: Turkish (basic conversation) superfi ghts and oth- Martial Arts: Wrestling 3 Mimicry 14- erwise getting in the Maneuver OCV DCV Damage/Effect 2 Navigation (Land) 14- way. Of course, some of 4 Choke -2 +0 Grab One Limb; 3 Oratory 14- the “crimes” she helps 2d6 NND(2) 3 Persuasion 14- him stop are ones she’s 3 Riding 14- secretly staged herself 4 Escape +0 +0 65 STR vs. Grabs 3 Seduction 14- by hiring villains to 3 Hold -1 -1 Grab Two commit them, but hey, Limbs, 60 STR 3 Stealth 14- anything for love, right? for holding on 3 Streetwise 14- 4 Reversal -1 -2 STR 65 to 3 Trading 14- Cateran suddenly starts Escape; Grab 7 TF: Common Motorized Ground Vehicles, aging for some reason. 3 Slam +0 +1 10d6 +v/5; SCUBA, Small Planes, Small Rowed Boats, Terrifi ed, she seeks out Target Falls Small Wind-Powered Boats, Snow Skiing the PCs’ to help her fi nd 3 Take Down +2 +1 10d6 Strike; You 7 WF: Common Melee Weapons, Common out why, and to stop it. Fall, Target Falls Missile Weapons, Small Arms, Staff s 14 Tough Skin: Damage Resistance 2 Weaponsmith (Muscle-Powered HTH) 14- (14 PD/14 ED) 0 3 Traveler 11 Mutant Physiology: Healing 2d6 1 1) AK: Africa 11- (Regeneration; 2 BODY per Hour), 1 2) AK: Th e British Isles 11- Reduced Endurance (0 END; +½), 1 3) AK: China 11- Persistent (+½); Self Only (-½), Extra 1 4) AK: Europe 11- Time + Increased Time Increment 1 5) AK: India 11- (2 BODY per Hour; -2¼) 0 1 6) AK: Th e Middle East 11- 10 Strong-Willed: Mental Defense 1 7) AK: Russia 11- (14 points total) 0 2 8) AK: Scotland 14- 5 Mutant Physiology: Power Defense 1 9) AK: Th e United States 11- (5 points) 0 1 10) CK: Edinburgh 11- 5 Immortal: Life Support (Longevity: 1 11) CK: London 11- Immortality) 0 1 12) CK: New York City 11- 10 Swift -Limbed: Running +5” (11” total) 0 1 13) CK: Paris 11- 2 Strong Swimmer: Swimming +2” (4” total) 0 1 14) CK: San Francisco 11-

Perks Total Powers & Skills Cost: 279 30 Contacts of a picturesque and intriguing Total Cost: 570 nature (various, all over the world, to be defi ned by the GM) 1 Fringe Benefi t: International Driver’s License 1 Fringe Benefi t: Passport 10 Money: Wealthy Conquerors, Killers, And Crooks 139

200+ Disadvantages She learned how to fi ght, and ride, and kill, and 10 Distinctive Features: Mutant (Not Concealable; take what she wanted. Soon she was leading the Always Noticed; Detectable Only By Unusual brigands herself, and the “Men of the Heather” Senses) became a group to be reckoned with. More and 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) more outlaws, hearing of her band’s exploits, came 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) to join her. But it was too good to last. Th e lairds 20 Psychological Limitation: Honorable of the clans could no longer stand for her depreda- (Common, Total) tions and pillaging, and came against the Men with 10 Psychological Limitation: Hates To Be a small army of Highlanders. Seeing no reason to Confi ned, Restrained, Or Told What To Do stay and die, Cateran took to her horse and left her (Uncommon, Strong) men to their fate. 15 Social Limitation: Secret Identity (Heather She spent the next few years roaming about McGowrie) (Frequently, Major) Scotland and the British Isles, enjoying her free- 275 Experience Points dom. It was during this time she discovered just how strong she was — why, she lift ed the Stone of Total Disadvantage Points: 570 Dunleavy easily with but one hand, that had not been lift ed by anyone at all in seventy-fi ve years! Background/History: Heather McGowrie has never Th e biggest, burliest men were no match for her in found a place or time she could truly call her own. contests of strength. And she realized something Born in Scotland in 1644, she was a woman trapped more — she didn’t seem to be growing old. Her face in a man’s world. Th ough she grew up and form showed twenty years, but she’d been on tall and lanky and strong — stronger this Earth twoscore or more. than any of her brothers or their Th at last thought scared her. Had she been friends — she was forced into cursed by the Devil somehow to walk the Earth a woman’s lifestyle. Sewing and forever like the Wandering Jew? Feeling her mortal cooking and tending to small soul was in peril, she rode to the nearest abbey and children wasn’t what she wanted, asked to be admitted. Seeing the though. She wanted to ride, trouble that lay upon her soul, and wield a sword, and fi ght, the Mother Superior admitted and have adventures! Th e her as a lay sister. only time she truly felt alive Th e religious life lasted was when the old men were about a month for Heather. She telling stories and tales and she soon found she couldn’t stand could shut her eyes and feel as if it. Every minute of the day she were taken away into another and night was regimented, world. ordered, and regulated. What When she got old enough that a waste! She quickly came young men were coming ‘round to around to thinking of her lon- court her, she’d fi nally had as much gevity not as a curse from the as she was going to take. Th ey Devil, but as a gift — from God were all so weak, soft -seeming, or from whom, she didn’t know, and close-minded that she just and she didn’t really care any- couldn’t stand the thought of being more. She just decided to make with any of them. Th ey weren’t truly the best of it. men, they were boys playing at it, She spent the next two and damned if she’d play along with them. centuries wandering the world. Finally she stole a horse and rode away, She saw the glittering spires of thinking to ride to Edinburgh or London or London, and visited the king’s some other city and make her fortune there. court in the noble garb of a She was stopped by a band of brigands lady. She explored the Black and freebooters, or caterans as they were Forest and wrestled bears in called then in the Highlands, before the Russian taiga. She watched she’d ridden half a day. Her pretty Schliemann excavate Troy. In horse, and pretty self, were rich prizes disguise, she crept into Mecca, indeed for those men. But the pretty and later explored the Ottoman girl had fangs, as they found out Empire in the same guise. She when she broke the arms of two learned how to sail, and trav- of them and crushed the skull eled the length and breadth of of another with a blow from her the British Empire, from Africa fi st. Almost before they knew it, to India to China. And then, at she’d convinced them to let her long last, she came to America. join them. Th e 1920s and ’30s found She liked the life of a brig- her in New York City. Now and — it off ered her a freedom like here, she thought, here is a none she’d ever experienced before. country where people know 140 HERO SYSTEM 5TH EDITION

how to live! No centuries-old traditions, no caste wizards with long white beards). system, and rules that let just about everyone do Quote: “You might want to be reconsidering that anything he — or she — wanted. She took to it like course of action, lad.” a fi sh to water. Whenever she needed money, a little bit of robbery or theft did the trick nicely. Powers/Tactics: Cateran is a mutant with much Th en came World War II. She’d managed to greater than normal human strength, resilience, avoid the First World War by staying in the Orient, and refl exes. Had she lived millennia ago, she’d but this time she wanted to get involved. She went probably have come down to us in legend and folk- back to Europe and, in disguise, joined a Scottish lore as some sort of goddess, but in today’s world regiment. She acquitted herself nobly and well, and, she’s had to settle for the life of a supervillainess. when the war ended, decided to return to America. Cateran is a smart and cagy combatant with Th is time she tried the West Coast. years of fi ghting experience. She won’t simply wade She found San Francisco to her liking. Th ere in and start slugging her foes unless that seems to were a few of these “heroes” out there who some- be the quickest way to end the fi ght. She’ll use her times tried to keep her from robbing banks, but environment, Hold her Actions and react appro- she never had much trouble with them — fancy priately, and otherwise fi ght intelligently. Her high clothes aren’t enough to overcome three hundred SPD gives her a real edge in many battles; she years of experience. She decided to join in their fun, sometimes “plays possum” and fi ghts like a typical and adopted the name “Cateran” for her brigandish slow “brick” (i.e., limits herself to SPD 4) until she exploits. can catch her foe off -guard with a Surprise Move. Since then, Cateran’s been a supervillainess, Cateran carries a two-handed Scottish clay- mostly in California, but drift ing from time to more for use in battle if she needs it, but she time to other cities as suits her mood. Lately she’s prefers “roughhousing” and fi sticuff s more than been spending a lot of time in Millennium City; it cutting people to ribbons — she’s not a killer, she’s has a new and vibrant air to it like none she’s ever a freebooter. She’ll only draw the sword if some- experienced before. She’s not as well known to the one makes her angry, is resistant to her strength, public as other, fl ashier, villains, but she’s having a or draws a weapon on her fi rst. She doesn’t even fi ne time and doing well for herself, so she doesn’t bother to bring it along on a lot of missions. mind one bit. In many ways, Cateran’s out of combat skills are more important than her strength. She’s been Personality/Motivation: Cateran is very much a free all over the world, speaks several languages, and spirit. Not only does she intensely dislike being knows how to do all kinds of things. She’s especially confi ned, bound, or restrained in any way, she adept at disguising herself; she’s lived half her life won’t take orders, do what people expect from “a walking in “someone else’s shoes.” lady,” or restrict her options at all if she can help it. She’s her own woman, and no one else’s. She’ll do Campaign Use: Cateran makes a good villain for as she pleases, and damn those who don’t like it. plots involving robbery and theft ; she oft en allies She enjoys her freebooting, high-living lifestyle and herself with GRAB. She’ll work as straight hired wouldn’t trade it for any in the world. muscle if she must, but prefers to be her own boss Although this attitude has led her to a life of as much as possible — and she’ll never work for crime, at heart Cateran is an honorable, oft en rather someone who wants her to act dishonorably. peaceable, person. She doesn’t fi ght for no reason, Cateran might serve well as a potential love doesn’t infl ict needless pain, attacks from surprise interest for a male PC. Th e right infl uence could only when there’s no other way to win to freedom, appeal to the romantic side of her personality and and won’t go back on her word once she’s given it. steer her away from crime and into a life of hero- Despite centuries of experience as a warrior, Cat- ism and adventure. eran prefers not to fi ght, or to kill, if there are other If Cateran is too powerful for your campaign, options. Fighting’s stupid if you can grab the swag reduce her SPD to 5 or 6, get rid of her Claymore, and run away, aft er all. And killing doesn’t usually and reduce her DEX to 20. If she’s not powerful do much but start feuds. Oh, she’s killed before, enough, increase her STR and defenses until she is. dozens or hundreds of times, in battle and out of it, Cateran is only going to Hunt someone who but she’d just as soon not slash someone with her severely harms or insults her. She’d rather just sword if a blow from her fi st will knock him out of outlive her enemies — in the long run, she knows the fi ght. they’ll go the way of all fl esh, while she remains Now over 350 years old, Cateran has devel- untouched by the years. oped a somewhat fatalistic view of life. People, Appearance: Cateran looks pretty good for a 350- places, ideas — they all grow old and pass away year-old: red hair cut short so that it frames her sooner or later, all but her. For this reason she face — the face of a beautiful 30 year-old woman avoids becoming attached to people or to objects; — and a trim, muscular, well-built fi gure. But she’s she knows she’ll lose them eventually, and doesn’t also 6’4” tall, and thus rather imposing. She usually want the pain of loss. As a result, she oft en comes wears a sort of blousy white shirt, cut to accentu- across as world-weary, cynical, and coldly unsym- ate her fi gure, a kilt-like skirt of tartan (no sporran, pathetic, even though for the most part she’s none though), and black boots. When she carries her of those things. claymore, it’s in a back sheath. Cateran has an annoying habit of calling all men “lad” unless they’re noticeably elderly (e.g., old Conquerors, Killers, And Crooks 141

CYBERMIND 15 Social Limitation: Secret Identity CYBERMIND Val Char Cost Roll Notes (Dan Simanowitz) (Frequently, Major) PLOT SEEDS 10 STR 0 11- Lift 100 kg; 2d6 [1] 30 Vulnerability: 2 x Eff ect from Mental Powers 15 DEX 15 12- OCV: 5/DCV: 5 (Very Common) Cybermind and several 15 CON 10 12- hackers compete to 10 BODY 0 11- Total Disadvantage Points: 350 see who’s the best. Th e challenge: steal from as 30 INT 20 15- PER Roll 15- Background/History: Ever since he can remember, many Millennium City 24 EGO 28 14- ECV: 8 Dan Simanowitz has been a whiz with comput- computers as they can 15 PRE 5 12- PRE Attack: 3d6 ers. As a little kid, he’d sneak into his father’s in 24 hours. Th e winner 10 COM 0 11- offi ce and play around with Dad’s computer, even is the one who cracks though he wasn’t supposed to — that just made into the most computer 4 PD 2 Total: 10 PD (6 rPD) it all the more fun. By the time he was 13, and systems (the money 6 ED 3 Total: 12 ED (6 rED) his parents had fi nally bought him a computer obtained is just icing 4 SPD 15 Phases: 3, 6, 9, 12 of his own, he’d found out something amazing. on the cake). Th e PCs 5 REC 0 He could make the computer work without even have to fi gure out what’s 30 END 0 touching it! Somehow he could reach “inside” the happening, and stop it, before a major fi nancial 25 STUN 2 Total Characteristics Cost: 100 machine with his mind, making it do whatever he panic erupts. wanted. He could rewrite the programs, change Movement: Running: 6”/12” the images on the screen, make it run subrou- While casually exploring tines, and more... all without touching either the Internet, Cybermind Cost Powers END the keyboard or the mouse. He could even turn accidentally interfaces 30 Cyberkinesis: Elemental Control, machines on and off by mental control. with a computer system 60-point powers It wasn’t long before “DanMan” was one of that’s been set up by 45 1) Machine Control: Mind Control 12d6 the hottest hackers in cyberspace, penetrating the Hzeel to monitor (Machine class of minds), Reduced secure computers with ease thanks to his cyberki- Earth. Th e bizarre alien Endurance (½ END; +¼) 3 netic powers. But he was still young and inexpe- technology warps his 45 2) Machine Images: Mental Illusions 12d6 rienced, and it wasn’t long before the FBI caught mind, increasing his (Machine class of minds), Reduced up to him. Tried, arrested, and convicted, he was powers and sending him on a destructive ram- Endurance (½ END; +¼) 3 sentenced to a juvenile detention facility. Th at page. Th e heroes have 45 3) Machine Communications: Telepathy slowed him down a little; he had almost no access to stop him, then track 12d6 (Machine class of minds), Reduced to computers there, though he could sometimes the problem back to its Endurance (½ END; +¼) 3 mess around with a secretary’s desktop machine source and shut down 15 4) Machine Manipulation: Telekinesis if he got close enough to get a glimpse of it. the Hzeel computer. (20 STR), Fine Manipulation, Reduced By the time he was 18, Dan had learned a Endurance (0 END; +½); Only To Control few things from the other young criminals incar- Aft er being badly Machines And Machine Parts (-1) 0 cerated with him (including some other, more injured in a superbattle, 20 Speed Of Th ought: +3 SPD; Only To Use experienced, hackers). He hadn’t reformed at all, Cybermind’s body is Mental/Telekinetic Powers (-½) 0 but he was determined not to get caught so easily rebuilt with cybernetic 12 Armored Costume: Armor (6 PD/6 ED); next time — or, if he did things right, caught at systems that make him OIF (-½) 0 all. Knowing his superpowers would be a sell- much stronger, tougher and more powerful. He 12 Wideband Senses: HRRP (Radio Group) 0 ing point, he created the identity of Cybermind, wakes up at home, now superhacker supreme. Since then he’s become a , with no idea of Skills the of computer security personnel around who did this to him — 13 Computer Programming 20- the world, and even once accidentally penetrated and unsure of whether 3 Electronics 15- some of Mechanon’s computer systems (thus he should be happy or 3 KS: Computer Games 15- earning the fi endish robot’s undying hatred). He’s sad about it. Th e heroes 1 KS: Th e Superhuman World 8- young, powerful, successful, and having the time now have a more power- 3 PS: Computer Gamer 15- of his life. ful, angrier Cybermind 3 Systems Operation 15- to deal with.... Personality/Motivation: Now in his early 20s, Cybermind is still pretty much a kid. Even in Total Powers & Skills Cost: 250 juvie, he never had to do too much growing up, Total Cost: 350 take much responsibility for himself, or learn to respect others. His way of thinking is, if I can get 200+ Disadvantages away with taking something, the owner didn’t 20 DNPC: Melissa Renwick (girlfriend; deserve it anyway. Penetrating computer security Unaware of Cybermind’s Social Limitation: is a big game to him, a test of his powers and a Secret Identity) 11- (Normal) way to earn “bragging rights” in the hacker com- 25 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) munity. Any suggestion that he can’t crack a par- 20 Hunted: Mechanon 11- (Mo Pow, Kill) ticular computer system is likely to make him all 20 Psychological Limitation: Code Versus the more determined to try, and to succeed. Killing (Common, Total) 15 Psychological Limitation: Hacker’s Ego; Quote: “Keyboard? I don’ need no steenkin’ key- Can’t Resist A Challenge To His Abilities board, senyor.” (Common, Strong) 5 Rivalry: Professional (with another hacker) 142 HERO SYSTEM 5TH EDITION

Powers/Tactics: Cybermind is a cyberkinetic, a simply decrease the Active Points in his cyberki- person who can operate machines with his mind. netic powers. He can interface with computers and similar Cybermind won’t Hunt heroes; that’s not his technology, taking control of them, and some- style. If a hero challenges his technical prowess, times even displaying false images on them or he’ll gladly show him who’s top dog, but having the like. His Computer Programming and Systems proven himself Operation Skills are refl ections of his powers he’ll let the more than legitimate skills; he’s never formally matter be studied computer science, engineering, or unless the anything else. For such an accomplished hero keeps hacker, he oft en displays an odd ignorance of harassing him. common hacker terms, practices, and equip- Appearance: Cyber- ment. mind wears a lightly- Cybermind isn’t really a combatant; he armored costume con- doesn’t like to fi ght, and would never even think structed to look like some- about killing or hurting someone else. In danger- what heavier armor, in blue ous situations, he’ll probably break and and gold: blue breastplate, legs, run unless he has a way to fi ght back gauntlets, belt, and helmet; gold — and sometimes even then. He’s stomach/thighs, boots, arms, and in it for the money and thrills, not backpack. Th e backpack has gold the chance to get beaten up by some coils leading to his helmet and superhero. Th e only time he’s likely gauntlets, but that’s all for the sake to be of any use in a fi ght is in high-tech envi- of misdirection — a hero who ronments where he can use his cyberkinetic thinks to disable him by taking powers to take control of weapons and security away his “weapons” will quickly systems. In the right circumstances, or against learn the backpack is just for the right types of heroes (like gadgeteers, carrying things. Cybermind’s powered armor wearers, or robots), he can be powers oft en manifest with an eff ective opponent. an accompanying light phe- Cybermind is fairly fast physically, but nomenon of dark-colored mentally he can act much more quickly. spots around his hands In game terms, he has +3 SPD with his and/or head. cyberkinetic powers. He gets Phases on In his civilian iden- Segments 2, 4, and 7 on which he can only tity, Dan Simanowitz use his cyberkinetic powers. (See Menton’s is 5’9” tall, with short description, page 30, for information on brown hair, dark eyes, how this works.) and the build of Campaign Use: Depending on the nature someone who exer- of your PC group, Cybermind could be cises regularly. the focus of a major story arc (as com- puter-oriented heroes pursue him through Who’s The BEST? cyberspace, or the team tries to prevent him from ‘Cybermind, he’s not so great. Yeah, you see conducting some sort of high-tech robbery) him online all the time, bragging about pen- — or he could just be a henchvillain hired by a etrating military computer systems and satel- master supercriminal to help with some plot. In lites and all, and saying how rich he is. Well, the hands of the likes of Dr. Destroyer or Binder, so what? If I had superpowers, I could do that, Cybermind could become a major threat to too. In fact, I could do it a helluva lot better. humanity. He could penetrate military computers He doesn’t know jack about actual computer to steal secrets, take over missile launch systems, hacking; I can get into a lot of the systems he and casually wreck jetliners by interfering with can, too, without any fancy powers, which just air traffi c control equipment. goes to show how stupid he is.’ If you want to make Cybermind more pow- —Naut, well-known computer hacker, just a few erful, or more combat-capable, you can expand minutes before his entire computer system crashed his Mental Powers to aff ect the Human class of minds as well, or you could supply him with some weapons and gadgets. To make him less powerful, Conquerors, Killers, And Crooks 143

ESPER Background/History: For untold centuries, a swarm ESPER PLOT SEEDS Val Char Cost Roll Notes of tiny motes had traveled through space, seeking a 15 STR 5 12- Lift 200 kg; 3d6 [1] new home. Resembling a cloud of energy, it was in Aft er spending some 20 DEX 30 13- OCV: 7/DCV: 7 fact alive. Intelligent and malevolent, it journeyed time in Esper’s body, the 23 CON 26 14- from planet to planet, seeking a species suitable swarm becomes domi- 18 BODY 16 13- to serve as host bodies. When it found one, it took nant, squelching her human personality. Now 23 INT 13 14- PER Roll 14- over someone’s mind, then began to breed, creat- able to unlock more of 23 EGO 26 14- ECV: 8 ing more motes that in turn entered and controlled other minds, until the entire planet was under its her powers, and create 25 PRE 15 14- PRE Attack: 5d6 other swarms to take 20 COM 5 13- dominion. It stole whatever it wanted from that over other humans, it helpless world, ravaging it until too little was left begins its standard plan 8 PD 5 Total: 18 PD (10 rPD) to support its hosts. Th en it departed, leaving its of conquest — but this 10 ED 5 Total: 20 ED (10 rED) former puppets to starve and die. time with an extremely 5 SPD 20 Phases: 3, 5, 8, 10, 12 It had been in space for long this time, much powerful mentalist to 10 REC 4 longer than ever before. Weak and desperate, it help things along! Th e 46 END 0 fi nally found a proper home — a green and pleas- PCs have to stop the swarm before it “infects” 40 STUN 2 Total Characteristics Cost: 172 ant world its inhabitants called Earth. Descending through the atmosphere, the swarm picked out the everyone on Earth. Movement: Running: 6”/12” best host it could quickly fi nd: a female, lonely, bitter, and angry for reasons the swarm could not Powerful alien bounty comprehend. She lived by herself, far from anyone hunters come to Earth Cost Powers END in pursuit of the evil 30 Psychic Powers: EC, 60-point powers else. swarm. Th ey insist the 30 1) Psychic Assault: Ego Attack 5d6 Th e swarm entered her mind and began to authorities turn Esper (Human and Alien classes of minds) 6 assert its control. Suddenly, the woman fought over to them, or they’ll 30 2) Psychic Control: Mind Control 10d6 back! Contact with the swarm had awakened take her by force. What (Human and Alien classes of minds) 6 her latent psychic powers, and in her panic she will the PCs do? 30 3) Seeking: Mind Scan 10d6 (Human struggled against the invaders. Weak aft er so long and Alien classes of minds) 6 in space, the swarm was unable to establish total Tired of NASA’s relent- 24 Force Field: Force Field (8 PD/8 ED), control. Instead, what it achieved was synthesis — a less pursuit, Esper plans Reduced Endurance (0 END; +½) 0 melding of itself and the woman’s strange body. No to strike back by crip- pling one of the Space 4 Armored Costume: Armor (2 PD/2 ED); longer would it sail the solar winds over the course Shuttles as it launches. OIF (-½) 0 of millennia. Now it would conquer and rule this pitiful world, establishing its dominion over the Th at should give the 20 Unimind Manifestation: Duplication jerks from Cape Canav- (creates one 150-point Duplicate; see miserable masses of humanity. And in time, per- eral other things to text); Costs Endurance (-½) 3 haps it would reach for the stars once more.... worry about than her. Personality/Motivation: Esper’s thoughts and feel- Skills ings are no longer entirely human. Her personality, 2 AK: Milky Way Galaxy 11- a melding of the alien mind of the swarm and her 2 KS: Radical Feminism 11- own disturbed psyche, combines her longstanding 2 KS: Th e Superhuman World 11- dislike for other people (particularly men) and the 2 Navigation (Space) 13- swarm’s instinct for conquest and wealth. (She has 2 PS: Farming 11- a tendency, though not a universal one, to refer to herself in the plural because of this.) It’s possible Total Powers & Skills Cost: 178 someone could get through to her, and force her Total Cost: 350 human personality to become more dominant, but that would take a lot of hard work. 200+ Disadvantages Driven by the swarm’s preference for close 20 Distinctive Features: alien voice (Not Con- contact with others, Esper has left behind her cealable; Always Noticed, Causes Major hermit’s life and returned to the cities, though she Reaction [fear/disgust]) makes no eff ort to get to know anyone, or even to 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) talk to them (because her voice betrays who she is). 20 Hunted: NASA 8- (Mo Pow, NCI, Capture) As much as she hates humanity, she still somehow 10 Hunted: PSI 11- (Mo Pow, Watching) feels more comfortable around other people than 15 Psychological Limitation: Loathing For by herself. Humanity (Common, Strong) Quote: “Our powers are far beyond your compre- 15 Psychological Limitation: Lust For Wealth hension. But you need not understand them to fall And Power (Common, Strong) before me.” 15 Social Limitation: Secret Identity (Ruth Erickson) (Frequently, Major) Powers/Tactics: Th e fusion of the powerful energy- 15 Susceptibility: to telepathic contact not initiated based mind of the swarm, with Esper’s own latently by her, takes 2d6 per Turn (Uncommon) psychic brain, has created a mentalist with a small, 20 Vulnerability: 2 x STUN from Chemicals/ but powerful, suite of abilities: mental control of Gases/Poisons (Common) others, infl icting pain psychically, and locating other minds. She can also generate a fi eld of energy Total Disadvantage Points: 350 to protect herself from harm. Additionally, she has 144 HERO SYSTEM 5TH EDITION

become tougher and more impressive than she REC. was as an ordinary human; her physical Campaign Use: Esper is a good villain for use Characteristics and PRE refl ect this. Her as a master criminal’s hireling or member Skills are a mingling of the remnants of of an impromptu team, but she also comes the swarm’s knowledge, and what she equipped with plenty of story hooks of her can dimly remember from her pre- own. What exactly is the swarm, and where superhuman life. does it come from? Does she have the Esper’s most unusual power is potential to “breed” more swarms and the ability to partly release the alien take over other people? What happens if mind-force from her body and cause it she teams up with PSI and Psimon and to manifest as a separate being. Th is his followers learn how to harness the “Unimind Manifestation” is a 150- swarm to augment their own powers? point character with normal human Making Esper more powerful Characteristics (except for 12 STR, involves having her become more 23 INT, and 23 EGO), an Elemental comfortable with the alien joining. As Control with the fi rst two slots of her body and mind become accustomed Esper’s own EC, and a Force Field to it, she will manifest more, and stronger, also identical to Esper’s. Th e Mani- powers — she’ll buy off her Susceptibil- festation resembles Esper, except ity, buy more Elemental Control slots, that it’s got a shiny glow to it that and increase the power of the slots she clearly indicates it’s made of energy already has. Her Unimind Manifestation more than matter. Esper does may become stronger as well. On the other not create the Manifestation oft en, hand, if you need her to be weaker, perhaps preferring to try other powers in most her body and mind start to reject the swarm, cases. costing her some of her powers (particularly Unfortunately, not all the eff ects of the her Duplication). joining were benefi cial. Her voice sounds Esper is unlikely to start Hunting a hero; strange now, like a movie special eff ect, she’s not really that focused on anything besides clearly marking her as not entirely human. acquiring wealth and power. If suffi ciently If other people initiate telepathic contact angered, though, she might start Hunting a PC, with her, it causes intense pain. (Th e GM typically by using her Mind Control to force defi nes “telepathic contact,” but it includes others to make him miserable. most forms of Telepathy, Mind Link, and Mind Control with the Telepathic Advantage.) Appearance: Esper is a beautiful woman Esper remains somewhat weak in certain with long blonde hair; she appears to be respects, particularly END. She has to watch her in her mid-20s. Her costume is fairly END usage carefully, oft en spending Phases in simple — a light-colored short jacket over combat to Recover. In time she should over- a short black skirt and black top, plus boots and a come this by decreasing the END cost of her black choker. She doesn’t wear a mask, and her eyes main powers, or buying up her END and/or glow when she uses her powers.

Point... Counterpoint! ‘Okay, what about that blonde ‘I dunno... she looks kind of girl, what’s her name, Esper? weird. Something about her She seems pretty powerful.’ just doesn’t seem right. Ever heard her voice? Give you the ‘So? A lot of people in PSI aren’t exactly creeps.’ normal. She’s got a lot of mental power. That trick she does, where she separates part of ‘Maybe. But even if she can, will she? We her mind into an energy-being so she doubles can’t even get Hypnos to show us his belt- her effectiveness in combat? — that’s pretty jets! Besides, who’s to say she’s even inter- interesting. Maybe she can teach some of us ested in joining? Even with all our powers, how to do that.’ it wouldn’t exactly be easy to take over her mind and force her to do what we want.’ — Medusa and Psimon of PSI discussing possible new recruits Conquerors, Killers, And Crooks 145

FENRIS Total Powers & Skill Cost: 190 FENRIS Val Char Cost Roll Notes Total Cost: 350 PLOT SEEDS 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 25 DEX 45 14- OCV: 8/DCV: 8 200+ Disadvantages Monster hunter Aric 23 CON 26 14- 20 Enraged: if takes BODY damage (Common), Roston Rhodes (Cham- 18 BODY 16 13- go 11-, recover 11- pions Universe, page 88) 13 INT 3 12- PER Roll 12- 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) comes to town to track down Fenris and prove 12 EGO 4 11- ECV: 4 20 Hunted: Justice Squadron 8- (Mo Pow, NCI, whether he’s “man or 20 PRE 10 13- PRE Attack: 4d6 Capture) 20 Psychological Limitation: Casual Killer monster!” Can the PCs 10 COM 0 11- keep the two of them (Very Common, Strong) from killing each other... 12 PD 6 Total: 23 PD (11 rPD) 15 Psychological Limitation: Wolf Nature and harming a lot of 10 ED 5 Total: 21 ED (11 rED) (Common, Strong) innocent bystanders in 6 SPD 25 Phases: 2, 4, 6, 8, 10, 12 15 Social Limitation: Secret Identity (Frederick the process? 11 REC 0 Rice) (Frequently, Major) 46 END 0 40 Experience Points Rice develops a formula 45 STUN 0 Total Characteristic Cost: 160 he thinks will diminish Total Disadvantage Points: 350 his Wolf nature while leaving his powers Movement: Running: 12”/24” Background/History: As a young biologist work- intact. But he doesn’t Leaping: 15”/30” ing for a prominent zoological park, Frederick want to take it untested Rice became fascinated by the legend of the this time. His experi- Cost Powers END werewolf — the man who could transform him- ments on homeless 20 Claws: HKA 1d6, Armor Piercing (+½) self into a beast. Even in their faux-natural cages, people and other kid- (2d6 with STR), Reduced Endurance the wolves at the zoo were majestic and proud, napees have resulted (0 END; +½); OIF (-½) 0 uncompromising in their savagery and love of in packs of “wolfmen” 7 Rapid Healing: Healing 1d6 (Regeneration; life. What man wouldn’t want to share in such stalking the city. Th e 1 BODY/Turn), Reduced Endurance feelings? PCs have to fi nd the (0 END; +½), Persistent (+½); Self Only With samples taken from the zoo’s wolves, source of this wave of monsters, and stem it. (-½), Extra Time (1 Turn; -1¼) 0 Rice began to study human and wolf DNA, look- 30 Resilience: Physical and Energy Damage ing for similarities so he could create a “werewolf Loki, the Norse god of Reduction, Resistant, 25% 0 serum” that would allow a person to take on the mischief, is invoked by 16 Armored Costume: Armor (8 PD/8 ED); shape of a wolf at will. He was convinced there DEMON, and while OIF (-½) 0 had to be some factual basis for the werewolf partly manifested on 12 Wolfen Muscles: Running +6” (12” total) 1 legends, and after many long nights in the labo- Earth, for a lark gives 9 Wolfen Muscles: Leaping +9” ratory, he found it! Fenris some fragment of (15” forward, 8” upward) 1 Data in hand, Rice manufactured the first the power of his son, the 9 Heightened Senses: +3 PER with all batch of lycanthrope serum. Certain it would real Fenris. Now a gigan- Sense Groups 0 work, and unwilling to wait any longer, he tic wolf-man, Fenris 5 Nightsight: Nightvision 0 injected himself, and then waited breathlessly for rampages through the 5 Tracking Scent: Tracking with Normal the transformation to occur. Soon he felt it — he city, giving the Wolf free rein to kill and devour. Smell 0 was changing! But unfortunately, it was not the Th e PCs have to fi nd sort of change he thought would take place. Pain out what happened, and Talents began to rip through his body, as human flesh stop him. 6 Combat Luck (3 PD/3 ED) was altered by lupine DNA. He yelled, and then 15 Combat Sense 12- howled, in pain, but no one was around to hear 4 Lightning Refl exes: +4 DEX to act fi rst with him. Eventually he passed out. Claws He awakened to find his experiment a par- tial success. He had taken on some wolf charac- Skills teristics. He was faster, stronger, and tougher, and 8 +4 OCV with Claws his senses had become particularly acute. But his mind had changed as well. Lurking behind his 3 Acrobatics 14- facade of humanity was the Wolf, savage in its 6 Animal Handler (Canines) 15- desire to hunt, to kill, to triumph. Only his strong 3 Breakfall 14- will could keep the Wolf in check, and even then 3 Climbing 14- not forever. 3 Contortionist 14- Knowing he could no longer hold down a 10 Defense Maneuver IV civilian job, Rice killed a security guard, dressed 2 KS: Th e Superhuman World 11- the corpse in his own clothes, and staged a 3 KS: Werewolf Legends 12- laboratory fire to fake his own death. Then he 3 KS: Wolves 12- fashioned a set of metal claws and a wolf-like 3 SS: Biology 12- costume. Choosing the name Fenris, after the 3 Stealth 14- unstoppable giant wolf of Norse mythology, he 2 Survival (Temperate) 12- became a supervillain and mercenary, always eager for the next job so the Wolf could run free again. 146 HERO SYSTEM 5TH EDITION

Personality/Motivation: Frederick Rice’s claws which he built; they can infl ict vicious once normal, if scientifi cally geeky, wounds, particularly against unarmored foes. If personality has been almost com- his claws or punches don’t have any eff ect, he’ll pletely subsumed by what he calls switch to another opponent, or try to maneu- “the Wolf” — the wolf-like nature he ver for a Surprise Move bonus. acquired by mingling his DNA with Campaign Use: Fenris makes a good that of lupines. He is aggressive, addition to villain teams that need cruel, eager for bloodshed and some extra muscle; he prefers to work combat, full of the spirit of “with a pack.” As a solo, he can’t stand the wild. Some supervil- up to a hero team for very long. lains prefer not to work Making Fenris more with him, because of his powerful typically means tendency to kill, but the heightening his Wolf Wolf is a pack creature, nature. He becomes ready and able to join with more bestial, and that others to hunt greater prey. means stronger and Rice has actually faster. He might also become a little scared of grow claws of his own, the Wolf. He’s concerned it’s ones superior to his manufactured claws, getting stronger, and that or gain the ability to summon and con- eventually he won’t have trol wolves. To make him less powerful, the capacity to control it reduce his SPD to 5, and cut down on his at all. He’d like to fi nd a defenses. way to regain more of his Fenris is a predator, quite willing humanity — but he’s not to Hunt heroes who somehow attract as intelligent or skilled his attention (typically by defeating him as he once was, so his thoroughly). He Hunts with cunning and research has yielded no savagery, carefully stalking his prey with solution... yet. Stealth and then pouncing on him to rip Quote: “Th ere’s a little bit and tear with his claws. of Wolf in all of us, you see. Appearance: Fenris wears a costume that Unfortunately for you, there’s makes him look like a man-wolf hybrid: a more in me.” grey bodystocking with a wolf-fur chestpiece Powers/Tactics: Fenris’s powers result from the and a headpiece that looks like a wolf’s head. mingling of human and wolf biological mate- Th e eyes of the headpiece are red. rial within his body. He’s faster, stronger, more Frederick Rice himself is in his late savage, and tougher than an ordinary human. 20s, 6’1”, with green eyes and long brown He has a wolf’s senses, and can track other hair. Usually he looks like an average guy, people by scent. When attacking, he uses metal but at times the Wolf shows through. ANIMAL VILLAINS Fenris, Hornet, and Menagerie aren’t the only villains Python: Th e result of a freak lab accident, this half-rep- with animal-inspired or -based powers. Some of the tile, half-man supervillain has superhuman strength others include: sometimes said to be on par with Grond’s, and a vicious Al, an “alligator-man” who supposedly haunts the Ever- mind and foul temper to boot. glades and has been blamed for several vicious attacks on The Saurian, an Argentinian mutant with the power to tourists. Some authorities are skeptical of his existence, assume the shapes of various types of dinosaurs, includ- blaming the attacks on ordinary alligators instead. ing a triceratops, a pteranodon, and a tyrannosaur. Arachne, a highly-trained female acrobat who wears a El Tiburón, a Mexican supervillain with shark powers. He’s costume and uses gadgets and weapons with a “” never been captured, so it’s unclear whether his powers theme. are natural (perhaps the result of mutation or genetic The Basilisk, a professor of medieval studies who gained splicing) or derive from some sort of “organic suit.” powers of petrifi cation and reptile control aft er reading a Vesper, a man with the ability to transform himself into a magical formula hidden a thirteenth-century bestiary. fearsome man-bat hybrid creature, and to summon and Mantisman, a supercriminal with an insect-themed suit control bats. of light powered armor. He can project globs of sticky White Rhino: A “were-rhinoceros” from Central Africa, goo, shoot deadly needle-like spines, and use several able to transform into an immensely strong (and equally insect-derived chemical weapons. Th e suit also allows durable) human-rhino hybrid. him to fl y and cling to walls. Conquerors, Killers, And Crooks 147

FIREWING Skills MALVAN Val Char Cost Roll Notes 9 +3 with Fiery Attacks Multipower GLADIATORS 40 STR 30 17- Lift 6.4 tons; 8d6 [4] 20 +2 Overall 30 DEX 60 15- OCV: 10/DCV: 10 Despite the loss of three 45 CON 70 18- 3 Language: English (completely fl uent; of the most popular 15 BODY 10 12- Malvan is native) gladiators, on Malva the 20 INT 10 13- PER Roll 13- 2 Navigation (Space) 13- duels in the arena con- tinue; the Phazor and 20 EGO 20 13- ECV: 7 3 PS: Gladiator 15- his people must have 40 PRE 30 17- PRE Attack: 8d6 diversions! 20 COM 5 13- Total Powers & Skill Cost: 641 Total Cost: 967 Th e typical Malvan 20 PD 12 Total: 40 PD (20 rPD) 200+ Disadvantages gladiator is, at best, a 20 ED 11 Total: 40 ED (20 rED) Heroic character built 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 20 Enraged: by treachery, betrayal, or on about 150 Character 25 REC 16 unfair combat tactics (Uncommon), Points. He doesn’t pos- 90 END 0 go 14-, recover 11- sess any superpowers, 80 STUN 22 Total Characteristic Cost: 326 25 Hunted: Champions 11- (As Pow, NCI, but instead uses natural Capture) fi ghting skills and weap- Movement: Running: 6”/12” 20 Hunted: UNTIL 8- (As Pow, NCI, Capture) ons. But though most of the gladiators fi t this Flight: 30”/60” 15 Hunted: Mechanon 8- (As Pow, Kill) 15 Physical Limitation: No Knowledge Of description, they pale in Earth Culture (Frequently, Greatly power and popularity to Cost Powers END the superhuman gladi- Impairing) 105 Fiery Attacks: Multipower, 105-point powers ators, whose names and 10u 1) Flame Bolt I: Energy Blast 20d6 10 20 Psychological Limitation: Code Of Honor likenesses are known all 10u 2) Flame Bolt II: Energy Blast 16d6, (Common, Total) over the planet. Most of Reduced Endurance (½ END; +¼) 4 20 Psychological Limitation: Overconfi dent, these are built on about 10u 3) Flame Bolt III: Energy Blast 14d6, Arrogant, And Determined To Win (Very 200-250 Character Reduced Endurance (0 END; +½) 0 Common, Strong) Points, similar to Low- 10u 4) Flame Bolt IV: RKA 4d6, Armor 20 Reputation: supervillain of Powered Superheroic characters. Piercing (+½), Reduced Endurance world-threatening power, 14- (Extreme) (½ END; +¼) 4 15 Social Limitation: Public Identity A select few Malvan 10u 5) Cutting Fire: Energy Blast 12d6, (Ariax Th one, Malvan super-gladiator) gladiators, the best of Armor Piercing (+½), Reduced (Frequently, Major) 597 Experience Points the best, are built on Endurance (½ END; +¼) 4 250-350 Character 10u 6) Dimension-Fire: Energy Blast 12d6, Points, making them Aff ects Desolidifi ed (+½), Reduced Total Disadvantage Points: 967 a match for a typical Endurance (½ END; +¼) 4 Background/History: Far, far away, on the other Earth superhero. Usually 10u 7) Fireball: Energy Blast 12d6, Explosion side of the Milky Way Galaxy from Earth, lies the there are no more than (+½), Reduced Endurance (½ END; +¼) 4 planet Malva. Civilization on Malva is ancient; one or two dozen of 10u 8) Withering Heat: Energy Blast 10d6, when Humans were still living in crude castles and these active on the fi ght- ing circuit at any given NND (defense is LS: Safe Environment whacking each other with sharpened metal sticks, time, but it varies from [Intense Heat]; +1) 10 the Malvans were traversing space in faster-than- year to year. Right now, 35 Mastery Of Fire: Elemental Control, light ships and establishing a vast galactic empire. with the loss of Th one, 70-point powers Ruling over all Malvans, and their conquests, was Lar, and Dazeur, and the 35 1) Fire Shield: Force Field (20 PD/20 ED), the Phazor, an absolute autocrat and scion of a increasing use of poten- Hardened (+¼), Reduced Endurance great dynasty. tially deadly combat- (0 END; +½) 0 But no civilization lasts forever. As their power enhancing drugs, the 55 2) Fiery Flight: Flight 30”, Reduced increased, so did the Malvans’ arrogance and deca- superpowered ranks Endurance (0 END; +½) 0 dence. In time they forgot about conquest and are suff ering, and the 100 3) Self-Immolation: RKA 3d6, Continuous imperial ambition, gradually letting their empire Phazor is determined to replenish them. He (+1), Damage Shield (+½), Reduced slip away, planet by planet, as they found other might even consider Endurance (0 END; +½) 0 amusements. kidnapping Earth super- 79 4) Wall Of Fire: Force Wall (0 PD/10 ED), By what would be known on Earth as the humans to take part in Transparent (physical, +½), Reduced twentieth century, the most popular entertainment his bloody games.... Endurance (½ END; +¼) plus RKA 2d6, on Malva was gladiatorial combat. In the Phazor’s Continuous (+1), Damage Shield (+½), arenas, warriors from a thousand worlds came to See page 158 for a few Reduced Endurance (½ END; +¼); pit their prowess against others, hoping to win the examples. Linked (-¼) 5 fat purses off ered as prizes by the Phazor and the 37 Fiery Eyes: Sight Group Flash Defense Malvan nobility. Greatest of all the gladiators were (30 points), Hardened (+¼) 0 those who relied not on weapons, but on the simple 45 Resilience: Life Support: Total 0 strength of their arms and the other powers they 28 Hyperfl ight: FTL Travel (1 LY/day) 0 possessed. Superpowered gladiatorial duels brought 5 Fiery Eyes: Infrared Perception the Malvans to the arenas by the hundreds of thou- (Sight Group) 0 sands. In recent years, of all the gladiators, ordinary 148 HERO SYSTEM 5TH EDITION

FIREWING and superpowered, three stood out as the most <> the Stones sighed. <> wants Firewing back. He Drogen Lar, whose “living iron” body and muscles Th one hesitated. <> ily-armed Malvan sol- Ariax Th one, a Malvan who augmented his enor- diers who begin tearing mous strength and agility with minor fi re powers. <> “citizen Th one.” Th e PCs crowds; his victories and élan made him one of the <> have to decide whether most popular people on all Malva. Th ough other to help these insuf- <> to follow the high and ancient Malvan concepts In his quest to learn of honor and glory, in truth he would do anything <> said Th one. <> home, Firewing tries to he maintained his edge over his rivals by taking spe- understand what “love” cial drugs. With his special “enhancements,” Th one Th one left the Wisdom Stones and traveled to is. Unfortunately he tries could withstand Dazeur’s and Lar’s powers better, the Grand Temple of Malva, one of the wonders of to get a female PC to and triumphed over them more oft en than not. the Universe. Inside, in the very heart of the Temple, teach him. Both suspected Th one of cheating, but neither could was the Furnace of the First Ones, a vast fl ame prove it. which some said was the life’s-fl ame of the Malvan Firewing issues an “all Gradually, the games became bloodier and people — when it died, so too would they. Legends comers” challenge to also told of the Firewing, a man who enters the Earth’s superhumans, bloodier, something none of the three champions fl ame to emerge, his impurities burned away, with off ering to take them cared for. Th e Phazor wanted greater and greater all on in the middle of spectacle, and he demanded that the gladiators pro- great power. Hoping his own fi re powers would pro- the Sahara Desert. Who vided it. Blood, in dozens of colors, soaked the sands tect him, Th one climbed the steps and walked into shows up, and what hap- more and more oft en. the confl agration. pens? Disgusted with what he had become, Drogen Pain. Great pain. Th e pain of a thousand sins, a Lar found a way to steal a spacecraft and leave thousand imperfections, burning away in minutes. Malva forever. Dazeur left soon aft er. Th one was Th e pain of being forged into a living weapon the dismayed. When would he fi nd other opponents likes of which the Malvans had never seen. so truly worthy of him? It would take years, even Suddenly a great gout of fl ame, the largest Fire decades. Who could challenge him now? ever witnessed by any living Malvan, erupted from He soon learned. Th rough means unknown the Furnace, turning night into day for dozens of to Th one, the Phazor found out about the special miles around the Grand Temple. And from it soared drugs he used, and demanded that Th one provide Ariax Th one — the Firewing. him with them. Ever obedient to his Phazor, Th one Th e Fire had brought to Th one power such did so — and the Phazor improved upon them, as he had never dreamed of, burning away his old giving them to other gladiators so that they became weaknesses and abilities and replacing them with more and more powerful, but their lives shorter and ones far greater. With power came clarity. He knew shorter, as the drugs burned through their bodies. no one on Malva could challenge him anymore. Now it was Th one’s turn to feel disgust; he rejected Th e Wisdom Stones’ hope — that he would reignite the drugs entirely, and soon was one of the weakest the fi res of conquest and glory in the hearts of all of the superpowered gladiators. Malvans — was a foolish one. What he needed was Despairing, Th one sought out the Wisdom a challenge worthy of him. He thought of his old Stones. For millennia, the bodies of the wisest Mal- rivals, Lar and Dazeur. Th e Phazor had told him vans were preserved in special calcifi ed formations, both had found their way to a strange planet its that they might communicate their learning and inhabitants called “Earth,” a world with even more advice to Malvans still living through strange tele- superpowered people than Malva. Th ough his power pathic processes. now dwarfed both of theirs, perhaps on Earth a proper challenge awaited him. With the residue of <> Th one asked. <> way in space and fl ew through without a second’s <> the Stones replied. <> he talks arrogantly about his honor — about how <> Th one said hotly. <> attacking from surprise or behind, never refusing a challenge, never using powers beyond his own Conquerors, Killers, And Crooks 149

that his opponent lacks. In battle, Firewing usu- Because of his honor, ally relies on his Flame and his power, he Bolts, switching to other holds himself powers only if they prove up as some- ineff ective. He’s aggressive thing greater more than tactical — while he and more didn’t survive the arenas for important so many years by being a fool, than any these days he’s more inclined human, to rely on sheer power instead even a of clever maneuvering. Unless super- he has trouble hitting targets powered with his ordinary OCV, he keeps one. But on most of his Skill Levels in DCV. the other Firewing prefers one- hand, Firew- on-one battles whenever ing’s desire for possible (though some- victory — his times he deliberately overwhelming invites more than one need to win, to prove person to fi ght him). his superiority, to If superheroes gang defeat all who up on him without would dare to his consent, and the challenge his fi ght begins to go badly, might — wars he’ll accuse them of acting with this honor “dishonorably” and withdraw to which he sin- until he can take them on cerely aspires. individually. Whenever Campaign Use: Firewing Firewing is should be powerful enough to confronted with represent a challenge to entire the possibility PC teams — though he’s not truly of losing a fi ght, a “master villain,” since he has make EGO Rolls no interest in conquest, he for both Psycho- should be close to them in logical Limitations, as if terms of power. If he doesn’t engaging in a Skill Versus meet this description, increase Skill Contest. If his Determined To his defenses and powers until he Win has the best roll, he’ll cheat to win if he has to. If does; perhaps give him some his Code Of Honor wins, he’ll stick to it... for now. Damage Reduction and a few additional attacks (like One of the most personally powerful supervil- a Flash, or a high END cost bonus to his basic Flame lains in the Champions Universe, Firewing is on Bolt). On the other hand, if he’s too powerful, you Earth for one reason: to experience the challenge should decrease the DCs in his attacks until he’s only of combat. Few superhumans can truly challenge terrifying. him, at least not until they team up with others, Firewing does not voluntarily work for other but Firewing will accept almost any invitation to villains; he doesn’t consider that honorable or a good combat. Some villains have tricked him by playing use of his time. He can sometimes be tricked into it, on this trait, but that’s a dangerous game, for Firew- but as mentioned above, this is, literally, playing with ing’s wrath when he fi nds out he’s been played for a fi re — if he fi nds out, he’s almost certain to become fool is terrible to behold. Enraged and burn his tormentor to a cinder. But of course, one cannot fi ght all the time. Firewing Hunts heroes, but only ones with the Th ough he remains largely ignorant of Earth culture strength and ability to give him a good fi ght. His and customs, Th one is intelligent and curious, and Hunting method consists of showing up where the tries to learn about them. He particularly enjoys this hero is and challenging him to battle. If he won’t thing called “opera.” fi ght voluntarily, Firewing goads him into it with Quote: “Even defeat is an honor, if it comes aft er a a few well-placed blasts, or threats to innocent noble struggle against a superior foe. And so shall I bystanders. He cares little how much destruction honor you now.” and death he causes, provided he gets a good fi ght. Powers/Tactics: Firewing’s powers involve the con- Appearance: Firewing wears a costume of brown trol and manipulation of a quasi-magical Malvan and gold-orange with a stylized sort of raptor motif fl ame. He can produce many diff erent types of in the front. Flames fl icker from his eyes and the top fi re-blasts, fl y, shield himself from attacks, sheathe of his head, and when he’s fl ying or in battle, wings himself in fl ame, and erect walls of fi re. His power is of fi re sprout from his shoulderblades. enough to give anyone, even Dr. Destroyer, pause. 150 HERO SYSTEM 5TH EDITION

FOXBAT FOXBAT Radio Group (-¼) 0 PLOT SEEDS Val Char Cost Roll Notes 30 Fortune Of Fools: Luck 6d6 20 STR 10 13- Lift 400 kg; 4d6 [2] Foxbattlebots: Foxbat 23 DEX 39 14- OCV: 8/DCV: 8 Perks builds a veritable 20 CON 20 13- 10 Money: Wealthy armada of robot weap- 10 BODY 0 11- ons with which to 18 INT 8 13- PER Roll 13- Talents conquer the world. Th is 11 EGO 2 11- ECV: 4 6 Combat Luck (3 PD/3 ED) is the last stage of his 20 PRE 10 13- PRE Attack: 4d6 Master Plan, and it’s Skills sure to succeed! Morgan 10 COM 0 11- 10 +1 Overall Fairchild will be his at last! Bwah hah ha... no, 8 PD 4 Total: 19 PD (11 rPD) 12 +4 with Amazing Ping-Pong Ball Gun wait, that’s Pulsar. 6 ED 2 Total: 17 ED (11 rED) Multipower 5 SPD 17 Phases: 3, 5, 8, 10, 12 Foxbat-Gnop: Foxbat 8 REC 0 3 Acrobatics 14- becomes enchanted by 40 END 0 3 Acting 13- the idea of Knockback. 30 STUN 0 Total Characteristics Cost: 112 3 Breakfall 14- He adds gadgets to his 3 Computer Programming 13- Ping-Pong Ball Gun Movement: Running: 9”/18” 3 Contortionist 14- that allow all the slots to Leaping: 8”/16” 3 Disguise 13- do Double Knockback, Gliding: 20”/40” 3 Electronics 13- making the weapon an 1 High Society 8- oversized monstrosity of 2 CK: Millennium City 11- a fi rearm (he can barely Cost Powers END lift it). With such awe- 25 Th e Amazing Ping-Pong Ball Gun: 1 KS: Bats 8- some weaponry at his Multipower, 50-point reserve; all OAF (-1) 5 KS: Comic Books 15- command, the world is 2u 1) Explodoball: EB 8d6; OAF (-1), 5 KS: Th e Superhuman World 15- sure to fall to his Master 8 Charges (-½) plus Sight Group Flash 2d6; 3 Lockpicking 14- Plan! Bwah hah hah hah OAF (-1), Linked (-½), 8 Charges (-½) [8] 3 Mimicry 13- hah!!! 2u 2) Hardball: EB 10d6 (physical); 3 Persuasion 13- OAF (-1), Stun Only (-0), 8 Charges (-½) [8] 3 Shadowing 13- Foxbat sponsors Th e 2u 3) Glueball: Entangle 5d6, 5 DEF; OAF 3 Security Systems 13- Great Foxbat Look-Alike (-1), 8 Charges (-½) [8] 3 Sleight Of Hand 14- Contest, with fabulous 3 Stealth 14- cash prizes for the 2u 4) KOball: EB 5d6, NND (defense is Life winner. His Master Plan Support [Self-Contained Breathing]; +1); Total Powers & Skills Cost: 238 is to kidnap the par- OAF (-1), 8 Charges (-½) [8] ticipants and brainwash 2u 5) Smokeball: Darkness to Sight Group Total Cost: 350 them, so that a veritable 4” radius, Personal Immunity (+¼); OAF Army of Foxbats can (-1), 8 Charges lasting 1 Turn each (-0) [8] 200+ Disadvantages fan out and conquer the Martial Arts: Generic 20 Hunted: Champions 8- (Mo Pow, NCI, world! Bwah hah hah Maneuver OCV DCV Notes Capture) hah hah!!! 4 Block +2 +2 Block, Abort 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) 4 Dodge — +5 Dodge, Aff ects 10 Hunted: the supervillain he’s most recently All Attacks, annoyed 8- (Mo Pow, Administer A Sound Abort Th rashing) 5 Kick -2 +1 8d6 Strike 25 Psychological Limitation: Th inks He’s Living 4 Punch +0 +2 6d6 Strike In A Comic Book (Very Common, Total) 3 Th row +0 +1 4d6 + v/5; 20 Psychological Limitation: Code Versus Target Falls Killing (Common, Total) 16 Foxbatcostume: Armor (8 PD/8 ED); 10 Reputation: lunatic supervillain, 11- OIF (-½) 0 5 Rivalry: Professional (with whichever hero 6 Run!: Running +3” (9” total) 1 or villain he’s currently obsessing over) 4 Bound!: Leaping +4” (8” forward, 15 Social Limitation: Secret Identity (Frederick 4” upward) 1 “Freddy” Foswell) (Frequently, Major) 13 Fly!: Gliding 20”; OIF (glider-wings; -½) 0 15 Vulnerability: 1½ x Eff ect from Presence 3 Foxbatmasklenses: Infrared Perception Attacks (Very Common) (Sight Group); OIF (-½) 0 10 Experience Points 3 Foxbatmasklenses: Ultraviolet Perception (Sight Group); OIF (-½) 0 Total Disadvantage Points: 350 6 Foxbatmasklenses: +6 versus Range Background/History: “Penhurst! Bring me some more Modifi er for Sight Group; OIF (-½) 0 issues of Justice Squadron; I’ve fi nished all these.” 2 Foxbatearpiece: Ultrasonic Perception “I’m sorry, Master Frederick, but your mother has (Hearing Group); OIF (-½) 0 instructed me to purchase no more sequentially illus- 6 Foxbatearpiece: Radio Perception/ trated stories on your behalf.” Transmission (Radio Group); OIF (-½), Aff ected As Hearing Group As Well As “What!??!? Why not?” Conquerors, Killers, And Crooks 151

“I’m sure I don’t know, sir.” world don’t always heal as fast as they do in the comics. “Moooommmm!” Quote: “I’m the bad guy, right?” “Yes, dear?” Powers/Tactics: Despite his lunacy, or perhaps because “Penhurst says I can’t have any more comic books!” of it, Foxbat is a surprisingly skilled individual with the general strength and build of someone who engages “Yes, dear, I’m afraid he’s right.” in regular intensive exercise. He’s also good with “Why not? I haven’t done anything wrong.” his hands, able to pick locks (or pockets) and wiggle his way into or out of tiny spaces. “Th ings aren’t going very well in your father’s business, In combat, Foxbat relies mainly dear. We don’t have any more money for things like on his Amazing Ping-Pong Ball Gun, comic books.” which can fi re several diff erent types of gimmicked ammunition. He Oh, no! But in the crucibles of misfortune, great can also use his martial arts skills, destinies are forged. but that’s not nearly as exciting as Aft er a few despondent days, Freddy realized shooting people! something — this wasn’t a setback, it was the start of his Foxbat’s main goals in origin story! It was time for him to step up and join the combat are to look good and have ranks of superhumanity as he knew he always would fun, which are a far cry from being one day. But should he become a hero, or a villain? He tactically eff ective or winning. For waffl ed back and forth a long time, but a tragedy such example, he loves to fl y (sure, it’s as he had suff ered could only embitter a man, and turn really gliding, but try telling him him toward the dark side. A villain he would become. that), and oft en wastes one or two Heroes were a stupid, boring lot. Th erefore, he would Phases per Turn just making dra- be... a Foxbat! matic glides across the battlefi eld. Aft er raiding his trust fund for seed money, He also enjoys soliloquizing about his Freddy began an intensive training regimen. Gymnas- Master Plan. tics and martial arts alternated with studying electron- ics and practicing his criminal skills. When he was Campaign Use: Foxbat is intended ready, he started designing the amazing Foxbatgadgets primarily as a humorous break from with which he would terrorize all humanity! Well, or otherwise serious Champions stories rob the Freezy Delight downtown, whichever seemed and adventures. He works best by like more fun at the time. Ice cream.... himself, in a quasi-master villain role in And at last the time came to assume the mantle which the GM supplies him with what- that destiny has woven for him — the mantle of Foxbat, ever gadgets, vehicles, and henchmen he greatest villain the world has ever seen! Standing on needs to accomplish his current Master a rooft op, silhouetted against the setting sun, Foxbat Plan. When running him, use his casts his dark shadow over a world that shall tremble in Luck liberally — sometimes as fear at the very sound of his name! Although his fi rst much as every Phase, particularly crime, an attempt to steal the Empire State Building in if it helps to keep him from becoming seriously 1993, didn’t quite work out as expected, no doubt his hurt. latest Master Plan will bring the heroes of Earth to their As a Hunter, Foxbat is even more of an insuff er- knees! able nuisance than normal. If insulted or made to look a fool, he’ll start to pick on the off ending superhero Personality/Motivation: Not exactly the most well-bal- endlessly, singling him out for pranks and annoying but anced individual to begin with, Freddy Foswell came harmless “attacks” reminiscent of gags seen in comics completely unhinged when he found out his family had and on television. Nighthawk is a favorite butt of Fox- lost its fortune and he could no longer live a life of idle bat’s bizarre jokes. luxury, spending all of his time reading comic books. You can easily make Foxbat less powerful by He’s convinced he’s actually living in a comic book — a reducing the Active Points in his gun or stripping away grand story in which he is the major fi gure, almost hero Skills and reducing Characteristics. As long as he’s still and villain both. His crimes have no rhyme or reason, an appropriately humorous foil for the PCs, it doesn’t though the ones that succeed are oft en profi table; he’s matter. If, for some bizarre reason, you want to make just trying to act the way a supervillain should act. him a serious threat, increase his Amazing Ping-Pong Foxbat goes through other delusions the way Ball Gun to a 75 Active Point reserve (and improve the normal people change their clothes. He oft en fi xates on slots to match), or even give him a Gadget Pool. a particular hero, “Hunting” him for a time, then revers- ing course and trying to become his sidekick. He con- Appearance: Foxbat wears a two-tone brown costume, ducts bizarre scavenger hunts in which he, for example, with light brown on the legs, sides, arms, and mask and tries to acquire every Volkswagen Beetle in the city. He dark brown for the trunks, center chest, and shoulders. threatens public offi cials with the Noogie-o-Matic. He’s His boots and gloves, belt, the glider wings under his crackers. arms, and the fl ares on his mask are dull yellow. He car- Since this whole supervillain thing is all for fun, ries the Amazing Ping-Pong Ball Gun in a dull yellow Foxbat has no desire to hurt anyone. What good is that? holster attached to his belt. But unfortunately, sometimes Freddy’s warped percep- Freddy Foswell is 5’10” tall and weighs 160 tions lead to tragic consequences. People in the real pounds. He has the build of a young man who engages 152 HERO SYSTEM 5TH EDITION

GARGANTUA in intensive regular exercise. 3 Stealth 13- 3 Streetwise 13- PLOT SEEDS GARGANTUA Val Char Cost Roll Notes A corrupt contractor Total Powers & Skill Cost: 417 builds a skyscraper 25 STR 15 14- Lift 800 kg; 5d6 [2] Total Cost: 557 without obeying the 20 DEX 30 13- OCV: 7/DCV: 7 proper safety codes. 20 CON 20 13- 200+ Disadvantages One day, the build- 15 BODY 10 12- 10 Distinctive Features: Mutant (Not ing starts to collapse. 10 INT 0 11- PER Roll 11- Concealable; Always Noticed; Detectable Gargantua off ers to 10 EGO 0 11- ECV: 3 Only By Unusual Senses) help — he can easily 20 PRE 10 13- PRE Attack: 4d6 25 Hunted: Sentinels 11- (Mo Pow, NCI, Capture) stabilize it and hold it up 10 COM 0 11- until engineers can fi x 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) things — but he wants 20 Psychological Limitation: Th inks He’s a full pardon from the 15 PD 10 Total: 40 PD (20 rPD) Invulnerable (Common, Total) governor in exchange. 15 ED 11 Total: 40 ED (20 rED) 15 Reputation: destructive supervillain, 11- Will the PCs be will- 5 SPD 20 Phases: 3, 5, 8, 10, 12 (Extreme) ing to work with him 15 REC 12 15 Social Limitation: Secret Identity (Th omas fairly and honestly? Will 40 END 0 Russell) (Frequently, Major) he keep his side of the 40 STUN 2 Total Characteristic Cost: 140 10 Susceptibility: to involuntary alterations bargain? of his size or density, takes 2d6 instantly Movement: Running: 6” (36”)/12” (72”) (Uncommon) Gargantua fi nds he’s get- 242 Experience Points ting bigger and bigger Cost Powers END in his normal form. He 94 Th e Gargantua Eff ect: Growth (at full used to shrink back Total Disadvantage Points: 557 power, Gargantua becomes 32” tall, down to 7’1”, but now Background/History: Th omas Russell was big, even weighs 3 million kg, and gains +75 STR, he’s 7’6”. He’s afraid this as a kid — so big he killed his mother when she +15 BODY, +15 STUN, -15” KB, +16” may continue. What’s gave birth to him. By the time he was four years old, reach, and is at -10 DCV and +10 to PER going on — and who he was the size of a ten-year-old; at twelve he was as will he turn to for help? Rolls to perceive him), Costs END Only tall and muscled as a full-grown man. It didn’t take To Turn On (+¼) 7 long for him to learn he could push the other chil- Aft er suff ering a tre- 25 Tirelessness: Reduced Endurance (½ END; dren around and bully them. With his size, he rarely mendous blow to the +¼) for up to STR 100 (5 END) 0 had to hit anyone, the threat of it was enough. Even head during a superbat- 60 Gargantuan Fists: Area Of Eff ect (One his teachers were a little scared of him. tle, Gargantua becomes Hex; +½) for up to STR 100, Reduced By the time he was a teenager, Russell discov- unconscious and lapses Endurance (0 END; +½); Linked to ered there was more to his size than met the eye: into a coma. But his Growth (only applies at 60 points’ worth Growth powers don’t he could alter it, growing even bigger and stronger of Growth or more; -¼) 0 shut off ; he keeps getting for short periods of time. Th e more he practiced 29 Gargantuan Physique: +25 CON; No larger and larger, knock- with this power, the taller he got and the longer he Figured Characteristics (-½), Linked to ing over buildings in the could maintain the eff ect. But he wasn’t as stupid Growth (-¼) 0 process. Th e PCs have as he was big. He didn’t have any intention of using to use super-science to 40 Gargantuan Physique: +25 PD and ED; his powers “for the good of all mankind”; he was shrink themselves to the Linked to Growth (-¼) 0 going to use them for himself, and himself alone. size of giant molecules 20 Impressiveness: +25 PRE; Linked to To do that he had to keep them secret. and go inside his body Growth (-¼) 0 Russell’s size and muscle soon attracted the to fi nd and remove the 20 Gargantuan Resilience: Damage attention of the local VIPER Nest, which recruited cause of the problem. Resistance (20 PD/20 ED) 0 him as an agent-in-training. He enjoyed the experi- 30 Gargantuan Resilience: Physical and ence, even learning a thing or two about being a cat Energy Damage Reduction, Resistant, 25% 0 burglar, but quickly decided it wasn’t for him. Fol- 60 Gargantuan Legs: Running +30” lowing orders and being part of a private army just (36” total), Reduced Endurance wasn’t what he had in mind for himself. (½ END; +¼); Linked (to Growth; -¼) 3 It wasn’t long aft er Russell fi nished high school that a new costumed criminal, calling himself Gar- Perk gantua, appeared on the scene. At fi rst he worked 6 Contact: a VIPER Nest Leader 11- mainly for VIPER, but aft er a couple of years he (extremely useful resources, access to major branched out, pulling solo jobs and teaming up institution) with other villains and organizations. Over the 7 Money: Wealthy past half-decade he’s built a reputation as a power- ful, dependable, professional super-criminal. He’s Skills made a lot of money and had a great time fi ghting 8 +4 with Punch superheroes, and he plans to be around for a long, 3 Climbing 13- long time. 2 KS: Th e Superhuman World 11- 1 KS: VIPER 8- Personality/Motivation: For a supervillain, particu- 3 Lockpicking 13- larly a super-strong one, Gargantua is intelligent 3 Security Systems 13- and thoughtful, even philosophical. He’s no dummy, Conquerors, Killers, And Crooks 153

and it angers him when people treat him as if he is (especially when they simply assume that “he’s GARGANTUA’S GROWTH CHART strong, so he can’t be bright”). He never went to college, but he enjoys reading “deep books” and Points of Growth STR CON BODY PRE PD ED STUN KB Height discussing them, a trait that earns him a measure of 15 40 25 18 25 20 20 43 -3 2” respect from master villains who ordinarily dismiss 30 55 30 21 30 25 25 46 -6 4” the “hired help” as morons. 45 70 35 24 35 30 30 49 -9 8” Gargantua’s size, strength, and experiences 60* 85 40 27 40 35 35 52 -12 16” as a supervillain have given him a healthy dose of 75 100 45 30 45 40 40 55 -15 32” overconfi dence. He has yet to suff er a serious defeat *: Gargantua’s hands achieve their Area Of Eff ect: One Hex at this point. or signifi cant injury, and at this point practically thinks he’s invulnerable. He’ll take on anyone or For each 15 points’ worth of Growth, Gargantua gains +5 CON, +5 PRE, +5 PD, +5 ED, anything. and +6” Running. Quote: “Ready to be crushed, little man?” Not only does his enormous size give him certain abilities most bricks lack, but he doesn’t mindlessly Powers/Tactics: Gargantua’s powers derive from smash his enemies. He fi ghts cleverly, with a good his ability to grow to tremendous heights (at his head for tactics. Similarly, he’s not easy to trick or maximum, 32”, or about 200 feet, tall). Generally manipulate; he knows full well what he can do, and he can only use his full Growth out- doors what his services are worth, and doesn’t take risky and on other strong sur- or pointless jobs. faces, since otherwise If Gargantua is too weak for your game, his weight makes him increase his Damage Reduction to 50% crash through fl oors and increase his normal STR and get stuck in small and CON (so that he’s able spaces (though he does to hold his own better enjoy using all his in situations where Growth at once to he can’t use his “explode” a building Growth). If he’s too from the inside out). tough, scale back Because his Growth is on the Growth, Constant and he uses and the Char- it so much, he only acteristics and gets a -¼ value for abilities Linked the Linked Limita- to it — 30-45 tion on his associated points’ worth of abilities. Growth and associ- But that’s not ated abilities may the limit of his abilities. work better for you. His training as a thief Gargantua gives him capabili- doesn’t see much point ties most big, strong in mindless vendettas, so villains lack (though he’s unlikely to Hunt usually he can only use a superhero. If one of them when he’s at or near them, particularly a normal human size; in par- rival “brick,” got ticular, the PER Roll bonuses to see him angry him when he’s Grown tend to make Stealth enough, pointless). he might Gargantua is intelligent, and fi ghts make a that way. In combat the fi rst thing he point of does is try to get to a place where he tracking can use his full Growth powers (or as much them of them as possible); that usually means taking the down, fi ght outside. When he’s ready, he’ll pick out the though. His enemy he’s most capable of dealing with (usually early forays another “brick,” or a fl ying character other people against the foe have trouble hitting), and smash him. If he can’t will involve his cat burglar skills, but eventually a simply crush someone with his gargantuan fi sts, knock-down-drag-out fi ght, in public so everyone he’ll pick that person up and throw him as far as he can see him win, has to take place. can, hopefully removing him from the battle. Appearance: Gargantua’s costume consists of a Campaign Use: Gargantua is a change of pace from brown and green high-collared jacket-like top, the usual brick, and should be played that way. brown pants, green gloves and boots, and a brown 154 HERO SYSTEM 5TH EDITION

GROND PLOT SEEDS half-face mask that leaves his dirty blonde hair and And Prone To Tantrums (Very Common, short beard visible. At normal size, he’s 7’1” tall and Total) Th e classic Grond plot: massively built. 15 Psychological Limitation: Hatred Of Fire a supervillain some- (Common, Strong) GROND how gains control of 20 Reputation: dangerous and destructive out- him (fl attery, neural Val Char Cost Roll Notes of-control monster, 14- (Extreme) implants, Mind Control, 90 STR 80 27- Lift 25 ktons; 18d6 [9] 5 Social Limitation: Public Identity (Sidney whatever) and unleashes 18 DEX 24 13- OCV: 6/DCV: 6 Potter) (Occasionally, Minor) him on the city. While 50 CON 80 19- 10 Unluck 2d6 the heroes stop the 30 BODY 40 15- 20 Vulnerability: 2 x STUN from Ego Attacks rampaging man-mon- 5 INT -5 10- PER Roll 10- ster, the true villain of (Common) 8 EGO -4 11- ECV: 3 the piece is committing 20 Vulnerability: 2 x STUN from Fire Attacks some other crime across 30 PRE 20 15- PRE Attack: 6d6 (Common) town. 6 COM -2 10- Total Disadvantage Points: 420 40 PD 22 Total: 40 PD (40 rPD) Something happens to Background/History: Th ree-time loser Sidney Potter 30 ED 20 Total: 30 ED (30 rED) restore Grond’s intel- fi gured he’d fi nally caught a break. Th e warden ligence and willpower... 4 SPD 12 Phases: 3, 6, 9, 12 had asked for volunteers for some special medi- without aff ecting his 28 REC 0 cal experiments; anyone who participated would strength or resilience. 100 END 0 earn substantial “good conduct” reductions in his Now he’s really danger- 100 STUN 0 Total Characteristics Cost: 287 ous, because he can act sentence. Sidney was more than willing to let a few eggheads poke him with needles if it meant he on his own. What will Movement: Running: 6”/12” he do? Will the heroes could get out of prison early. Leaping: 28”/56” be able to stop someone Th ings didn’t quite work out. When he heard Swimming: 12”/24” with Grond’s strength the medical technician say “Oops,” he began to panic. and the smarts to use it Cost Powers END When he learned the tech had injected him with the in tactically clever ways? wrong serum — some sort of reptile-derived immune 22 Horns: HKA 1d6 (2d6 with STR), Armor factor booster instead of the experimental cold Piercing (+½) 2 Teleios gets his hands remedy — he became agitated and started to leave. on samples of Grond’s 35 Super-Tough Skin: Damage Resistance Th e tech tried to stop him, and a struggle ensued. tissue and clones him. (40 PD/30 ED) 0 Sidney was thrown into a shelf-full of medicines and Th e faux Gronds aren’t 10 Super-Tough Skin: Lack Of Weakness chemicals; dozens of sera and formulae entered his quite as strong and (10 points) for Normal Defenses 0 body through the cuts the glass bottles made. But he tough as the real thing, 4 Super-Strong Lungs: Life Support (Extended escaped, fi ghting his way past the guards with manic but they’re more than Breathing: 1 END per 20 Minutes) 0 enough to give the PCs strength. Screaming with terror, he ran outside, right 10 Super-Strong Legs: Leaping +10” (and the world) real into the middle of a thunderstorm. With the guards (28” forward, 14” upward) 0 problems. But how will in hot pursuit, he dove right into a heavily polluted 10 Super-Strong Swimmer: Swimming +10” Grond react when he river... just as lightning struck! (12” total) 0 fi nds out? No one ever saw Sidney Potter again. Th e 6 Four Arms: Extra Limbs (2), Inherent (+¼) 0 prison offi cials assumed he’d drowned and his body 6 Four-Armed Combatant: +2 SPD; had been washed downstream. Th ey were unpleas- Activation Roll 11- (-1), Costs antly surprised when, a few days later, a huge, Endurance (-½), Only To Punch (-1) 2 green-skinned, four-armed monster calling himself “Grond” went on a rampage downtown. It took Skills three teams of superheroes to stop him, and tests 20 +4 Hand-To-Hand soon confi rmed that this man-monster was once Sidney Potter. But no one could fi nd a way to trans- Total Powers & Skills Cost: 123 form him back; the doctors didn’t even understand Total Cost: 410 how he’d been turned into Grond in the fi rst place! 200+ Disadvantages Grond has become a well-known member of the Superhuman World. Oft en tricked and manipu- 25 Distinctive Features: big, ugly mutated lated by supervillains, he’s caused billions of dollars’ green body (Not Concealable, Causes worth of property damage and hundreds of deaths. Extreme Reaction [abject fear]) But somewhere, deep inside his tiny mind, Sidney 35 Enraged: Berserk when realizes he’s Potter is still screaming to get out. been tricked, or thinks he’s been tricked (Common), go 11-, recover 8- Personality/Motivation: Grond’s personality can be 20 Hunted: Champions 8- (As Pow, NCI, summed up in two words: childish rage. He’s got Capture) the tolerance for frustration of a four-year-old, 20 Hunted: UNTIL 8- (As Pow, NCI, Capture) combined with an almost constant state of anger 5 Physical Limitation: Big And Heavy (is that simply shift s focus from time to time. Unfortu- always 12 feet tall and weighs approximately nately his lack of intelligence also makes him gull- 1,000 kg; -2 DCV, +2 to PER Rolls to per- ible; a clever supervillain can easily soothe him for ceive) (Infrequently; Slightly Impairing) a few minutes and then convince him to go smash 25 Psychological Limitation: Childishly Naive something the villain wants smashed. Conquerors, Killers, And Crooks 155

Grond doesn’t employ pronouns when refer- ring to himself (or other people, usually), but instead uses his proper name (or theirs). Quote: “Grraarrr!!! Grond will hammer skinny human! No man is mightier than Grond!” Powers/Tactics: Grond isn’t smart or clear-headed enough to have any real grasp of tactics; mostly he just smashes people who annoy him again and again until they stop moving or something distracts him. Th e closest he comes to a clever tactic is to Grab someone with two of his arms, then use his other two arms to pummel them while they’re at reduced DCV. He avoids enemies with fi re-based powers or attacks, which scare him and do extra damage to him. Because he has four arms, Grond can get in a lot more punches than most hand-to-hand fi ghters do. Th is is repre- sented by his Four-Armed Combatant power. At the beginning of each Turn, the GM should make the Activation Roll. If the roll suc- ceeds, it means events work out that Turn for Grond to get in a couple of extra punches — give him two additional Phases (either shift his Phases in Segments 3 and 9 to 2 and 8, and make the new Phases 4 and 10, or simply choose the two extra Phases randomly). If Grond’s two extra arms are somehow disabled, or he uses them to Grab a target, he can’t use this power. Campaign Use: Grond is a “cannon fodder” villain, intended simply to give the PCs a tough fi ght. In the event he can’t, you can increase his power by giving him Damage Reduction (and perhaps Hardening his PD and ED) (on the other hand, if he’s too tough for your game, reduce his STR, CON, and defenses until he’s at a proper level of power). However, a clever GM might weave some interesting stories around Grond — make him a monster deserving of sympathy and help, rather than simply a force of nature for the PCs to defeat and restrain. Treated properly, and with increased INT and EGO, it’s even possible Grond could one day become a hero. Grond does not Hunt anyone; he lacks the intel- lect to think in an extended fashion that way. Once an annoyance is out of his sight, it’s out of his mind. Grond receives fewer points for his Social Limitation (Public Identity) than normal, because he’s a full-time (and mindless) supervillain. Th e fact that it’s easy to fi nd out his real name doesn’t usu- ally inconvenience him much. Appearance: Grond is a huge, green-skinned human; he stands twelve feet tall, and weighs a metric ton. What’s even more distinctive is that he has four massively-muscled arms, with only four fi ngers on each hand. He has no visible outer ear, and two white horns (one large, one small) jut from his forehead. To some people, his appearance is vaguely reptilian. His costume is nothing more than a pair of navy blue pants. 156 HERO SYSTEM 5TH EDITION

HERCULAN HERCULAN 200+ Disadvantages PLOT SEEDS Val Char Cost Roll Notes 30 Hunted: Champions 11- (Mo Pow, NCI, 40 STR 30 17- Lift 6,400 kg; 8d6 [4] Capture) Brainchild gets in touch, 24 DEX 42 14- OCV: 8/DCV: 8 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) and claims he can build 30 CON 40 15- 10 Physical Limitation: Knows Little Of Earth Herculan a new star- 20 BODY 20 12- Culture (Frequently, Slightly) ship... in exchange, of 20 INT 10 13- PER Roll 13- 15 Psychological Limitation: Fassai Code Of course, for Herculan 15 EGO 10 12- ECV: 5 Honor (Common, Strong) performing a few 15 PRE 5 12- PRE Attack: 3d6 15 Psychological Limitation: Overly Aggressive; “favors” for him. Does Can’t Show Weakness, Refuse A Challenge, Herculan really want to 10 COM 0 11- go home? Is it worth the Or Accept Defeat (Common, Strong) trade? If it is, what does 15 PD 7 Total: 21 PD (6 rPD) 10 Psychological Limitation: Hunting Ironclad Brainchild have in mind, 15 ED 9 Total: 21 ED (6 rED) (Uncommon, Strong) and can he really build a 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 15 Social Limitation: Public Identity (Tren starship? 14 REC 0 Tarrec Dazeur of the Fassai) (Frequently, 60 END 0 Major) Long-term exposure 55 STUN 0 Total Characteristics Cost: 199 30 Vulnerability: 2 x Eff ect from Mental Powers to Earth’s pollutants (Very Common) is starting to sicken Movement: Running: 6”/12” Herculan. He kidnaps Flight: 10”/40” Total Disadvantage Points: 350 some prominent xeno- biologists from L’Institut Background/History: Far from Earth, on the other Th oth and forces them Cost Powers END side of the Milky Way’s galactic core, lies the to work on a cure. Can 45 Metabolism Leeching: Multipower, Velarian Confederation, a union of several species the PCs fi nd them and 45-point reserve and dozens of inhabited worlds. By the time of rescue the hostages? 4u 1) Strength Leeching: Transfer 3d6 Earth’s late twentieth century, the once-peaceful Will the hostages even (target’s STR to Herculan’s STR) 4 Confederation was wracked by interstellar civil want to be “rescued”? 4u 2) Agility Leeching: Transfer 3d6 war. Two species, the Renghadi and the Fassai, (target’s DEX to Herculan’s DEX) 4 were fi ghting with three other species for political A sleazy fi ght promoter 4u 3) Stamina Leeching: Transfer 3d6 and economic control of the Confederation. tries to arrange a tele- (target’s STUN to Herculan’s STUN) 4 Unfortunately, the war was not going well for vised battle between 41 Modifi ed Fassai Space Armor: Multipower, Ironclad and Herculan. the allies. To make up for their losses of ships and 62-point reserve, all OIF (-½) But what happens if men, the Hundred Houses of the Fassai embarked they both decide to 4u 1) Gauntlet Blazer: EB 10d6, Reduced on a program of genetic mutation to create super- accept the off er? Endurance (½ END; +¼); OIF (-½) 2 powered soldiers. Each House agreed to volunteer 4u 2) Blinding Pulse: Sight, Hearing, And one of its children for the program, so that their Radio Group Flash 10d6; OIF (-½) 6 sacrifi ce would inspire the people to fi ght harder. 2u 3) Jetpack: Flight 10”, x4 Noncombat, House Dazeur, a proud and ancient family Reduced Endurance (½ END; +¼); fallen on hard times in recent centuries, chose OIF (-½) 1 Tren Tarrec, fourth son of the Dazeur patriarch. A 12 Modifi ed Fassai Space Armor: Armor computer scientist by profession, Tren Tarrec had (6 PD/6 ED); OIF (-½) 0 no interest in becoming a soldier, but his honor 4 Modifi ed Fassai Space Armor: Life Support and obligation to his family dictated that he obey (Safe Environments: High Radiation, without question. Intense Cold, Low Pressure/Vacuum); He reported to the United Fassai Army OIF (-½) 0 Medical Complex and was sent to a lab. Th e tech- 5 Fassai Eyes: Ultraviolet Perception nicians strapped him down, injected him with (Sight Group) 0 certain chemicals, bathed him with special muta- tive rays, and sat back to watch the results. Within Skills three hours, Tarrec’s muscle mass had increased 4 +2 with Punch exponentially, and he’d developed the power to leech an enemy’s strength, agility, or stamina into 3 Computer Programming 13- his own body! Christened Du’sai Gett’ta (roughly, 1 Language: English (basic conversation; “Sergeant Strength”), Tarrec was given a costume Fassai is native) and sent to the front. 1 AK: Malva 8- One taste of battle was all Tren Tarrec 2 KS: Earth’s Superhumans 11- needed. Terrifi ed by the sounds of blaster fi re, 2 Navigation (Space) 13- the screams of the wounded, and the thunder of 2 PS: Gladiator 11- artillery, he ran to an escape capsule, punched in 2 PS: Fassai Military Commander 11- a random direction code, and left the Velarian 3 Tactics 13- Confederation behind forever as he drift ed off 2 TF: Science Fiction And Space Vehicles into cold sleep. Years later, he awakened to fi nd that his Total Powers & Skill Cost: 151 journey had brought him into what was once the Total Cost: 350 territory of the Malvan Empire, but was now a Conquerors, Killers, And Crooks 157

lawless hinterland — the Malvans had long ago returned to where he’d left his ship, only to fi nd abandoned their empire to devote themselves to a group of these primitive natives demolishing it hedonistic pursuits. Tarrec soon learned one of — apparently they thought it was part of an “alien these “pursuits” was watching gladiatorial com- invasion” or something. bats... and that superpowered gladiators were in Angered to see them destroying his one great demand. way off this planet, he struck one of them. To his Th e battlefi eld was frightening, but with his dismay, they proved as fragile as they were stupid; powers, Tarrec had no diffi culty participating in he nearly killed the man. Soon the newspapers one-on-one duels against other superpowered and television reporters were talking about “hos- foes. Before long he was one of the most popular tile aliens,” and somehow his strength earned him of the combatants, with only the Dorvalan metal- the nickname “Herculan” (whatever that meant). man, Drogen Lar, and the fi re-wielding Malvan, Well, so be it! No one insults a Fassai Ariax Th one, to rival him. Tarrec grew of House Dazeur! If that’s how they were to hate them both, particularly Lar, going to treat him, he’d show them what who handed him several humiliating an “alien invasion” was like — and in the defeats. Still, these were good times. process show Drogen Lar who was But good times always come truly the better warrior. to an end. As the years passed, the Personality/Motivation: Aggres- gladiatorial battles became sive, touchy, and hostile, Herculan bloodier and bloodier, as the is quick to take off ense at sup- Phazor of Malva demanded posed insults and resort to force greater spectacle. Tarrec whenever he perceives a “chal- became disgusted; he lenge” of any sort. Th e truth may have abandoned his is, though, that he’s angry honor to fl ee his home- at himself more than the land, but this was not for world. He ran from his him. He could tell that family and his obligations his rivals felt the same because of his cowardice, way. and he just can’t con- It was not long aft er- sciously face up to that dis- ward that Drogen Lar stole grace. His criminal career results a Malvan starcraft and escaped from too much bravado, a from the Phazor’s clutches. refusal to look “weak,” and Realizing that if Lar could an unwillingness to ever do it, he could, too — and accept defeat gracefully unwilling to let his hated — all of which make him rival leave him behind easy to manipulate. — Tarrec formulated Th e fact that Her- his own plan. Late one culan holds Humans night he overpowered in such low regard some guards, then doesn’t help matters. used their security His fi rst contact passes to get into a with them did not restricted area and exactly go well, and steal a starship. Th e further interaction hasn’t improved his opinion of Malvan security the “barbarians.” He fi nds their primitive conduct grid tried to stop him, damaging his ship in the faintly ridiculous (at best) or suicidal (at worst) process, but he escaped. Programming his ship to — things like smoking, professional sports, and follow Lar’s energy wake, he found himself hur- movies don’t make much sense to him. He some- tling across the galaxy at speeds far greater than times entertains hopes of enlightening these poor, any Fassai had ever attained before. dim-witted fools. As he approached the end of Lar’s journey Herculan tries to follow the traditional Fassai — a blue-green planet its inhabitants called Earth code of honor, which dictates that he must not — he discovered to his horror that the damage settle for anything less than the best he deserves. from the Malvan attack was more serious than Th at means he’s always striving to prove himself he’d thought. He was going to crash! It took all as a warrior, so he can feel he “earned” whatever it his strength, agility, and luck to land the one-man is he feels like stealing (or the money an employer scout ship without destroying it or injuring him- pays him). If does not believe he’s earned his self. reward, he won’t take it. Furthermore, Fassai war- With proper military discipline, the fi rst riors do not kill their enemies, unless the enemy thing he did was go look for the replacement refuses an off er to surrender, so Herculan is will- parts he’d need to fi x his ship. All he got was ing to accept requests for mercy, and expects his stares of disbelief and terror; people on this (should he ever have to make one) to be honored world weren’t used to seeing aliens. Nor was their as well. technology advanced enough for him to use. He 158 HERO SYSTEM 5TH EDITION

Quote: “Even barbarians such as you must be DEX, or STUN). Th ird, he wears a suit of Fassai fought honorably.” Space Armor, which Fassai technologists modifi ed Powers/Tactics: Herculan is a mutated alien with to draw off his own personal energy instead of a three distinct sets of powers. Th e fi rst are his gen- built-in battery. Th e suit allows him to fl y, fi re force- erally enhanced Characteristics; he’s much stron- blasts, or project a multi-spectral “blinding pulse.” ger, faster, and tougher than the average Human His military training and years of gladiatorial (or Fassai). Second, he can, by touching another experience make Herculan a cagey, eff ective com- person, cause the victim’s strength, stamina, or batant. He prefers to fi ght hand-to-hand, using his agility to transfer to him (thus increasing his STR, Strength to punch and crush. He uses his Strength Leeching against other “bricks,” his Agility Leeching against martial artists and energy projectors, and Professional Rivalry? his Stamina Leeching against just about anyone. A ‘Yes, I remember “Herculan,” or Grab, followed by Strength or Stamina Leeching, is Tren Tarrec Dazeur, as I knew a favorite tactic. him. He belongs to a spe- Like all Fassai, Herculan’s mind is unusually cies called the Fassai that my susceptible to the eff ects of Mental Powers. He’s people have never heard of or had contact well aware of this problem, and tries to hide from with; I’m not even sure they have FTL travel or avoid mentalist foes. capability. I don’t know much about them; Dazeur and I didn’t exactly talk about things Campaign Use: Herculan makes a good mercenary like that. villain or villain team member. It shouldn’t be too diffi cult for a clever villain to fi nd a way to play on ‘In fact, we usually didn’t talk much at all; Herculan’s honor or other emotions to get him to we only interacted in the Malvan arena. Even follow a particular course of action. Additionally, back then, he was powerful; his leeching Herculan can tie in to many plots or story ideas powers made it diffi cult to come to grips with involving aliens; maybe he wants to fi nd a ship he him, much less defeat him. The longer the fi ght lasts, the better he gets and the worse can use to get home, or the Fassai somehow track you get; eventually, the balance tips and he him down. wins. The best way to beat him, I found, was If Herculan isn’t tough enough to challenge to goad him into attacking too quickly too your PCs, increase his STR or the number of dice soon, and then try to fi nish him off while he’s in his Transfer. You might even consider making still relatively weak. His natural strength and the Transfer a Ranged attack. If he’s too tough, get speed make that diffi cult, but it’s better than rid of his Modifi ed Fassai Space Armor Multipower, the alternative. and maybe reduce his Transfers to 2d6 each. Herculan Hunts Ironclad, hoping to one day ‘Dazeur was one of the Phazor’s great favor- defeat his old enemy once and for all. He doesn’t ites. I got the idea the Phazor saw him as some sort of half-bestial proto-Malvan, like Hunt anyone else; Ironclad takes up all of his focus. what his people were hundreds of thousands Appearance: Herculan is a Fassai, a humanoid spe- or millions of years ago. Dazeur was his cies with dark skin, noted for the furrowed ridges “noble savage,” as I believe you Humans put and relative lack of hair on their heads. He wears a it.’ black and grey suit of modifi ed Fassai space armor — Ironclad of the Champions with prominent blasters and jetpack.

SUPER-GLADIATORS OF MALVA Page 147 describes the gladiators who fi ght in the Malvan Malachite: A super-strong alien made of green rock. arenas, including a few who, like Herculan, have super- Although a favorite of the crowds due to his general bon- powers. Some of the most prominent of these superhu- homie, he loses as oft en as he wins. man warriors (with stage names translated into English, if Shomak: An alien of unknown species who claims that appropriate) include: his powers of invisibility and befuddlement derive from Dr’zheem: An alien of unknown species, with multiple his mastery of occult lore. tentacle-like arms and a fl exible, stretchable body. Even Steelhand: A Toractan with metal-control powers, able the strongest gladiators fi nd it diffi cult to get a grip on to sheath himself in super-dense metal, instantly form him... or to escape his grasp. blades and clubs to hit his opponent with, and so forth. Frostbite: A mutant Malvan with ice powers. Frostbite Terala Shain: One of the few female super-gladiators. was once a great rival of Ariax Th one, given the dia- Although not truly super-strong, she’s much stronger metrically-opposed nature of their abilities, but Firewing than her fellow Malvans, deadly accurate with her dwarfs him in power. punches and kicks, and at times blindingly fast. Jaa’lu Darkmaw: An Ackálian with the ability to assume Whirlwind: A mentalist/psychokinetic with powers various bestial and half-bestial forms. Strong and swift , that can only aff ect his body and people he touches, his powers allow him to adapt his fi ghting style to diff er- renowned for his ability to “whirl” himself and hurl his ent opponents. opponents across the arena. Conquerors, Killers, And Crooks 159

HOLOCAUST Skills HOLOCAUST Val Char Cost Roll Notes 15 +5 with Eyebeams Multipower PLOT SEEDS 40 STR 30 17- Lift 6,400 kg; 8d6 [4] 6 +3 with Flight 27 DEX 51 14- OCV: 9/DCV: 9 Holocaust steals some 30 CON 40 15- 3 Computer Programming 14- biological weapons from 20 BODY 20 13- 3 Conversation 15- the stockpiles of the 23 INT 13 14- PER Roll 14- 3 High Society 15- former Soviet Union, and threatens to attack 20 EGO 20 13- ECV: 7 2 CK: New York City 11- Millennium City with 30 PRE 20 15- PRE Attack: 6d6 2 CK: Washington, D.C. 11- 2 KS: American Politics 11- them if the President 14 COM 2 12- does not turn control 3 KS: Th e Superhuman World 14- of America over to him. 30 PD 22 Total: 32 PD (18 rPD) 3 Oratory 15- Th e PCs have to track 30 ED 24 Total: 32 ED (18 rED) 3 Persuasion 15- him down and stop 8 SPD 43 Phases: 2, 3, 5, 6, 8, 9, 11, 12 3 Riding 14- him... without damaging 20 REC 12 3 Seduction 15- any of the germ can- 100 END 20 3 Stealth 14- nisters. 70 STUN 15 Total Characteristics Cost: 332 4 TF: Large Motorized Boats, SCUBA, Snow- mobiles, Snow Skiing Holocaust walks into Movement: Running: 9”/18” the main generator for Millennium City and Flight: 30”/60” Total Powers & Skills Cost: 568 Total Cost: 900 begins absorbing energy. When he’s reached his Cost Powers END maximum, he departs, 200+ Disadvantages 100 Eyebeams: Multipower, 100-point reserve seething with power, to 10u 1) Power-beams: Energy Blast 20d6 10 10 Distinctive Features: Mutant (Not destroy the PCs’ head- 9u 2) Basic Eyebeams: Energy Blast 12d6, Concealable; Always Noticed; Detectable quarters and kill them Reduced Endurance (0 END; +½) 0 Only By Unusual Senses) all. 9u 3) Focused Eyebeams: Energy Blast 12d6, 20 Enraged: by insults, sarcasm, or not being Armor Piercing (+½) 9 taken seriously (Common), go 11-, recover 11- Holocaust and Gravi- 7u 4) Cone Eyebeam: Energy Blast 10d6, Area 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) tar have a brief aff air. Of Eff ect (11” Cone; +1); No Range (-½) 10 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture/ Th ey’re frightening 9u 5) Homing Eyebeams: Energy Blast 10d6, Kill) enough as a couple, but the breakup is worse Indirect (always originates with character, 20 Psychological Limitation: Megalomaniac; — since they take their but can attack from any angle; +½), Determined To Rule Th e World (Very Common, Strong) anger out on each other Reduced Endurance (½ END; +¼) 4 by battling in the middle 30 Telekinetic Powers: Elemental Control, 20 Psychological Limitation: Casual Killer of New York City. Th e 60-point powers (Very Common, Strong) PCs have to stop this 30 1) Kinetic Manipulation: Telekinesis 15 Social Limitation: Secret Identity (Geoff rey “lover’s spat.” (40 STR) 6 Haganstone) (Frequently, Major) 60 2) Telekinetic Flight: Flight 30”, Reduced 10 Unluck 2d6 Endurance (0 END; +½) 0 565 Experience Points 11 Spiked Gauntlets: HKA 1d6, Armor Piercing (+½); OIF (-½), No STR Total Disadvantage Points: 900 Bonus (-½) 0 Background/History: Geoff rey Haganstone was born 60 Energy Conversion: Variable Power Pool to power — in more ways than one. (Absorption Pool), 50 base + 25 control Th e son of Senator Albert Haganstone of cost; Only For Absorption (-1½) 0 Pennsylvania and his socialite wife Clarice, Geof- 16 Toughness: Damage Resistance frey was a precocious child, far more intelligent and (16 PD/16 ED) 0 active than his years would indicate. Born into a 60 Energy Control: Physical and Energy family of wealth and privilege, he lacked for noth- Damage Reduction, Resistant, 50% 0 ing; many people predicted he would succeed to his 4 Armored Costume: Armor (2 PD/2 ED); father’s Senate seat one day. OIF (-½) 0 When he was a teenager, Geoff rey manifested 6 Swift Runner: Running +3” (9” total) 1 mutant powers — the ability to control and project 42 All-Sense: Detect Physical Objects energy. Concerned about “scandal,” the Haganstone and Energy 14- (no Sense Group), family kept his superpowers secret, thus allowing Discriminatory, Increased Arc Of him to develop his abilities without hindrance. Perception (360 Degrees), Range, Sense, By the time he fi nished college, Geoff rey’s Targeting 0 combination of power, privilege, and wealth had combined to make him haughty and condescend- Perks ing. He realized he, and he alone, was fi t to lead the 32 Contacts: various, in American government peoples of the world — and with his abilities, he and high society could conquer them. Th e thought of ruling Earth 15 Money: Filthy Rich soon came to obsess him, but he knew even he, by himself, would fi nd it hard to conquer humanity if 160 HERO SYSTEM 5TH EDITION

people did not fear him. Only through fear could Conversion VPP), diminish the energy of attacks his lessers learn the obedience and discipline they against him, or fl y. so badly needed. In combat, Holocaust relies on his Eyebeams. Fashioning a costume and choosing a name His Homing Eyebeams allow him to alter the direc- — Holocaust — designed to inspire fear, Geoff rey tion of the energy so it arcs around to attack an started his supervillain career by attacking the enemy from behind, turns corners to hit someone Empire State Building in 1983. Th e Justice Squad- trying to hide behind cover, and so forth. He’ll ron defeated him, but only barely, and he escaped set his Energy Conversion VPP to work off of his at the last minute. He has tried to destroy major enemies’ most common type of attack, and usually landmarks and institutions, or conquer the world, have it feed into his STR, STUN, or Eyebeams. many times, never succeeding — but never being Because he uses END so quickly, due to his captured, either. He’s convinced it’s only a matter of high SPD, Holocaust oft en takes Recoveries during time before he fi nds a way to triumph. a Turn (particularly on his Phases in Segments 9 Personality/Motivation: Holocaust is an overween- and 11). If he expects a long fi ght, he may use his ing megalomaniac, arrogantly certain he’s superior Absorption to feed his END, too (half to END, half to everyone else on Earth and destined to rule the to STUN is a favorite combination). planet. He has so little regard for his “future sub- Campaign Use: Holocaust is a master villain of the jects” that he’ll kill them for the slightest reason second water. He lacks the Skills and true power to — defying him, not obeying him fast enough, spill- conquer the world on his own, though he’s deter- ing his coff ee. His lack of restraint has caused him mined to keep trying. He oft en hires other villains problems in the past (it’s hard to get information to help him carry out his plans and provide combat from a dead person, for example), and undoubtedly support. He should be able to stand against the PCs will again in the future. by himself for at least a few Phases, if not an entire Despite his general attitude, Holocaust does combat. feel some stirrings of noblesse oblige. One of the Making Holocaust more powerful is easy. easiest ways to manipulate him is to appeal to his All you have to do is think of other ways he could “honor” or his “concern for your people.” Th at “control energy,” and then give him the appropri- doesn’t always work, but sometimes he falls for it. ate powers. A large Variable Power Pool for Energy Quote: “On your knees! I intend to rule this world, Control eff ects wouldn’t even be out of the ques- and those who obey me will tion. If you want to make him weaker, reduce the fi nd themselves rewarded. Active Points in his Multipower reserve to 90 or Th ose who do not will be 75, give him a single type of Absorption (with the punished.” Varying Eff ect Advantage), decrease or remove his Telekinesis, and reduce his SPD to 6. Powers/Tactics: Holocaust Holocaust readily Hunts heroes. It takes little is a mutant with extensive to anger him to the point where he considers a energy control powers. In particular hero (or team) an enemy fi t only to be addition to projecting pow- destroyed. He’ll launch schemes of world conquest erful force-bolts from his specifi cally arranged to attract his enemy’s atten- eyes, he can move objects tion, then ambush him while he tries to stop the telekinetically, absorb plan. any type of force and convert it to Appearance: Holocaust’s costume is a red bodysuit, enhance any with purple boots, trunks, gloves, and gorget that of his abili- also have a scale motif to them. His belt is gold, and ties (his there are gold patches on the inner wrists of his Energy gloves. Spikes on the knuckles of his gloves make his punches deadlier than normal. He covers his head with a purple helmet that has a lightning bolt- like yellow design on top, and a green eyebar from which he projects his Eyebeams. Th e helmet leaves his mouth exposed. He also wears a purple cape. Geoff rey Haganstone is a handsome, athletic man in his 30s, with a winning smile and somewhat arrogant demeanor. He’s well-known on the Ameri- can social circuit. Conquerors, Killers, And Crooks 161

HORNET 15 Social Limitation: Secret Identity (Gerald HORNET Val Char Cost Roll Notes Byrne) (Frequently, Major) PLOT SEEDS 30 STR 20 15- Lift 1,600 kg; 6d6 [3] 10 Unluck 2d6 22 DEX 36 13- OCV: 7/DCV: 7 20 Vulnerability: 2 x Eff ect from Chemicals/ Hornet creates a swarm 23 CON 26 14- Poisons/Drugs (Common) of giant, mutant wasps 14 BODY 8 12- (see the HERO System 15 INT 5 12- PER Roll 12- Total Disadvantage Points: 350 Bestiary, page 92). He plans to loot the city’s 14 EGO 8 12- ECV: 5 Background/History: Aft er watching his mother die banks while the heroes 20 PRE 10 13- PRE Attack: 4d6 slowly of cancer, Gerald Byrne was determined to are busy dealing with his 6 COM -2 10- fi nd some way to keep that sort of tragedy from “pets.” aff ecting others. He began to study medicine, but 15 PD 9 Total: 15 PD (5 rPD) an interest in entomology eventually sidetracked Hornet kidnaps several 12 ED 7 Total: 12 ED (5 rED) him into becoming a research biologist instead of a people, mutates them 5 SPD 18 Phases: 3, 5, 8, 10, 12 doctor. with an extraction of 11 REC 0 One day, he heard about a tribe of Indians in the the insect venom that 46 END 0 Amazon Jungle that suff ered from almost no diseases gave him his powers, 41 STUN 0 Total Characteristics Cost: 145 because of their diet, which included several types of and forms them into unusual insects. Intrigued, and thinking perhaps he the Swarm, a supervil- lain team under his Movement: Running: 6”/12” might yet fi nd the cure for cancer he’d always sought, leadership. Now he can Flight: 20”/40” Byrne journeyed deep into Amazon to fi nd this tribe take over the world and and learn if the rumors were true. transform everyone into Cost Powers END Before he encountered the tribe, he came to a bug-men! 30 Insect Powers: Elemental Control, strange clearing in the jungle, fi lled with mounds that 60-point powers looked like crosses between the nests of wasps and People killed by Hornet’s 30 1) Sting: Drain STUN 6d6 6 termites. Intrigued, he investigated, only to arouse the stings begin to “return 30 2) Sting Blast: Energy Blast 12d6 6 inhabitants. A bizarre form of fl ying insect, unlike to life” as horrible half- 20 3) Wings: Flight 20”, Reduced Endurance anything he’d ever seen before, swarmed out of the man, half-insect zom- (0 END; +½); Restrainable (-½) 0 mounds and began stinging him. Crazed with pain bies. Th e only way for 30 4) Insect Size: Shrinking (.032 m tall and fear, he ran until he came to a spring, then dove the PCs to stop them is [about 1 inch], .0004 kg mass, -12 to PER in and remained submerged until the bugs fl ew away. to develop a “counter- agent” from Hornet’s Rolls to perceive character, +12 DCV, By the time he crawled out of the spring, he own blood. But where takes +18” KB) 6 was already feeling ill. Th e next several days were a is he? 5 Exoskeletal Skin: Damage Resistance blur of pain and misery. Finally, his symptoms began (5 PD/5 ED) 0 to subside, and with them much of his humanity 5 Multifaceted Eyes: Infrared Perception ebbed away as well. Somehow the insects’ venom had (Sight Group) 0 transformed Byrne into a man-insect hybrid. He no 10 Multifaceted Eyes: Increased Arc Of longer felt sympathy or compassion; now he regret- Perception (360 Degrees) for Sight Group 0 ted all his attempts to help others, and decided the 10 Wallcrawling: Clinging (normal STR) 0 world owed him for all his eff orts. Returning to civilization, he became the Hornet, Talents a fearsome costumed criminal. He worked with 22 Insect Senses: Danger Sense (self only, out of VIPER for a while, but eventually left ; now VIPER combat, Sense) 13- wants him back so it can experiment on him and perhaps fi nd a way to give its agents some of his Skills powers. 4 +2 with Sting Personality/Motivation: Hornet is fi lled with a bit- terness, hatred, and rage whose causes he can’t fully 3 SS: Biology 12- articulate (primarily because they come from his 3 SS: Chemistry 12- half-insect nature, not any legitimate grievance). He 3 SS: Entomology 12- feels he’s been taken advantage of and abused, and that he’s entitled to hurt people and steal to make Total Powers & Skills Cost: 205 up for it. He doesn’t take any responsibility for bad Total Cost: 350 things that happen to him, or even just shrug them off as unlucky breaks; he fi nds a way to blame some- 200+ Disadvantages one for his every misfortune. 20 Enraged: in combat (Common), go 11-, At times (particularly in battle), Hornet’s general recover 11- loathing for humanity takes control of him, making 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) him lash out with his most powerful attacks. Once or 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) twice he’s ruined an employer’s plans by succumbing 10 Hunted: Th underbird 8- (As Pow, Kill) to these impulses, giving him a poor reputation in 20 Psychological Limitation: Constant Bit- the supervillain community. terness; Feels Th e World Owes Him (Very Common, Strong) Quote: “Not bugging you, am I?” 15 Psychological Limitation: Hatred Of Powers/Tactics: Ordinarily, Gerald Byrne looks like Humanity (Common, Strong) 162 HERO SYSTEM 5TH EDITION

an ordinary person. When he activates his power, HOWLER he unleashes his “insect nature” and becomes a half- Val Char Cost Roll Notes human, half-insect hybrid. His skin becomes hard 13 STR 3 12- Lift 150 kg; 2½d6 [1] and chitinous, his eyes bulge out and become mul- 26 DEX 48 14- OCV: 9/DCV: 9 tifaceted, and wings sprout from his shoulderblades. 23 CON 26 14- As the Hornet, he can fl y, shrink down to insect size, 10 BODY 0 11- and “sting” his enemies by touch or from a distance. 13 INT 3 12- PER Roll 12- His other insectile powers include the ability to see 13 EGO 6 12- ECV: 4 all around him, detect minute changes in air pat- 20 PRE 10 13- PRE Attack: 4d6 terns which alert him to danger, and cling to walls 18 COM 4 13- and ceilings. Unfortunately, his altered metabolism is much more susceptible to chemical weapons, 7 PD 4 Total: 27 PD (20 rPD) including drugs and poisons, than a normal 7 ED 2 Total: 27 ED (20 rED) human’s. 5 SPD 14 Phases: 3, 5, 8, 10, 12 Hornet prefers to remain in the air 8 REC 0 during combat and attack with his 46 END 0 Sting Blast; he’ll only get close 30 STUN 1 Total Characteristics Cost: 121 to his enemies if he has to use his Sting. He usually Movement: Running: 6”/12” activates his Shrinking Flight: 20”/40” as well, though he has to be careful because it’s Cost Powers END pretty END-intensive 20 Sonic Powers: Elemental Control, 60-point in combination with his powers; all OIF (amulet; -½) attacks. If fi ghting in a 20 1) Sonic Scream I: Energy Blast 12d6; group, he keeps an eye on OIF (-½) 6 the entire battlefi eld with 47 2) Sonic Scream II: Energy Blast 10d6, his 360 Degree vision, and alerts Variable Advantage (+½ Advantages; +1); his teammates to potential surprise OIF (-½) var attacks. 40 3) Sonic Scream III: Energy Blast 6d6, Campaign Use: Th e Hornet is a useful Variable Advantage (+1 Advantages; +2); mercenary villain for some scenarios, OIF (-½) var but can also serve as the main villain of 22 4) Deafening Scream: Hearing Group a story if you give him the resources Flash 14d6, Reduced Endurance (0 END; he needs to take on an entire team +½); OIF (-½) 0 (like a horde of giant insects). Th is 20 5) Sonic Screen: Force Field (20 PD/ Hornet is not related in any way 20 ED), Hardened (+¼), Reduced to the Hornet, the infamous Endurance (½ END; +¼); OIF (-½) 2 superhero active in New York 20 6) Riding Th e Soundwaves: Flight 20”, City during the 1960s and Reduced Endurance (0 END; +½); ’70s, but you could design OIF (-½) 0 a scenario that exploits any 32 Pump Up Th e Volume: Absorption 4d6 confusion about the two of (energy), all Sonic powers simultaneously them. (+2), Delayed Return Rate (points fade at To make the Hornet the rate of 5 per Minute; +¼); OIF (amulet; more powerful, give him more -½), Limited Phenomena (sonics only; -½) 0 insect powers: stings with deadly venom (RKA, 30 Sonic Immunity: Energy Damage NND, Does BODY, No Range), the ability to spit Reduction, Resistant, 75%; OIF (amulet; or spin sticky goo (Entangle), powers derived from -½), Only Works Against Sonics (-½) 0 stink bugs or bombardier beetles, and so forth. In 3 Enhanced Hearing: Ultrasonic Hearing time, he may become more and more insect-like, (Hearing Group) 0 eventually losing the ability to return to normal 6 Enhanced Hearing: +3 PER with Hearing human form at all. If he’s too strong for your game, Group 0 reduce the Active Points in his Multipower reserve (or at least some of the slots) and get rid of his Talents Danger Sense. 3 Perfect Pitch Appearance: Th e Hornet wears a costume patterned Skills aft er his namesake. It’s a yellow-gold bodysuit, but 6 +2 with Sonic Powers EC Attacks at about the sternum the gold ends in an upward- pointing chevron shape, and the upper chest, shoul- 5 Mimicry 13- ders, and arms are black. Th e boots are black, and 2 AK: Africa 11- the gloves yellow-gold. He wears no mask, his hair 2 AK: Th e Middle East 11- is a buzz cut, and his eyes are bulging, multi-faceted 2 AK: Millennium City University 11- insect type eyes. 4 KS: Ancient History 13- Conquerors, Killers, And Crooks 163

3 KS: Th e Archaeological World 12- attention was focused on getting the ship safely onto HOWLER 2 PS: Archaeologist 11- a fl atbed truck, she darted out from her hiding place, PLOT SEEDS 2 PS: Professor 11- snatched the object from the ground, and got back 3 PS: Singing 13- behind cover. She stuff ed it in her pocket and snuck Unbeknownst to 2 SS: Archaeology 11- away as quietly as she could. Howler, every time she 2 SS: Sonics 11- When she decided she’d gotten away without uses her powers, she 3 Stealth 14- anyone noticing her, she took the object out of her sends signals to the 5 Ventriloquism 13- pocket and looked at it. It was... odd. Defi nitely an Hzeel homeworld. Even amulet or necklace of some sort, she fi gured, but now, a Hzeel raiding Total Powers & Skills Cost: 306 nothing from any Earth culture she’d ever heard of. ship, protected by stealth technology, is approach- Total Cost: 427 Intrigued, she unclasped it and put it on. ing Earth to kill her and As soon as she had it settled around her neck, recapture the amulet. 200+ Disadvantages she felt it tighten and seize onto her. Th e amulet Th e heroes have to 40 Dependence: must was bonding with her, attaching itself to fi gure out what’s going remain in contact her fl esh. As she reached to tear it away, a on when Hzeel hunter- with her amulet or cacophony of images fl ooded into her seeker teams begin take 2d6 damage mind, causing her to clutch her head in criss-crossing the city to per Turn (Uncom- pain. Finally the agony in her skull fi nd Howler, and then mon) became too much keep them from starting 5 Distinctive Features: to handle, and she a battle royale that could kill dozens of innocent sultry voice (Easily screamed. people. Concealable, Noticed And As the scream Recognizable) — the most intense Howler decides that 20 Hunted: Sentinels 8- (Mo Pow, NCI, Cap- she’d ever uttered — since the number 13 ture) died away, so did the is unlucky for normal 20 Hunted: UNTIL 8- (Mo Pow, NCI, Cap- pain. She looked people, it must be ture) around, and saw lucky for her. She plans 20 Psychological Limitation: Code Versus that her scream a series of 13 crimes Killing (Common, Total) had shattered, centered around the 15 Psychological Limitation: Supersti- and in places number 13. Th e heroes tious (Common, Strong) almost have to fi gure out who’s 15 Psychological Limitation: Xenopho- liquifi ed, behind this strange crime wave and stop it. bia; Fears Aliens Will Try To Take a nearby Amulet Away (Common, Strong) tree. Howler hears about a 5 Rivalry: Professional (with another As the strange artifact, simi- archaeologist) amulet lar to her amulet, that 15 Social Limitation: Secret Identity contin- was recovered from an (Susan Sonderheim) (Frequently, Major) ued to archaeological dig in 20 Vulnerability: 2 x STUN from Electricity interact Egypt. Is it something (Common) with her that could augment her 52 Experience Points mind, she realized it had given her powers... or another type superpowers — she could control sound! She laughed of device altogether? Total Disadvantage Points: 427 — a throaty, melodic laugh far richer and more vibrant Background/History: In 1991, Susan Sonderheim was than she’d ever laughed. Th e amulet was hers now, and an archaeologist working on a dig in the African she wasn’t going to let the aliens, or anyone else, take it. jungle, where a survey team had found the remains of Since then, Sonderheim, as Howler, has used her some interesting structures that didn’t seem to fi t any sonic powers to commit crimes. Th ough she still works other known civilization native to that region. While as a professor to maintain some semblance of a normal working on an outlying mound by herself, she heard life, she’s not the woman she once was. She’s something a loud noise — almost like a machine — off in the far, far better. jungle. Curious, she left her worksite to see what was Personality/Motivation: Howler’s once ordinary (if some- causing the disturbance. what self-centered and greedy) personality has been She crept up through the jungle and came upon a signifi cantly warped by her contact and merging with most intriguing scene. A group of men, being led by a the Hzeel amulet (a communications system central tall, strong-looking man carrying a rifl e, were using a processing link, normally worn by a starship’s pilot or diesel crane to move a strange object. At fi rst she took communications offi cer). She’s become suspicious and it for some sort of airplane, but she soon realized it paranoid, especially where aliens (or anyone who looks was actually an alien spaceship! She watched the men like he might be an alien) are concerned — xenophobia work, careful not to reveal her presence, but keeping in the true sense of the word. She’s particularly scared her eyes open for a way to obtain something from the that the aliens, or even someone else, will take the ship for herself. An alien artifact would be the fi nd of a amulet away from her, which would lead to her death lifetime. She’d get tenure. She’d get rich! (see below). She’s even become extremely superstitious, Soon her watchfulness paid off . As the ship was planning crimes for “lucky days” and cancelling jobs at lift ed out of the crater it had made in the jungle, she the least little “dark omen.” She has a skilled astrologer saw a small object fall from inside. While the men’s cast a horoscope for her at least once a month. 164 HERO SYSTEM 5TH EDITION

LADY BLUE Quote: “Want to hear what pain feels like?” LADY BLUE PLOT SEEDS Powers/Tactics: Howler’s sonic powers derive from the Val Char Cost Roll Notes alien amulet she wears. Once a part of a Hzeel scout- 10 STR 0 11- Lift 100 kg; 2d6 [1] Lady Blue receives ship’s communications system, it has merged with her 20+7 DEX 30+10# 13-/14- OCV: 7/9/DCV: 7 /9 a secret EPA report Human body and, in the process, granted her the abil- 20 CON 20 13- accusing the Wildson ity to project powerful blasts of focused sound, deafen 10 BODY 0 11- Corporation of caus- others with an appropriately-tuned scream, protect 25 INT 15 14- PER Roll 14- ing excessive cancer 14 EGO 8 12- ECV: 5 rates in Fredericksville, herself with a sonic force-fi eld, and even use sonic pro- Michigan with illegal jections to propel herself through the air! She can also 18 PRE 8 13- PRE Attack: 3½d6 pollution. Determined absorb sonic attacks, thus increasing her own powers, 18 COM 4 13- to make Wildson pay, and is virtually immune to damage from such attacks. she begins a crime Unfortunately, her powers did not come without a 6 PD 4 Total: 26 (20 rPD) campaign against them, price. Th e Hzeel amulet (which she works into a neck- 8 ED 4 Total: 28 (20 rED) distributing the pro- lace to disguise it in her civilian identity) has actually 4+1* SPD 10+7* Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 ceeds to the citizens of merged with her physically and altered her physiology. 8 REC 4 Fredericksville. But what Not only would removing the amulet cause her a minor 40 END 0 happens when she, and wound (1 BODY), but because she’s become physically 40 STUN 15 Total Characteristic Cost: 139 the PCs, fi nd out one of *: OIF (battlesuit; -½) Wildson’s competitors dependent upon it, she’ll quickly lapse into a coma and tricked her with a phony die without it. Th e changes to her biology and the pres- #: OIF (as above; -½), No Figured Characteristics (-½) report? ence of the necklace have also made her more vulner- able to electricity attacks. Movement: Running: 6”/12” Lady Blue is sched- Unlike Warcry (page 41), whose powers derive Flight: 15”/30” uled to appear on the from a similar source, but are much more limited, nationwide morning Howler is a versatile combatant, and relies on that ver- Cost Powers END talk show, Get Up And satility in combat. She’ll usually start out with a straight- 40 Force Projection System: Multipower, Going!, by broadcast- forward Energy Blast, using her Variable Advantage 60-point powers; all OIF (battlesuit; -½) ing from a secret loca- attacks to switch to NNDs, Armor Piercing or Penetrat- 4u 1) Power Blast I: Energy Blast 12d6; tion. Will the PCs try ing blasts, and Explosions of focused sound if necessary. OIF (-½) 6 to trace the broadcast She’s been in plenty of super-battles and knows how to 4u 2) Power Blast II: Energy Blast 8d6, Red- and arrest her? If not uced Endurance (0 END; +½); OIF (-½) 0 them, how about some handle herself; she won’t react foolishly or hot-headedly supervillains whom unless her paranoia gets the better of her. 4u 3) Auto-Blast: Energy Blast 8d6, Auto- fi re (5 shots; +½); OIF (-½) 6 she’s angered by robbing Campaign Use: Although Howler sometimes forms her 3u 4) Strength Augmentation: +40 STR, them? — and if so, will own gang, she usually works best as part of a more pow- Reduced Endurance (½ END; +¼); the PCs arrive in time to erful villain’s team of henchmen. Th e trick to recruiting save her? OIF (-½) 2 her is overcoming her paranoia and xenophobia. Th at Martial Arts: Generic in itself could make for an interesting plot development Holocaust develops a Maneuver OCV DCV Notes point. Her connection to the Hzeel also provides fodder “crush” on Lady Blue 4 Block +2 +2 Block, Abort for scenarios; she might switch sides and become a and decides she must be 4 Dodge — +5 Dodge, Aff ects hero for a while to stop Hzeel invaders or prevent other his consort. He begins All Attacks, Abort “aliens” from taking her amulet. pursuing her — and 5 Kick -2 +1 6d6 Strike To make Howler more powerful, increase the he won’t take no for an 4 Punch +0 +2 4d6 Strike answer. Unable to fend points in her Elemental Control slots, making each one 3 Th row +0 +1 2d6 + v/5; him off , Lady Blue turns 75 or 90 Active Points, or even replace the EC with a Target Falls to the PCs for help. Variable Power Pool. You could also add slots, perhaps 55 Force Field: Force Field (20 PD/20 ED/10 drawing upon Warcry’s powers for inspiration. To Sight Group Flash Defense/5 Mental weaken her, get rid of her Flight and Absorption, and Defense), Reduced Endurance decrease most of her attack abilities to 50 Active Points. (0 END; +½); OIF (battlesuit; -½) 0 Howler won’t normally get involved with Hunting 20 Magnetic Field Manipulation: Flight 15”; heroes, but might if she somehow concluded a particu- OIF (battlesuit; -½) 3 lar hero was out to steal her amulet — she’d get him 6 Mask Radio: Radio Perception/ before he could get her. If so, she’ll attack ruthlessly and Transmission (Radio Group); OIF (-½), oft en (i.e., probably Hunt on at least an 11-). Aff ected As Hearing Group As Well As Appearance: Howler is a beautiful woman with long, Radio Group (-¼) 0 dark hair and dark eyes. Her costume is dark red; it con- sists of a central piece sort of like a strapless one-piece Perks bathing suit, thigh-high boots, and gloves that reach a 6 Reputation: celebrity supervillainess little more than halfway up her forearms. She also wears (among Americans; 11-) +3/+3d6 a red cloak, clasped at the throat with her alien amulet (which has actually melded with her fl esh, making it Skills diffi cult to remove). She does not wear a mask, and 9 +3 with Force Projection System Multipower is certain to lose her Secret Identity one of these days 8 +4 with Flight when someone recognizes her or she’s captured. 3 Acrobatics 13- (14-) 3 Breakfall 13- (14-) Conquerors, Killers, And Crooks 165

3 Computer Programming 14- motivation for committing property crimes. But truth 3 Electronics 14- to tell, she also gets a big kick out of it — not just the 2 KS: Current Events 11- helping people part, but the action, the excitement, the 1 KS: Th e Superhuman World 8- thrills. Even the fi ghts against superheroes are fun 3 Oratory 13- (though sometimes painful), and she takes care 2 PS: Public Relations 11- not to infl ict any serious harm with her force 3 SS: Physics 14- blasts. She boasts of having never hurt an inno- 3 SS: Force Field Physics 14- cent person in any of her crimes, and while 3 Stealth 13- (14-) that’s not entirely true, it’s so close to true that 3 Streetwise 13- the public believes her. Th at fact, and some of the best criminal defense attorneys available, have Total Powers & Skill Cost: 211 kept her out of prison so far. Total Cost: 350 Quote: “If you’re not part of the solu- tion, you’re part of the problem. 200+ Disadvantages Stop being part of the problem and 30 Hunted: Champions 11- (Mo Pow, NCI, leave me alone, OK?” Capture) 30 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) Powers/Tactics: Lady Blue’s powers derive from 20 Psychological Limitation: Code Versus her battlesuit, which incorporates a unique Killing (Common, Total) form of force fi eld technology she invented. 20 Psychological Limitation: Th rillseeker Th e suit’s fi eld protects her, allows her to fi re (Very Common, Strong) diff erent types of force blasts, and can even 20 Psychological Limitation: Concerned “thrust” against the Earth’s magnetic fi eld With Th e Welfare Of Th e Poor And to let her fl y. However, exposure to intense Disadvantaged (Very Common, Strong) magnetic fi elds, or magnetic blasts like those 15 Social Limitation: Public Identity (Tara Lodestone generates (see page 170), cause Lemick) (Frequently, Major) painful short circuits in the suit. 15 Susceptibility: to high-intensity magnetic Lady Blue loves thrills and excitement, but fi elds or when attacked with magnetic she prefers not to fi ght too much — someone powers while wearing battlesuit, takes 3d6 might get hurt. She’ll fi ght to get away, but she instantly (Uncommon) won’t linger over the battle any longer than she has to. Unless she knows her opponent Total Disadvantage Points: 350 can take it, she’ll start with lower-powered force blasts before unleashing her battlesuit’s full off en- Background/History: Born to an impoverished family sive capabilities. living in a poor neighborhood, Tara Lemick never felt neglected or deprived. Her parents didn’t have much Campaign Use: Lady Blue should present an interest- money, but they had lots of love to shower on her. ing moral dilemma for most superheroes. On the one Th riving in such a supportive environment, Tara did hand, her actions are unquestionably criminal. She excellently in school. Even aft er she started working to steals, and in some cases she endangers lives. On the support the family, she continued to get straight As. other hand, her motives are entirely unselfi sh. She gives Tara’s hard work won her a full scholarship to a away all the money she doesn’t need to maintain her prestigious university, where she majored in Electronic battlesuit, and has genuinely helped dozens of people Engineering. Her specialty was force fi elds, and in her to better themselves. Putting her in jail might cause senior year she invented a revolutionary new form of more harm than good. force fi eld technology. At fi rst she considered selling Lady Blue usually works alone, but she might it and making a fortune, but her conscience nagged at team up with villains who have reasonably similar her. How would that help people? She was lucky — she motives. She’s worked with GRAB before, and is good had enough smarts and support to get into college and friends with Bluejay. She doesn’t like Cheshire Cat at make something of herself. Too many people never all, though; he comes on too strong for her taste. On had that kind of opportunity. the other hand, the possibility of romance with a sym- Determined to make a diff erence, Tara used her pathetic male PC defi nitely exists.... technology to build a skintight “battlesuit” that would If Lady Blue isn’t strong enough to hold her own allow her to fl y, and even project bolts of energy. Th us in your campaign, increase the size of her Multipower armed, she decided the best thing she could do for reserve, and her slots to match. You could also give her others was to emulate Hood: rob from the rich, more slots — other force blast confi gurations, or even give to the poor. And that’s what she’s been doing ever diff erent powers like Force Wall, Entangle, Telekinesis, since. Beautiful, kindhearted, popular, and careful in or Missile Defl ection. If she’s already too powerful, her choice of robbery targets, she’s not only distributed reduce her Multipower to a 50 Active Point reserve, millions of stolen dollars to America’s poor, but man- trim 2-5 points off each category of defense her Force aged to do it while maintaining a popularity rating as Field provides, and reduce her Flight to 15”. high, or higher, than most superheroes’. Appearance: Lady Blue’s costume is a battlesuit is a Personality/Motivation: Lady Blue genuinely cares pleasing blend of light blue and green, with a half-face about the poor and disadvantaged, not only in mask that let her long blonde hair fl ow free. When her America but elsewhere. Helping them is her primary powers are active, a gold glow surrounds her. 166 HERO SYSTEM 5TH EDITION

LAZER PLOT SEEDS LAZER Group); OIF (-½), Aff ected As Sight And Val Char Cost Roll Notes Hearing Sense Groups As Well As Radio Holocaust hires Lazer, 15 STR 5 12- Lift 200 kg; 3d6 [1] Sense Group (-½) 0 along with several other 20 DEX 30 13- OCV: 7/DCV: 7 3 Nightsight: Infrared Perception (Sight mercenary villains, to 18 CON 16 13- Group); OIF (-½) 0 attack and loot the Dia- 10 BODY 0 11- 3 Nightsight: Ultraviolet Perception (Sight mond Exchange while 13 INT 3 12- PER Roll 12- Group); OIF (-½) 0 he (Holocaust) pulls off 15 EGO 10 12- ECV: 5 a much more important, Skills much less fl ashy crime 18 PRE 8 13- PRE Attack: 3½d6 15 +5 with Laser Rifl e Multipower elsewhere. Th e heroes 10 COM 0 11- show up, and a major 4 +2 with Flight fi ght ensues. But how 10 PD 7 Total: 24 PD (14 rPD) will Lazer react when he 8 ED 4 Total: 22 ED (14 rED) 3 Computer Programming 12- discovers there are no 5 SPD 20 Phases: 3, 5, 8, 10, 12 3 Demolitions 12- diamonds — that Holo- 8 REC 2 3 Electronics 12- caust played him for a 36 END 0 3 KS: Th e Military/Mercenary/Terrorist World 12- patsy? 40 STUN 13 Total Characteristic Cost: 118 2 KS: Th e Espionage World 11- 2 KS: Th e Superhuman World 11- Someone in Lazer’s Movement: Running: 6”/12” 3 Paramedics 12- armor, using Lazer’s Flight: 15”/30” 1 SS: Lasers 8- gun, just put a laser bolt 3 Stealth 12- through the Vice Presi- 3 Streetwise 13- dent. Lazer insists he Cost Powers END didn’t do it, and asks the 45 Laser Rifl e: Multipower, 60-point reserve, 3 Tactics 12- PCs to help him clear 64 Charges for entire Multipower (+½); all 2 WF: Small Arms his “good” name. OAF (-1) [64] 3u 1) Primary Laser: Energy Blast 12d6; Total Powers & Skill Cost: 232 Th e Army decides it OAF (-1), No Knockback (-¼) Total Cost: 350 wants its laser rifl e back, 3u 2) Focussed Laser: Energy Blast 8d6, and asks the PCs to Armor Piercing (+½); OAF (-1), No 200+ Disadvantages recover it. But what if it’s Knockback (-¼) 25 Hunted: Th e Warlord 11- (Mo Pow, NCI, not really the Army, but 2u 3) X-Ray Laser: Energy Blast 9d6, Capture/Kill) an unscrupulous general Invisible To Sight Group (source of power 25 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) who wants to manufac- 20 Psychological Limitation: Greedy (Very ture it for the interna- not invisible, only the beam itself; +¼); Common, Strong) tional arms market? OAF (-1), No Knockback (-¼) 3u 4) Sniping Laser: Energy Blast 8d6, No 20 Psychological Limitation: Code Of Th e Range Modifi er (+½); OAF (-1), No Mercenary (Common, Total) Knockback (-¼) 10 Rivalry: Professional (with Mechassassin, 3u 5) Pulse Laser: Energy Blast 8d6, Autofi re Seeks To Harm/Kill Rival) (5 shots, +½); OAF (-1), No Knockback (-¼) 10 Rivalry: Professional (with Steel 3u 6) Modulated Laser: Energy Blast 6d6, NND Commando, Seeks To Harm/Kill Rival) (defense is ED Force Field; +1); OAF (-1) 15 Social Limitation: Secret Identity (Emil 3u 7) High-Intensity Laser: RKA 4d6; OAF Nelson) (Frequently, Major) (-1), No Knockback (-¼) 25 Experience Points 3u 8) Wide-Beam Laser: Sight Group Flash 12d6; OAF (-1) Total Disadvantage Points: 350 15 Laser Pistol: RKA 2d6, Armor Piercing Background/History: With Emil Nelson, it always (+½); OAF (-1), No Knockback (-¼), boiled down to: what’s in it for me? As a young kid, Beam (-¼), 8 Charges (-½) [8] he got started running numbers for the local gangs, Martial Arts: Commando Training and gradually worked his way up to more serious Maneuver OCV DCV Notes crimes. Soon he attracted some serious attention 4 Boxing Cross +0 +2 6d6 Strike from the police, and to get away from them, he 4 Karate “Chop” -2 +0 HKA ½d6 joined the Army. (1d6+1 with It turned out to be the best decision he ever STR) made. Not only did he learn about weapons and 4 Kung Fu Block +2 +2 Block, Abort fi ghting, he found out that there was a lot of cor- 4 +1 Damage Class (already added in) ruption he could take advantage of. He supple- 28 Armor: Armor (14 PD/14 ED); OIF (-½) 0 mented his salary by dealing drugs, arranging for 3 Armor: Lack of Weakness (5 points) for shipments of guns to “accidentally and not on pur- Resistant Defenses; OIF (-½) 0 pose fall off the backs of trucks,” and selling stolen 14 Flare and Acoustic Compensation: Sight Army gear on the black market. and Hearing Group Flash Defense When his hitch was up, he put his experiences (10 points each); OIF (-½) 0 and skills to work by becoming fi rst a supplier of 20 Jetpack: Flight 15”; OIF (-½) 3 mercenaries and mercenary companies, and later 6 Fleet-Footed: Running +3” (9” total) 1 a merc himself. As much fun as running his own 6 Communications Array: HRRP (Radio Conquerors, Killers, And Crooks 167

little criminal empire was, being a merc was better; tionally, his ongoing rivalry with Steel Commando he found he really came alive on the battlefi eld. and Mechassassin regarding which one of them is One day, Nelson’s contacts back in the Army the best could provide fodder for a few adventures. gave him a hot tip about an experimental laser See Mechassassin (page 174 of this book) and Steel weapon DARPA was about to test. Sensing the Commando (Champions Universe, page 122) for potential for profi t, he snuck onto the base, bluff ed more information. his way into the control center, and stole the If you need to make Lazer more powerful, you weapon, along with a jetpack and body armor that have lots of options. First, you can give him more went with it. At fi rst he planned to sell the whole weapons — some grenades, a laser-sword, lasers package, but the more he examined it, the more he built into his armor, and so on. Second, you can thought about keeping it. With a weapon like this, beef up his Martial Arts, giving him more maneu- he could really make a name for himself. Th ere vers and more Extra DCs. Th ird, you can increase was even enough fi repower here for him to move his Skill selection; he could have learned all sorts beyond the African battlefi elds and start taking on of things during his career as a mercenary. Or, of superheroes! He soon decided to keep the equip- course, you ment for himself. can try some Choosing the name “Lazer,” Nelson hit the combination of Superhuman World with a vengeance, pulling off these alterna- three major jobs and killing the superhero Ballistik tives. On the all in the year 1993. Since then, his reputation and other hand, if skills have only improved. In fact, he’s so good the he’s too tough Warlord has issued him an ultimatum: join my already, reduce organization, or die. So far he’s managed to stay his Laser Rifl e’s one step ahead of the world’s most powerful arms Charges from dealer, and he knows he can’t rest if he wants to 64 to 32 (or keep it that way. 16), reduce the Personality/Motivation: Lazer is the ultimate merce- Rifl e’s Active nary supervillain: there’s almost nothing he won’t Point reserve do for money, and he’ll withstand just about any to 50 points, form of interrogation, up to and including hard tor- and/or reduce ture, before he reveals anything about his employer. his SPD to 4. He’s never betrayed an employer, and rarely failed Lazer is to complete his assigned missions, which means a dangerous he doesn’t have to look for work much — it comes Hunter. He looking for him. stalks his target Lazer tends to have a low opinion of many like a predator superheroes. He regards them as pajama-wear- pursuing prey, ing adolescents who don’t really understand how striking from to do their jobs. Th is has gotten him in trouble a ambush when time or two when a superhero proved smarter than least expected he expected. He’s developed a healthy measure of and not pulling respect for heroes like Nighthawk, who have as any punches. much tactical sense as he does. A High-Inten- sity Laser Quote: “Did that hurt? Don’t worry — the next blast when the one’s gonna take aaallll the pain away... perma- target is in the nently.” middle of a Powers/Tactics: Lazer is a tough, highly-trained family event mercenary equipped with a sophisticated experi- or social function works best, he’s found. But he’s mental laser rifl e (he also carries a laser sidearm smart enough to know there’s not much money in Wayland Talos built for him). He can vary the vendetta, so he tries to avoid letting his personal width and intensity of the beam to achieve many likes and dislikes interfere with his work. diff erent eff ects; his rifl e is a lot more versatile than Appearance: Lazer wears a suit of bronze-colored many heroes give it credit for. light body armor (including helmet) with a jetpack In battle, Lazer is intelligent, clever, and tacti- on his back. His main weapon is a laser rifl e in the cally aware. He usually opens up with his Primary same colors, and he also carries a laser pistol side- Laser, but he’ll quickly switch to other confi gura- arm in a holster on his left hip. He carries himself tions if that’s not the right setting. He makes full with an air of confi dence, competence, and effi - use of his every asset, including his ability to fl y and ciency. see in the dark. He has a natural gift for combat, Out of his armor, Emil Nelson is an average- and should be played accordingly. looking white male in his early 30s standing 5’11” Campaign Use: Lazer works perfectly as a master tall and weighing about 190 pounds. He has a trim, villain’s henchman, or a member of a team of vil- athletic build, dark hair cut short, and dark eyes. lains assembled to pull off a particular crime. Addi- 168 HERO SYSTEM 5TH EDITION

LEECH PLOT SEEDS LEECH Val Char Cost Roll Notes Total Powers & Skills Cost: 180 In mid-attack, Leech 40 STR 30 17- Lift 6,400 kg; 8d6 [4] Total Cost: 350 spontaneously reverts 20 DEX 30 13- OCV: 7/DCV: 7 to Frank Winston. 28 CON 36 15- 200+ Disadvantages What happened? Is 15 BODY 10 12- 25 Distinctive Features: leech-man body (Not the eff ect permanent? 5 INT -5 10- PER Roll 10- Concealable; Causes Extreme Reaction [fear/ Can the PCs use this 8 EGO -4 11- ECV: 3 disgust]) to track down Leech’s 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- creator and bring him 30 PRE 20 15- PRE Attack: 6d6 ture) to justice? Or is it all an 2 COM -4 9- elaborate ruse on the 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) wizard’s part, to lure the 30 PD 22 Total: 30 PD (14 rPD) 15 Physical Limitation: Mute (All Th e Time, PCs into a trap? 20 ED 14 Total: 20 ED (14 rED) Slightly Impairing) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 Physical Limitation: Limited Manipulation Aft er being thrown into 14 REC 0 (Frequently, Slightly Impairing) a vat of biochemical goo 56 END 0 25 Psychological Limitation: Hatred Of Beau- while attacking the PCs 50 STUN 1 Total Characteristics Cost: 170 tiful People And Th ings (Very Common, at a research lab, Leech Total) begins to grow... and Movement: Running: 6”/12” 15 Susceptibility: to direct sunlight, takes 1d6 grow... and grow. Soon a Swimming: 10”/20” per Minute (Very Common) gigantic Leech-Monster 10 Vulnerability: 2 x STUN from Light-Based is threatening the entire attacks (Uncommon) city! Cost Powers END 20 Leeching: Multipower, 30-point reserve; all 10 Vulnerability: 2 x Eff ect from Magical Mind Control (Uncommon) Leech begins to regain Only Works On Grabbed Victims (-½) some of his human 4m 1) Strength Leeching: Drain STR 3d6, intelligence and con- Only Works On Grabbed Victims (-½) 3 Total Disadvantage Points: 350 science. Th ough it’s hard, 4m 2) Agility Leeching: Drain DEX 3d6, Background/History: Frank Winston was a cabbie he tries to do the right Only Works On Grabbed Victims (-½) 3 in Millennium City. He’d seen it all — drunks and thing sometimes, even 4m 3) Stamina Leeching: Drain CON 3d6, druggies, the destruction of Detroit, the rebuilding, once saving a little girl Only Works On Grabbed Victims (-½) 3 superbattles, you name it — and survived. He was a from drowning. But the 4m 4) Life Leeching: Drain BODY 3d6, authorities interpret this tough guy; nothing fazed him. as an attack, and mount Only Works On Grabbed Victims (-½) 3 One night he picked up a guy in a long, black a massive manhunt for 4m 5) Stun Leeching: Drain STUN 3d6, cloak. He couldn’t really make out the guy’s face, him. Will the PCs help Only Works On Grabbed Victims (-½) 3 but so what? His money would spend as good capture him, or some- Martial Arts: Leechfi ghting as any other fare’s. He drove the guy out of the how fi nd a way to com- Maneuver OCV DCV Notes city, into the country, and fi nally along a twisting, municate and learn his 5 Grasp +0 -1 Grab Th ree winding dirt road leading deep into a dark forest. true intentions? Limbs, 50 STR Th e road came to a large, eerie-looking mansion 4 Strangle -2 +0 Grab One Limb, perched atop a cliff over a body of water Frank 2d6 NND (2) didn’t recognize. 4 Wriggle Free +0 +0 55 STR vs. Grabs “I suppose you wish to be paid now,” his passenger 14 Tough Body: Damage Resistance said. (14 PD/14 ED) 0 14 Leech Resistance: Power Defense “Yeah, I gotta get back to the city, pal. My shift ends (14 points) 0 soon.” 10 Aquatic Adaptation: Life Support (Self- “Very well. But tonight you shall be paid in a coin Contained Breathing) 0 of a diff erent color.” Th e man fl ashed a weird-look- 8 Aquatic Adaptation: Swimming +8” ing gold coin in front of Frank’s eyes. Instantly (10” total) 1 mesmerized, he couldn’t do anything but stare at 10 Leechtouch: Clinging (normal STR) 0 the coin. 5 Heatsense: Infrared Perception (Sight “Come,” the man said, getting out of the cab. Frank Group) 0 couldn’t help but follow. Th ey walked into the 9 Leech Senses: +3 PER with all Sense Groups 0 house, down some stone stairs, and into the base- 5 Leechform: Stretching 1” 1 ment. Frank could see tables full of glassware, a 20 Adaptive Camoufl age: Invisibility to Sight shelf full of thick, old books, and a pentagram on Group, Reduced Endurance (0 END; +½); the fl oor. Th e man gestured, and Frank went over Chameleon (-½) 0 and lay down in the pentagram, spread-eagled. Skills “I have need of a servant to perform... errands for 10 +2 Hand-To-Hand me,” the man said, in a voice that now had a hiss to it. “You shall do perfectly for my purposes; no one 5 AK: Millennium City Sewer System 14- would miss a common simpleton such as yourself.” 5 AK: Millennium City Area Waterways 14- 9 Shadowing 13- With that, the man performed an arcane ritual. 3 Stealth 15- Frank screamed and begged for mercy as his body Conquerors, Killers, And Crooks 169

painfully began to change form. Th ey were the into the water), or he uses his Adaptive Camoufl age last words he would ever utter. A little while later, to get close enough to unwary people to Grab them. Frank Winston was gone, and in his place stood the He usually spends his days in deep water or the Leech, an unquestioning servant of evil. sewers; he loathes sunlight. Personality/Motivation: Leech’s personality is that of Campaign Use: Typically superheroes are likely a servile predator. He hunts and captures people for to encounter Leech as he goes on errands for his master (and in fact is prone to obeying anyone his master, but that’s not a full-time job. In his who exerts mystical Mind Control over him). “spare time,” he can do other things, like hunt Beyond basic thoughts of food, survival, and the for food (people) or join/be coerced like, he doesn’t have much intelligence, though he into working with other does display a devilish cunning. supervillains. Memories of what he once was have given Th e major story Leech a burning hatred of beauty, especially beauti- hook connected ful people. Even if he’s not hungry, he may attack with Leech is: who an attractive person just to use Life Leeching on transformed him them and make them a little weaker and uglier for and now uses a while. him as a servant? Quote: None. Leech is mute; at most he can make Was it a gibbering, burbling sounds of acquiescence or rage. member of the Circle Powers/Tactics: Leech is a hand-to-hand combat- of the Scar- ant; he has no ranged powers (though his ability to let Moon? stretch his body and limbs sometimes makes for a A Morbane good Surprise Move). Usually he tries to Grab his of DEMON? victim, then apply Leeching; the Grab eff ect from Th e Black his Strangle maneuver is suffi cient for him to start Paladin, Draining his victim. He oft en makes multiple- or Dark power attacks with two or more slots (note that all Seraph? Or the slots are Multis), or combining Strangling and someone else Leeching. He targets beautiful opponents fi rst in altogether? most cases. To make Leech prefers to attack from ambush at all pos- Leech more sible. He either lurks near the water’s edge and then powerful, con- leaps onto his prey (strangling it as he drags it back sider adding some Damage The Leechoids Are Coming! Reduction, or ‘I saw on SNN the other night where this pro- increase the reserve fessor from Harvard was claiming that Leech on his Multipower. To is really an alien from another planet. He’s make him less powerful, here as part of a “scouting mission” to size up reduce his STR to 30, his SPD to 4, and get rid of Earth for conquest by his alien masters. When two or three of his Leeching powers. the time is right, he’s going to grow to this enormous size and then divide into hundreds Appearance: Th e Leech is a hideous mockery of of himself, and on and on, until there’s this humanity, a merging of leech and man. His body entire invading army. Then they’re going to is a mottled grey-brown, with other putrid colors come up out of the water and attack, leeching showing through here and there. His mouth has away our strength and eating our intestines. been subsumed into a mass of mucousy fl esh, and I’m ready, though... those freaks try to come where he once had hands and feet, he now has after me, and they’ll have to say hello to the suckers surrounded by a fringe of cilia. His eyes are business end of my 12-gauge.’ dark red and glare malevolently at almost every- — Rick Forrest, carpet cleaner thing. 170 HERO SYSTEM 5TH EDITION

LODESTONE LODESTONE 200+ Disadvantages PLOT SEEDS Val Char Cost Roll Notes 10 DNPC: Belinda Huang (wife) 8- (Normal; 15 STR 5 12- Lift 200 kg; 3d6 [1] Unaware of character’s Social Limitation: Several major bank 20 DEX 30 13- OCV: 7/DCV: 7 Secret Identity) heists take place one 20 CON 20 13- 10 Distinctive Features: Mutant (Not night. Forensic analysis 10 BODY 0 11- Concealable; Always Noticed; Detectable shows that the vault 15 INT 5 12- PER Roll 12- Only By Unusual Senses) doors were ripped apart 16 EGO 12 12- ECV: 5 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) by magnetic force. 15 PRE 5 12- PRE Attack: 3d6 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) However, when tracked 20 Psychological Limitation: Code Versus down and captured, 12 COM 1 11- Lodestone protests Killing (Common, Total) vociferously that he 8 PD 5 Total: 28 PD (20 rPD) 20 Psychological Limitation: Greedy (Very didn’t do it — and he 10 ED 6 Total: 30 ED (20 rED) Common, Strong) has two drinking bud- 5 SPD 20 Phases: 3, 5, 8, 10, 12 15 Social Limitation: Secret Identity (William dies from that night to 7 REC 0 Huang) (Frequently, Major) back up his story. Is he 60 END 10 20 Vulnerability: 2 x STUN from Electrical lying? If so, why hang 35 STUN 7 Total Characteristics Cost: 126 attacks (Common) around aft er the job 20 Vulnerability: 2 x BODY from Electrical instead of just fl eeing Movement: Running: 6”/12” attacks (Common) the city with his loot? If 75 Experience Points not, who committed the Flight: 20”/40” robberies? Cost Powers END Total Disadvantage Points: 430 Lodestone takes a job 60 Magnetism Powers: Multipower, Background/History: William Huang was once working as a merce- 60-point reserve a poor but diligent physics student at Millen- nary supervillain for an 6u 1) Magnetic Blast I: Energy Blast 12d6 6 nium City University who was conducting some employer he thinks is a 6u 2) Magnetic Blast II: Energy Blast 8d6, advanced experiments with electromagnetism. faction of ARGENT. In Reduced Endurance Cost (0 END; +½) 0 Unfortunately, in his zeal to earn good grades and fact, it turns out to be 3u 3) Th e Big Wrap-Up: Entangle 6d6, 6 acquire a prestigious job, he ignored his professors’ part of DEMON, and DEF; Requires Ferrous Metals (-1) 6 refuses to let him out of safety warnings and kept working during a thun- 6u 4) Ferrous Disruption: Dispel 16d6, any his contract. Terrifi ed derstorm. but unable to simply Ferrous Metal-based power one at a Th e next thing William remembered was fl ee, Lodestone starts time (+¼) 6 waking up on the other side of the lab, his body feeding the PCs tidbits 6u 5) Magnetic Wall: Force Wall (10 PD/ one big ache. Th e window was shattered, rain was of information secretly, 10 ED, 3” long and tall) 6 blowing inside, and his equipment was in smolder- in the hope they’ll stop 30 Magnetism Manipulation: Elemental ing ruins. Trying to save his notes, but too weak DEMON’s scheme and Control, 60-points powers to stand up yet, he gestured feebly at the lab table free him. 70 1) Magnetokinesis: Telekinesis (60 STR), — only to have a metal test tube stand fl y off the Reduced Endurance Cost (0 END; +½); table and right into his grasp. GRAB approaches Only Versus Ferrous Metals (-½) 0 He tried it again, this time snagging a couple Lodestone about join- 30 2) Magnetic Shield: Force Field (20 PD/ of tools hanging on the wall nearby. Th e notes were ing, but requires him to 20 ED), Reduced Endurance Cost take an “initiation test” soon forgotten as he tested the extent of his control (0 END; +½) 0 — he has to commit over magnetism. Before long, he could not only several major robberies 30 3) Magnetic Force Riding: Flight 20”, attract or repel ferrous objects, but emit blasts of in one week to qualify. Reduced Endurance Cost (0 END; +½) 0 magnetic force, protect himself with a magnetic Th e GRABbers promise 25 Magnetic Repulsion: Missile Defl ection (bul- shield, and even fl y! to run interference with lets/shrapnel), Ranged (+1); Only And that was the end of William Huang’s the PCs so Lodestone Works Against Ferrous Attacks (-1) plus academic career. Who needs knowledge to get can fi nish his “scavenger Missile Refl ection (at any target); Only rich when you have superpowers? Aft er creating hunt” without interrup- Works Against Ferrous Attacks (-1) 0 a simple costume and christening himself “Lode- tion. stone,” William embarked on a robbery spree that Skills only ended when Sapphire and Nighthawk helped 12 +4 with Magnetism Powers Multipower PRIMUS capture him. A minor slip in PRIMUS’s security routine let him escape. Now he’s back on 3 Computer Programming 12- the street and ready for more action... and money! 3 Power: Magnetism Powers 13- Personality/Motivation: Lodestone’s goal as a super- 3 PS: Student 12- villain is simple: get rich. He grew up poor, and 5 SS: Magnetism 14- he doesn’t intend to ever be poor again. He mostly 3 SS: Physics 12- commits robberies, though he’ll gladly sign up to 3 Stealth 13- work for another supervillain if the pay is good, he’s treated well, and he doesn’t have to do any- Total Powers & Skills Cost: 304 thing distasteful like kill or maim other people. He Total Cost: 430 hasn’t done a good job of saving his money so far — he mostly throws it away on gambling, presents for his wife (who thinks he’s gotten a good job at Conquerors, Killers, And Crooks 171 a research lab), and needless luxuries — but he’s at all. He just wants as much money enjoying himself immensely, so he doesn’t care as he can possibly get his hands on. what happens, as long as he can stay out of But if push comes to shove, he’ll prison. hurt someone rather than let him- Quote: “Kind of hard to shoot me with a bent self get captured. If the GM is gun barrel, isn’t it?” looking to expand the ranks of GRAB, Lodestone would make Powers/Tactics: Lodestone’s powers derive an excellent candidate. He fi ts from his ability to control magnetism. their modus operandi and atti- Many of them only work on fer- tude perfectly. rous objects — for example, he Lodestone should fi t into can only Missile Defl ect ferrous most Standard Superheroic Champions attacks (which would not include campaigns pretty well. Increasing his many bullets), and his Dispel power usually means increasing the value (representing his ability to shred or of his Multipower reserves and slots, and otherwise disrupt a metallic object) sometimes boosting his DEX, CON, only aff ects powers involving iron, steel, and/or SPD. To weaken him, reduce the and the like (such as most super-technol- Active Points in his powers. ogy gadgets). Other powers, such as his Lodestone generally doesn’t Hunt Magnetic Blasts, suff er from no such heroes — there’s no profi t in it. He might restriction. develop a Rivalry with another super- Lodestone hasn’t learned much in powered thief, though. the way of super-combat tactics. He tends to pick one foe he knows he can Appearance: Lodestone’s costume is aff ect and sticks to attacking that gold and grey. Th e torso has a gold hour- person until he defeats him or is glass sort of pattern covering from his defeated. In time he could become shoulders to his belt, and his half-face a clever tactician, but he’s not there mask is gold as well. Th e legs, trunks, yet. belt, sides, and arms are grey; the boots and gauntlets are gold. Campaign Use: Lodestone is a Out of costume, William Huang mercenary supervillain with just is a handsome young man of Chinese enough conscience to make him descent. His hair is black and cut short, interesting. He’s not callous and and his face oft en has an infectious cruel, like so many supervillains; grin... especially when he’s just made a he doesn’t like to hurt people big score and can aff ord to party.

FUN WITH MAGNETISM Here are a few examples of minor “power stunts” or other which he makes the Skill Roll; it only applies to the spe- abilities the GM might let Lodestone manifest by using his cifi c limb(s) wearing the metal items. Power: Magnetism Powers Skill. Generally, he shouldn’t Mini-EMP: A quick, focused, intense burst of magnetic use any of these abilities more than once or twice during energy can disrupt most electronic devices temporar- the campaign; if he wants to use them on a regular basis, ily. Th is works roughly like a Dispel 6d6, any electrical he should buy them with Character Points. device power one at a time, +1d6 for every point by Gauss Blast: Lodestone picks up a small ferrous object which Lodestone makes his Skill Roll. Th e disruption (such as a nail) and hurls it at a target at superfast veloc- only lasts for 1-2 Segments, however. ity. Th is causes RKA 1d6 Penetrating damage, +1 DC per Peekaboo: Lodestone picks up a small ferrous object and point by which he makes the Skill Roll. holds it directly in front of someone’s eyes, so they can’t Magnetic Pinning: If a character has a watch, wrist radio, see. Th is has a similar eff ect to a Sight Group Flash, but metal claws, or jewelry with ferrous metal in it, Lode- Lodestone has to beat the target in a Skill Versus Skill stone can temporarily “pin” that object to another metal Contest pitting his Magnetism Powers against the target’s object (such as the side of a car or a lamp-post) with a DEX Roll to keep the object in position. Making this roll jolt of magnetic energy, and thus keep the character from (and thus maintaining the eff ect) requires a Half Phase moving that limb. Th is works roughly like an Entangle Action, and he can’t keep it up for more than 1-3 of his 2d6 2 DEF, +1d6 and +1 DEF for every two points by Phases at most. 172 HERO SYSTEM 5TH EDITION

MASQUERADE MASQUERADE 3 Demolitions 13- PLOT SEEDS Val Char Cost Roll Notes 3 Electronics 13- 15 STR 5 12- Lift 200 kg; 3d6 [1] 3 Forensic Medicine 13- Th e President begins to 20 DEX 30 13- OCV: 7/DCV: 7 4 Forgery (Documents, Money) 13- act somewhat erratically 20 CON 20 13- 3 High Society 13- — among other things, 13 BODY 6 12- 3 Interrogation 13- he keeps threatening 18 INT 8 13- PER Roll 13- 3 KS: Current Events 13- war against several 15 EGO 10 12- ECV: 5 3 KS: Th e Espionage World 13- former Soviet republics 20 PRE 10 13- PRE Attack: 4d6 3 KS: Th e Military/Mercenary/Terrorist World 13- over trivial diplomatic 3 KS: Recent History 13- diffi culties. Has Mas- 10 COM 0 11- 3 KS: Th e Superhuman World 13- querade managed to replace the world’s most 8 PD 5 Total: 11 PD (3 rPD) 3 KS: World Politics 13- powerful man, and if so, 6 ED 2 Total: 9 ED (3 rED) 3 Lockpicking 13- why? And how will the 4 SPD 10 Phases: 3, 6, 9, 12 3 Persuasion 13- heroes get close enough 7 REC 0 3 Security Systems 13- to fi nd out? 40 END 0 3 Seduction 13- 31 STUN 0 Total Characteristics Cost: 106 3 Shadowing 13- Th e team’s new 3 Stealth 13- housekeeper/butler/ Movement: Running: 8”/16” 3 Streetwise 13- mechanic/pet gorilla is 3 Tracking 13- behaving oddly — he Cost Powers END 5 TF: Common Motorized Ground Vehicles, keeps poking around Helicopters, Snow Skiing, Two-Wheeled parts of the base where 85 Shapechanging: Shape Shift (Sight, Hearing, Motorized Ground Vehicles he has no business Radio, Smell/Taste, and Touch Groups; any being. Has Masquerade humanoid form), Cellular, Imitation, Instant 8 WF: Common Martial Arts Weapons, infi litrated the team’s Change, Reduced Endurance (0 END; +½) 0 Common Melee Weapons, Common staff , or is it just a tab- 20 Assassin’s Arts: Multipower, 30-point Missile Weapons, Small Arms loid reporter? reserve; all OIF (sharp/hard objects of 3 Linguist opportunity; -½) 2 1) French (completely fl uent; English is native) Masquerade slips poison 1u 1) Melee Assassination: HKA 1d6 (2d6 2 2) German (completely fl uent) into the PCs’ food (as with STR); OIF (-½) 1 2 3) Japanese (completely fl uent) well as their DNPCs’ 2u 2) Ranged Assassination: HKA 1d6+1 2 4) Mandarin Chinese (completely fl uent) food), and refuses to (2d6 with STR), Ranged (+½); OIF (-½) 3 2 5) Russian (completely fl uent) give anyone the anti- Martial Arts: Karate 2 6) Spanish (completely fl uent) dote unless they help 3 Traveler him/her obtain certain Maneuver OCV DCV Notes 1 1) CK: Beirut 11- information he/she has 4 Atemi Strike -1 +1 3d6 NND(1) been hired to acquire. 4 Block +2 +2 Block, Abort 1 2) CK: Berlin 11- Can the PCs fi nd a way 4 Disarm -1 +1 Disarm, 35 STR 1 3) CK: London 11- to stop him/her, and get 4 Dodge +0 +5 Dodge all 1 4) CK: Millennium City 11- the antidote in time? attacks, Abort 1 5) CK: Moscow 11- 3 Legsweep +2 -1 6d6; Target Falls 1 6) CK: Munich 11- 4 Knifehand Strike-2 +0 HKA 1d6 (2d6 1 7) CK: New York City 11- with STR) 1 8) CK: Paris 11- 4 Punch/ 1 9) CK: Tokyo 11- Snap Kick +0 +2 7d6 Strike 1 10) AK: Th e United States 11- 5 Side/Spin Kick -2 +1 9d6 Strike 1 11) CK: Washington, D.C. 11- 8 +2 Damage Classes (already added in) 4 Fast Runner: Running +2” (8” total) 1 Total Powers & Skills Cost: 332 15 Lucky Bastard: Luck 3d6 Total Cost: 438

Perks 200+ Disadvantages 5 Money: Well Off 20 Hunted: CIA (Mo Pow, NCI, Capture/Kill) 20 Hunted: VIPER (Mo Pow, NCI, Capture) Talents 20 Psychological Limitation: Amoral And 6 Combat Luck (3 PD/3 ED) Casually Cruel (Very Common, Strong) 20 Psychological Limitation: Code Of Th e Mer- Skills cenary (Common, Total) 30 +3 Overall 158 Experience Points

3 Acrobatics 13- Total Disadvantage Points: 438 3 Acting 13- Background/History: In 1968, a lonely old woman 3 Breakfall 13- went outside one morning and found that some- 3 Computer Programming 13- one had left a baby on her doorstep. Th ere was 3 Combat Driving 13- something wrong with it — the baby appeared mal- 3 Conversation 13- formed or crippled, with arms and facial features 3 Criminology 13- Conquerors, Killers, And Crooks 173 that weren’t fully formed. Moved to pity, the woman est fees. In certain rarifi ed and dangerous circles, took the baby in and raised it herself. the person called Masquerade has become known Oddly, as the baby aged, its features became as one of the most skilled and deadly agents in the more and more precise. By the time the child was world, the one to turn to when no one else can get old enough to walk and talk, it was apparent that the job done. he/she wasn’t a normal human — he/she had the Personality/Motivation: Although at least nomi- power to change shape. One day, he/she was a girl, nally human, Masquerade feels no more sympathy, the next day a boy, the day aft er that a disturb- compassion, or mercy for his/her “fellow” humans ing blend of male and female features... whatever than a shark does for lesser fi sh. His/her powers seemed to catch the child’s fancy at the moment. and attitude disconnect him/her from other Terrifi ed, but unwilling to abandon a child people, making it easy for him/her to commit the she’d come to love, the woman raised him/her most heinous and bloody crimes without feeling as best she could, trying to teach him/her to use so much as a twinge of guilt. He/she enjoys using his/her abilities. She kept the child with her, home his/her powers and skills to schooling him/her infl ict casual cruelties on until he/she was others, ranging from old enough to verbal abuse, to inter- understand the fering with jobs and nature and credit ratings, to implication of breaking up roman- his/her powers tic relationships. As and why he/she good an actor as he/she shouldn’t use is, he/she oft en trips them casually in him/herself up because public. he/she can’t resist the Th e opportunity to work child con- some petty evil tinued to just for fun. grow, now Despite this mingling trait, Masquer- with other ade has learned people, but to follow the code feeling no of the mercenary. connection He/she might be the with or interest best spy in the world, in them. He/she but if employers don’t learned he/she trust him/her, he/ could fl aw- she won’t get any lessly imitate work. Loyalty to anyone’s his/her employers appearance, has done as much and derived to cement his/her much pleasure reputation as his/ from using this her matchless infi l- power to get his/ tration abilities. her classmates in serious trouble. As Quote: “Good morning, he/she got older, he/she realized he/she could use Senator. Here’s what’s on his/her abilities to make money — lots of money your schedule for today....” — in all sorts of ways. He/she started with petty Powers/Tactics: A highly skilled assassin and spy, theft and con games, and soon began to commit Masquerade possesses the ability to alter his/her more serious crimes. Th e fi rst time he/she was shape to any other humanoid form. He/she has nearly caught, he/she had to kill a man to keep his/ no defi ned gender or appearance; he/she has her secret, and found this no more disturbing or never defi ned a “true shape” that he/she returns upsetting than his/her juvenile mischief-making. to in times of relaxation — he/she simply changes Th e day he/she graduated from high school, shape the way other people change clothes. His/ his/her “mother” died, leaving him/her alone in her change works right down to the cellular level, the world. But he/she didn’t care; by then he/she making it possible for him/her to trick fi ngerprint had made connections with organized crime and checks, retina scanners, and DNA tests. When he/ was earning real money. Soon the CIA got word of she assumes another person’s form, all he/she lacks him/her, and he/she made entry into the world of is that person’s memories and personality, which espionage. Aft er a few years working for the CIA, he/she can usually imitate or bluff his/her way just for the experience, he/she betrayed his/her through with Acting. (He/she also cannot imitate handlers (arranging their deaths in the process) superpowers, unless he/she uses technology pre- and became a freelance spy commanding the high- pared in advance.) 174 HERO SYSTEM 5TH EDITION

Masquerade’s skills include hand-to-hand MECHASSASSIN combat and weapons use, plus the ability to turn Val Char Cost Roll Notes any sharp or hard object into a lethal attack, but 20+15 STR 10+7# 13-/16- Lift 400/3,200 kg; he/she prefers to avoid open combat. He/she has 4d6/7d6 [2 /3] the advantage in situations where he/she can trick, 20+8 DEX 30+12# 13- /15- OCV: 7/9/DCV: 7/9 fool, and confuse people, not on the battlefi eld. 20+10 CON 20+10# 13- (15-) Campaign Use: Although he/she’s not necessarily 15 BODY 10 12- the most skilled combatant, and certainly lacks 15 INT 5 12- PER Roll 12- the raw power of a Dr. Destroyer or a Takofanes, 15 EGO 10 12- ECV: 5 in some ways Masquerade is the most danger- 25 PRE 15 14- PRE Attack: 5d6 ous villain in the Champions Universe. Able to 12 COM 1 11- assume any human form fl awlessly right down to the cellular level, he/she can infi ltrate almost any 8 PD 4 Total: 23 PD (15 rPD) installation, obtain almost any information, and 8 ED 4 Total: 23 ED (15 rED) compromise almost any security. If there’s anyone 4+2 SPD 10+13* Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, who scares politicians more than Menton, it’s Mas- 12 querade. 10 REC 4 You should use Masquerade carefully in 40 END 0 scenarios. He/she isn’t much fun if he/she simply 40 STUN 5 Total Characteristic Cost: 170 walks away with the prize and the heroes never *: OIF (battlesuit; -½) have a chance to stop him/her. Unless the PCs #: OIF (as above; -½), No Figured Characteristics (-½) at least suspect his/her presence or involvement, you’re not getting as much mileage out of the Movement: Running: 9”/18” character as you can. But at the same time, the Leaping: 15”/30” PCs mustn’t have too easy a time uncovering Mas- querade; it should require some eff ort and clever Cost Powers END roleplaying. Th e best way to trip him/her up is with 56 Electric Pistol: Multipower, 75-point knowledge he/she lacks, but he/she can also be reserve, 64 Charges for entire Multipower detected with Mental Senses (he/she can’t change (+½); all OAF (-1) [64] her brainwaves or mental thought patterns). 4u 1) Standard Setting: Energy Blast 10d6, Masquerade doesn’t have a “Secret Identity” Armor Piercing (+½); OAF (-1) because he/she has no defi ned “true identity” 2u 2) Boosted Gain Setting: RKA 3d6, — and even if he/she did, fi nding out any informa- Penetrating (+½); OAF (-1), Requires 3 tion about it would be next to impossible (barring Charges Per Use (-¾) the use of Mental Powers). Since he/she suff ers 30 Right Gauntlet Tanglecoil Launcher: no signifi cant restrictions because of his/her Entangle 6d6, 6 DEF; OIF (-½), “secret,” he/she’s not entitled to a Disadvantage for 8 Charges (-½) [8] it. However, the story of where he/she came from, 25 Gauntlet Slashers: HKA 1½d6 (2d6+1 who his/her parents are, and the source of his/her [3d6+1] with STR), Armor Piercing (+½); powers could make for interesting plot points the OIF (-½) 4 GM can exploit. 60 Grenades: Multipower, 90-point reserve; To make Masquerade more powerful, give OIF (grenade belt; -½) him/her a Mimic Power Pool so he/she can imitate 3u 1) Concussor Grenade: Energy Blast superheroes’ powers, or Mental Powers so he/she 12d6, Explosion (+½); OAF (-1), can copy other peoples’ memories as well. To make 3 Charges (-1¼) [3] him/her less powerful, decrease the usefulness 3u 2) Tranq Gas Grenade: Energy Blast 6d6, of his/her Shape Shift — get rid of some Sense NND (defense is Life Support [Self-Con- Groups, or make changes take a long time. You can tained Breathing]; +1), Area Of Eff ect (6” also add or remove Skills. Radius; +1); OAF (-1), 3 Charges (-1¼) [3] Masquerade only Hunts heroes if hired to do 3u 3) Enhanced Smoke Grenade: Darkness so; otherwise, he/she has better ways to spend his/ to Sight, Radio, and Mental Groups 6” her time. But if he/she does come aft er a hero, look radius, Personal Immunity (+¼); OAF (-1), out! Th e same powers that make it easy for him/her 3 Charges lasting 1 Turn each (-¾) [3] to penetrate high-security government installations Martial Arts: Commando Training make it just as easy for him to get close to a super- Maneuver OCV DCV Notes hero — close enough to slip a knife between his 3 Aikido Th row +0 +1 6d6/9d6 + v/5, ribs when he feels safe and secure. Target Falls 4 Boxing Cross +0 +2 8d6/11d6 Appearance: Masquerade can have any appearance 4 Choke -2 +0 Grab One Limb, he/she desires — man or woman, young or old, rich 3d6 NND (2) or poor, healthy or ill. Indeed, he/she can change 4 Escape +0 +0 45/60 STR vs. his/her appearance from second to second, as he/ Grabs she chooses. 4 Hold -1 -1 Grab Th ree Limbs, 40/55 STR Conquerors, Killers, And Crooks 175

4 Judo Disarm -1 +1 Disarm, 40/55 Total Powers & Skills Cost: 430 MECHASSASSIN STR Total Cost: 600 PLOT SEEDS 4 Karate “Chop” -2 +0 HKA 1d6 (2d6 with STR) 200+ Disadvantages Despite being rivals 4 Kung Fu Block +2 +2 Block, Abort 10 Dependence: character must replace the with Lazer and the Steel 8 +2 Damage Classes (already added in) rare high-tech parts in his armor with new Commando, Mechas- 30 Armor: Armor (15 PD/15 ED); OIF (-½) 0 ones every Day, or begin to suff er malfunc- sassin sometimes fi nds 13 Shield: Multipower, 20-point reserve; all tions resulting in an 11- Activation Roll for himself having to work OIF (shield; -½) Powers derived from it (Uncommon) side-by-side with them 1u 1) Protection: Armor (+6 PD/+6 ED); OIF 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) when the same villain hires them both. It’s hap- (-½), Activation Roll 14- (-½), Costs 20 Hunted: Eurostar 8- (Mo Pow, NCI, Kill) pened again — both he Endurance (-½) 2 20 Psychological Limitation: Greedy (Very and Lazer are in the pay 1u 2) Defense: Combat Skill Levels (+3 DCV); Common, Strong) of Holocaust, who’s put- OIF (-½), Costs Endurance (-½) 1 20 Psychological Limitation: Code Of Th e ting together an army of u 3) Defl ection: Missile Defl ection (all Mercenary (Common, Total) mercs and low-powered Ranged attacks); OIF (-½), Costs 10 Psychological Limitation: Th e Best And villains to back another Endurance (-½) 2 Knows It (Common, Moderate) one of his bids for 7 Polarized Helmet Lenses: Sight Group 15 Reputation: deadly super-mercenary and world power. Together, Flash Defense (10 points); OIF (-½) 0 terrorist, 11- (Extreme) Lazer and Mechassassin 7 Air Supply & Rebreather: Life Support 10 Rivalry: Professional (with Lazer, Seeks To are a deadly, effi cient combination; can the (Self-Contained Breathing); OIF (-½) 0 Harm/Kill Rival) PCs fi nd a way to use 5 Springboots: Leaping +8” (15” forward, 8” 10 Rivalry: Professional (with Steel Com- their mutual animosity upward); OIF (-½) 1 mando, Seeks To Harm/Kill Rival) against them? 6 Fast Runner: Running +3” (9” total) 1 15 Social Limitation: Secret Identity (Craig 6 Communications Array: HRRP (Radio Vandersnoot) (Frequently, Major) Mechassassin needs Group); OIF (-½), Aff ected As Sight And 250 Experience Points a constant supply of Hearing Groups As Well As Radio expensive parts for his Group (-½) 0 Total Disadvantage Points: 600 battlearmor, and he’s getting sick of having 3 Nightsight: Infrared Perception (Sight Background/History: Craig Vandersnoot was a Group); OIF (-½) 0 to buy them. He plans major in the U.S. Army assigned as a liaison to a series of raids against 3 Nightsight: Ultraviolet Perception (Sight NATO. His good looks, charming demeanor, mas- Group); OIF (-½) 0 high-tech companies in ter’s degree in political science, and take-charge and around Millennium attitude made him popular and respected, and City to steal enough Perks before long he was put in command of a NATO parts to keep him sup- 12 Contacts: various, in the Military/Merce- research project to develop a light battlesuit for plied for over a year. If nary/Terrorist World use by the military and law enforcement. the PCs don’t fi nd out 8 Money: Wealthy Th e project was going well under Vanders- about this and stop him noot’s supervision when his “moonlighting” came in time, he’ll be able to eliminate one of his Skills to light: he’d been working as a security consul- major weaknesses. 10 +1 Overall tant and troubleshooter for several organized 24 +3 with All Combat crime groups and terrorist organizations, accept- Another mercenary, ing huge sums of money to keep them safe from wearing light battlear- 3 Breakfall 13- (15-) the cops. He even helped plan and execute crimes, 3 Bribery 14- mor almost identical to applying his tactical knowledge to make the “mis- Mechassassin’s, appears 3 Bugging 12- sions” go as smoothly as possible. on the superhuman 3 Combat Driving 13- (15-) Th ree MPs were sent to arrest Vandersnoot scene. What’s going on? 3 Combat Piloting 13- (15-) quietly, so the press wouldn’t get wind of things. Have some of the NATO 3 Interrogation 14- He killed all three of them, snuck back into the scientists gone to work 2 AK: Europe 11- research complex, and put on the battlesuit. for themselves, selling 3 KS: Th e Espionage World 12- Th en he murdered every project scientist and armor to the under- world? Mechassasin’s 3 KS: Th e Military/Mercenary/Terrorist World 12- technician he could fi nd, stole all the plans and 3 KS: Politics 12- not sure, but he’s deter- specs, and trashed the lab. When he was done, he mined to fi nd out — and 3 KS: Th e Superhuman World 12- escaped from the facility with ease. 2 Language: German (fl uent conversation; to eliminate anyone Since then, Vandersnoot, operating under the involved. English is native) codename “Mechassassin,” has established an envi- 2 PS: Soldier 11- able reputation in the Mercenary World. Known 7 Security Systems 14- for his skill, power, discipline, and ability to get 3 Shadowing 12- even the toughest jobs done, he’s made millions as 3 Stealth 13- (15-) he loots and pillages his way across the globe. He 3 Streetwise 14- also works as a security chief and military trainer 7 Tactics 14- for master villains. 3 Teamwork 13- (15-) 6 WF: Small Arms, Blades, General Purpose/ Personality/Motivation: Mechassassin is cool, Heavy Machine Guns, Grenade Launchers, collected, effi cient, professional, and deadly. His Shoulder-Fired Weapons self-confi dence borders on arrogance; he knows 176 HERO SYSTEM 5TH EDITION

he’s the best, and that when you put him on a job, his shield for protection and shoot with his Elec- the job’s as good as done. Proud without being tric Pistol, oft en Rapid Firing if he has enough stupid, ruthless without being sadistic, disciplined cover to compensate for the reduced DCV. Gadge- without being a machine, he epitomizes the super- teers, weaponmasters, and other characters using mercenary in the modern world. Accessible Foci get the tanglecoil, followed by Like any mercenary worthy of the name, tranq gas. Mechassassin keeps his employers’ identities and Campaign Use: Like Lazer and the Steel Com- related information confi dential. He’ll go to prison mando, Mechassassin is a “super-mercenary” or take a bullet in the head before he reveals any- (though a somewhat more powerful one), suitable thing he’s supposed to keep secret. for employment by just about any other villain. Quote: “When you’re the best, you can get He works well with groups, whether as a leader or away with murder.” follower. Powers/Tactics: Mechassassin’s suit If you need to make Mechassassin more of light battlearmor comes powerful, augment his battlearmor. Give it some equipped with numer- more Armor, and maybe some additional fea- ous weapons that give tures, like a jetpack or a Force Wall projector. him enough of an edge You can also give him more weapons: in combat to stand up built-in gauntlet blasters, other types against superheroes. of grenades, maybe an energy car- Th ey include a pow- bine or rifl e. If he’s too tough for your erful electric pistol heroes, get rid of some of his martial with two settings arts, tone his weapons down to 75 or 60 (regular and crispy), Active Points, and decrease his Char- a launcher in his right gaunt- acteristics a bit (including reducing let that projects a strand of his SPD to 5). tanglecoil to trap opponents, Mechassassin rarely Hunts blades that pop out from his heroes (unless someone pays him to), gauntlets, and a selection but when he does, he’s a tough and tena- of grenades with numer- cious foe. He approaches his goal — to kill ous tactical applica- the hero — as if it were a military target. tions. He also carries He gathers as much intel as he can, then a shield with which to plans attacks for the maximum chance of defl ect enemy attacks. scoring a kill with the least amount of Th e suit requires daily risk possible. maintenance and Appearance: Mechassassin wears parts replacement, or a suit of light battlearmor col- it soon begins to mal- ored dull red and grey (both function. nonrefl ective); he some- But Mechassassin’s times changes the suit’s greatest weapons are his colors, if appropriate for mind and body. A soldier a given mission. It con- with years of experience sists of grey knee-high in just about every sort of boots, belt, chestplate, combat imaginable, he has a shoulders, gauntlets, high degree of tactical and helmet; and awareness. He never red legs, sides, fi ghts stupidly, under- and arms. On estimates his opponents his right hip (especially superpowered ones), or takes foolish is a grey hol- risks. He usually has at least two backup plans for ster holding an energy pistol. Built into his right every mission, and one standard and one alternate gauntlet is a tanglecoil launcher. He also carries a escape route. dull red lozenge-shaped metal-and-plastic shield Mechassassin’s choice of weapons and tactics on his left arm. depends on who he’s facing. If he’s confronting a Out of his armor, Craig Vandersnoot is 6’3”, group of foes, or enemies he can’t hit with normal 220 pounds, blonde, blue-eyed, and handsome. He attacks, he’ll use his Tranq Gas Grenades, or “pop wears expensive casual clothes, drives well-built smoke” and take advantage of the fact he can sportscars, and tends to throw a lot of money see through the stuff and they (hopefully) can’t. around. Against “bricks” and energy projectors, he’ll use Conquerors, Killers, And Crooks 177

MENAGERIE 15 Psychological Limitation: Protective Of MENAGERIE Val Char Cost Roll Notes Animals And Th e Environment (Common, PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 [1] Strong) 23 DEX 39 14- OCV: 8/DCV: 8 10 Psychological Limitation: Pyrophobia (Fear Aft er a scandal erupts 20 CON 20 13- Of Fire) (Common, Mild) at a major zoo over sup- 10 BODY 0 11- 15 Social Limitation: Secret Identity (Megan posed neglect of the ani- 13 INT 3 12- PER Roll 12- Munro) (Frequently, Major) mals, several keepers are 12 EGO 4 11- ECV: 4 10 Vulnerability: 2 x STUN from Mental found mauled to death near various predators’ 15 PRE 5 12- PRE Attack: 3d6 Powers that aff ect Animal minds (Uncom- cages. Is this Menagerie 16 COM 3 12- mon) 13 Experience Points punishing the “animal abusers,” a villain with 8 PD 5 Total: 11 PD (3 rPD) animal control powers 6 ED 2 Total: 9 ED (3 rED) Total Disadvantage Points: 313 making the creatures 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 Background/History: As a child, Megan Munro fi ght back against their 10 REC 6 loved animals. Her walls were covered with pic- masters, or something 40 END 0 tures of horses and elephants, her shelves with even stranger? 30 STUN 2 Total Characteristics Cost: 121 books about the creatures of the world, and her bed with the plush animals her parents gave her every Th ere are reports of Movement: Running: 9”/18” Christmas. And animals liked her, too; the family a “big cat” attacking joggers in the park. Leaping: 6”/12” dog and cat spent most of their time with her, and Is Menagerie up to whenever her parents took her for pony rides or to something, or has a lion Cost Powers END the zoo, the animals would nuzzle her and eat right escaped from the zoo? 80 Animal Forms: Multiform (change into out of her hand. eight animal forms of up to 300 points As she approached adolescence, Megan began Teleios has long pursued each, see text; true form is human form), to have dreams about being an animal. Some nights Menagerie; he wants Instant Change 0 she imagined herself a tiger, stalking through the samples of her DNA and 6 Swift : Running +3” (9” total) 1 jungle, some nights a shark cruising tropical waters, tissues to experiment 3 Strong Leaper: Leaping +3” (6” forward, sometimes a fantastic creature like a dragon or a with. Now he contacts 3” upward) 1 pegasus. Th en one morning she woke up — and her her, explaining that with 5 Animal Senses: Nightvision 0 dreams had come true. She was a housecat! Terri- her help, he may be 5 Animal Senses: Tracking for Normal Smell 0 fi ed, she huddled under the covers, wishing she was able to re-create several extinct species, like 9 Animal Senses: +3 PER with all Sense a girl again... and suddenly, she was. the passenger pigeon. Groups 0 Terror soon gave way to curiosity, and she Intrigued, she agrees discovered she could turn back and forth from to help, but it’s a trick Talents a cat at will. Aft er about a month of practice, she — instead, Teleios cre- 6 Combat Luck (3 PD/3 ED) found she could turn into a rattlesnake, too. Over ates giant shape-shift - the course of her teenage years, other shapes fol- ing animals and sets Skills lowed as she became more and more comfort- them loose on the city. 3 Acrobatics 14- able with her shapechanging powers. But as her Menagerie has to help 24 Animal Handler (all 13 categories) 17- powers improved, she became more animal-like as the PCs stop the mon- 3 Breakfall 14- a human, at least in thought and attitude — more strous creatures, and then convince them it 3 Climbing 14- aggressive, more confrontational, more territo- wasn’t her fault. 3 Concealment 12- rial. Most of her forms were dangerous, predatory 2 CK: Millennium City 11- animals, and somehow their instincts aff ected and 2 KS: Th e Zoo World 11- interwove with her personality. 2 PS: Veterinarian 11- Th en came the day when her arch-rival, 3 SS: Biology 12- Heather Townsend, beat her out for homecoming 5 SS: Veterinary Medicine 14- queen. Unable to resist the fury within her, that 7 SS: Zoology 16- night Megan transformed into her tiger shape and 5 Seduction 13- went hunting. In the morning, Heather’s parents 3 Stealth 14- were horrifi ed to fi nd that some animal had mauled 10 Survival (Desert, Marine, Mountains, Tem- their daughter to death while she walked the family perate/Subtropical, Tropical) 12- schnauzer. Th e police claimed it was “wild dogs,” 3 Tracking 12- but the truth was they had no clues at all. Megan made it through college, and then vet- Total Powers & Skills Cost: 192 erinary school, without much diffi culty. To pay her Total Cost: 313 bills and keep herself in the style to which she was quickly becoming accustomed, she used her animal 200+ Disadvantages power to commit crimes, and eventually even hired 10 Distinctive Features: Mutant (Not Conceal- herself out as a spy, burglar, and sometimes even able; Always Noticed; Detectable Only By assassin. She also committed acts of vandalism, Unusual Senses) sabotage, and assassination against people and cor- 20 Hunted: Teleios 8- (Mo Pow, NCI, Capture) porations she felt were despoiling the environment 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Cap- or harming animals. ture) Today, Megan maintains a secret identity as a 178 HERO SYSTEM 5TH EDITION

veterinary consultant to zoos all around the world; power to assume the shapes and attributes of cer- her rapport with animals is legendary among the tain animals. At present she can only assume eight zoological community. But at night she stalks the shapes: great white shark, Bengal tiger, crocodile, city as Menagerie, eager for the taste of warm blood bull, falcon, housecat, rattlesnake, and rat. However, in her mouth and the scent of her prey’s fear. at fi rst she could only assume one form, and gradu- Personality/Motivation: Although she usually seems ally learned the others; it’s likely her repertoire of like a nice, ordinary person, Menagerie has an ani- forms will keep growing. malistic, predatory streak to her personality — one Menagerie’s animal forms are slightly better she normally conceals so people don’t suspect who than normal animals. Use the standard HERO she is. Aggressive, sometimes even vicious, she sees System Bestiary writeups for them, but add up to other people as potential prey, either for their riches +50 points to make their INT, EGO, PRE, and per- or in the more literal sense of the term. Her code haps SPD match her natural Characteristics, boost is the law of the jungle: anyone not strong, swift , their senses to match her “Animal Senses” power if or smart enough to avoid her deserves whatever necessary, and so forth. You could even give some happens to him. On the other hand, her animalistic of them the Red In Tooth And Claw martial arts side gives her a mild version of animals’ fear of fi re. style from page 14 of the Bestiary. Menagerie feels somewhat protective toward, In combat, Menagerie shift s to the most appro- and even possessive of, animals, and the environ- priate shape (typically tiger or bull for land battles, ment in general. She loathes anyone who mistreats shark or crocodile for water battles) and attacks or abuses animals, and will go out of her way to aggressively. She can change shape as a Zero-Phase hurt them. Th is may include superheroes with Action, allowing her to adapt to changing combat “pets” whom she feels are demeaned by their rela- conditions quickly. Her smaller, faster forms make tionship with the hero. She also enjoys punishing for easy escapes if necessary. Because most of her polluters, companies and stores who destroy the forms aren’t heavy on defense, she oft en dodges, rain forest or other precious ecosystems, and the uses cover, or tries to fi nd other ways to compen- like. sate. Quote: “Everyone has to obey the law of the Campaign Use: Menagerie makes a good antagonist jungle... I just understand it better than you do.” for many types of stories. First, because her powers let her vary her methods and style of attack, she’s a Powers/Tactics: Menagerie is a mutant with the good villain for mysteries involving strange mur- ders or robberies. Second, she’s useful as “muscle” for villains of greater power, whether they need her for combat duty, spying, or assassination. To make Menagerie more powerful, give her additional animal forms, and/or increase the power of the forms she can already assume. As she becomes more experienced, her animal forms may likewise become stronger and tougher, have larger claws and better refl exes, and so forth. She might even develop some half-woman, half-animal forms, like a lycanthrope. If she’s already too powerful for your campaign, take away some of her animal forms; the fewer she has, the more of a one-trick pony she becomes. While Menagerie is a skilled hunter in the normal sense of the word, she’s not likely to Hunt heroes too oft en — vengeance isn’t really a part of the law of the jungle, so it’s not a big part of her personality, either. If she did start to Hunt a hero, she probably wouldn’t do so on more than an 8-, and would pursue him as she would any other prey. Appearance: Menagerie is a dark-haired woman in her late 20s, with a trim, athletic fi gure. She doesn’t wear a costume, preferring everyday clothes that allow her to blend in with ordinary people, but oft en uses a headband to keep her long hair out of her eyes. Depending on her mood, she might sub- consciously take on very slight feature traits from one of her animal forms (such as developing an almost unnoticeable point to her ears when she’s feeling “catty” or fussy). Conquerors, Killers, And Crooks 179

MIRAGE 3 Disguise 14- MIRAGE Val Char Cost Roll Notes 3 Electronics 14- PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 [1] 8 Forgery (Documents, Money, Art Objects, 20 DEX 30 13- OCV: 7/DCV: 7 Commercial Goods) 14- Mirage and Utility have 15 CON 10 12- 3 High Society 14- had a friendly rivalry 10 BODY 0 11- 3 Inventor 14- going for years; both 23 INT 13 14- PER Roll 14- 2 CK: Toronto 11- want to prove their superiority to super- 18 EGO 16 13- ECV: 6 2 CK: Vancouver 11- humanity in some way. 25 PRE 15 14- PRE Attack: 5d6 2 KS: Poetry 11- 4 KS: Th e Superhuman World 15- Th ey decide to have a 16 COM 3 12- contest to see who can 3 KS: Superpowers 14- capture and/or humili- 6 PD 3 Total: 12 PD (6 rPD) 3 Mimicry 14- ate the most Millennium 7 ED 4 Total: 13 ED (6 rED) 3 Persuasion 14- City superheroes in a 5 SPD 20 Phases: 3, 5, 8, 10, 12 3 SS: Chemistry 14- month, with the loser 6 REC 0 3 SS: Holography 14- having to do whatever 30 END 0 3 SS: Optics 14- the winner wants. 30 STUN 4 Total Characteristics Cost: 123 3 SS: Physics 14- 3 Security Systems 14- Representatives from Movement: Running: 6”/12” 3 Seduction 14- the Institute for Human 3 Shadowing 14- Advancement approach Mirage to off er her a job Cost Powers END 3 Sleight Of Hand 13- 7 Stealth 15- as a “consultant” on “the 107 Bag Of Tricks: Variable Power Pool (Gadget superhuman menace.” 3 Systems Operation 14- Pool), 80 base + 40 control cost; VPP Can But it’s not a legitimate Only Be Changed In Lab/Arsenal (-½) var 3 Tactics 14- job; they really just want 91 Illusions: Multipower, 114-point reserve; to capture her, steal her all IIF (-¼) Total Powers & Skills Cost: 435 technology, and use it 18m 1) Hologram Generator: Sight, Hearing, and Total Cost: 558 to kill lots of mutants. Smell/Taste Group Images, -5 to PER Rolls, With most of her equip- Increased Size (32” radius; +1¼), Reduced 200+ Disadvantages ment in the IHA’s hands, Mirage has to humble Endurance (0 END; +½), Persistent (+½); 20 Hunted: Champions 8- (Mo Pow, NCI, herself and ask the PCs IIF (-¼) 0 Capture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) for help getting it back... 4m 2) Hallucination Spray: Mental Illusions or maybe just trick them 15 Psychological Limitation: Hates Superhu- 20d6; IIF (-¼), Based On CON (-1), Does into getting it for her.... Not Provide Mental Awareness (-¼), No mans (Common, Strong) 5 Rivalry: Professional (with Utility) Conscious Control (-1), Normal Limited Th e PCs receive a Range (3”; -½), 8 Charges (-½) [8] 15 Social Limitation: Secret Identity (Jesse request from a local 6u 3) Cloak Of Illusion: Invisibility to Sight, Turnbull) (Frequently, Major) news station to allow a Hearing, and Smell/Taste Groups, No 15 Susceptibility: to electrical attacks, takes 1d6 camera crew to fi lm a Fringe, Reduced Endurance (0 END; +½), instantly while wearing her costume (Very “day in the life” docu- Persistent (+½); IIF (-¼) Common) mentary about the team. 56 Illusionary Disguise: Shape Shift (to Sight 268 Experience Points Th e “crew” is actually Mirage and her hench- Group; any humanoid form), Instant Total Disadvantage Points: 558 man, armed with knock- Change, Imitation, Reduced Endurance out gas weapons. Th e (0 END; +½), Persistent (+½); IIF Background/History: “What do you mean, I’m being PCs soon wake up in (Hologram Generator; -¼) 0 fi red?!??” one of her deathtraps. 12 Armored Costume: Armor (6 PD/6 ED); “I’m sorry, Jess, but that’s the way it’s gotta be.” OIF (-½) 0 6 Observant: +2 PER with all Sense Groups 0 “Why? I’m the best special eff ects and stunts person you’ve got! I can run rings around those other guys.” Perks “Yeah, you’re right. But you’re not superhuman, are 3 Anonymity you?” 4 2 Deep Covers “Well... no.” 8 Money: Wealthy “See, that’s the thing. Th ere’s this agency now that hires Skills out low-powered superhumans for stunts and things. 20 +2 Overall You may be good, but you can’t survive a fall from the top of a building with no safety net, the way these guys 3 Acrobatics 13- can. Even with all your tricks, you can’t fake that sort of 3 Acting 14- thing. Besides, we get an enormous break on our insur- 3 Breakfall 13- ance if we replace you with these SuperStunts guys.” 3 Bugging 14- “Fine. If that’s how it is, go right ahead and hire those 3 Computer Programming 14- freaks. But you’re going to regret it!” As she left , she 3 Concealment 14- slammed the door so hard that pictures fell off the wall. 3 Conversation 14- Damn superhumans! It was getting so an ordi- 3 Demolitions 14- 180 HERO SYSTEM 5TH EDITION

construct deathtraps like the ones on pages 121-22 of Champions (though with fewer Active Points, unless you choose to ignore the standard rules in the interest of the story), robots to attack the PCs, and so forth. She also uses it for gadgets and weapons specifi cally designed to overcome an opponent’s powers. Try to think of clever, creative uses for it. If discovered or overcome, Mirage attempts to fl ee by covering herself with an illusion (i.e., activat- ing her Invisibility) and creeping away with Stealth. She loathes the thought of losing to pompous cos- tumed jerks, so she always tries to have multiple escape routes available. She realizes she won’t win every time, but as long as she isn’t captured she counts it as a moral victory. Because Mirage’s costume contains so much gadgetry, exposure to electricity causes short circuits and feedback which hurt her. She’ll do her best to stay out of the way of any lightning-powered superheroes. Campaign Use: Mirage is good for a change of pace from the usual conquer-the-world or rob-the-bank sorts of supervillains. She’s not interested in money or power; she wants revenge against a Superhuman World that she genuinely believes is far more harmful nary person, even a talented one, couldn’t to ordinary humans than most people think. She’ll do anything without having some super- create elaborate schemes to snare the PCs and draw human come along and replace him. Well, them into her web of traps and terror so she can show they weren’t so tough or smart — and she them how weak and helpless they really are. Since was going to prove it! she normally works by herself, give her whatever she Personality/Motivation: Mirage is driven by needs — Bases, Vehicles, robots, or the like — to make her contempt for superhumans to prove her a challenging opponent, even if she runs out of that she’s better than they are. She com- Gadget Pool points. mits crimes only to obtain the money she To make Mirage more powerful, give her some needs to fund her latest scheme to make additional abilities, such as: a fully Indirect (+¾) a monkey out of some prominent hero or Energy Blast Linked to her Illusions power, so her villain. As far as she’s concerned, if they can’t holograms can fi re energy beams at targets from any fi gure out her puzzles or get out of her traps, direction; a teleporter (Teleportation); or an Intangi- they’re not really so super aft er all, and they bility Web built into her costume (Desolidifi cation). deserve what they get. Of course, you could simply let her build these with Quote: “Not so tough now, huh, hero?” her Bag Of Tricks, but that tends to make her more of a “combat machine” than she’s supposed to be. Powers/Tactics: Mirage’s powers derive from holo- To make her weaker, reduce her Gadget Pool to 50 graphic and optical technology built into her costume. points, get rid of some of her Skills (or convert them Th ese devices allow her to project highly realistic to Familiarities), and reduce the Active Points in her images with visual, audio, and olfactory components. Multipower reserve. Th ey’re obviously fake if touched, but she’s extremely Mirage is a tough and determined Hunter, but clever at setting them up to fool heroes and hide traps. at least she’s not vicious enough to try to kill a hero Mirage can also use her illusions to “change shape” to outright (in fact, humiliating a hero is usually better hide in a crowd or look like someone else, or make it than killing him anytime). A PC who’s Hunted by appear as if she’s not even there. Additionally, she’s got her simply gets selected as the target of more of her her Hallucination Spray, a so fi nely atomized it schemes and traps than other heroes. gets through even hermetically-sealed protection (i.e., having Life Support [Self-Contained Breathing] off ers Appearance: Mirage’s costume covers her entire no defense). It causes the victim to experience vivid, body, so that she can project holograms that cover and oft en terrifying, hallucinations; Mirage cannot her entire form. It’s a royal blue bodysuit, with a control what the victim “sees and experiences” during collar high enough to come up to her nose, a full- these episodes. face mask with goggles, and a blue cape somewhat Mirage can’t possibly stand up to a superhero in like an Inverness cloak. one-on-one combat, and she knows it. But that doesn’t Out of her costume, Jesse Turnbull is a pretty bother her — her whole raison d’etre is to prove that woman in her late 20s with the build and muscles ordinary humans can be just as good as supers even of a disciplined athlete. Her hair is long and light without powers. She uses her wits and elaborate plans brown (fading to blonde-ish in the summertime), and to lure heroes into traps where she can threaten and her eyes green. She still has just a trace of her native humiliate them. To set up her traps, Mirage has her Canadian accent and speech patterns. Bag Of Tricks Variable Power Pool. With it she can Conquerors, Killers, And Crooks 181

THE MONSTER 25 Psychological Limitation: Hates Everyone THE MONSTER Val Char Cost Roll Notes (Very Common, Total) PLOT SEEDS 60 STR 50 21- Lift 100 tons; 12d6 [6] 25 Psychological Limitation: Must Inspire 30 DEX 60 15- OCV: 10/DCV: 10 Fear, Wreak Havoc, And Spill Blood (Very Th e Monster attacks a 40 CON 60 17- Common, Total) charity fundraiser and 30 BODY 40 15- 20 Reputation: murderous monster, 14- kidnaps the First Lady! 10 INT 0 11- PER Roll 11- (Extreme) Th e PCs must get her back, unharmed — and 20 EGO 20 13- ECV: 7 10 Vulnerability: 2 x STUN from Sonic attacks that means fi nding the 30 PRE 20 15- PRE Attack: 6d6 (Uncommon) 276 Experience Points Monster, chasing it 4 COM -3 10- down on its own turf, and defeating it. 25 PD 13 Total: 25 PD (25 rPD) Total Disadvantage Points: 661 25 ED 17 Total: 25 ED (25 rED) Background/History: No one knows who — or what DEMON casts a spell to 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 — the Monster is, where it came from, or who sent bring the Monster under 20 REC 0 it. It simply appeared, one dark and stormy night, its control, then turns 80 END 0 and began its reign of bloodshed and terror. Its it loose to slaughter the 100 STUN 20 Total Characteristics Cost: 317 skull-like face, glowing an evil green, is the last PCs, any NPCs known thing many people see. With claws that drip blood, to be important to them, and anyone else who Movement: Running: 15”/30” it has left scores of corpses in his wake. Th e last happens to get in its way. time it ravaged the city, superheroes barely stopped But what if the Monster Cost Powers END it; next time they may not be able to contain it at is only pretending to 40 Blood-Drenched Claws: HKA 2½d6 all.... obey DEMON for its (5d6+1 with STR) 4 Personality/Motivation: Th e Monster is pure, unwav- own inscrutable pur- 90 A Mind Too Evil To Comprehend: Ego ering evil. It exists only to destroy, kill, maim, and poses? Attack 3d6, Does BODY (+1), Continuous wreak havoc. Its mind is so full of evil thoughts and (+1), Damage Shield (+½), Reduced images that telepaths who establish psychic contact Th e Monster is in Endurance (0 END; +½), Persistent (+½); Stronghold — but a with it experience severe pain. Always On (-½) 0 virtually identical being 12 Monstrous Form: Hardened (+¼) for Quote: None. Th e Monster rarely communicates has been disembowel- 25 PD/25 ED 0 with anything except a roar of anger or a deep- ling people in Denver. 31 Monstrous Form: Damage Resistance throated chuckle of fi endish glee. Could there be more than one of it? (25 PD/25 ED), Hardened (+¼) 0 Powers/Tactics: Th e Monster attacks quickly, 60 Monstrous Form: Physical and Energy aggressively, and persistently. It usually opens Damage Reduction, Resistant, 50% 0 the battle with a Presence Attack, espe- 10 Monstrous Form: Lack Of Weakness (-10) cially in favorable conditions (e.g., for Normal Defenses 0 while standing on a rooft op, silhou- 8 Heavy And Sturdy: Knockback etted by the moon), then takes advan- Resistance -4” 0 tage of its victims’ hesitation by ripping 18 Fast: Running +9” (15” total) 2 into them with its claws. Sweep attacks with its claws are not uncommon. If it Talents can’t close to HTH Combat distance, 15 Combat Sense 11- it uses its STR to throw the heaviest 22 Danger Sense (self only, out of combat, objects it can fi nd. Sense) 11- 0 If the battle goes against the Monster, Skills it tries to seize a hos- 10 +2 Hand-To-Hand tage (a woman, if pos- sible) and force the PCs 3 Climbing 15- to pursue it to get her 11 Concealment 15- back, or save her while 11 Shadowing 15- it escapes. Sometimes 3 Stealth 15- it does this just for fun, carefully concealing the Total Powers & Skills Cost: 344 fact that it’s already Total Cost: 661 injured the victim so badly the 200+ Disadvantages heroes haven’t 20 Distinctive Features: monstrous visage a prayer of (Concealable With Eff ort; Causes Extreme saving her even if they Reaction [abject fear]) manage to get her 40 Enraged: Berserk when struck (Very back. Common), go 14-, recover 11- 25 Hunted: PRIMUS 11- (Mo Pow, NCI, Capture) 20 Hunted: Th e Sentinels 8- (Mo Pow, NCI, Capture) 182 HERO SYSTEM 5TH EDITION

Campaign Use: Th e Monster is a “gothic super- MORNINGSTAR horror” type of villain, and you should use it Val Char Cost Roll Notes accordingly. Adventures involving it should take 50 STR 40 19- Lift 25 tons; 10d6 [5] place in dark, haunted mansions, on stormy moun- 20 DEX 30 13- OCV: 7/DCV: 7 taintops, in shadowy alleyways, and other such 30 CON 40 15- places. Its appearance in the game should cause not 25 BODY 30 14- only concern, but terror, on the part of the PCs. If 15 INT 5 12- PER Roll 12- it’s not tough enough to challenge them, increase 18 EGO 16 13- ECV: 7 its STR, SPD, and HKA until its name becomes 25 PRE 15 14- PRE Attack: 5d6 synonymous with death and fear. (On the other 8 COM -1 11- hand, if it’s already powerful enough to gut all the PCs eff ortlessly, tone it back a little by reducing its 25 PD 15 Total: 25 PD (18 rPD) STR and HKA; it should be really tough, but not 25 ED 19 Total: 25 ED (18 rED) unstoppable.) 5 SPD 20 Phases: 3, 5, 8, 10, 12 Th e primary plot hook connected with the 20 REC 8 Monster is what it is and where it comes from. It 60 END 0 could be a demon, a man possessed by a demon, 65 STUN 0 Total Characteristics Cost: 237 a robot, a golem, a mutant, an alien, or some com- bination of the above. You should also decide who Movement: Running: 11”/22” created/unleashed it, and why; its actions don’t seem to indicate any purpose other than commit- Cost Powers END ting evil acts, but there may be a pattern the heroes 12 Morningstar: HA +6d6; OAF (-1), cannot yet perceive. Hand-To-Hand Attack (-½) 3 Appearance: Standing nearly seven feet tall, the 33 Brick Tricks: Variable Advantage (+½ Monster is huge and frightening. Its face looks like Advantages) on 50 STR; Requires A an evilly-glowing green skull, and its large hands Brick Tricks Roll (-½) 5 are tipped with sharp claws that seem to drip blood 18 Demonic Armor: Damage Resistance constantly. It wears clothes, including a fl oppy hat (18 PD/18 ED) 0 and large cloak, that appear to be made of charred 5 Demonic Body: Power Defense (5 points) 0 leather. 10 Demonic Limbs: Running +5” (11” total) 1 5 Demonic Eyes: Infrared Perception (Sight Group) 0 Fear of EVIL ‘The Monster is probably the Skills most terrifying opponent I’ve 4 +2 OCV with Morningstar ever faced in personal combat. 15 +3 Hand-To-Hand Its claws can cut through even my armor, and its strength rivals Iron- 2 KS: DEMON 11- clad’s. But even worse than that is the fear it inspires. Something about it reaches into 3 Power: Brick Tricks 19- your mind and makes you want to run away 3 Stealth 13- and hide — it’s a primal evil that will kill you 3 Teamwork 13- if you can’t get away. Standing up to that feeling is one of the hardest things I’ve ever Total Powers & Skills Cost: 113 done.’ Total Cost: 350 — Defender of the Champions 200+ Disadvantages 25 Distinctive Features: Aura Of Utter Evil Blood and Guts? (Not Concealable; Causes Extreme Reaction ‘It’s not some demon or ghost [abject fear]) or anything, jerkwad. It’s a 20 Enraged: if his morningstar is taken from robot, I’m telling you. I’m a him (Common), go 11-, recover 11- cyberkinetic, I know these 25 Enraged: Berserk if takes BODY (Uncom- things. Just looking at pictures of it, I can mon), go 11-, recover 11- almost feel the computer brain in that head 20 Hunted: DEMON 8- (Mo Pow, NCI, Capture) working at billions of calculations a second 10 Hunted: Trismegistus Council 8- (As Pow, as the nanogears, artifi cial muscles, and Capture) hypermotors inside its shell move the arms 10 Psychological Limitation: Love Of Battle and legs. It’s a marvel of engineering, not some stupid fairy-tale reject. (Common, Moderate) 10 Psychological Limitation: Hunger For Power ‘I have no idea who built it, though.’ And Riches (Common, Moderate) 30 Susceptibility: to holy places/objects, takes —Cybermind 2d6 STUN and BODY per Turn (Uncom- mon)

Total Disadvantage Points: 350 Conquerors, Killers, And Crooks 183

Background/History: “Brother Germaine, kneel existing criminal tendencies. Instead of possessing MORNINGSTAR before the Inner Circle!” a simple desire for lots of money and an easy life, PLOT SEEDS On trembling legs, Stephen Germaine knelt. he now hungers for conquest, riches, glory, and His whole body was shaking. To be summoned power. Battle, and triumph in battle, are the keys to DEMON wants Morn- before the Inner Council itself! What had he done? these things, and he fi ghts with a fi erce joy. He oft en ingstar back. He used What were they going to do to him? has diffi culty leaving a fi ght (even if he’s losing and to be one of their most “Brother Germaine, the Inner Circle has need knows he should fl ee) because he revels in combat successful superpowered of you. Th e Morbanes have cast horoscopes, and so much. Brothers, and he will be again if the Inner their divinations show that you were born at just Quote: “A bothersome fl y such as you needs swat- the right moment to be the subject of our latest Circle has anything to ting.” say about it. Rather than Ritual of Imbuement. You will go at once with these risk its own people, the Initiates to the Sacrifi cial Chamber, that the ritual Powers/Tactics: Morningstar’s powers are a result of the merging of a human form with the body and Circle assigns two Mor- may be performed.” banes to trick the PCs spirit of a war-devil through a DEMON ritual. Th e “I hear, and obey,” said Germaine, hardly into tracking down and daring to believe his good fortune. He wasn’t being result is a hybrid being possessing the enormous capturing Morningstar punished at all! Th e Morbanes were going to give strength and resilience of the devil, with the intel- — and then kidnap him him great powers — temporary ones, to be sure, but ligence and cleverness of the human. from them! powers nonetheless. In battle, Morningstar typically relies upon his Th e Ritual went as it had a hundred times namesake weapon, using it to smash anyone who Talisman off ers to before, though Germaine had no way of knowing gets in his way. It’s an Unbreakable Focus, and he enchant Morningstar’s that. When the pain subsided, he found that his values it above all other things; he typically fl ies weapon so it’s even more body had been merged with that of some diabolic into a berserk rage and attacks anyone who takes powerful, if he’ll just it from him. But that’s not all he can do. He’s well- do one little favor for entity. Gone was his puny human fl esh, replaced by her. Th at favor? Kill her demonic sinew of great strength. In his right hand versed at using his enormous strength for “power stunts”; this ability sister Witchcraft ! In fact, was a chain, and at the end of that chain a large, she’ll place a temporary is simulated by spiked metal ball — a morningstar. enchantment upon it Th e Morbanes soon discovered that applying the now, to show what she something unusual had happened. Vari- can do, and to make it Instead of fading away aft er a few hours, easier for him to slay Germaine’s powers remained. Some- her hated sister.... how, the temporary eff ects of the Ritual had become permanent! Th ey didn’t Using an ancient Egyp- understand it, but they knew how to tian black magic ritual, make use of this new weapon that the Circle of the Scarlet Moon catches Morn- had fallen into their hands. From that ingstar and binds him point forward, Brother Germaine — or to its service. Now he’s Morningstar, as he was now called trapped again! How can — served DEMON even more faithfully he turn the tables on than before, for the Ritual bound him the Circle and alert the to DEMON’s service with chains not even PCs to what’s going on, his great strength could break. He smashed in a way that gets him what the Morbanes told him to smash, slew free but not captured those upon whom they pronounced by the heroes? their doom, and battled the so-called “superheroes” who would destroy his masters. But he soon began to chafe at this slavery; someone with his power should be free to do as he chose! And then, a wondrous thing happened. While battling UNITY with several other DEMON supervillains, he and the Morbane in charge of the group were attacked by Dr. White and Dr. Black, the UNTIL superteam’s resident mystics. Somehow, the attack severed the control spell DEMON main- tained on him; all at once, he was free! Without a second thought, he fl ed into the night, eager to escape the clutches of DEMON and begin fi ghting for his own gain. Personality/Motivation: When Stephen Germaine’s petty human mind was merged with that of a war- devil in DEMON’s Ritual of Imbuement, he gained much of the devil’s nature to go along with his 184 HERO SYSTEM 5TH EDITION NEBULA’S IMPRISONMENT able Advantage Advantage to his 50 STR. For NEBULA POWER example, he can clap his hands together to create Val Char Cost Roll Notes a seismic shockwave (Explosion), use his fi sts in a 30 STR 20 15- Lift 1,600 kg; 6d6 [3] As with any other way that breaks through armor more easily (Armor 23 DEX 39 14- OCV: 8/DCV: 8 Usable As Attack power, Piercing), hit someone multiple times (Auto- 25 CON 30 14- Nebula’s Imprisonment fi re), and so on. As a default, he assigns the Vari- 10 BODY 0 11- ability has certain pro- able Advantage to Reduced Endurance (0 END) 13 INT 3 12- PER Roll 12- tections that defend (though he won’t do that if he plans to Push, of 11 EGO 2 11- ECV: 4 against it completely. course). 20 PRE 10 13- PRE Attack: 4d6 Th e best defense, though Morningstar looks, and oft en acts, like a fright- 16 COM 3 12- one only known to a few ening, mindless brute, which leads his opponents to Andromedan criminals underestimate him. In truth, he’s clever and tacti- 12 PD 6 Total: 27 PD (15 rPD) who guard the secret cally aware, with a healthy dose of human smarts pretty closely, is a bio- 15 ED 10 Total: 30 ED (15 rED) electric Force Field tinged by diabolic guile. He may “play dumb” to get 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 “tuned” to the right “fre- a foe in position for a Surprise Move, but otherwise 11 REC 0 quency.” Some special he fi ghts intelligently and well. 80 END 15 eff ects of Power Defense Morningstar no longer has a human form; he’s 40 STUN 2 Total Characteristics Cost: 167 similarly “attuned” might trapped in his quasi-demonic shape forever. For also apply. Additional this reason, he has no Social Limitation regarding Movement: Running: 6”/12” defenses would include his identity; it’s neither public nor concealable. Flight: 15”/30” having the ability to cross dimensional barri- Campaign Use: Morningstar is a good mercenary ers on one’s own (Extra- villain, suitable for employment by more power- Cost Powers END Dimensional Movement, ful supercriminals (like Holocaust) or allying with 33 Duress Gauntlets: Multipower, 50-point possibly some special other villains. A team lacking a “brick” might fi nd reserve; all OIF (-½) eff ects of Teleportation), him a perfect candidate for membership. If you 3u 1) Imprisonment: Extra-Dimensional dimensional-energy want to use him as the focus of a story, you might Movement (single location in Duress; see based forms of Deso- delve into how he broke free from DEMON’s con- text), Usable As Attack (see sidebar; +1), lidifi cation, “astral form” trol (that sort of thing hasn’t happened before, or Ranged (+½); OIF (-½) 5 Duplication, or the since), or deal with the consequences of his diabolic 3u 2) Tractor Beam: Telekinesis (20 STR), innate ability to move Fine Manipulation, Reduced Endurance faster than the speed of half becoming more powerful (and thus more out light (FTL Travel, some of control). (½ END; +¼); OIF (-½) 2 forms of MegaScaled To make Morningstar more powerful, increase 62 Th rombalic Energy Manipulation: movement)... the Advantages for his Brick Tricks power (to +1, or Multipower, 62-point reserve more), or give him some additional “brick tricks” 4u 1) Merciful Th rombalic Sword: Energy ...and of course anything built with other powers. You could also make his Blast 12d6; No Range (-½) 6 else the GM feels like morningstar do Double Knockback, or increase his 4u 2) Deadly Th rombalic Sword: RKA 4d6; adding based on the STR or SPD. If he’s already too tough for your cam- No Range (-½) 6 nature of his campaign paign, reduce his defenses, SPD, and HA, or get rid 6u 3) Th rombalic Blast: Energy Blast 10d6, and how he intends of the Brick Tricks ability. Reduced Endurance (½ END; +¼) 2 to use Nebula. Since As a Hunter, Morningstar usually tries to get 5u 4) Nebula Field: Drain STUN 2d6, Nebula is not a PC, how his foe into a position where he cannot refuse a Ranged (+½), Area Of Eff ect (4” Radius; she functions in the +1), Personal Immunity (+¼) 5 story is really the most challenge to single combat. He may kidnap one of important thing when the hero’s DNPCs, or confront him in a situation 30 Force-Shield: Force Field (15 PD/15 ED), it comes to deciding where he can’t back down without losing face. Reduced Endurance (0 END; +½); OIF (costume; -½) 0 exactly how her powers Appearance: Morningstar is a strange, and in many 3 Force-Shield: Mental Defense (7 points work, so as always, ways hideous, cross between man and war-devil. total); OIF (costume; -½) 0 adjust to suit. His head and face have a look sometimes described 3 Force-Shield: Power Defense (5 points); as “demonically leonine,” with a thick mane of black OIF (costume; -½) 0 hair surrounding features with a slightly feline cast 30 Force-Shield: Life Support: Total; OIF to them (including two tiny upward-pointing fangs (costume; -½) 0 visible even when his mouth is shut). His body 30 Force-Flight: Flight 15”, Reduced Endurance looks like a burly, heavily-muscled human form (0 END; +½); OIF (costume; -½) 0 with reddish-grey skin, garbed in a sort of rusty demonic plate armor, but in fact the “armor” is his Skills demonic skin. Th e “armor” does not have gauntlets; 20 +2 Overall it ends in bracer-like formations on the wrist. He 4 +2 with Flight carries his morningstar, a heavy chain about four feet long with a large spiked ball on the end, in his 3 Computer Programming 12- right hand. 3 Criminology 12- 2 AK: Andromeda Galaxy 11- 2 KS: Shreegasha Music 11- 3 KS: Criminals Of Th e Andromeda Galaxy 12- 3 Language: English (completely fl uent; Yuun’ta is native) Conquerors, Killers, And Crooks 185

3 PS: Galactic Law Enforcement Offi cer 12- a few minutes, she couldn’t really tell. Shamareeth was NEBULA 3 Stealth 14- nowhere to be seen — but that wasn’t surprising, he’d PLOT SEEDS 3 Tactics 12- been prepared for this trip and had no doubt recov- ered more quickly. Nebula comes to the Total Powers & Skills Cost: 265 She became aware that some... people... were heroes for help. She Total Cost: 432 staring at her. Th ey looked very odd, nothing like any believes the Duress Republic species she had ever seen or heard of. Some dimension is starting 200+ Disadvantages were very short; children, perhaps? to break down on or around Earth, because it 15 Enraged: if someone tries to stop her One of the children took a step toward her. “Are you from doing her duty to enforce the law wasn’t meant to be used a superhero?” he asked, with what she assumed was so much in this part of (Common), go 11-, recover 14- his face contorting oddly. She was amazed she under- space. If it’s not “shored 25 Hunted: Champions 8- (Mo Pow, NCI, stood him; somehow the passage through the portal up,” thousands of super- Capture) had changed her mind so she could speak the lan- human criminals from 25 Hunted: NASA 8- (Mo Pow, NCI, Capture) guage of this place. the Andromeda Galaxy 10 Physical Limitation: Knows Little Of Earth will fl ood the planet. Culture (Frequently, Slightly Impairing) “No, child, I am but a humble crimefi ghter,” she said, She and the PCs have to 5 Physical Limitation: Utterly Alien staggering to her feet to look around. She saw stone- make a perilous journey Physiognomy (-10 to all medical and and-glass buildings, moving metal things belching there, repair the “weak related rolls to heal or help her) smoke, humanoids wearing what appeared to be spots” while fending off (Infrequently, Slightly Impairing) organic clothings. Clearly, she was far away from the inmates, and then return home safely. 25 Psychological Limitation: Must Enforce Her home. People’s Laws (Very Common, Total) “A superhero!” the child said, obviously pleased and Nebula discovers that 15 Psychological Limitation: Hunting Vibron not understanding what she’d said. Maybe she didn’t a VIPER Nest is using (Common, Strong) speak this garish language as well as she thought. Yuun’ta technology! 15 Social Limitation: Public Identity (u-Vareeta Just then an alarm when off at the bank across the How did they get it? Th e Hoki) (Frequently, Major) street. With a mad cackle, a red-and-black garbed problem has become 20 Vulnerability: 2 x STUN from Milky Way fi gure smashed his way out through a transparent widespread enough Galaxy Chemicals/Gases/Poisons (Common) already that she’ll need wall, with a bag in each of his hands. 77 Experience Points the PCs’ help to investi- “Blackfi re!” someone shouted, and the crowd began gate and stop this inter- Total Disadvantage Points: 432 to run away, screaming for help. Even on this strange galactic scheme. world, it took no special intuition for Tayina Mathet Background/History: A fi ve-year investigation was Hoki to know when duty called. A beloved ally of the fi nally coming to an end. Five years of high-speed heroes lies dying of pursuits, endless stakeouts, boring labwork, and “Halt, evildoer!” she shouted. “Surrender, and your some mysterious illness. countless interviews with snitches and lowlifes. It was time in Duress shall be short. Fight, and you shall Nebula suggests that all about to pay off . Tayina Mathet u-Vareeta Hoki never again be seen in this reality.” Only a fool would Yuun’ta medical tech- activated her Force-Shield and smashed in the door. choose the second option, knowing (as did everyone nology might be able in the Republic) the powers of the Tel’narian Guard. to cure him — but of “Freeze, Shamareeth!” she yelled, her Th rombalic course it’s all 2,200,000 “Stuff it, sister!” the man in the black and red clothing Blasts at the ready. “I arrest you in the name of the light-years away. Th e Republic!” replied. “No one stops Blackfi re!” Dropping the bags, PCs have to fi nd a way he pointed his arms at her and shot a bolt of fi re. She Shamareeth was across the room, standing in front to get there, get the stepped to the side, avoiding the brunt of it, her Force- of some... portal. Th at was the only word she could technology, and get Shield absorbing the rest. home before their friend think of for it. It was an asymmetrical arch, fi lled passes away. with corruscating purplish energies. Banks of equip- “So be it. By the power of Republic and the authority ment stood nearby; the technicians monitoring them of the Tel’narian Guard, I sentence you to Duress for quickly raised their arms. Shamareeth, looking blurred eternity.” With fi st clenched, she pointed her gauntlet as usual, laughed. “Not this time, I think, Mathet. I at him. Strange energies began to shimmer around it, have found a way to escape you and your foolish then around him. comrades forever. My only sadness is that I shall never “Hey, what... no, wait... Noooooooooo!!!” he shouted, again know the joy of tormenting you with your as he suddenly fl ashed like a photographic nega- inability to stop me. Farewell!” With that he turned tive... and then vanished. Th e few wisps of smoke that and headed straight for the archway. marked his passing were quickly blown apart by the “No!” Hoki shouted, swooping toward him with her breeze. She fl ew away, eager to fi nd the nearest Guard Force-Flight. She grabbed him, intending to pull him station and resume the hunt for Shamareeth. back from the brink, but as he struggled, he slipped, and suddenly they both plunged through the purple It didn’t take long for her to realize she wasn’t on veil. Debrel IV anymore. In fact, she wasn’t even sure if she was in the right galaxy anymore. Th is just didn’t feel Colors, thousands of them, colliding in her brain. like “home.” Sounds, a cacophony of them, shrieking in her ears. It only took a little while longer for one of this Dizziness, disorientation, nausea, pain. Th en a tre- world’s champions to approach her. Garbed as gaudily mendous impact, and nothing. as the criminal she’d sentenced, he asked to speak with She awoke a few minutes later... or it seemed like her. Word of her confrontation with the criminal had apparently spread — by newsnet, no doubt — and he 186 HERO SYSTEM 5TH EDITION

wanted to know what had happened. As she gave her simply as “the Republic.” Th rough advanced genetic report, the funny look on his face became more and and bioneural engineering, the Republic has hard- more extreme. Perhaps he was not feeling well. wired her to understand and enforce the Code of “You... sent him to... another dimension?” he fi nally Supreme Justice (a.k.a. “the Supreme Code”), a body managed to stammer when she’d fi nished. of criminal and penological laws that prescribe harsh punishments for even the most trivial of off enses. “Yes, to Duress, pursuant to my powers as a member She believes, with a faith as strong as that of the most of the Tel’narian Guard.” pious saint, and logic as inviolable as a computer’s, that “And when does he... return?” she is appointed and authorized to enforce the Supreme Code. Th e draconian nature “Never. Th e penalty for attacking a member of the of the Code — which allows her to Guard is eternal exile.” administer death via combat or execu- “And in this “Duress” place, what happens to him?” tion, or sentence off enders to a hellish, “Th e Keepers infl ict pain upon him, in torment-fi lled artifi cial dimension called accordance with the Repub- the Duress — puts her at odds with lic’s Code of Supreme most superheroes on Earth. Justice.” Many of them have tried to capture or stop her; more “So you sentenced than a few of them have him to eternal found themselves in Duress torment... for a for “assaulting a duly autho- bank robbery?” rized member of the Tel’narian “No, the robbery only entails Guard.” a penalty of 50 years. He For her part, she’s shocked and dismayed received the maximum that her new home has so little understanding sentence for attacking a of the law, or what must be done to enforce member of the Guard, it; she regards Humans and Human institu- as I said.” tions as childlike (at best). She’s put a lot of eff ort into understanding Earth culture Th e discussion and customs (not an easy thing to only went downhill from there. He was do when you’re both trying to cap- apparently off ended by something she’d ture criminals, and trying not to be said or done, and he tried to apprehend captured yourself), but as far as she’s her — “for her own good,” he said. concerned, the “primitive Humans” need Another attack. She confi ned him to Duress to be show, by her example, how to go about as well. enforcing the law and ensuring public safety. A few more days in this strange place, Quote: “By the power of Republic and the author- studying the local customs and conditions, con- ity of the Tel’narian Guard, I sentence you to vinced her Shamareeth had journeyed to some Duress for eternity.” barbarian backwater, and brought her along. Th ese people were primitive in the extreme; Powers/Tactics: Nebula is a mutant member of a they certainly didn’t understand the Supreme species she calls the Yuun’ta. She does not register Code, or the need for it, at all — which was all on Human mutant detectors because she is not the more odd because crime seemed rampant Human. In fact, her physiology is so diff erent from here. Th ere were more costumed people, some that of Humans, or Milky Way Galaxy species in of whom seemed similar to the Guard, though general, that even experienced xenobiologists have much less disciplined or eff ective. She soon diffi culty analyzing or treating her. Her powers learned these people were called “superhe- involve the manipulation of thromba, a sort of roes.” personal energy fi eld natural to her people. Most Lacking any means to get home on her Yuun’ta have barely-detectable thromba fi elds; own, Hoki decided to become one of these hers is so strong she can form energy-swords “superheroes” as she looked for Shama- from it, project energy bolts, and even reeth, who might know how to create create fi elds of thrombalic energy that another portal and return to Debrel. But weaken everyone in them. it soon became apparent the costumed As a member of the Tel’narian Guard, Nebula heroes didn’t know much about police work. Th ey wears a special costume interwoven with technology kept getting upset when she sentenced criminals to that generates a protective energy-screen around her Duress; many of them even tried to stop her! Th at’s body and allows her to fl y. But her most important piece when she realized it was going to take a long time to of equipment are her Duress Gauntlets, with which she enlighten these barbarians.... transports criminals to an alternate dimension called Duress. As she explains it, Duress was constructed by Personality/Motivation: Nebula (the name comes from Yuun’ta engineers decades ago as the ultimate prison. the starry-fi eld appearance of one of her powers) is an No one sent there has ever found a way to leave it before alien from the Andromeda Galaxy. She is a member his sentence has expired. While there he cannot die from of the Tel’narian Guard, a group of superpowered starvation or exposure, but the Keepers (guards) impose police offi cers working for a government she refers to Conquerors, Killers, And Crooks 187

tortures related to the crimes he committed. Addi- OGRE OGRE PLOT SEEDS tionally, the “inmates” oft en fi ght among themselves, Val Char Cost Roll Notes sometimes maiming or killing each other. Th e Duress 65 STR 55 22- Lift 200 tons; 13d6 [6] Ogre continues devo- Gauntlets are Unbreakable Personal Foci; only Nebula 20 DEX 30 13- OCV: 7/DCV: 7 lutionizing, become can use them. (Th e same applies to her costume, which 33 CON 46 16- more and more brut- generates a protective force-shield.) 23 BODY 26 14- ish — both stronger and stupider. Eventu- In combat, Nebula prefers to rely upon her 5 INT -5 10- PER Roll 10- ally he’s strong and Th rombalic Energy powers, particularly her Merciful 10 EGO 0 11- ECV: 3 Sword. If she can’t close to HTH Combat range, she’ll tough enough to make 25 PRE 15 14- PRE Attack: 5d6 Grond look puny, and use her Th rombalic Blast or Tractor Beam instead, or 8 COM -1 11- touchier than a bull with sometimes perform Move Bys/Th roughs. Th e Duress a toothache. Once he Gauntlets are to be used only aft er she has the opportu- 30 PD 17 Total: 30 PD (30 rPD) starts rampaging across nity to pass sentence, which requires a Phase of solemn 24 ED 17 Total: 24 ED (24 rED) the city, it may take pronouncements. 4 SPD 10 Phases: 3, 6, 9, 12 the combined eff orts Campaign Use: Nebula should present an interesting 20 REC 0 of America’s greatest superheroes to stop him! moral dilemma for most PCs. She is unquestionably a 66 END 0 hero; her life-risking conduct to save innocents from 73 STUN 0 Total Characteristics Cost: 210 Grond has his heart set harm should demonstrate that to them. But because she on a vacation rampage Movement: Running: 6”/12” allocates to herself the power to act as judge, jury, and through Acapulco, but executioner — and to impose a punishment that seems Leaping: 23”/46” recently DEMON used a extraordinarily harsh to most “four-color” superheroes magic spell to take con- — they’re likely to fi nd themselves at odds with her. Cost Powers END trol of him and make What to do? 13 Devolutionized Body: Hardened (+¼) him destroy Iowa City, Nebula could also serve as a plot hook for adven- for 30 PD/24 ED 0 so he feels the need to tures involving Vibron, or perhaps other criminals from 34 Devolutionized Body: Damage Resistance express his dismay at the Andromeda Galaxy. He might not be the only one (30 PD/24 ED), Hardened (+¼) 0 their shameful violation who devises a method to “get way from it all.” Since the 5 Devolutionized Body: Lack Of Weakness of his personal rights. He decides to trick Andromeda Galaxy is about 2.2 million light-years from (-5) for Normal Defenses 0 Ogre into going aft er a 10 Super-Strong Legs: Leaping +10” Earth, it’s pretty much a one-way trip, leaving Earth’s Demonhame in Millen- heroes to deal with a bunch of villains from beyond. (23” forward, 12” upward) 1 nium City so that he can If Nebula isn’t powerful enough for your campaign 23 Super-Strength Smash-Th rough: Tunneling still catch his plane to (an important consideration if you intend to pit her 1” through 15 DEF material; Requires A Mexico. against the entire PC team for at least one scenario), STR Roll (-½), Walls Only (-½) 5 increase her Characteristics (STR 50, DEX 30, CON 30, 6 Animalistic Senses: +2 PER with all ARGENT believes the SPD 8) and her Multipower reserve and slots (to 90-120 Sense Groups 0 Devolutionizer Ray points); you could also give her more slots, and perhaps could still work, but some other stand-alone powers. If she’s too tough, try to Skills since all the data on the scale her down to about 350 total points by decreasing 15 +3 Hand-To-Hand project was destroyed her Characteristics (STR 20, DEX 20, CON 20, SPD 5) by Ogre during his escape, it needs to gather and other powers. 1 KS: Th e Superhuman World 8- new data before it can Nebula isn’t going to Hunt superheroes; even proceed. Rather than if they fi ght her, she’s not such a slave to the Code of Total Powers & Skills Cost: 107 waste money hiring Supreme Justice that she’s going to go out of her way Total Cost: 317 mercenaries, it plans to to exile them to Duress (she might very well do that in antagonize Ogre, let the combat, though). She spends most of her time trying to 200+ Disadvantages PCs capture him, then track down Vibron (and other Andromedan criminals, 30 Enraged: Berserk in combat (Very kidnap him from the if you create them), and generally fi ghting crime and Common), go 11-, recover 14- police. doing good deeds. 25 Enraged: Berserk when takes BODY damage (Uncommon), go 11-, recover 11- Appearance: Nebula is a female of the reddish-skinned 25 Hunted: ARGENT 8- (Mo Pow, NCI, Capture) Yuun’ta species of the Andromeda Galaxy, humanoid 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) but clearly not Human, beautiful not only aft er the fash- 15 Psychological Limitation: Devolutionized ion of her own people but to most Human eyes as well. Memory (Common, Strong) Her Tel’narian Guard uniform is a black bodysuit with 15 Psychological Limitation: Hates “Bullies” gold boots, belt, and helmet. On her hands and arms she (Common, Strong) wears her dreaded Duress Gauntlets. Made of a gold 15 Reputation: stupid, destructive super-strong- metal, they reach most of the way up to her elbow, but man, 11- (Extreme) are slightly longer on top than on bottom. On the top, 15 Social Limitation: Public Identity (James near the back end, is set an oval-shaped, facetless blue “Jack” Stevens) (Frequently, Major) gem about 2” on its long axis; the gem glows eerily when 30 Vulnerability: 2 x Eff ect from Mental Powers the Gauntlets are in use. Her thrombalic energy powers (Very Common) have a purple or purple-silver color, though this may vary slightly depending on her mood. Total Disadvantage Points: 395 (see text) 188 HERO SYSTEM 5TH EDITION

Background/History: In need of a random group of Personality/Motivation: Th e Devolutionizer Ray test subjects for its latest invention, a Devolution- aff ected Ogre’s mind as well as his body, making izer Ray designed to turn ordinary humans into him intensely stupid. He has diffi culty remember- super-strong quasi-australopithecines, ARGENT ing things (particularly complicated subjects, like kidnapped a couple dozen people from a sporting detailed attack plans). When he’s involved in a sce- event in Denver. One of the victims was Jack Ste- nario, at some point the GM should make an EGO vens, a computer programmer. Roll for him; if he fails, he’s forgotten an important One by one, Jack saw his fellow prisoners led fact; once he realizes this, his frustration may make out of the room, and soon heard the agonizing him do something destructive. screams as their captors did... something to them. In one respect, Ogre’s memory is quite good. He Th en the guards came in and motioned to him. vividly recalls being captured and tortured (though Th ey took him into a laboratory and strapped him he doesn’t know by who, exactly). Th is has left him down, smashing him in the side with a rifl e butt with a strong dislike of “bullies,” his term for anyone when he tried to break free. Th en Jack heard an who tries to hurt other people, force other people odd-pitched whine and saw bizarre to do things they don’t want to, make fun of other lights inside his brain. Pain ripped people, or the like. “Bullies” also include just about through his body. He screamed anyone who tries to stop Ogre from doing some- and screamed, it seemed like thing Ogre wants to do (unless they use very gentle forever, but then the pain persuasion and somehow appeal to his “good side”). slowly faded away and Many supervillains have exploited Ogre by tricking he passed out. him into thinking a particular hero is a “bully.” And that’s Quote: “You not stop Ogre! Ogre smash all bullies!” the last time Jack Stevens Powers/Tactics: Ogre lacks the intelligence to for- remembered mulate any sort of sophisticated tactics. Typically anything. he picks an opponent — the most “bully”-like one, Th e Dev- or the one who’s hurt him the most in the current olution- or past combats — and smashes him with all his izer Ray strength. He particularly enjoys Haymakering his worked Punch, and will do so whenever there’s a reasonable on chance he’ll succeed (for example, if his opponent is him, at Stunned). least Campaign Use: Ogre is a straightforward brick, par- useful as a hireling or patsy for a more intelligent or tially. It sophisticated villain. However, Jack Stevens was an transformed ordinary, even upstanding, citizen; if a way could be him into a brut- found to reverse the Devolutionizer Ray’s aff ects on ish proto-humanoid, Ogre’s intelligence, he’d probably switch gears and strong enough to rip become a superhero — or a super-strong volunteer cars in two or punch worker. through armor plat- Ogre has 78 Character Points unspent from his ing, but dumb as a Disadvantages (or only 33 if you want to limit him bag of hammers. to 150 points’ worth of Disadvantages). Th ese come It wiped out most into play aft er the game begins if you want; you of his memories could spend them on additional “brick trick” abilities of his old life, Ogre develops during the game, or other powers that leaving only the arise as his body devolutionizes further. recollection To make Ogre more powerful, increase his of being cap- STR or SPD, or give him some Damage Reduction. tured, forced You could also add a few more “brick tricks,” like his into a lab, and Super-Strength Smash-Th rough. To weaken him, tortured. Th e reduce his STR and defenses. thought of the Ogre really isn’t smart enough to Hunt heroes; torture enraged he doesn’t have the intelligence or memory needed him. He snapped to formulate a Hunting plan and carry through on the restraints the ARGENT scientists had put him it. He’s good at holding grudges, though; if a hero in, smashed through one of the lab’s walls, and (particularly another super-strong character) has proceeded to destroy the entire facility as a way defeated him repeatedly, he’ll always go aft er that of punishing the “bullies.” Slightly calmer aft er so “bully” fi rst. much “exercise,” he wandered off into the night Appearance: Ogre is a huge, thick-limbed man with before the cops arrived. Soon “the Ogre” (as one of a face whose prominent brow-ridges, skull-ridge, his early employers dubbed him) was a well-known, and pointed ears betray his proto-human nature. and easily-manipulated, fi gure on the supervillain He usually wears a dark, short-sleeved bodysuit and scene. grey boots. Conquerors, Killers, And Crooks 189

PHOTON 200+ Disadvantages PHOTON Val Char Cost Roll Notes 15 Accidental Change: when she experiences PLOT SEEDS 10 STR 0 11- Lift 100 kg; 2d6 [1] signifi cant stress, frustration, or aggravation 30 DEX 60 15- OCV: 10/DCV: 10 11- (Common) A rogue Star Guard- 25 CON 30 14- 20 DNPC: Greg Betts (boyfriend; Unaware of ian, Velat na Karýth, 10 BODY 0 11- Photon’s Social Limitation: Secret Identity) contacts Photon. He 10 INT 0 11- PER Roll 11- 11- (Normal) claims the light she saw, and that gave her her 18 EGO 16 13- ECV: 6 15 Hunted: California Patrol 8- (Mo Pow, Cap- powers, was from his 15 PRE 5 12- PRE Attack: 3d6 ture) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Star-Staff , whose consid- 22 COM 6 13- erable power he has aug- 20 Psychological Limitation: Code Versus Kill- mented with long-lost 7 PD 5 Total: 27 PD (20 rPD) ing (Common, Total) Malvan technology. He 18 ED 13 Total: 38 ED (20 rED) 15 Psychological Limitation: Amoral wants to enlist her help 8 SPD 40 Phases: 2, 3, 5, 6, 8, 9, 11, 12 (Common, Strong) in his planned conquest 7 REC 0 15 Social Limitation: Secret Identity (Colleen of Earth. Is he telling the 50 END 0 Dewey) (Frequently, Major) truth... or is there more 30 STUN 2 Total Characteristics Cost: 177 20 Susceptible: to Darkness to Sight Group, here than meets the eye? takes 1d6 per Phase (Common) Movement: Running: 6”/12” 10 Vulnerability: 2 x STUN from Darkness Photon and Tachyon meet, fall in love, and Flight: 30”/60” attacks (Uncommon) 10 Vulnerability: 2 x BODY from Darkness begin a Bonnie and attacks (Uncommon) Clyde-like crime spree Cost Powers END across the country. Who 79 Lightfi re: Multipower, 79-point reserve 179 Experience Points else might join them 7u 1) Lightblast: Energy Blast 12d6, Reduced for the thrill of it? How Endurance (½ END; +¼) 3 Total Disadvantage Points: 539 will the PCs fi nd them 7u 2) Brightblast: Sight Group Flash 12d6, Background/History: Colleen Dewey was a gradu- and stop them? What Reduced Endurance (½ END; +¼) 3 ate student pursuing a Ph.D. in astronomy. To will Photon’s former 7u 3) Brightfi eld: Sight Group Flash 7d6, improve her ability to study the stars, she learned boyfriend Greg do about the situation? Area Of Eff ect (4” Radius; +1) 7 how to design new, improved lenses for her tele- 5u 4) Brightcone: Sight Group Flash 7d6, Area scopes. Her peers scoff ed at her, but she claimed her Of Eff ect (8” Cone; +1); No Range (-½) 7 Photon begins to lenses made the heavens come through much more mutate, with her powers 7u 5) Maxbright: Sight Group Flash 10d6, clearly. slowly altering away Armor Piercing (+½) 7 Late one evening, Dewey was scanning the from the spectrum of 8u 6) Laser-Eyes: RKA 3d6, Armor Piercing heavens on her normal schedule, using an all-new visible light and into (+½), Reduced Endurance (½ END; +¼) 3 lens she’d just created that day with some new pro- the ultraviolet. Soon the 30 Lightform Powers: Elemental Control, cedures and supplies she’d never tried before. Sud- radiation she’s giving 60-point powers denly, she chanced across something... odd. Smack off will be enough to 30 1) Prism-Field: Force Field (20 PD/ in the middle of Orion, where it had no right to endanger everyone 20 ED), Reduced Endurance (0 END; +½) 0 be, there was an unusual patch of bright light. It around her. Why is this 60 2) Lightfl ight: Flight 30”, Reduced didn’t look quite like a star, or anything else she’d happening, and what Endurance (0 END; +½) 0 steps will she take to ever seen. She focused in on it, watching intently, stop it? 36 3) Lightspeed I: Teleportation 11”, wondering if she’d just discovered something that MegaScale (1” = 10,000 km; can scale would get her name in the journals. down to 1” = 1 km; +1½), Reduced Th en the light fl ared, and there was a white Endurance (0 END; +½) 0 fl ash inside Dewey’s mind, and she passed out. 30 4) Lightform: Desolidifi cation (aff ected She awakened several hours later. At fi rst she by light and darkness attacks), Reduced thought dawn was breaking, but then she realized Endurance (0 END; +½) 0 she was the one glowing, not the eastern horizon. 10 Lightspeed II: FTL Travel (1 LY/year) 0 Her whole body was emitting a fi eld of soft , yellow 25 Brighteyes: Sight Group Flash Defense light. Panic started to rise within her mind — what (25 points) 0 had happened to her? — and it only increased as the fi eld began to get brighter. Soon she was curled Skills into a ball, her hands pressed over her eyes, trying 6 +2 with Lightfi re Multipower to shut out the light, but it was too bright. Something snapped in Dewey’s mind that 1 Computer Programming 8- night. Maybe whatever changed her physically 2 KS: Th e Superhuman World 11- aff ected her psychologically as well, or maybe her 2 PS: Graduate Student 11- conscious and subconscious terror over what had 2 SS: Astronomy 11- happened to her did the trick, but the result was the 2 SS: Optics 11- same. She went from being an ordinary, law-abid- 3 Streetwise 12- ing graduate student to a callous criminal. With 3 Systems Operation 11- her incredible light-based powers to help her, she’s committed numerous robberies and various other Total Powers & Skills Cost: 362 forms of mayhem, not hesitating to blast the police Total Cost: 539 190 HERO SYSTEM 5TH EDITION

or any superheroes who got in her way. Th ough Photon still does not entirely have control she does not pose as much of a threat as the likes over her powers; if she’s in her normal human of Gravitar or Firewing, she’s still a force to be form and gets frustrated or upset, she may sponta- reckoned with, and every year she seems to get neously transform into her superhuman persona. more powerful. She’s also vulnerable to darkness-based attacks, or Personality/Motivation: Photon is callous, amoral, fi elds of darkness which cut off her access to out- arrogant, and greedy. Where once she only cared side light. about her studies, friends, and family, these days Campaign Use: Photon makes a good mercenary- she ignores all those things (except for her boy- type villain whom master villains can employ, friend Greg) in favor of stealing and being a part or she can team up with similar super-criminals of the Superhuman World. She doesn’t want to kill to form impromptu teams. Additionally, you can or seriously harm anyone, but otherwise she’s only explore the question of her origin — what was that concerned with herself and what she can take. She mysterious light from space? Why did it aff ect her fi gures she deserves anything she can get; aft er all, and not someone else? the light in the sky made her a “freak” who can’t Photon might make a good potential member ever really be a part of anyone’s life anyway. of GRAB. Like that Quote: “Time to light this place up!” group’s members, she’s not a killer and mostly Powers/Tactics: Photon’s body was interested in money. She infused by a strange light from the is a bit harder-edged than most sky, whose origin and nature of the GRABbers, more prone she remains utterly ignorant to frustration and angry of. As a result, she gained outbursts, which might powers relating to light cause friction within and brightness. She can the team. Another pos- project blasts of light sibility is that she and in various forms Tachyon might start (from deadly a relationship; their lasers, to concus- mutual interest in sive blasts, to blind- astronomy would ing fl ashes), protect draw them together herself with a force as much as their fi eld of shift ing common career as prisms and planes supervillains. of light, and even To make Photon transform her body into more powerful, give her a mostly-light form (her some additional abilities, Desolidifi cation). When she either as part of one of her fi rst became a supervillain, she Power Frameworks, or bought only had some of these powers, separately. Examples include: the and she could easily develop more ability to bend light (allowing her (see below) over time. to become invisible, or to see around In combat, Photon has to watch walls); the ability to transform herself so her END usage carefully; she doesn’t fully into light that she gains Life Sup- have enough END to go full-tilt every Phase, Turn port; the ability to control machines aft er Turn. With her high SPD, she can oft en aff ord with fi ber-optic technology (Mind to spend a Phase or two each Turn taking Recov- Control versus the Machine class of eries to make up for the lack. For some reason, minds); the power to shape light into solid forms despite her experience, she’s never undergone any (Force Wall, Entangle, and various other powers). increase in stamina. To make her less powerful, decrease her SPD to With her Lightspeed I power, Photon can go 6 or 7, and her Multipower’s reserve to 60 Active pretty much anywhere on Earth in the blink of Points. an eye (though of course, if she hasn’t been there Photon is not a particularly imaginative before, she’s going to have to slow down and search Hunter, and rarely Hunts anyone on more than for her precise destination; she doesn’t have any an 8-. Her methods are simple: she occasionally heightened senses that function with her Mega- attacks her quarry, particularly during sensitive Scaled Teleportation). It’s a great power for escap- moments. Th at’s about the limit of her tactical ing from the scene of a crime. With her Lightspeed thinking in this situation. II power, she could journey around the near regions of Earth’s solar system easily — but she Appearance: Photon’s costume is a bodysuit with hasn’t yet developed a way to so wholly transform sunset-pink torso, thighs, and arms, and sunset- her body into light that she can survive in outer gold legs, boots, and gloves. She does not wear a space (i.e., have Life Support). No doubt she’ll mask, but conceals her identity through minor learn to do so in time (i.e., aft er earning some light-manipulations that subtly alter her features more Experience Points). and make her eyes look pupilless. Her hair is long Conquerors, Killers, And Crooks 191

and dark. 200+ Disadvantages RIPTIDE 20 Hunted: DEMON 8- (Mo Pow, NCI, Capture) RIPTIDE PLOT SEEDS 20 Hunted: Champions 8- (Mo Pow, NCI, Cap- Val Char Cost Roll Notes ture) Riptide robs a museum, 20 STR 10 13- Lift 400 kg; 4d6 [2] 20 Psychological Limitation: Greedy; Out For stealing some valuable 24 DEX 42 14- OCV: 8/DCV: 8 All She Can Get For Herself (Very Common, jewelry that caught her 20 CON 20 13- Strong) eye one day. Unfor- 10 BODY 0 11- 20 Psychological Limitation: Code Versus tunately, Mechanon 14 INT 4 12- PER Roll 12- Killing (Common, Total) wants one of the gems 10 EGO 0 11- ECV: 3 15 Social Limitation: Secret Identity (Marjorie for a laser cannon, and DEMON thinks the 15 PRE 5 12- PRE Attack: 3d6 Preston) (Frequently, Major) 14 COM 2 12- necklace is an enchanted 30 Vulnerability: 2 x Eff ect from Presence talisman, and the Ulti- Attacks (Very Common) mates had their eyes on 12 PD 8 Total: 18 PD (6 rPD) 10 Vulnerability: 2 x STUN from Cold Attacks that particular stash. 10 ED 6 Total: 16 ED (6 rED) (Uncommon) Now they’re all aft er her; 5 SPD 16 Phases: 3, 5, 8, 10, 12 10 Vulnerability: 2 x BODY from Cold Attacks terrifi ed, she turns to the 8 REC 0 (Uncommon) PCs for help. 40 END 0 13 Experience Points 30 STUN 0 Total Characteristics Cost: 113 Th e PCs happen to meet Total Disadvantage Points: 358 Margie’s parents on the Movement: Running: 6”/12” street; they’ve come to Background/History: Swimming: 20”/40” Convinced she could make the city looking for their it big as a singer, Margie Preston ran away from “lost daughter.” Surely, Cost Powers END her home in Iowa to the Big City shortly before the heroes won’t hesitate to off er their assistance 80 Water Powers: Multipower, 80-point reserve her eighteenth birthday. Unfortunately, what awaited her was not stardom, but poverty and to so heartbroken an old 8u 1) Water Blast I: Energy Blast 9d6, couple.... Double Knockback (+¾) 8 misery. With just ten dollars in her pocket when 8u 2) Water Blast II: Energy Blast 8d6, she arrived, she was easy pickings for a hand- some guy at the bus station who offered to “help Th e local Morbane Area Of Eff ect (16” Line; +1) 8 works a special ritual 7u 3) Water Blast III: Energy Blast 10d6, her out.” Unlike so many girls trapped in these des- to bind Riptide to Reduced Endurance (0 END; +½) 0 DEMON’s service, as 6u 4) Filled Lungs: Energy Blast 6d6, NND perate circumstances, Margie didn’t wind up was originally intended. (defense is Life Support [Expanded working the streets. The man she met was a She now fi nds herself Breathing: Breathe Underwater or Self- member of DEMON, and he gleefully turned her serving some of the Contained Breathing]; +1) 6 over to his masters for their dark rituals. Seeing most evil men on the 5u 5) Splash In Th e Face: Sight and Hearing her as good fodder for “an experiment,” one of planet, forced to commit all sorts of heinous acts Group Flash 6d6, Reduced Endurance the Morbanes cast a spell that bonded her with she’d never even con- (0 END; +½) 0 a water elemental. He hoped to obtain a servant with the powers of the elemental, but the pliabil- sider on her own. She 18 Water Form: Armor (6 PD/6 ED) 0 needs to get free and 45 Water Form: Physical Damage Reduction, ity of the scared and easily-dominated girl. What he got was a superhuman too power- clear her name... but Resistant, 50% plus Energy Damage how? Reduction, Resistant, 25% 0 ful for him to handle. Crazed with fear and new- 13 Aquatic Adaptation: Life Support (Self- found power, Margie smashed her way out of the Contained Breathing, Safe Environment: Demonhame and into the streets. Somehow she High Pressure, Intense Cold) 0 eluded capture by both DEMON and the police 27 Liquid Intangibility: Desolidifi cation long enough for her wits to return. She realized (aff ected by cold or fi re); Cannot Pass she could never go back home now — and she Th rough Solid Objects (-½) 4 couldn’t become a rock star, either. But as long as 18 Superb Swimmer: Swimming +18” she had superpowers, she intended to live the life (20” total) 2 of luxury she’d always dreamed of! Personality/Motivation: Margie — or Riptide, as Skills she now prefers to be called — is still in many 4 +2 with Swimming ways a naive and insecure girl. Her only motiva- tion is greed; she grew up poor, so she uses her 2 KS: Barbie Dolls 11- powers to steal all kinds of luxuries she’s never 2 KS: Rock Music 11- had before (and all the collector’s Barbie dolls 2 PS: Singing 11- she can carry, to replace the ones she left behind in Iowa). She doesn’t think of much besides crea- Total Powers & Skills Cost: 245 ture comforts and money. Her insecurity makes Total Cost: 358 her easy pickings for anyone with enough force of personality to seduce or bully her, and as a result she’s worked for a lot of more experienced supervillains and come away with little or noth- ing to show for it. Someday, she may become confident in her abilities, at which point anyone 192 HERO SYSTEM 5TH EDITION

who tries to use her as a doormat or patsy had she’s so easy to manipulate. Given time, as she better watch out. becomes more powerful and confident, she may Quote: “Sorry to be such a wet blanket....” start to pull more jobs on her own (or, more complicated jobs — she commits lots of rob- Powers/Tactics: Riptide’s powers are water-based, beries by herself, though she only takes cash and derive from the fact that she was bonded and items she wants to keep, since she with a water elemental as part of a magic doesn’t know any fences). Under the right ritual. She can project blasts of water, choke a superheroic influences, she might even victim by filling his lungs with water or blind reform and become a hero — she’s not and deafen him with a properly-directed a bad person, really, she just wants all splash. Her semi-liquid form is difficult to the “good things” she’s damage, and she can become never had. wholly liquid to slip Riptide through grates, cracks, would never and the like. And, of Hunt anyone. If course, she can swim a hero hurts her, extremely fast. she prefers to stay Riptide hasn’t learned enough yet to have far away from him, not seek any sense of tactics. She picks a target and revenge. attacks him until he falls down, or she does. If Riptide is too weak for She’s discovered the hard way that cold your campaign, increase her powers cause her a lot of pain, so she SPD to 6, her REC to 15, and avoids cold-using superheroes or, her END to 60. You might also if cornered, attacks in a fury with add a few slots to her Multip- Pushed Energy Blasts in the hope ower. If she’s too strong, knock of getting away. her SPD down to 4 and reduce Riptide’s inexperience also her Multipower to a 60 Active shows in the fact that she tires Point reserve. easily. Unless she restricts her- self to her weakest Water Blast, Appearance: In her normal she can run out of END after a human form, Margie little more than a Turn if she’s Preston is a pretty not careful (especially if young woman in her she’s also swimming). She early 20s, with shoul- tries to pay attention to der-length wavy this, but hasn’t completely brown hair, brown learned her lessons yet. eyes, and an Most of Riptide’s abilities are usable only attractive figure. when she’s in her water form. However, since As Riptide, she there’s little or no way to stop her from trans- has the same forming in most situations, they’re not bought figure, but appears to be made entirely of water. with the Only In Heroic Identity Limitation. She can transform from one state to the other with but a thought. In human form, she some- Campaign Use: Riptide is a good, basic villain times wears a light blue costume with dark blue who could work for just about anyone because highlights. THE ELEMENTAL EVILS As mentioned in one of Zephyr’s plot seeds (page 216), Temblor is also a weakness — not because of his powers, DEMON might want to create a team of hired villains based but because his foremost obligation is to the Crowns of around the four classical elements of Air, Earth, Fire, and Krim, not DEMON. He might betray the Elemental Evils, Water. To fi ll these roles, it would recruit Zephyr, Temblor, or be lured away by a belief that Dark Seraph needed Blowtorch, and Riptide. him for some reason. If DEMON decides he’s too great a risk, they might pay him off and, once again, create a While this team would make a powerful opponent for villain of their own who’d serve them better. You can use roughly the same number of superheroes, it would also Temblor’s character sheet, but get rid of the OIF Limita- have weaknesses the PCs could exploit. Th e fi rst weak- tion on most of his powers (and maybe weaken some of ness is Blowtorch. Since he doesn’t have innate super- them) and change his Disadvantages. powers like the others, he could be removed from the fi ght easily if one of the PCs took away his fl amethrower. Of course, the real question is: what does DEMON want To get around this diffi culty, DEMON might prefer to with a team of hired supervillains? It’s never needed to create its own fi re-based supervillain with a summoned hire an entire team worth of villains on such a long-term fi re elemental and a refi nement of the spell that gave basis before. What do the fi endish minds of the Inner birth to Riptide. You could use Feuermacher’s character Circle have in store for the Elemental Evils? sheet (page 71) or a true fi re elemental (HERO System Bestiary, page 73) for this character, whom DEMON would name Bonfi re. Conquerors, Killers, And Crooks 193

SHADOWDRAGON ness 11- with Kick SHADOWDRAGON Val Char Cost Roll Notes 24 Dark Shield: Force Field (12 PD/12 ED) 2 PLOT SEEDS 20 STR 10 13- Lift 400 kg; 4d6 [2] 10 Dark Shield: Power Defense (10 points) 0 20 DEX 30 13- OCV: 7/DCV: 7 8 Swift : Running +4” (10” total) 1 DEMON contacts Shad- 20 CON 20 13- 8 Strong Leaper: Superleap +8” owdragon and off ers to 13 BODY 6 12- (12” forward, 6” upward) 1 double his powers if he 18 INT 8 13- PER Roll 13- agrees to work for the Inner Circle for three 18 EGO 16 13- ECV: 6 Perk years. Shadowdragon 20 PRE 10 13- PRE Attack: 4d6 6 Contact: the Warlord 11- (extremely useful resources, signifi cant Contacts of his own) accepts — and his fi rst 14 COM 2 12- job with his new powers is to kill all the PCs. 10 PD 6 Total: 22 PD (12 rPD) Talents 15 Combat Sense 13- 10 ED 6 Total: 22 ED (12 rED) Shugoshin (Champions 5 SPD 20 Phases: 3, 5, 8, 10, 12 Universe, page 62) shows 8 REC 0 Skills up on the PCs’ doorstep, 60 END 10 10 +2 Hand-To-Hand battered, bruised, and 40 STUN 7 Total Characteristics Cost: 151 6 +2 with Darkness Powers Multipower coughing up blood. Barely able to remain Movement: Running: 10”/20” 3 Acrobatics 13- awake, he stammers out one word, “Sh-shadow...,” Leaping: 12”/24” 3 Breakfall 13- before collapsing and Teleportation: 30”/60” 2 CK: Seoul 11- 1 CK: San Francisco 8- falling into a coma. Shadowdragon is the 1 CK: Millennium City 8- Cost Powers END obvious culprit — but 75 Darkness Creation: Darkness to Sight 2 KS: Th e Espionage World 11- when the PCs fi nd him, Group 5” radius, Personal Immunity (+¼), 2 KS: Hwarang-Do 11- he claims to have been Reduced Endurance (½ END; +¼) 3 2 KS: Korean Healing 11- nowhere nearby during 60 Darkness Powers: Multipower, 60-point 2 KS: Korean History 11- the time of the attack, reserve 2 KS: Korean Legends & Folklore 11- and that he has wit- 6u 1) Fist Of Darkness: Energy Blast 12d6 6 2 KS: Th e Martial World 11- nesses to prove it. Is he telling the truth? If so, 5u 2) Shadow-walking: 30” Teleportation; 3 Paramedics 13- what’s going on? Only From One Area Of Darkness/ 3 Stealth 13- Shadow To Another (-¼) 6 3 Streetwise 13- Th e Crowns of Krim 5u 3) Th e Souldark: Drain BODY 3d6, Total Powers & Skills Cost: 334 plan to capture Shad- Ranged (+½), Reduced Endurance owdragon and sacrifi ce Total Cost: 485 (0 END; +½); Only Versus Targets In Dark- him to the Lords of Hell, ness/Shadow (-¼) 0 to bring forth an army 5u 4) Th e Terror Of Th e Dark: Drain PRE 200+ Disadvantages of shadow-demons with 3d6, Ranged (+½), Reduced Endurance (0 15 Distinctive Features: eerie voice (Not which to conquer and END; +½); Only Versus Targets In Concealable, Noticed And Recognizable) enslave the world. Th e Darkness/Shadow (-¼) 0 10 Distinctive Features: Style (Not Concealable, PCs have to stop the 4u 5) Th e Mantle Of Shadow: Invisibility to Noticed And Recognizable, Detectable By ritual, then work with Shadowdragon to stop Sight Group, No Fringe, Reduced Large Group) the Crowns... only to Endurance (0 END; +½); Only In 5 Distinctive Features: dragon tattoo on chest (Easily Concealed; Noticed And Recognizable) have Shadowdragon Darkness/Shadow (-¼) 0 turn on them aft er the 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Martial Arts: Hwarang-Do fi ght and try to sacrifi ce Maneuver OCV DCV Damage/Effect 10 Hunted: Shugoshin 8- (As Pow, Capture) them to the Lords of 4 Block +2 +2 Block, Abort 20 Psychological Limitation: Mercenary; Will Hell! 4 Choke -2 +0 Grab One Limb; Do Anything For Money (Very Common, 3½d6 NND(2) Strong) 4 Finger Strike -1 +1 3½d6 NND(1) 10 Psychological Limitation: Fascinated By Evil 4 Hand Strike/ (Common, Moderate) Elbow Strike/ 10 Reputation: martial arts mercenary, 11- Snap Kick +0 +2 9d6 Strike 15 Social Limitation: Secret Identity (Park 5 Joint Break -1 -2 Grab One Limb; Yong-sun) (Frequently, Major) HKA 1d6 (2d6 10 Susceptibility: 1d6 per Turn from Holy/Con- w/ STR), Disable secrated Objects (Uncommon) 3 Joint Lock +0 -1 Grab One Limb, 10 Vulnerability: 2 x STUN from Light attacks 45 STR for hold- (Uncommon) ing on 10 Vulnerability: 2 x BODY from Light attacks 5 Kick -2 +1 11d6 Strike (Uncommon) 5 Th row -2 +0 HKA 1d6 (2d6 20 Vulnerability: 2 x Eff ect from Sight Group with STR); Flashes (Common) Target Falls 120 Experience Points 12 +3 Damage Classes (already added in) 10 Talons Of Th e Shadowdragon: Find Weak- Total Disadvantage Points: 485 194 HERO SYSTEM 5TH EDITION

Background/History: Yong-sun cupped his hands Since that time, Yong-sun has had the ability to together. Th en he bent over and looked inside create darkness and manipulate it in various ways. them. He looked for a long, long time, then he went He is constantly trying to develop new darkness to show his mother. powers, and his fascination with his powers only “Mama! Mama!” he cried excitedly. “Guess what I’ve continues to grow. got,” he said, showing her his clasped hands. Personality/Motivation: Yong-sun has used his dark- His mother looked at him, expecting a frog or ness powers and hwarang-do training to become something equally exciting. “I don’t know, son. the martial artist mercenary and assassin Shadow- What is it?” dragon. He will take any job he feels he can pull off , no matter how evil or destructive it is — when “Guess!” he sold his soul to the being who gave him his “Hmmm. An elephant.” powers, any human kindness, sympathy, or mercy he might have possessed went with it. “No! Guess again!” His heart is as black as the darkness fi elds he “If it’s not an elephant, it must be a mouse.” generates. Now the thought of evil consumes “No! Look,” Yong-sun said, hold- him; at times he seems determined to test ing his hands up to her. himself, to fi nd out if there’s anything so vile and wicked he will not do it. He She looked, but couldn’t see any- has yet to reach his limit. thing. “I don’t see it, son, what Yong-sun is absolutely fascinated is it?” by his darkness powers, and by He looked at her exasperatedly. darkness in general. He thinks of “It’s darkness, Mama! Isn’t it it as a living thing, talks to it, and pretty?” considers it his friend and protector. He always hopes that the darkness will His mother laughed, said answer him, as it did before. that it was, and told him to go Quote: “My darkness will consume you.” play. Yong-sun ran outside, but Powers/Tactics: Shadowdragon, in addition he couldn’t understand why his to being a competent practitioner of hwa- mother didn’t see the darkness rang-do, is able to manipulate a mysterious like he did. It was right there! “dark force” of some sort. Some martial How could she not see it, how artists can detect this as a sort of “dark pretty it was? ch’i” or evil life force. He can use it for Yong-sun’s fascination obvious things (such as blocking his with darkness lasted through opponents’ vision), or he can fi re his childhood and into his darkforce energy blasts, step from adolescence. At times he one patch of darkness or shadow would stay up all night just to another without crossing the to feel like he was a part of it. intervening space, or use the Th en, one day, the darkness darkness to drain the life-force in his hands spoke to him! of those within it. Whether “Wouldn’t you like to see more this ability is a mutation or of me, without having to put some sort of “granted” power your hands together?” it is debatable; Shadowdragon whispered alluringly. thinks of it as a “gift ” from the Darkness, and makes “Yes!” Yong-sun said excit- sure to “feed” his powers edly. with the Souldark as oft en “Th en pull at me — pull with your mind,” the dark- as possible. ness said. Shadowdragon is also skilled at making good tactical use of his powers. For example, if he needs Yong-sun concentrated, and thought hard, and to use his hwarang-do, he will usually put a dark- pulled and pulled. Eventually he felt a sort of “pop” ness fi eld around himself and his target(s) so in his mind, and there it was, right in front of him they’re blinded and thus easy prey. He will also set — a cloudy, dark thing, darker than anything he up several darkness fi elds around the battlefi eld so had ever seen before. It was amazing! he can quickly teleport around; if necessary, he will Yong-sun wanted to create more of these dark make them fairly small so that he has to pay less things, and asked his new “friend” how to do it. END for them. (Note: pay close attention to Shad- Over the next several nights, the dark thing taught owdragon’s END usage, since many of his powers him how to manifest all sorts of darkness powers, use a lot of END; if he gets too tired, he’ll fl ee rather in exchange for Yong-sun’s promise to do certain... than run out of power and be captured.) things. Yong-sun didn’t care about the promises, all Shadowdragon oft en uses his powers so that he wanted to do was create darkness. the darkness appears to rise from the dragon tattoo on his chest. Th is may lead some heroes to think Conquerors, Killers, And Crooks 195 the tattoo is a kind of Focus; in fact, this is just an SHRINKER SHRINKER eff ect, and the tattoo an ordinary one. Val Char Cost Roll Notes PLOT SEEDS Campaign Use: Shadowdragon makes a good mer- 10 STR 0 11- Lift 100 kg; [1] cenary villain, particularly if you want to vary a 20 DEX 30 13- OCV: 7/DCV: 7 One of the PCs is team a little from the more typical Lazer-Mechas- 25 CON 30 14- gravely ill; to cure him, a sassin model of super-mercs. His powers may also 10 BODY 0 11- custom-designed medi- cine must be delivered provide you with some plot seeds. Th e exact nature 10 INT 0 11- PER Roll 11- to precisely the right 10 EGO 0 11- ECV: 3 of who or what “spoke” to Shadowdragon through spot. To get it there, the the darkness in his cupped hands remains a mys- 20 PRE 10 13- PRE Attack: 4d6 PCs need to work with tery; it may be an evil sorcerer, Dark Seraph, or 14 COM 2 12- Shrinker, harness her many other beings. Doctor Yin Wu once said, aft er powers, and use them encountering Park Yong-sun, “the Death Dragon 10 PD 8 Total: 13 PD (3 rPD) to travel inside their has touched him,” so many people believe that to be 10 ED 5 Total: 13 ED (3 rED) friend’s body to drop off the source of Shadowdragon’s powers. 5 SPD 20 Phases: 3, 5, 8, 10, 12 the medicine. But that If Shadowdragon isn’t powerful enough for 7 REC 0 means they have to fi nd your campaign, increase some of his Characteris- 50 END 0 Shrinker — and then answer her standard tics (primarily DEX, CON, SPD, and REC), up his 30 STUN 2 Total Characteristics Cost: 107 question, “What’s in it Multipower to a 75 Active Point reserve and slots for me?” (or more), and add more Extra Damage Classes. If Movement: Running: 6”/12” Flight: 16”/32” he’s too tough already, get rid of his Extra DCs and Shrinker gets trapped one or two of his Multipower slots. inside the Microverse by Cost Powers END Appearance: Shadowdragon is a tall (5’10”), mus- some micro-barbarians. 100 MicroScale: Shrinking (.008 m tall [about cular Korean. He wears skintight dark blue pants She keeps trying to send .25 inch], .0000063 kg mass, -16 to PER that end at mid-calf, and matching soft shoes like messages to the PCs in Rolls to perceive character, +16 DCV, takes various ways (by stamp- many martial artists wear. He goes barechested so +24” KB), Costs Endurance Only To ing a message into the the magnifi cent dragon tattoo drawn on his chest Activate (+¼) 8 photons on their com- in dark blue ink can be seen. He is bald except for 27 Walking Between Molecules: puter screens, shouting a long topknot. His voice has a distinctive eerie, Desolidifi cation (aff ected by any attack in their ears, and so on), unearthly quality. but they’ll have to be that breaks the object she’s in); Only To pretty clever to fi gure Pass Th rough Solid Objects (-½) 4 out what’s going on Who Knows What 25 Enter Th e Microverse!: Extra-Dimensional — and even more clever Darkness? Movement (any location in a single to fi nd a way to rescue ‘Shadowdragon’s been an dimension [the Microverse], her. enemy of mine for years; we’ve corresponding to the point she’s at in fought on many occasions. this dimension) 0 Shrinker fi nds a way He’s come after me several times simply to 80 Microscopic Combat: Multipower, to reverse her powers, get revenge for the last time I beat him. So far 80-point reserve so that small things I have defeated him in our every encounter, 3u 1) Internal Agony I: HKA 1d6+1, Aff ects become human-sized. or at least driven him off from his objective, Physical World (+2), Penetrating (+½), She decides to recruit an but my victory has never been a sure or easy Reduced Endurance (0 END; +½); Only army of micro-barbar- ians, make them normal one. Shadowdragon’s martial skills alone When Desolidifi ed Inside Target (-1), No make him a formidable opponent, but his size, and conquer the darkness powers only increase his fi ghting STR Bonus (-½) 0 world! prowess. Without my ability to sense an foe 5u 2) Internal Agony II: Energy Blast 8d6, without having to see him, I would have fallen Indirect (+½), Transdimensional (from to Shadowdragon long ago. Fortunately, the the Microverse to the normal-sized world; Seishinhikari of my mystic blades seems to +½); No Range (must be “inside” target; -½) 7 cause him great pain.’ 5u 3) Optic Nerve Trampoline: Sight Group — Shugoshin Flash 8d6, Indirect (+½), Transdimensional (from the Microverse to the normal-sized world; +½); No Range (must be “inside” target; -½) 7 Green With Envy? 2u 4) Surfi ng Th e Net: Teleportation 10”, ‘Shadowdragon? Ha! He is nothing! His martial arts skills MegaScale (1” = 10 km, can scale down to are pathetic — all he really has 1” = 1 km; +¾); Only Th rough Phone is his darkness powers, and Lines (-1) 3 without them he could not stand up to a real 21 Microfl ight: Flight 16”; Linked (to fi ghter such as myself, or that fool Shugoshin, Shrinking, gains 2” Flight per 10 points or anyone else with even the slightest training of Shrinking used; -½) 3 for more than a few seconds. Hwarang-do is a 20 Spatial Correspondence Detection: Detect weak style, no match for Kung Fu!’ Point In Normal-Sized Space Corresponding —Green Dragon To Current Position In Th e Microverse 18-, Targeting 0 196 HERO SYSTEM 5TH EDITION

Talents ers. It’s amazing what a quarter-inch-tall woman can 6 Combat Luck (3 PD/3 ED) accomplish if she sets her mind to it. Eager for fame and glory, Diana joined the Senti- Skills nels as Shrinker, a probationary member. She learned 1 Computer Programming 8- a lot in her months with the team, but she soon began 2 SS: Biology 11- to think the self-sacrifi cing life of a hero just wasn’t 2 SS: Chemistry 11- for her. Th ese guys were all work and no play; it just 3 Stealth 13- wasn’t any fun. Th en, one day, when the Sentinels battled the Total Powers & Skills Cost: 302 Ultimates, Shrinker was nearly disintegrated by one Total Cost: 409 of her own teammates! He claimed he hadn’t known she was so close — aft er all, he couldn’t see things that 200+ Disadvantages were so small — but she was pretty sure he’d done it 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) deliberately, to get rid of her. Well, if they didn’t want 25 Hunted: Sentinels 8- (Mo Pow, NCI, Capture) her, fi ne! In a huff she quit the team and stormed out. 15 Psychological Limitation: Enjoys Humiliat- She decided it was no big loss. Being a hero was ing Opponents (Common, Strong) boring. With her powers, she could have a lot more 15 Psychological Limitation: Easily Off ended fun as a supervillain! Just to prove how good she’d be (Common, Strong) at it, she snuck back into Sentinels headquarters, got 15 Psychological Limitation: Hatred Of Super- inside their master computer, and made it activate the heroes In General, And Th e Sentinels In Par- sprinkler system while everyone was asleep. Laughing ticular (Common, Strong) so hard she could barely fl y straight, she beat a hasty 10 Reputation: the villainess who betrayed the retreat. Sentinels, 11- Since then, Shrinker’s been doing quite well for 15 Social Limitation: Public Identity (Diana herself as a villainess. She fi nds her new “career” a lot Whitmore) (Frequently, Major) more satisfying than being a hero — not to mention 89 Experience Points a lot more lucrative. Personality/Motivation: Shrinker pretends to be Total Disadvantage Points: 409 fun-loving and lighthearted, but at heart she’s Background/History: In the biochemistry usually mean-spirited and petty. She’s quick to labs at Bio-Investiga- take off ense for the slightest of reasons, and tions Ltd., Diana not even an abject apology is likely to mol- Whitmore enjoyed lify her. People who annoy her this way a not particularly usually become the victim of one of her pleasant reputation as practical jokes, which range from the a prankster and practical elaborate-but-harmless to the just-shy- . She couldn’t stand it if someone of-deadly. It’s surprisingly easy to cause a played a joke on her, but could never resist lot of torment when you’re only an inch the opportunity to make someone else the tall (or shorter). victim of an elaborate prank. Shrinker feels she’s been unfairly One day, she was setting up a prank victimized and hurt by superheroes, that would make her stuff y old labmate, Sherry fi rst and foremost the Sentinels (who Bridwell, fall on her butt and sneakily tried to kill her rather slide right out into the hall. than just kick her off the team). Unfortunately, she didn’t She loves humiliating and hurt- watch what she was ing heroes, and sometimes doing, and slipped goes out of her way and fell herself to get her shots in — but slid the wrong when she should way, right into a shelf be concentrating full of test tubes and beakers. As on completing the shelf collapsed on her, she was her mission or doused with the results of Project making her get- 37B-12, “Analysis of Growth away. Hormones in Mammals,” Quote: and Project 51R-23, “Muta- “It’s tive Biochemistry.” the little Diana woke up in the things in life hospital. At fi rst everyone thought the acci- that count!” dent hadn’t had any eff ect — except to cost her her job — but she soon discovered she’d somehow gained the Powers/Tactics: Shrinker’s powers all revolve around power to shrink down to a quarter of an inch tall! She her ability to reduce herself to extremely tiny sizes. She began experimenting, and soon discovered all sorts can reach one-quarter inch in height without any sig- of other things she could do with her new superpow- nifi cant eff ort. With a little more work, she can become small enough to walk or fl y between molecules (handy Conquerors, Killers, And Crooks 197

for passing right through walls and fl oors, though any attack that breaks the object she’s in hurts her, too). LET’S GET SMALL She can even enter the “Microverse” — the universe of atoms and things not much larger. While there, she Shrinker’s ability to enter the “microverse” — the remains aware of her position relative to normal-sized subatomic “dimension” suff using all of normal space — raises some interesting issues for the space, even though she’s eff ectively in another world GM’s consideration. and immune from harm (though, in the GM’s discre- tion, a suffi ciently powerful Area Of Eff ect or Explo- First, how should Shrinker’s attacks work when sion attack might eff ectively be considered “Transdi- she’s so small? In some cases, her minuscule state is represented as the special eff ect of a power or mensional” for purposes of aff ecting the Microverse Advantage, such as her Penetrating HKA. In that and its inhabitants). As she shrinks, she can harness her case, the Penetrating Advantage refl ects the fact body’s latent energies to fl y (the smaller she gets, the that she’s “inside” the victim, so he doesn’t get faster she fl ies, up to 16”). the full eff ect of his normal defenses. With her When it’s time for combat, Shrinker knows how Indirect Transdimensional attacks, “realistically” to put her tiny form to good use. Typically, to aff ect an speaking the target shouldn’t get any benefi t from opponent she has to become really tiny and get inside defenses that aren’t innate. A super-tough charac- him — either via her own powers (Desolidifi cation or ter like Ironclad is just as protected inside as out, Extra-Dimensional Movement), or perhaps by tricking but one with powered armor or a force fi eld (like him into swallowing her or the like. Once she’s inside, Defender or Sapphire) is not. However, allowing her to bypass defenses entirely, even with that she can wreak all sorts of havoc by jumping around, combination of Advantages, may raise game bal- causing severe internal injuries. She can even tempo- ance issues GMs would prefer to avoid, in which rarily blind someone by jumping up and down on his case characters should get their normal defenses optic nerve. Th is attack is more eff ective when she’s regardless of “realism.” just small enough to fi t between molecules (thus, her Fiendish GMs could even consider Shrinker’s Penetrating HKA) than when she’s in the Microverse, attacks to be NND Does BODY, though that because then she’s oft en too small to really have an would require some rewriting and the expenditure eff ect (thus, it’s only an EB, not Penetrating — but since of a few points. Th e defense in this case would be she’s “inside” the target, the GM may allow it to bypass to have size- or density-alteration powers, or any defenses like powered armor or external force fi elds). form of innate defense that aff ects the entire body. If Internal Agony won’t work, Shrinker can always Another question is: how fast can Shrinker try the good old-fashioned trick of growing back to travel in the microverse? She has Flight 16” when normal height under the target’s chin and punching she’s there (assume she has to use her Shrinking him in the process — a manever that allows her to before activating her Extra-Dimensional Move- do an astounding 18d6 damage! (At the GM’s option, ment power) — but does that translate to 16” of this attack may be too powerful for her to handle; she movement in normal-sized space? Dimensions might break her hand or take partial damage, as if where travel is quicker than in normal space are performing a Move By.) She doesn’t like to attain full a staple of comic books (they’re the special eff ect of many forms of Teleportation, for example), so size during battle, though; her low defenses and lack of perhaps the microverse is a “dimension” where attacks makes her too vulnerable. travel is slower than in normal space. Perhaps Campaign Use: Shrinker’s powers make her ideal as a every hex (1”) in normal space equals 100” in the spy, cat burglar (ant burglar?), and saboteur for master microverse, or the like — set the ratio at whatever villains and villain teams — not to mention a pretty level you prefer. Th at means Shrinker has to be successful robber on her own. Her ability to enter the careful where she is when she activates her Extra- Dimensional Movement; otherwise she’ll spend Universe of Really Really Tiny Stuff may also make for the whole battle traveling! some interesting adventure hooks. If Shrinker’s too weak for your game, boost her defenses by providing her with an Armored Costume (8 PD/8 ED, maybe more), up her SPD to 6, and give her a straightforward Energy Blast or two that work on the same energy-harnessing principle as her Flight. If she’s too diffi cult for the PCs to come to grips with, get rid of some of her size-based special powers (but leave her at least one or two). Shrinker is quick to start Hunting a hero who off ends her (not a hard thing for a PC to do), though as a Hunter she’s more of a pest than a real danger. She attacks via pranks and practical jokes, and though they may cause some harm, they’re rarely as much of a threat as an attack by Mechanon or Eurostar. Appearance: Shrinker wears a white costume with red bands around the legs and arms, plus a red belt and boots. She does not wear gloves, and hasn’t bothered to wear a mask since her identity was exposed to the public. Her is long, black, and straight; her eyes green. 198 HERO SYSTEM 5TH EDITION

TYPICAL SLUG tional Elder Worm Within 10” (-1), Linked ELDER WORM Val Char Cost Roll Notes (-½), Limited Range (20”; -¼) 0 8 STR 15 DEX 15 STR 5 12- Lift 200 kg; 3d6 [1] 45 Path Of Th e Worm: Tunneling 9” through 13 CON 8 BODY 26 DEX 48 14- OCV: 9/DCV: 9 9 DEF material 4 10 INT 17 EGO 25 CON 30 14- 30 Humidity Suit: Armor (15 PD/15 ED); 15 PRE 4 COM 8 BODY -4 11- OIF (-½) 0 4 PD 4 ED 28 INT 18 15- PER Roll 15- 27 Humidity Suit: Life Support: Total 3 SPD 5 REC 20 EGO 20 13- ECV: 7 (except for Safe Environments: High 26 END 23 STUN 30 PRE 20 15- PRE Attack: 6d6 Radiation, Intense Heat); OIF (-½) 0 4 COM -3 10- Abilities: Telepathy 4d6, Talents Reduced Endurance (0 4 Double-Jointed END), Communicative 5 PD 2 Total: 20 PD (15 rPD) 5 ED 0 Total: 20 ED (15 rED) Only; Ego Attack 2d6, Skills OIF (Lesser Worm- 6 SPD 24 Phases: 2, 4, 6, 8, 10, 12 Gem); possibly other 15 REC 14 4 +2 OCV with Talisman Of Th e Elder Worm mind-powers of about 50 END 0 the same Active Points; 40 STUN 11 Total Characteristic Cost: 185 3 Contortionist 14- Tunneling 6” through 1 KS: Arcane & Occult Knowledge 8- DEF 6 material; Humid- Movement: Running: 6”/12” 3 KS: Earth History 15- ity Suit (Armor 6 PD/6 Tunneling: 9”/18” 3 KS: Th e Elder Worm 15- ED, plus Life Support); 2 SS: Archaeology 11- Contortionist 14-; Cost Powers END 3 Stealth 14- Stealth 12- 83 Worm-Gem: Multipower, 125-point reserve; all OIF (-½) Total Powers & Skill Cost: 334 Disadvantages: Depen- Total Cost: 519 dence (humid environ- 5u 1) Caress Of Th e Worm: Ego Attack 4d6 (Alien and Human classes of mind), ments, as Slug), Distinc- 200+ Disadvantages tive Features; Physical Reduced Endurance (0 END; +½); Limitation: Mute; Psy- OIF (-½) 0 0 Dependence: must remain in an environ- chological Limitation: 3u 2) Strength Of Th e Mind: Telekinesis ment of at least tropical jungle/swamp Totally Loyal To Slug; (30 STR); OIF (-½) 4 humidity, or suff er 1d6 damage per 6 hours Psychological Limita- 5u 3) Paralysis Of Fear: Entangle 4d6, 4 DEF (Very Common) tion: Must Destroy (Alien and Human classes of mind), 20 Distinctive Features: Elder Worm body Humanity And Cleanse BOECV (Mental Defense applies; +1), (Not Concealable; Always Noticed, Causes Th e Earth For Th e Major Reaction [fear/disgust]) Return Of Th e Elder Works Against EGO, Not STR (+¼), Takes No Damage From Physical Attacks (+¼); 25 Hunted: Champions 11- (Mo Pow, NCI, Worm; Vulnerability (2 Capture) x STUN from Fire/Heat OIF (-½), Cannot Form Barriers (-¼), and Magic) Mental Defense Adds To EGO (-½) 0 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 4u 4) Gem-Blast: Energy Blast 12d6; OIF (-½) 6 15 Physical Limitation: Mute (All Th e Time, Notes: Th is write-up 45 Voice Of Th e Worm: Telepathy 4d6 (Alien Slightly Impairing) represents a typical and Human classes of minds), Reduced 25 Psychological Limitation: Must Destroy member of the Elder Endurance (0 END; +½) 0 Humanity And Cleanse Th e Earth For Th e Worm. Other Elder 64 Talisman Of Th e Elder Worm: Major Trans- Return Of Th e Elder Worm (Very Worms are power- form 2d6 (human Body into Elder Worm Common, Total) ful warriors, mighty Body, heals back through special arcane 15 Psychological Limitation: Overconfi dent sorcerers, have more ritual requiring the Talisman), Continuous And Arrogant (Very Common, Moderate) (or more powerful) 20 Reputation: monstrous threat to psionic powers, or pos- (+1), Reduced Endurance (0 END; +½); OAF (-1), Limited Target (humans; -½), humankind, 14- (Extreme) sess unusual magical 10 Vulnerability: 1½ x STUN from Fire weapons. Requires Th e Presence Of At Least One Additional Elder Worm Within 10” (-1), attacks (Common) Linked (-½), Limited Range (20”; -¼) plus 10 Vulnerability: 1½ x STUN from Magic Major Transform 2d6 (human Mind into attacks (Common) Elder Worm Mind, heals back through 10 Vulnerability: 1½ x STUN from Cold special arcane ritual requiring the Talisman), attacks (Common) BOECV (Power Defense applies; +1), Con- 149 Experience Points tinuous (+1), Reduced Endurance (0 END; +½); OAF (-1), Limited Target (humans; -½), Total Disadvantage Points: 519 Requires Th e Presence Of At Least One Background/History: One hundred thousand years Additional Elder Worm Within 10” (-1), ago, when men were not yet truly men, a hideous Limited Range (20”; -¼) plus Major primeval race called the Elder Worm ruled much Transform 2d6 (human Spirit into Elder of the Earth. None knew where they came from. Worm Spirit, heals back through special In places the proto-humans simply served them; arcane ritual requiring the Talisman), Con- in other places they worshipped them; but always tinuous (+1), Reduced Endurance (0 END; the early men were slaves, and fodder, to the Elder +½); OAF (-1), Limited Target (humans; -½), Worm. Requires Th e Presence Of At Least One Addi- But the time of the Elder Races was declining, Conquerors, Killers, And Crooks 199 and the Age of Men beginning. As humans became survivors of his people, and drive the overevolved SLUG PLOT SEEDS more sophisticated, they rebelled against their hor- apes that now ruled the planet into servitude and rible masters, slaughtering many Elder Worms and extinction. While digging the foun- driving the others into seclusion. Some say they All around him, the humanoid fi gures were dation for a new Millen- retreated into the depths of the Earth, to hide in stirring. Th e Slug undid their wrappings and helped nium City skyscraper, the darkest, most secret places; others claim they them, the fi rst of his people he had awakened, the workers uncover a returned to the stars from whence they came. But back to full consciousness. Together they left the strange carved chamber men knew that they were free of the Elder Worm, crypt, fell upon the rest of Perkins’s expedition, and deep in the Earth. From which was all that truly mattered. slaughtered them for food. news reports, Slug real- izes they’re about to Eons passed. Lands and civilizations rose and Th e Slug soon discovered the world was dif- fi nd some members of fell. But still, in their crypts and lairs, the remnants ferent than it had been 100,000 years ago — dryer, the Elder Worm, so he of the Elder Worm slept, awaiting the time when less swampy. His people needed moisture and shows up to take advan- they would arise and subjugate mankind once warmth to survive and thrive, so he designed spe- tage of the situation. more. cial humidity suits for them. In time he would fi nd In 1979, a young archaeologist named Michael a way to change the planetary climate, but for now, Slug teams with the Perkins was working on a dig in Oceania. He and the suits would do. Lemurians, hoping to his colleagues had discovered an unusually ancient, Th e Slug fi rst revealed himself and his purpose use some of their enor- and unusually advanced, building on an obscure to the world later that year, when he and his fol- mous magical engines island, and had begun excavating it. Perkins found lowers attempted to transform all of the inhabit- to locate and free other the thought of making a major new archaeologi- ants of New York City into Elder Worms. Narrowly pockets of Elder Worm cal discovery intoxicating; soon, his name would defeated by the Sentinels, the Slug escaped, and survivors. First, though, he has to get rid of all be known throughout the world! Every evening he ever since has been trying to fi nd and revive others the hairless apes in Cali- continued working long aft er his companions had of his kind, locate lost Elder Worm artifacts, trans- fornia, so he can start stopped for the day. form humans into Elder Worms, and take over the the search.... One night he located a sort of small door. world for his people. Th e people of the world live in Unwilling to wait for the others, he pried it open fear that he might eventually triumph — and that, DEMON makes Slug and bent over so he could crawl through into the at least, he counts as a partial victory. an off er: steal these chamber beyond. Th ere he found wonders not even Personality/Motivation: Th e Slug’s thoughts and three magical artifacts his strangest imaginings could have predicted. An personality are totally alien; he is now wholly an for us, and we’ll use our magics to fi nd other eerie glow lit the room, though he could not tell Elder Worm, retaining tiny fragments of Michael where it came from. In the center was a stone ped- Elder Worm relics for Perkins’s memories and thoughts only for what- you. Slug takes the deal estal, and on the pedestal a small, oval gemstone of ever information they might provide. He is totally a type he did not recognize. On the fl oor around and begins a deadly devoted to the goal of re-awakening the survivors crime spree, transform- the room were a dozen humanoid fi gures — mum- of his people, and subjugating, transforming, and/ ing humans into Elder mies of some sort, it seemed, though oddly shaped. or destroying humanity. Arrogant, and confi dent Worms as he goes. Th en came a whisper — a whisper in the back in his eventual triumph over the “hairless apes,” he of his mind. cannot be reasoned or negotiated with. <> only to serve the Elder Worm. Bow down before me Who was speaking? Was it... the gem? Compelled or be destroyed!>> by its beauty and strangeness, Perkins crept closer Powers/Tactics: Th e Slug’s Characteristics derive to it. from his Elder Worm body (which is better than <<...your wildest dreams...>> that of most Elder Worms, for he is their lord), but He reached out. He touched the gem. his powers come mainly from two powerful magi- cal artifacts of his people. Th e fi rst is the Worm- <> Gem, which is attached to his forehead; it grants him various powers, many involving the ability to A force seized him. He struggled, but in vain. aff ect the mind. (Like the other Elder Worms, he is Against his will, the hand holding the gem moved naturally telepathic.) In most battles he’ll rely pri- toward his forehead. When the stone touched his marily on the Worm-Gem. fl esh, agonizing pain seared through his body, Th e second, and more terrifying, is the Talis- and he screamed. Soon his screams gave way to man of the Elder Worm, with which he can Trans- liquescent monosyllables, as the gem transformed form a human being into an Elder Worm, body, his body, turning him from ordinary human to mind, and soul — the Talisman plays upon and Elder Worm. His former personality and memories “activates” the tiny portion of Human DNA that were shunted to a tiny corner of the Worm-Gem, results from forced interbreeding with the Elder replaced by the personalities and desires of the Worm a hundred thousand years ago, magnifying it Slug, lord of the Elder Worm. until it overwhelms the target entirely. Th is lets him His transformation complete, the Slug opened augment the ranks of his followers and reduce the a secret panel in the stone pedestal, and from it ranks of humanity. Th e Talisman functions unusu- retrieved an object of even greater power and ally in game terms. Ordinarily characters shouldn’t importance than the Worm-Gem — the Talis- Link CV- and ECV-based attacks together, but man of the Elder Worm. Armed with this greatest that’s appropriate in this case. When the Slug uses weapon of his people, the Slug could revive the the Talisman, he uses either his CV or ECV, which- 200 HERO SYSTEM 5TH EDITION

ever is lower, and applies it against the target’s CV STORMFRONT or ECV, whichever is higher, to fi nd out if he hits. Val Char Cost Roll Notes Once he succeeds with an attack, he keeps apply- 15 STR 5 12- Lift 200 kg; 3d6 [2] ing the eff ect every Phase until someone stops him. 20 DEX 30 13- OCV: 7/DCV: 7 (See page 116 of Champions for a depiction of what 20 CON 20 13- happens if someone doesn’t stop him.) 10 BODY 0 11- Like other Elder Worms, the Slug does not 10 INT 0 11- PER Roll 11- tolerate dryness well; he needs his Humidity Suit 12 EGO 4 11- ECV: 4 to keep him comfortable (it also provides some 20 PRE 10 13- PRE Attack: 4d6 protection against attacks). He takes extra damage 12 COM 1 11- from fi re- and cold-based attacks, and also from magic. 8 PD 5 Total: 22 PD (14 rPD) Th e minds of Slug and other Elder Worms 10 ED 6 Total: 24 ED (14 rED) count as “Alien” for purposes of Mental Powers (see 5 SPD 20 Phases: 3, 5, 8, 10, 12 th page 117 of the HERO System 5 Edition, Revised). 10 REC 6 However, at the GM’s option, Mental Powers that 50 END 5 only aff ect Human minds can aff ect Elder Worm 30 STUN 2 Total Characteristics Cost: 114 minds at half power. Campaign Use: Th e Slug is a sort of “lesser Movement: Running: 6”/12” master villain,” a super-criminal who’s more Flight: 14”/28” likely to launch his own plots and schemes than to work with or serve others. If neces- Cost Powers END sary, give him other resources — Elder 20 Weather Powers: Elemental Control, Worm followers or the like — to help 40-point powers him stand against the PCs on his own. 7 1) Broad Weather Control: Change If you want to make him more power- Environment 4” radius, -2 to Sight Group ful personally, increase the strength PER Rolls, Varying Eff ect (any type of (and number) of his Mental Powers, weather; +1), MegaScale (1” = 1 km; +¼); or give him more Elder Worm weap- Extra Time (minimum of 1 Turn for ons/artifacts to wield. If he’s already changes to manifest, depending on too strong for your PCs to handle, severity, see text; -1¼), Only Aff ects Normal reduce the dice in his attacks (or Weather (see text; -½) 4 remove Advantages) until he’s 23 2) Local Weather Control I: Change tough, but not unopposable. Environment 8” radius, -4 to Sight Group Th e Slug’s primary quest is PER Rolls, Varying Eff ect (any type of to initiate a new Age of the Elder weather that could interfere with vision; +½) 4 Worm. Since that takes up all of his 23 3) Local Weather Control II: Change time, he’s not likely to start Hunting a Environment 8” radius, -4 to DEX Rolls hero at all. He’d gladly Hunt a hero who to move on, Varying Eff ect (any type of used Elder Worm artifacts, or tried to weather that could make the ground keep them from him, though. slippery; +½) 4 22 4) Local Weather Control III: Change Appearance: Th e Slug is a member and Environment 16” radius, +/-4 Temperature lord of the race of the Elder Worm. Levels, Varying Eff ect (+¼) 4 Th ough humanoid, he has a quasi- 20 5) Projected Lightning: RKA 2 ½d6 4 reptilian/quasi-annelid form and 26 6) Miniature Blizzard: EB 3d6, NND (defense physical characteristics, rather is Life Support [Safe Environment: Intense than mammalian — his head is Cold], fi re powers, or some other personal cone-shaped, he has no mouth, source of heat; +1), Area Of Eff ect (One Hex; his fi ngers are long and multi-jointed, his hairless, +½), Continuous (+1); Limited Range ochre-colored body is extremely fl exible. He wears (20”; -¼) 5 a Humidity Suit, which covers his entire body but 22 7) Windriding: Flight 14”, Reduced has a clear dome allowing him to see and be seen, Endurance (0 END; +½) 0 to protect himself from the dry, cool atmosphere 20 8) Wind Manipulation: Telekinesis (20 of modern Earth. His Worm-Gem is set into the STR), Reduced Endurance (0 END; +½); center of his forehead between his pupilless eyes; Aff ects Whole Object (-¼) 0 it glows eerily when he uses his mind-powers. He 22 9) Shield Of Th e Winds: Force Field also carries the Talisman of the Elder Worm, which (14 PD/14 ED), Reduced Endurance resembles a sort of multi-faceted gem with pulses (0 END; +½) 0 of evil power shooting through it. 4 Self-Acclimating: Life Support (Safe Environ- ments: Intense Cold, Intense Heat) 0

Skills 3 Acting 13- 3 Conversation 13- Conquerors, Killers, And Crooks 201

2 Gambling (Card Games) 12- World as Stormfront. STORMFRONT 2 KS: Christian Revival Circuit 11- Personality/Motivation: Stormfront is self-centered and PLOT SEEDS 1 KS: Christian Folk Th eology 8- manipulative. Growing up among grift ers and crooks 3 Oratory 13- taught him that the only important things were money Aft er losing to super- 3 Persuasion 13- and power, that he had to take care for himself, and that hero teams a few too 3 SS: Meteorology 12- no one can be trusted. He’s always looking for an “angle” many times on his own, Stormfront decides 3 Seduction 13- he can use to get ahead — and he remains so wary of 3 Sleight Of Hand 13- he wants to join the others’ attempts to exploit or trick him that his caution Ultimates. Since they’re 3 Stealth 13- verges on cynical paranoia. As a result, he has a hard 3 Streetwise 13- not actively recruiting time getting along with people, which is one reason why, members, he’ll have to despite the fl exibility and strength of his powers, he’s do something that really Total Powers & Skills Cost: 241 never worked for anyone on a long-term basis (much impresses them. When Total Cost: 355 less joined a team). he hears that the PCs have captured them, he Quote: 200+ Disadvantages “Th ere’s a storm brewin’ — and it’s heading decides he’ll prove him- 10 Distinctive Features: Mutant (Not Conceal- straight for you, hero.” self by defeating all the able; Always Noticed; Detectable Only By Powers/Tactics: Stormfront is a mutant with the ability PCs singlehandedly and Unusual Senses) to alter and otherwise control the weather on both a rescuing Binder and his 20 Hunted: Institute For Human Advancement broad and intensely local scale. His control of large-scale allies. Of course, to do that, he may need to fi nd 8- (Mo Pow, NCI, Kill) weather patterns allows him to manipulate the weather a way to increase his 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) over a radius of one to four kilometers, but this power power temporarily.... 20 Psychological Limitation: Looks Out Only comes with certain restrictions, as summarized by the For Himself; Doesn’t Trust Anyone Else Aff ects Normal Weather and Extra Time Limitations. For fun, Stormfront runs (Very Common, Strong) First, it only allows him to alter the normal weather in a scam where he bilks 15 Social Limitation: Secret Identity (James the vicinity, not to “create” pockets of weather at will. a businessman out of Hailey) (Frequently, Major) Th at means, for example, that if he’s indoors and he uses $10,000 at the card table. 70 Experience Points his Broad Weather Control to make it rain, it doesn’t It turns out the “busi- start raining inside — it just rains outdoors, like any nessman” was a VIPER Total Disadvantage Points: 355 other rainstorm. Second, the greater the extent of the Nest Leader who’s not exactly happy to fi nd out Background/History: James Hailey was only eight when change he makes in the weather, the longer it takes to occur. A relatively minor change (altering the tempera- he was cheated. With his mutant powers began to manifest. His parents, all of VIPER on his tail, ture by about 10-20 degrees Fahrenheit, creating a light devout Christians, thought that his ability to bring the Stormfront needs to fi nd rain was a gift from God — and there were others who rain shower on a sunny day, changing cloudy weather to a way to trick the PCs agreed with them. Soon, a charismatic tent-revival sunny) usually manifests in about 1 Turn to one minute. into taking care of the preacher, Reverend Langtree, came to call. He told them A severe change — like changing a bright summer day snakes for him. James, as a good young Christian, had an obligation to to a blizzard — can take an hour, or more. (At the GM’s carry his gift to people everywhere. Aft er considerable option, severe changes may also require a CON Roll, or With severe drought thought and prayer, James’s parents let him go with the cost double END.) Moreover, how long the change lasts gripping parts of the Reverend. aft er he stops paying END is inversely proportional to Midwest, the govern- So began over a decade of traveling around the the severity of the change — a summertime blizzard ment could really use Stormfront’s help to country. Reverend Langtree was more scam artist than melts away almost immediately, whereas clouds on a save family farms, and genuine preacher, and he and his crew taught James the wintry day may last the entire day. Th ird, Stormfront’s changes to the weather cause concommitant changes in it’s willing to off er him a tricks of the trade — how to milk a crowd, how to run a partial pardon if he’ll do nearby regions; if he makes it rain in Millennium City, con game, how to cheat at cards. Most importantly, they what it wants. But he’s taught him when and when not to use his powers, and that means he’s drawing in clouds from the surrounding nowhere to be found, gave him the chance to learn to use them. Th ough the area, “creating” sunnier and dryer weather there. so the All-American public only saw him calling rain to break droughts, in On a local scale, the changes Stormfront can create asks for the PCs’ help to truth he could do much, much more. are much more intense and hazardous. Indoors or out, locate him. As he became a young adult, James became he can create small (16” radius) changes to the ambient increasingly dissatisfi ed. He didn’t mind taking money weather of whatever degree he desires, instantly. With from people — anyone who was that big a sucker the merest thought, a dry night becomes a raging thun- deserved what he got! (Or, rather, what he lost.) But he derstorm, or winter’s cold turns into summer’s warmth. didn’t like being bossed around by Reverend Langtree Depending on the type of weather he chooses to create, and the others. He was the star of the show. He was the he can interfere with others’ vision or ability to walk and only true “miracle” the revival could create whenever it stand. needed. He was the one who should be making all the Stormfront can also create even more dangerous money. local weather eff ects if necessary. For example, he can Aft er his demand for a bigger cut of the proceeds blast his enemies with bolts of lightning, or create a degenerated into an hour-long screaming argument mini-blizzard intense enough to make someone pass with Reverend Langtree, James decided he’d had out. He has a particularly high degree of control over enough. Th at night, he brought the rain... and the wind... the wind; he can use it to fl y, protect himself, or move and the lightning.... When he was done, there was noth- things. It’s likely he’ll develop other weather powers (i.e., ing left of Langtree’s tents, trucks, or revival show except buy more Elemental Control slots), and strengthen the for scraps of lumber, metal, and canvas. James walked ones he has, over time. away from the wreckage and into the Superhuman In combat, Stormfront usually prefers to fl y, 202 HERO SYSTEM 5TH EDITION

CAMPAIGN USE: though he may not if he’s creating storms and wind. He TESSERACT starts by altering the local weather to suit the situation, Val Char Cost Roll Notes Stormfront makes a then begins attacking with lightning bolts, his mini-bliz- 10 STR 0 11- Lift 100 kg; 2d6 [1] good mercenary villain zard, or his Telekinesis. If he discovers he’s ineff ective or 23 DEX 39 14- OCV: 8/DCV: 8 for a wide variety of outmatched, he’ll usually fl ee. 20 CON 20 13- master villains and vil- When he fi rst started his supervillain career, 10 BODY 0 11- lain teams. His Weather Stormfront wasn’t much on fi ghting; it wasn’t the sort 15 INT 5 12- PER Roll 12- Powers, while not over- of thing he’d been taught. He preferred sneakiness and 15 EGO 10 12- ECV: 5 whelmingly powerful guile to raw exercises of his power. He’s gotten over (yet), off er a lot of fl ex- 18 PRE 8 13- PRE Attack: 3½d6 that. Th ough he still appreciates the value of deceit ibility that smarter, more 20 COM 5 13- experienced villains can and manipulation (particularly when he’s dealing with fi nd many uses for. His goodie-two-shoes superheroes), he’s also learned how 10 PD 8 Total: 10 PD (0 rPD) grift ing skills also come much fun it can be to cut loose with his powers and 10 ED 6 Total: 10 ED (0 rED) in handy on many occa- fi ght other superhumans toe-to-toe. He doesn’t particu- 5 SPD 17 Phases: 3, 5, 8, 10, 12 sions. larly want to kill or seriously hurt anyone, but he won’t 8 REC 4 hesitate to use his most powerful attacks if he feels he 70 END 15 Stormfront’s not likely to has to. 30 STUN 5 Total Characteristic Cost: 142 start Hunting heroes; he’s Despite the fact that his powers give him the just not that vindictive. means to commit major crimes and steal vast sums of Movement: Running: 6”/12” If he goes aft er one, it money, Stormfront still enjoys using his grift ing skills. Teleportation: 30”/60” won’t be on more than an It’s hard to beat the excitement of picking someone’s 8-. He’ll probably use his pocket, cheating at cards, or pulling an elaborate scam... con artist abilities, not his Cost Powers END superpowers, to get the especially when he can just blast people who tumble to 90 Tesseract Travel: Multipower, drop on his quarry. what he’s doing, and take their money anyway. 90-point powers Appearance: James Hailey is a tall (6’1”), thin man with 9u 1) Lesser Tesseract: Teleportation 30”, If you want to make a slightly pale complexion, brown hair worn a little Reduced Endurance (0 END; +½) 0 Stormfront more power- longer than most men’s, a short brown beard along 6u 2) Greater Tesseract: Teleportation 10”, ful, increase his Elemental his jawline and around his mouth, and piercing green MegaScale (1” = 10,000 km, can scale Control to 60 Active Point eyes; women consider him handsome. As Stormfront, down to 1” = 1 km; +1½), Reduced slots (or more), and per- he wears a black cape, black domino-style mask, black Endurance (0 END; +½) 0 haps give him some more 8u 3) Tesseract Gate: Teleportation 15”, x125 slots. To weaken him, get fl ared boots, and black fl ared gloves. His bodystocking rid of some of his EC slots, is a dark grey, the color of gath- Noncombat, x32 Increased Mass 8 or reduce his END and ering stormclouds, with a gold 112 Tesseract Attacks: Multipower, SPD. lightning bolt arcing 112-point powers across his body 11u 1) Involuntary Space Warp: Teleporta- from his left tion 20”, Position Shift , Usable As Attack shoulder all (not against characters with Teleportation the way or dimension-manipulation powers; +1), down to Ranged (+½) 11 his right 10u 2) Tesseract Razor: RKA 3d6, +2 boot. Increased STUN Multiplier (+½), Penetrating (+½), Reduced Endurance (½ END; +¼) 4 10u 3) Tesseract Trap: Entangle 8d6, 8 DEF, Reduced Endurance (½ END; +¼) 4 11u 4) Danger Portal: Energy Blast 10d6, Indirect (+¾), Variable Special Eff ects (+¼), Reduced Endurance (½ END; +¼) 5 120 Tesseract Shield: Physical and Energy Damage Reduction, Resistant, 75% 0 88 Tesseract Defense: Missile Defl ection (all Ranged attacks), +8 OCV plus Refl ection (any target), Indirect (may cause Refl ected attacks to strike targets from any angle; +¾) 0 17 Multidimensional Mind: Mental Defense (20 points total) 0 51 Hyperperception: Detect Physical Objects 16- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic (+10 versus Range Modifi er) 0

Talents 3 Absolute Range Sense 3 Bump Of Direction Conquerors, Killers, And Crooks 203

3 Lightning Calculator the invaders wound up trapped — locked inside TESSERACT Laura’s brilliant brain, merged with her conscious- PLOT SEEDS Skills ness, subsumed wholly into her self so that they 12 +4 with Tesseract Attacks almost ceased to exist. Still eager to conquer 20 +4 DCV Almost... but not quite. While Laura remained Earth’s dimension, but physically intact, her personality was warped by needing help against 1 Computer Programming 8- contact with the sixth-dimensional lifeforms, Earth’s superheroes, 19 Cryptography 20- taking on their desire for conquest and riches. Th e Istvatha V’han contacts 2 KS: Th e Mathematics World 11- mingling of their minds with hers expanded her Tesseract. She convinces 1 KS: Th e Superhuman World 8- consciousness even further, giving her the power Tesseract they’re ide- ally suited to working 2 Navigation (Dimensional) 12- to warp reality through hypermathematics and together, and that she 11 SS: Mathematics 20- hyperperception. (V’han) can even help 3 SS: Physics 12- No longer needing to continue her studies her (Tesseract) learn 3 Stealth 14- — her knowledge of mathematics now exceeded to better understand that of all of her professors and colleagues — and and control her powers. Total Powers & Skill Cost: 626 eager to get on with her mission to pillage this With these two women Total Cost: 768 reality, Laura left her studies behind and became working together, does Tesseract, mistress of dimensional manipulation. Earth stand a chance? 200+ Disadvantages Personality/Motivation: Tesseract’s personality is 20 Hunted: Champions 8- (Mo Pow, NCI, Th e invaders from the no longer entirely human; rather, it’s a mixture of Sixth Dimension contact Capture) human and sixth-dimensional. She perceives and 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Tesseract, off ering to let thinks in ways... beyond those of normal humans, her command them in 20 Psychological Limitation: Code Versus Kill- which makes it difficult to understand what she’s an attempt to take over ing (Common, Total) talking about or thinking (or even to affect her the world. All she has to 15 Psychological Limitation: Wants To Loot, with psionic powers). Because her personality do is fi nd a way to open Pillage, And Conquer (Common, Strong) has been warped by merging with the minds of a permanent portal to 10 Reputation: oddball supervillainess, 11- invaders from the Sixth Dimension, she wants to the Sixth Dimension. 15 Social Limitation: Secret Identity (Laura pillage Earth, and even conquer it, but enough of Th at may require her to steal some equipment.... Palamaris) (Frequently, Major) Laura Palamaris’s psyche remains intact to keep 15 Susceptibility: to being teleported against her from wanting to kill anyone in the process. With careful psionic her will, takes 3d6 instantly (Uncommon) All in all, she’s often rather confused, surgery, it might be 20 Vulnerability: 2 x STUN from Magic attacks and it shows. (Common) possible to “cut away” 433 Experience Points Quote: “No, it’s right there. Can’t the negative (sixth- you see it?” dimensional) parts of Tesseract’s personality, Total Disadvantage Points: Powers/Tactics: Tesseract’s and thus turn her into a 768 powers involve the ability to superhero. As such, she’d Background/History: Laura Palamaris was warp the fabric of reality, often make a great ally of the a graduate student working toward by creating multidimensional PCs, and possibly even her Ph.D. in mathematics. Her stud- structures known as tesseracts a romantic interest. But what happens if it’s not ies involved certain advanced (hence her name). She can use tes- possible to make the mathematical properties and seract-constructs to travel great distances in the blink alterations permanent, processes with no real practical and sixth-dimensional of an eye, move people application, but she enjoyed the urgings begin creep- work for the sheer intellectual against their ing into her mind once challenge — it was sort of will, open up more? like trying to solve an enor- portals into dan- mously complicated puzzle. gerous areas and One evening, while she substances (bonfires, was working on one of the rockslides, bodies of water) so most detailed parts of her those substances gush out of chain of calculations, the the portal and hurt the person mathematical permuta- standing in front of it, and so forth. tions her mind was going She can also trap someone in his own through breached the barri- personal tesseract, so that every time ers to higher-order realities he tries to get out, he automatically and attracted the attentions of puts himself back inside! — unless, malevolent beings from the Sixth Dimen- of course, he exerts enough force sion. Sensing an opportunity for conquest, to overcome her power thresh- they attempted to travel to Laura’s reality, old, in which case the tesser- using her mind as a conduit. Unfortu- act collapses. nately for them, her mind was even more Tesseract’s powers also protect her. She advanced than they thought; when she sensed subconsciously shunts most of the force of any something wrong was happening, she subcon- attack into alternate realities, so that it doesn’t sciously fought back. Instead of conquering Earth, affect her. In some situations, she can open up 204 HERO SYSTEM 5TH EDITION

a better portal and avoid all of the force of the THORN attack — or even redirect it to affect one of her Val Char Cost Roll Notes enemies. 25 STR 12* 14- Lift 800 kg; 5d6 [2] Tesseract’s perception of reality is actually a 20 DEX 24* 13- OCV: 7/DCV: 7 form of hyperperception which lets her sense the 23 CON 21* 14- objects around her, regardless of the existence of 15 BODY 8* 12- intervening physical objects. It’s as if her percep- 15 INT 5 12- PER Roll 12- tions work through the Sixth Dimension, and 15 EGO 10 12- ECV: 5 can thus “see around” three-dimensional objects 20 PRE 8* 13- PRE Attack: 4d6 as if they weren’t there. It’s virtually impossible 10 COM 0 11- to stop her from “seeing” the world around her; even if her normal eyesight is somehow blinded, 15 PD 8* Total: 21 PD (6 rPD) she doesn’t lose her ability to perceive things 10 ED 4* Total: 16 ED (6 rED) — and to strike back at whoever blinded her. 5 SPD 16* Phases: 3, 5, 8, 10, 12 In combat, Tesseract usually prefers to use 20 REC 16* her Involuntary Space Warps to confuse the heck 46 END 0 out of her opponents — and possibly put them 60 STUN 16* Total Characteristics Cost: 148 in position for her allies to attack them more *: OIHID (-¼) effectively. Alternately, she may move her allies into more advantageous positions. If that’s not Movement: Running: 6”/12” enough to get the job done, she’ll use Tesseract Tunneling: 3”/6” Traps and Danger Portals, or even Tesseract Defense if she’s facing enough opponents with Cost Powers END Ranged attacks (she loves shooting someone in 48 Plant Attacks: Multipower, 60-point the back with his own attack!). She’ll only use her reserve; all OIHID (-¼) Tesseract Razor (which involves opening reality 4u 1) Th orn Spray: RKA 2d6, Armor Piercing warps inside a target) against unliving targets, or (+½), +1 Increased STUN Multiplier (+¼); if she has no other option. A lot of her powers OIHID (-¼) 5 have high END costs, so watch her END expen- 4u 2) Choking Spores: EB 6d6, NND (defense ditures carefully. is Life Support [Self-Contained Breathing]; Campaign Use: In addition to working as a +1); Limited Range (4”; -¼), OIHID (-¼) 6 mercenary villain or as part of a team, Tesser- 3u 3) Controlling Spores: Mind Control 12d6 act could serve as the focus of stories featuring (Human class of minds); Cannot Feed END her periodic, and often half-hearted, efforts to To Maintain Eff ect (-¼), Limited Range conquer the world, or involving other attempts (4”; -¼), OIHID (-¼) 6 by the beings of the Sixth Dimension to take 3u 4) Tangling Growth: Entangle 6d6, 6 DEF; over Earth. She may also have some connection OIF (plants of opportunity; -½), with the Japanese villain Teikei (Champions Uni- OIHID (-¼) 6 verse, page 75), who claims to be from the Sixth 1u 5) Strength Of Th e Trees: STR +35; Dimension. Increased Endurance Cost (x3 END; -1), If you need to make Tesseract more power- OIHID (-¼) 9 ful, give her some Armor or other defenses to 24 Plant Control Powers: Elemental Control, supplement her Damage Reduction, or increase 60-point powers, all OIHID (-¼) the dice of her attacks (or the inches she can 18 1) Quicken Plants: Summon up to 4 Teleport someone). Making her weaker is a little 300-point monstrous plants (use the Giant trickier, since the way some of her powers are Carnivorous Plant writeup, HERO System defined, they can’t really be changed much. How- Bestiary page 198; see text); OIF ever, you could shave off a few points here and (appropriate plants of opportunity; -½), there, or simply get rid of a lot of optional fea- Extra Time (Full Phase; -½), OIHID (-¼) 6 tures (like the Indirect and OCV bonuses for her 24 2) Control Plants: Mind Control 12d6 Missile Deflection). You could also decrease her (Plant class of minds); OIHID (-¼) 6 SPD to 4, which reduces her END usage problem 14 Bark-Like Skin: Armor (6 PD/6 ED); a little. OIHID (-¼) 0 9 Burrowing: Tunneling 3” through DEF 3 Appearance: Tesseract’s costume is black, with material; Increased Endurance Cost green gloves and a green T design on the front. (x2 END; -½), OIHID (-¼) 2 She also wears a black cape with a green design 4 Heightened Senses: Infrared Perception along the other edges. She does not wear a mask. (Sight Group); OIHID (-¼) 0 3 Tendrils And Vines: Extra Limbs (up to a dozen); Costs Endurance (-½), OIHID (-¼) 1 12 Rapid Growth: Stretching 3”; OIHID (-¼) 1 Conquerors, Killers, And Crooks 205

Talents ing, jealousy had consumed him. He was the great- THORN PLOT SEEDS 3 Environmental Movement: no penalties in est scientist in the fi eld of botany! If some also-ran undergrowth from New England could create new drugs, he Th e Millennium City could create better drugs! To keep the Ivy Leagu- Orchid-Fanciers Society Skills ers from stealing the spotlight, he made his own announces its annual 6 +2 with Plant Attacks Multipower announcement... before he’d even begun any exper- show. Infuriated at this iments. But he knew he could do it! “plant slavery,” Th orn 1 Computer Programming 8- Long hours of work followed, using DNA decides to attend the 2 AK: Millennium City University 11- from many species of plants he’d already studied exhibition and show those old bats just how — including specimens he’d gathered in the Congo 2 KS: Th e Academic World 11- dangerous plants can 1 KS: Roses 8- rain forest that were unknown to other botanists. be! Fortunately, the PCs 1 KS: Th e Superhuman World 8- But as he worked, he became tired... and careless. happen to also be there 3 SS: Biology 12- While attempting to inject his latest “botano- to look at the fl owers.... 6 SS: Botany 15- serum” into a guinea pig, he missed and jabbed 3 Stealth 13- himself in the hand, pumping his bloodstream full Th e PCs are approached 3 Tracking 12- of the strange chemical. by Deborah Greaves, He panicked, running out of the lab toward Lawrence Lloyd’s ex- Total Powers & Skills Cost: 202 the university’s hospital. But as he ran, he felt pain fi ancée (or perhaps Total Cost: 350 lance through his body. He dropped to the ground, they’re aware of her situ- moaning in agony. He began to transform. Skin ation because they know 200+ Disadvantages became bark, hair became leaves, fi ngers became her socially). She’s wor- ried about Lawrence; his roots. Terrifi ed, he crawled into the underbrush 10 Accidental Change: when he experiences sudden shift in behavior signifi cant stress or becomes Enraged 11- beside the road to hide. and “erratic” conduct (Uncommon) It wasn’t long before his fears had vanished. make him wonder if he’s 20 Enraged: when sees trees and plants being Somehow the botano-serum had turned him into “been mind-controlled, harmed or destroyed (Uncommon), go 14-, some sort of man-plant hybrid! His scientifi c curi- or something.” Could recover 11- osity aroused, he began to experiment, discovering the PCs please investi- 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) he was immensely strong, and had other powers to gate and fi nd out if he’s 20 Hunted: Teleios 8- (Mo Pow, NCI, Capture) boot. With a few moments’ concentration, he could all right? 10 Physical Limitation: Desensitized Touch (-2 even revert back to his normal human form. to all DEX Rolls when in Th orn form) (Fre- Th e possibilities were intriguing.... Several large, old, majestic trees around quently, Slightly) Personality/Motivation: Once a gift ed (if overly 15 Psychological Limitation: Hatred Of Human Millennium City start proud and bombastic) scientist, Th orn has under- to die suddenly, for no And Animal Life (Common, Strong) gone a psychological transformation almost as pro- apparent reason. Despite 10 Psychological Limitation: Proud; Can’t Stand found as the changes to his physical form. He used his skills as a botanist, To Be Outdone Or Humiliated (Common, to enjoy the company of the plants in his green- Th orn can’t fi nd out Moderate) house, oft en in preference to the company of other what’s going on. Desper- 15 Social Limitation: Secret Identity (Dr. Law- people, but he got along with his colleagues and ate to prevent any more rence Lloyd) (Frequently, Major) friends well enough. Now he loathes other humans, “senseless deaths,” he seeks the PCs’ help. But 10 Vulnerability: 2 x STUN from Herbicides and animals to boot — the ones who prey on his can he be trusted? (Uncommon) beloved plants. He fi nds it diffi cult to tolerate the 10 Vulnerability: 2 x BODY from Herbicides presence of other people (and even broke up with (Uncommon) his fi ancee, Deborah Greaves), and becomes furious 10 Experience Points if anyone touches him. At present, Th orn’s attitude has led him to Total Disadvantage Points: 350 vandalize farms (to “free” the plants), destroy log- Background/History: “Doctor Lloyd! Can you tell us ging operations, and engage in other such acts of more about your new wonder drug?” “eco-terrorism.” As time goes by, his opinions will “Doctor Lloyd! When will the drug be avail- probably become more and more extreme, until he able?” reaches the point where he’s a botanical counter- Lawrence Lloyd, doyen of the Millennium part to Mechanon who wants to cleanse all human City University Department of Botany, waited for life from Earth so plants can grow unhindered. the hubbub of questions to die down before he Quote: “You can’t hurt me, you... mammal. I am the addressed the reporters. “I’m sorry, but I can’t give strength of the oak personifi ed!” you any more details at this time. As I announced yesterday, I’m extremely close to a breakthrough Powers/Tactics: Th orn’s powers result from the toward a revolutionary new heart medicine, based experimental botano-serum he accidentally on my researches into certain plant extracts. When injected himself with. It altered his cellular struc- more details are available, believe me, I’ll let you ture, allowing him to transform into a human-plant know.” With that, he pushed past the shouting hybrid. His powers, which only work in his Th orn reporters and into the quiet of his lab. form, include not only great strength and resilience, Now he just had to create what he’d promised. but the ability to shoot thorns or various danger- When he heard the report out of Harvard, ous spore-clouds, to transform ordinary plants into about the new drugs their botanists were develop- monstrous, gigantic servants, and to cause ambient plant-life to engulf and entangle his foes. 206 HERO SYSTEM 5TH EDITION

To represent Th orn’s animated plants, use the Active Points in his powers, or you can add new Giant Carnivorous Plant writeup from page 198 of ones. He could, for example, develop other spore the HERO System Bestiary. Alternately or in addi- powers — such as spores that Transform people tion, you could use the Treeman writeup (Bestiary, into human-plant hybrids under his control, or page 119), but in the latter case you might want to acidic spores able to eat through metal. Or maybe make Th orn pay for the Advantage to expand a little Healing Regeneration, Change Environ- the class of what he can Summon. ment (make plants bloom and grow), or the like Normally, to transform into Th orn, would be what he needs. To weaken him, reduce Lloyd has to expose himself to his botano- the Active Points in his Power Frameworks, serum, either by injection or inhalation or remove some of the slots; you could also (he carries a small vial or two of reduce his STUN and REC. the fl uid with him at all times). Th orn’s overweening pride and But in some cases, when he’s dislike of losing could easily drive under a lot of stress, or becomes him to Hunt a hero, especially one Enraged, he transforms spon- with powers he deems dangerous taneously. He hopes, in time, to plant life (such as fi re or earth- to reach the point where he manipulation powers). Once he can activate his powers fi xates on a target, he’s likely without the serum to remain strongly focused on (i.e., to buy off the that person (i.e., to Hunt OIHID Limitation on at least an 11-). Most on his powers). of his attacks involve Th orn prefers sending monstrous to start combat by plant-creatures aft er his creating and con- foe. trolling some of Appearance: Th orn his plant-creatures resembles a strange (if possible, he’ll and disturbing cross do this before the between man and battle begins). Th en plant. His skin has he uses whatever Plant become like grey-brown Attack powers seem best suited to the bark, and his fl esh more situation. He doesn’t like working with fi brous and dense. His hair others; he will if he has to, but almost looks more like leaves, and never bothers to support, help, or other sprouts of leaves defend his teammates. Aft er all, cover his waist or tuft out they’re just people. here and there in patches. Campaign Use: Th orn is a good can- His fi ngers and toes are didate for second-rate-master-villain- root-like, slender and in-training. He’ll probably never reach gnarled but possessed of the pinnacles of power inhabited by great strength. His eyes the likes of Firewing and Gravitar, and mouth resemble but he could easily become a knotholes in an old major threat to humanity. For tree as much as any- his initial appearances in the thing. Tiny thorns have campaign, he probably works sprouted from various best if he either teams up with other villains for a places on his body little while, or provides his own combat support (including, most noticeably, his forearms), and he through plant-monsters. As time goes by, he can oft en has vines or tendrils growing out to twine create other plant-oriented villains, forming a team around parts of his form. of his own under his direct control. Ultimately, When not in Th orn form, Lawrence Lloyd is between his servants and his monstrous plants, he’ll an average-looking white man in his early 30s, with be able to give any team a run for its money. short, dark hair, no facial hair, and glasses. He usu- To make Th orn stronger, you can boost the ally wears comfortable clothes and a lab coat. Conquerors, Killers, And Crooks 207

THUNDERBIRD 4 Hold -1 -1 Grab Th ree THUNDERBIRD Val Char Cost Roll Notes Limbs, 40 STR PLOT SEEDS 20 STR 10 13- Lift 400 kg; 4d6 [2] 4 Judo Disarm -1 +1 Disarm, 40 STR 23 DEX 39 14- OCV: 8/DCV: 8 4 Karate “Chop” -2 +0 HKA 1d6 (2d6 Th underbird disap- 20 CON 20 13- with STR) pears for several weeks. 12 BODY 4 11- 4 Kung Fu Block +2 +2 Block, Abort His wife, concerned, 20 INT 10 13- PER Roll 13- 8 +2 Damage Classes (already added in) approaches the PCs and asks them to fi nd him 15 EGO 10 12- ECV: 5 16 Armored Costume: Armor (8 PD/8 ED); (though she’s careful 25 PRE 15 14- PRE Attack: 5d6 OIF (-½) 0 5 Tinted Nightsight Glasses: Sight Group to conceal her identity 12 COM 1 11- from them). Flash Defense (10 points); OAF (-1) 0 8 Fast: Running +4” (10” total) 1 8 PD 4 Total: 19 PD (11 rPD) A local NPC superhero 6 Bracer Communicator: HRRP (Radio 8 ED 4 Total: 19 ED (11 rED) is found in a dirty alley- 5 SPD 17 Phases: 3, 5, 8, 10, 12 Group); OIF (-½), Aff ected As Sight And way with a blaster-hole 8 REC 0 Hearing Groups As Well As Radio through his head. It 40 END 0 Group (-½) 0 looks just like Th under- 40 STUN 8 Total Characteristics Cost: 142 2 Tinted Nightsight Glasses: Infrared bird’s work. Did he do it, Perception (Sight Group); OAF (-1) 0 and if so, why? Movement: Running: 10”/20” Perks Th e PCs have to fi nd a Cost Powers END 6 Reputation: terror of the superhuman particular supervillain, and fast. Th ey’re aware 40 Blaster Arsenal: Multipower, 80-point underworld (on Earth; 14-) +2/+2d6 Th underbird’s been reserve; all OAF (-1) Talents aft er that same villain 4u 1) Blaster Assault Rifl e: RKA 2½d6, for a while, and prob- 6 Combat Luck (3 PD/3 ED) Autofi re (5 shots; +½), 64 Charges (+½); ably knows more about OAF (-1) [64] him than anyone else. 4u 2) Blaster Pistol, Mark I: RKA 2d6, Skills So, they need to get to Armor Piercing (x2; +1), +1 Increased 20 +2 Overall Th underbird before he STUN Multiplier (+¼), 32 Charges 16 +2 with All Combat kills the villain, then (+¼); OAF (-1) [32] fi nd a way to work with 3u 3) Blaster Pistol, Mark II: RKA 2d6, +4 5 Accurate Sprayfi re him to track the villain down. Increased STUN Multiplier (+1), Pene- 3 Breakfall 14- trating (+½); OAF (-1), 6 Charges (-¾) [6] 3 Combat Driving 14- 3u 4) Blaster Carbine with Sniper 3 Computer Programming 13- Attachments: RKA 2d6, Increased 5 Concentrated Sprayfi re Maximum Range (x5, or 1,500”; +¼), 3 Criminology 13- No Range Modifi er (+½), 32 Charges 3 Demolitions 13- (+½); OAF (-1) [32] 3 Electronics 13- 27 Backup Blaster: RKA 2d6, Armor 3 Forensic Medicine 13- Piercing (+½), +2 Increased STUN 3 Interrogation 14- Multiplier (+½); OAF (-1), 12 3 KS: Th e DIA 13- Charges (-¼) [12] 3 KS: Th e Espionage World 13- 60 Grenades: Multipower, 90-point reserve; 3 KS: Th e Military/Mercenary/Terrorist World 13- OIF (grenade belt; -½) 3 KS: Th e Superhuman World 13- 3u 1) Fragmentation Grenade: RKA 3d6, 3 KS: Supervillains 13- Explosion (+½), +2 Increased STUN 3 Lockpicking 14- Multiplier (+½); OAF (-1), 4 Charges (-1) [4] 3 Paramedics 13- 3u 2) Tranq Gas Grenade: EB 6d6, NND 2 PS: Soldier 11- (defense is Life Support [Self-Contained 2 PS: Spy 11- Breathing]; +1), Area Of Eff ect (6” 3 Security Systems 13- Radius; +1); OAF (-1), 4 Charges (-1) [4] 5 Skipover Sprayfi re 4u 3) Smoke Grenade: Darkness to Sight 3 Stealth 14- Group 9” radius; OAF (-1), 4 Charges 3 Streetwise 14- lasting 1 Turn each (-½) [4cc] 3 Tactics 14- 13 Questionite Combat Knife: HKA 1d6 10 Two-Weapon Fighting (Ranged) (1½d6 with STR), Armor Piercing 4 TF: Common Motorized Ground Vehicles, (x2; +1); OAF (-1), No Knockback (-¼) 1 Helicopters, Two-Wheeled Motorized Martial Arts: Commando Training Ground Vehicles Maneuver OCV DCV Notes 7 WF: Common Melee Weapons, Small Arms, 3 Aikido Th row +0 +1 6d6 + v/5, Target General Purpose/Heavy Machine Guns, Falls Grenade Launchers, Shoulder-Fired Weapons 4 Boxing Cross +0 +2 8d6 Strike 4 Choke -2 +0 Grab One Limb, Total Powers & Skills Cost: 385 3d6 NND (2) Total Cost: 527 4 Escape +0 +0 45 STR vs. Grabs 208 HERO SYSTEM 5TH EDITION

200+ Disadvantages form (the better, he thought, to gain a reputation 10 DNPC: Barbara Redhorse (wife) 11- and perhaps fi t in with like-minded superheroes) (Normal; Useful Noncombat Position) and hit the streets as Th underbird. And slowly but 20 Hunted: Justice Squadron 8- (Mo Pow, NCI, surely, he began racking up a body count. As of Capture) 2002, he’s believed responsible for the murders of 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Cap- nearly 15 supervillains, including Tartarus, Fal- ture) chion, and two DEMON Morbanes, and he shows 20 Psychological Limitation: Mental- no signs of slowing down. ity (Common, Total) Personality/Motivation: Th underbird is a driven, 15 Psychological Limitation: Hatred Of Super- almost obsessed, man. He’s convinced supercrime humans (Common, Strong) is an epidemic problem, and that neither the 15 Reputation: ruthless murderer of supercrim- police, the government, nor the world’s superhe- inals, 14- roes are truly prepared, logistically or psychologi- 15 Social Limitation: Secret Identity (Jason cally, to deal with it properly. He views himself Redhorse) (Frequently, Major) as the one man who knows how things really are 212 Experience Points and is capable of doing the work that has to be done. As far as he’s concerned, there’s no supervil- Total Disadvantage Points: 527 lain out there who doesn’t deserve a blaster-bolt Background/History: While undergoing basic through the head, and he’s happy to provide. So training in the United States Army, Jason Red- great is his hatred of superhumans that he fi nds it horse attracted the attention of his superior diffi cult to work with superheroes (even the few offi cers for his combination of discipline, skill, who share his ideals), and will oft en ignore a seri- ruthlessness, and intelligence — the perfect attri- ous crime being committed by normal criminals butes for a spy. He was soon assigned to work for to pursue a relatively minor supervillain who’s the Defense Intelligence Agency, and quickly rose not currently hurting anyone. through the ranks thanks to his impressive track Quote: “You’ve got to pay the price for your record at completing missions and gathering intel crimes, Falchion. And I’m here to collect.” no one else could. His accomplishments soon Powers/Tactics: Th underbird is a highly-trained earned him a posting on a presti- man, in the peak of physical conditioning, who gious project to gather intelligence equips himself with powerful high-tech weaponry on, and fi nd ways to combat, super- to fi ght superhuman crime. He carries fi ve blast- human criminals and terrorists. For ers — an assault rifl e-style weapon, three pistols several years, he studied their per- of various confi gurations, and a carbine equipped sonalities, their crimes, and the for sniping — in hip and shoulder holsters, his eff ects of their activities. Slowly, right boot, slung over his back, and so forth. He’s rage built within him. Th ese... also got a small arsenal of grenades in his belt beings (he couldn’t even bring pouches, and a questionite combat knife. If neces- himself to call them men anymore) sary, he can also call on his combat training and were like callous gods, fl aunting fi ght unarmed as well. their powers and not caring who got hurt. Some of them actually expressed contempt for human Birds NOT Of A Feather? beings, and went out of their way to harm, ‘Thunderbird concerns me. His abuse, and kill them. skill and dedication are admi- Eventually, he couldn’t take it any- rable, but his methods are not. more. Just studying them wasn’t enough. There’s a time and a place for violence in crimefi ghting, but he doesn’t seem Someone had to do something about to understand that at all — his response to this problem. Th e government seemed everything is violent, and that’s a problem. To content to leave the actual fi ghting to the me, his behavior indicates someone who’s all superheroes (amateurs who, in Redhorse’s too close to the edge — how long before he opinion, usually weren’t much better than goes over, and starts shooting at anyone he the criminals they fought). Since no pleases? He’s got to be stopped.’ one else was willing to tackle the job, — from the private logs of Nighthawk he’d do it. With the support of his wife Barbara, a Millennium City police Whatever! records offi cer (and Army veteran ‘I hate that guy. What a head herself), Redhorse quit the Army case! He’s taken shots at me and disappeared. He spent two years twice now... good thing I’m training himself and building weap- hard to hit, I don’t think my ons for his one-man war on super- armor would stand up to those blasters he crime. When he judged himself carries. I hope the cops catch him, and soon.’ ready, he donned a distinctive uni- — Bluejay Conquerors, Killers, And Crooks 209

Th underbird isn’t stupid; he knows how dif- THUNDERBOLT II THUNDERBOLT II fi cult his chosen quarry is to hunt and kill, and Val Char Cost Roll Notes PLOT SEEDS he brings every ounce of tactical smarts he has 40 STR 30 17- Lift 6,400 kg; 8d6 [4] to bear on any combat situation. He prefers to 27 DEX 51 14- OCV: 9/DCV: 9 Th underbolt decides strike from a distance (with his carbine, he can 30 CON 40 15- to have it out with shoot targets nearly two miles away) and/or from 15 BODY 10 12- Th underbolt I once and ambush, since he lacks the defenses to stand up to 18 INT 8 13- PER Roll 13- for all, to establish the right to use the name. most supervillains in a one-on-one battle. If con- 10 EGO 0 11- ECV: 3 Th e PCs have to fi nd fronted with more than he can handle, he’ll usu- 20 PRE 10 13- PRE Attack 4d6 ally drop a smoke grenade and attempt a strategic out about the fi ght, fi nd 10 COM 0 12- out where it’s going to withdrawal. be, and then put a stop Campaign Use: Like Nebula and Captain Chro- 20 PD 12 Total: 20 PD (20 rPD) to it before the two of nos, Th underbird is a hero whom the PCs likely 20 ED 14 Total: 20 PD (20 rPD) them destroy a build- will neither completely understand nor agree 8 SPD 43 Phases: 2, 3, 5, 6, 8, 9, 11, 12 ing or hurt someone. with. In fact, some of them may regard him as no 14 REC 0 Unfortunately, each of better than the criminals he kills, and devote a lot 60 END 0 the combatants brought a few friends along to of time to trying to capture him. Th at’s perfect; 50 STUN 0 Total Characteristics Cost: 218 watch.... he should evoke strong emotions, and raise in the PCs’ minds questions about law, justice, and the Movement: Running: 25”/50” Th underbolt decides he acceptable levels of force they apply when fi ght- needs to be even faster, Cost Powers END ing crimes themselves. so he contacts Teleios Because he’s likely to work by himself in 20 Toughness: Damage Resistance to see if the master of most scenarios, you may need to give him Bases, (20 PD/20 ED) 0 biological wizardry can Vehicles, or other resources not already listed 47 Superspeed: Running +19” (25” total), enhance his powers on his character sheet. He has no objection to Reduced Endurance (½ END; +¼) 2 without using kelvarite. applying overwhelming levels of force against his 7 Sleeve Radio: HRRP (Radio Group); IIF Teleios agrees, but only enemies, so bombs, traps, and the like aren’t out (-¼), Aff ected As Sight And Hearing if Th underbolt does of the question — though he’d never knowingly Groups As Well As Radio Group (-½) 0 some work for him. Th e PCs soon encounter endanger innocent citizens with such things. Th underbolt leading a Perks If you want to make Th underbird tougher, squad of Teleios’s vat- the fi rst thing he needs is more defense — and 2 Contact: fence 11- grown superhuman perhaps a point of SPD. Th en you can think about 7 Contact: Millennium City VIPER Nest warriors.... increasing the DCs of his weapons, or even giving Leader 11- (extremely useful Skills and him more weapons. A “utility belt” (a Multipower resources, access to major institutions, sig- Th underbolt runs into a of small gadgets, like the one on Nighthawk’s nifi cant Contacts of his own) stone wall just a little too character sheet [Champions, page 186]) wouldn’t hard and ends up giving be a bad idea, either. If he’s too tough, your best Skills himself amnesia. Will bet is to scale down his weapons to the point 15 +3 Hand-To-Hand the heroes take advan- where he’s not quite so deadly. 4 +2 with Running tage of his condition to Th underbird would never Hunt another try to reform him and make him a hero? Is that hero, even one who interferes with his war on 3 Computer Programming 13- proper? Or will some 3 Electronics 13- crime, unless he believes that hero is really a vil- villain try to turn him lain (either because someone tricks him, he gets 3 CK: Millennium City 13- into a loyal lackey? the wrong impression, or the character has an 2 KS: History 11- appropriate Reputation). In that case, he’ll employ 2 KS: Millennium City University 11- his usual methods, and go straight for the kill. 1 KS: Th e Superhuman World 8- 3 Persuasion 13- Appearance: Th underbird is a tall (6’2”), well- 3 PS: Geologist 13- muscled man with dark hair. He wears a black 3 SS: Geology 13- bodysuit with red boots, belt, equipment belt, and 3 Stealth 14- bracers/gloves, with a red thunderbird symbol 3 Streetwise 13- on his chest. He doesn’t wear a mask, but instead 1 Systems Operation 8- hides his identity behind red one-way combat glasses. Total Powers & Skill Cost: 132 Total Cost: 350

200+ Disadvantages 10 DNPC: Aileen Mitchell (girlfriend) 8- (Normal) 20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) 15 Hunted: California Patrol 8- (Mo Pow, Cap- ture) 15 Psychological Limitation: Selfi sh And Amoral (Common, Strong) 5 Rivalry: Professional (with Tachyon; Rival Is 210 HERO SYSTEM 5TH EDITION

Aware Of Rivalry) exploded, blasting them both with tiny particles 15 Social Limitation: Secret Identity (Rob Bles- and fragments of kelvarite. Bleskind, being closer kind) (Frequently, Major) to the meteor when the disaster occurred, was 15 Susceptibility: to kelvarite, takes 1d6 damage bombarded with more kelvarite than Maxwell. per Phase (Uncommon) When he awakened in a hospital bed, Bles- 15 Susceptibility: to earth control/manipula- kind felt sick and weak. That changed; he healed tion powers, takes 1d6 damage per Phase with incredible speed, and soon realized the (Uncommon) explosion had changed him somehow. When he 10 Vulnerability: 1½ x Eff ect from Drains accidentally bent the metal rail on his hospital (Common) bed, he discovered he was much stronger than a 30 Vulnerability: 2 x STUN from Electrical normal human. When he was brushing his teeth attacks (Very Common) one day and his hand started moving so fast he could barely see it, he found out he was also a lot Total Disadvantage Points: 350 faster than any ordinary person. Background/History: The fourth of eight sons A little practice, late at night when no one born to a poor St. Louis bricklayer and his wife, was looking, was all it took to sound out the Rob Bleskind grew up having to struggle for extent of his superpowers. He could run faster everything he got. He fought against his brothers than an express train, and lift small cars without to prove he was tough, he beat up neighborhood much effort. Soon his mind went from thinking, kids and stole their lunch money, he worked hard “Wow, this is incredible!” to wondering, “How can at a string of menial jobs to help put food on I make money with this?”. the family table. His parents taught him to Well, he knew lesson number one — grab stick up for himself; no one else was ever all you can get for yourself, ’cause no one’s going to help or protect him. going to help you but you. He was never But Rob wasn’t just a brute, much of a one for following all the rules he was actually pretty smart — so anyway. He’d rather make money as a smart he earned a full scholar- supervillain, than risk his neck as an ship to the new Millennium City unthanked, unrewarded superhero. University. He planned to study It wasn’t long before he quit col- geology and become one of lege and became a full-time super- those high-paid petrochemical villain. Not knowing there was engineers he’d heard about. He already a super-criminal named headed off to MCU full of Thunderbolt, he chose that name ambition. for himself, since it was perfect During his second day of for his combination of strength classes, he met another student, and speed. Since then, he’s worked Steve Maxwell. The two became on his own, for VIPER, and with many rivals almost immediately; other villains, and he doesn’t intend to somehow they really got on each get off the gravy train anytime soon. others nerves. Maxwell was just as Personality/Motivation: Thunderbolt’s competitive and smart as he was. personality could be the textbook More than a few fistfights occurred definition of “self-centered.” With between them over the next few him, everything is about me, me, years. me. His needs, wants, and desires, When MCU was allowed no matter how trivial, are always to examine fragments of a more important than anyone strange meteorite that had else’s. His opinions are correct, landed in Kentucky, Rob and anyone who disagrees with was thrilled to be asked to him is wrong, and stupid. Anyone participate. His enthusiasm who’s not tough enough to stop only dimmed a little when him deserves to get flattened he found out Maxwell was and have his stuff taken working on the project, too. away. Thunderbolt gets It was all the two of them could do to be civil along really well with people who kow-tow to to each other when the professors were around. And then the professors left the room for a minute to get some equipment. What happened Get Ready To RUMBLE! next is a matter of debate. Bleskind has always ‘Sooner or later I’ll catch up blamed Maxwell, claiming he began an unau- with that jerk, and he’s going to learn not to steal my name. thorized test with equipment he didn’t really A few thousand volts ought to know how to use. But it could be that they got be enough to get the point across. By the time into a fight and knocked something over. Or I’m done with him, he’s going to be toast... maybe they didn’t do anything. But what hap- literally.’ pened is a matter of public record: the meteor — Thunderbolt of the Ultimates Conquerors, Killers, And Crooks 211 him (sycophantic waiters, call girls, toadies), and UTILITY UTILITY not so much with everyone else. A lot of master Val Char Cost Roll Notes PLOT SEEDS villains would rather not work with him; he’s too 20 STR 10 13- Lift 400 kg; 4d6 [2] much trouble to cope with. 20 DEX 30 13- OCV: 7/DCV: 7 Drawn together by their Thunderbolt remains bitter rivals with Steve 20 CON 20 13- mutual love of humili- Maxwell, who’s now better known as Tachyon 15 BODY 10 12- ating and beating up (Champions, page 209). Each of them does his 20 INT 10 13- PER Roll 13- superheroes, Utility and Shrinker begin a torrid best to interfere with the other’s work, taunt 20 EGO 20 13- ECV: 7 love aff air. Th ey decide him, and make him miserable. They have yet to 20 PRE 10 13- PRE Attack: 4d6 put their superpowers to the test against each to sneak into the PCs’ 10 COM 0 11- headquarters, defeat other, but they know it’s only a matter of time. them all, and fi lm the He also sometimes has to deal with Thunderbolt 8 PD 4 Total: 16 PD (8 rPD) whole thing for public I, who’s not exactly happy about having his name 8 ED 4 Total: 16 ED (8 rED) broadcast. usurped. 5 SPD 20 Phases: 3, 5, 8, 10, 12 Quote: “I’m faster than a bullet — and I hit 10 REC 4 What could be more fun harder, too.” 50 END 5 than defeating a team of 40 STUN 5 Total Characteristic Cost: 152 superheroes in front of Powers/Tactics: Thunderbolt is a brick-speedster, millions? Utility plans able to combine his swiftness and his super- Movement: Running: 9”/18” to attack the PCs while strength for devastating attacks. He particularly they participate in some Leaping: 7”/14” enjoys Move Throughs (16d6 damage!), and uses major public event, like Swinging: 15”/30” his Combat Skill Levels for offense so he has the St. Patrick’s Day or OCV 7 when performing one. Grab Bys to snatch Th anksgiving parade, or Cost Powers END Accessible Foci are another favorite tactic. Given a charity fundraiser at a 80 Armory: Variable Power Pool (Gadget his high SPD, he can often afford to spend the stadium. Pool), 60 base + 30 control cost; Can Only time to Haymaker. Be Changed In Utility’s Armory (-½) Var Unfortunately, Thunderbolt suffers from Utility doesn’t limit his 37 Omni-Pistol: Multipower, 75-point researches to just super- many of the common problems experienced by reserve; all OAF (-1) heroes; he’s perfectly superhumans with kelvarite-derived powers. The 2u 1) Electric Blaster: Energy Blast 15d6; happy to defeat super- minute bits of the mineral embedded in his body OAF (-1), 4 Charges (-1) [4] villains, too, if he has to. make him experience pain when he’s exposed to 2u 2) Laser: RKA 4d6; OAF (-1), 4 When they need infor- larger chunks of kelvarite, or when someone uses mation to defeat a major Charges (-1) [4] earth manipulation powers on him. He also suf- supervillain, the PCs 2u 3) Concussion Beam: Energy Blast 8d6 fers a greater than normal degree of effect from have nowhere to turn (physical), Double Knockback (+¾); electrical attacks, or powers that sap his strength, but Utility. Will he help OAF (-1), 4 Charges (-1) [4] stamina, or other qualities (i.e., Drains). them, and if so, what 2u 4) Focused Magnetic Beam: Energy will he want in return? Campaign Use: Thunderbolt is a good member Blast 10d6, Armor Piercing (+½), OAF for impromptu superteams or groups of super- (-1), 4 Charges (-1) [4] mercenaries hired by master villains (though his 2u 5) Sonic Blast: Energy Blast 7d6, NND selfish attitude may cause problems). His powers (defense is Hearing Group Flash give him a lot of combat flexibility, making him a Defense; +1); OAF (-1), 4 Charges (-1) [4] useful addition to many villain teams. 15 Billy Club: Multipower, 30-point powers; If Thunderbolt isn’t tough enough to chal- all OAF (-1) lenge your PCs, you have several options for 1u 1) HTH Club: HA +3d6; OAF (-1), “powering him up.” First, increase his STR; that Hand-To-Hand Attack (-½) 1 way he doesn’t have to depend so much on his 1u 2) Th rown Club: Energy Blast 6d6; OAF movement. Second, give him some CSLs with (-1), 1 Recoverable Charge (-1¼), Lockout Move Through and extra defenses that only (prevents use of other Multipower slots apply against Move Throughs, so he can start until charge recovered; -½) [1rc] slamming into his opponents without much 1u 3) Swingline: Swinging 15”; OAF (-1) 1 difficulty. Third, give him some brick or speed- 40 Wrist Rockets: Multipower, 60-point ster tricks that don’t necessarily involve hitting powers; all OIF (-½) people hard. If he’s too tough for your campaign, 2u 1) Explosive Rocket: Energy Blast 8d6, decrease his velocity, SPD, and/or STR until he’s Explosion (+½); OIF (-½), 4 Charges (-1) [4] more in line with your standard villains. 2u 2) Shaped-Charge Rocket: Energy Blast Appearance: Thunderbolt’s costume has red 8d6, Penetrating (+½); OIF (-½), 4 flared boots, blue legs and stomach, red arms Charges (-1) [4] and shoulders (with the red on the upper chest Martial Arts: Generic in a reverse chevron pattern), and blue flared Maneuver OCV DCV Notes gloves. His red helmet and blue shoulder pads 4 Block +2 +2 Block, Abort are designed to help protect him from the impact 4 Dodge — +5 Dodge, Aff ects of running into targets. He wears no mask, only All Attacks, blue-tinted goggles. Abort 5 Kick -2 +1 10d6 Strike 4 Punch +0 +2 8d6 Strike 212 HERO SYSTEM 5TH EDITION

3 Th row +0 +1 6d6 + v/5; Prove Himself Better Th an Superhumans Target Falls (Common, Strong) 8 +2 Damage Classes (already added in) 10 Psychological Limitation: Collapses Under 1 Use Art with Clubs Torture/Interrogation (Uncommon, Strong) 16 Armored Costume: Armor (8 PD/8 ED); 10 Reputation: clever supervillain, 11- OIF (-½) 0 5 Rivalry: Professional (with Mirage) 6 Strong Runner: Running +3” (9” total) 1 15 Social Limitation: Secret Identity (William 3 Strong Leaper: Leaping +3” (7” forward, Chow) (Frequently, Major) 5” upward) 1 207 Experience Points 3 Omni-Visor: Infrared Perception (Sight Group); OIF (-½) 0 Total Disadvantage Points: 542 3 Omni-Visor: Ultraviolet Perception (Sight Group); OIF (-½) 0 EXAMPLE POWERS FOR ARMORY 7 Omni-Visor: Increased Arc Of Perception POWER POOL (360 Degrees) (Sight Group); OIF (-½) 0 6 Omni-Visor: HRRP (Radio Group); OIF Here are some examples of devices Utility might (-½), Aff ected As Sight And Hearing build with his Gadget Pool: Groups As Well As Radio Group (-½) 0 Armor Weakener: Th is device temporarily breaks down the chemical bonds in most substances used to Perks build body armor and powered armor, so that they 5 Money: Well Off off er less protection than normal until the bonds “heal.” Talents 9 Ambidexterity (no Off Hand penalty) Drain Armor 4d6, Ranged (+½) (60 Active 6 Lightning Refl exes: +4 DEX to go fi rst with Points); OAF (-1), Technological Armors Only (- all attacks ½),12 Charges (-¼). Total cost: 22 points.

Skills Cloaking Mesh: Th is device, built into one of Utility’s 20 +2 Overall costumes, bends light around him so people cannot 16 +2 with All Combat see him. 9 +3 with Omni-Pistol Invisibility to Sight Group, Reduced Endurance (0 END; +½) (30 Active Points); OIF (-½). Total 3 Acrobatics 13- cost: 20 points. 3 Breakfall 13- 3 Climbing 13- Flare Beam: Th is weapon attaches to the Omni- 3 Computer Programming 13- Pistol; it lets Utility blind and disorient his foes. 3 Deduction 13- 3 Electronics 13- Sight Group Flash 12d6 (60 Active Points); OAF 2 CK: Millennium City 11- (-1), 4 Charges (-1). Total cost: 20 points. 4 KS: Superheroes 14- Knockout Gas Mini-Grenades: Enemies who can with- 4 KS: Th e Superhuman World 14- stand powerful energy bolts oft en have little resis- 4 KS: Superpowers 14- tance to Utility’s knockout gas. 4 KS: Supervillains 14- 3 Lockpicking 13- Drain STUN 3d6, Ranged (+½), Explosion 3 Mechanics 13- (+½) (60 Active Points); OAF (-1), 4 Charges 3 Power: Gadgeteering 13- (-1), Range Based On STR (-¼). Total cost: 18 3 Security Systems 13- points. 3 Stealth 13- 3 Streetwise 13- Springboots: With these special boots, Utility can leap 3 Systems Operation 13- enormous distances. 3 Tactics 13- Leaping +13” (20” forward, 10” upward) (13 3 Teamwork 13- Active Points); OIF (-½). Total cost: 9 points. Total Powers & Skill Cost: 390 Tanglebomb: Utility uses this weapon to keep his foes Total Cost: 542 from moving. 200+ Disadvantages Entangle 4d6, 8 DEF (60 Active Points); OAF (- 25 Hunted: Champions 11- (Mo Pow, NCI, 1), 4 Charges (-1), Range Based On STR (-¼). Capture) Total cost: 18 points. 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 15 Psychological Limitation: Overconfi dence X-Ray Scanner: Th is device fi ts into Utility’s Omni- (Very Common, Moderate) Visor and lets him see through most physical objects. 20 Psychological Limitation: Code Versus Kill- It’s great for planning ambushes. ing (Common, Total) 15 Psychological Limitation: Determined To Conquerors, Killers, And Crooks 213

N-Ray Perception (blocked by lead, gold, or Force his Omni-Pistol, which has a variety of settings, each Fields) (Sight Group) (10 Active Points); OIF (- with a diff erent special eff ect — to overcome super- ½). Total cost: 7 points. powered opponents and prove he’s better than they are. Since he knows he can’t match their raw Background/History: Lots of kids are fascinated by power, he plans ahead to take advantage of his superheroes. Like dinosaurs, they represent some- enemies’ weaknesses and vulnerabilities. He thing larger and more powerful than themselves, but researches superhumans extensively, and if which isn’t threatening. In fact, a lot of kids want to a hero has shown a Vulnerability, Suscep- become superheroes, the same way other kids want to tibility, or other weakness, it’s likely Utility become famous athletes or rock stars. knows about it — and is ready to exploit it. William Chow was diff erent. He wasn’t inter- If he’s working with a team of supervil- ested in admiring or emulating superheroes. He lains, Utility prefers to fi nd cover and act wanted to beat them. To him, they represented a as fi re support, sniping at opponents challenge. As a young man, he spent a lot of time to soft en them up for his teammates. fi guring out ways to trick or defeat superheroes, He may even build gadgets specifi - overcome their powers, and show them he was better cally designed to enhance or work than they are. Th is might have remained little more with his allies’ powers (his Armor than a harmless hobby, but then his great aunt died Weakener is a particular favorite). If unexpectedly, leaving him a small fortune in her will. he’s on his own, he tries to arrange Now he could do more than just dream — he had the battlefi eld to suit himself, even the means to act on his ideas. He used the bequest rigging it ahead of time with traps, to fund his initial training, and to buy weapons from weapon caches, and anything else the underworld armorer Wayland Talos (he’s since he can think of to give him the learned how to make his own gadgets). edge he needs to win. His fi rst outing as a supervillain was a complete Campaign Use: Utility works success. Th e Sentinels never knew what hit them; well either in a group they thought they were responding to a bank robbery or on his own, though by the Ultimates, but what they were actually walking you’ll probably have the into was a carefully-planned trap. Seeing one of the most fun with him as a world’s most powerful superteams lying unconscious solo villain. In that case, at his feet only confi rmed to him that he was right all you have to arrange the along: just because someone has superpowers doesn’t scenario so that Utility has enough of mean an ordinary human can’t overcome him. an edge to take on the whole team. Th is Since then, Utility has become known as one of may involve giving him more equipment the most eff ective and successful super-mercenar- and resources than normal (including, ies available. Although his interest in defeating and perhaps, Computers or Vehicles), but it humiliating superheroes, rather than stealing huge also means having him do a lot of prepara- sums of money or completing his assigned mission, tory work. He should know the PCs almost sometimes causes problems, his track record speaks as well as they know themselves, and plan for itself and keeps the job off ers pouring in. things so the battles take place where he Personality/Motivation: Disciplined, calm in crisis, and wants them to. (On the other hand, some- tactically alert at all times, Utility is a dangerous foe times he sneaks into a team’s headquarters who gives credit for his victories to his attitude and and tries to take them all out in their home intelligence, not his weapons. Outwitting and defeat- territory; that’s just about the best sort of ing superheroes is his obsession, but unlike most victory he can have.) He should have ways to supervillains he doesn’t broadcast his intentions, counteract or avoid just about any power the gloat over fallen foes, or ruthlessly mock his oppo- PCs are known to have, forcing them to rely nents. Th e quiet enjoyment of leaving the battlefi eld a on their own smarts rather than just raw winner is enough for him. To other supervillains, he’s power. something of a paradox: he likes to beat heroes, but Appearance: Utility’s costume is a he won’t kill them (or let his allies kill them, either, if brown bodysuit with green boots, he can help it); he’s a skilled planner, fi ghter, and even belt, gauntlets, and attachments. He leader, but doesn’t spend much time with his col- carries his Omni-Pistol in a holster on his left hip, leagues-in-crime. Th e truth is, he dislikes most other and his Billy Club in a sheath on his right leg. His villains (and people in general). He doesn’t think of Wrist Rockets are on his left wrist. Depending on himself as a “villain” at all, really, and doesn’t approve his current selection of gadgets and weapons, his of or appreciate their attitudes or actions. Fighting headpiece is either a helmet with his Omni-Visor superheroes is about proving who’s best, not about built into the faceplate, or a helmet-like mask gratuitously hurting people or making one’s self rich. with a bar-like Omni-Visor attachment over his Quote: “All the superpowers in the world aren’t eyes. enough to defeat the world’s most powerful weapon William Chow is 5’8” tall, weighs 150 pounds, — the human brain — if it’s used properly.” and has the rock-solid build of a muscular athlete Powers/Tactics: Utility is a clever combatant who and experienced fi ghter. A Chinese-American, he has uses high-tech weapons and gadgets — most oft en short dark hair and dark eyes. 214 HERO SYSTEM 5TH EDITION

VIBRON VIBRON 10 Physical Limitation: Knows Little Of Earth PLOT SEEDS Val Char Cost Roll Notes Culture (Frequently, Slightly Impairing) 20 STR 10 13- Lift 400 kg; 4d6 [2] 5 Physical Limitation: Utterly Alien Physiog- Two of Vibron’s old 29 DEX 57 15- OCV: 10/DCV: 10 nomy (-10 to all medical and related rolls Andromeda Galaxy 28 CON 36 15- to heal or help him) (Infrequently, Slightly cronies have found a 12 BODY 4 11- Impairing) way to follow him here 13 INT 3 12- PER Roll 12- 15 Psychological Limitation: Loves To Outwit to Earth. Th e three of 13 EGO 6 12- ECV: 4 And Harass Law Enforcement (Common, them form their own 20 PRE 10 13- PRE Attack: 4d6 Strong) gang and begin terror- 15 Social Limitation: Public Identity (Lh’alsha, izing Millennium City, 8 COM -1 11- Che’na Wumar) (Frequently, Major) though some of the crimes they commit are 10 PD 6 Total: 25 PD (15 rPD) 20 Vulnerability: 2 x STUN from Milky Way rather... odd. Is it just 8 ED 2 Total: 23 ED (15 rED) Galaxy Chemicals/Gases/Poisons (Common) their alien perspective 7 SPD 31 Phases: 2, 4, 6, 7, 9, 11, 12 56 Experience Points that’s making them act 10 REC 0 so strangely, or do they 56 END 0 Total Disadvantage Points: 366 have a plan? 40 STUN 4 Total Characteristics Cost: 168 Background/History: He’d had a good time, but at last it was all coming to an end. For all his tricks Vibron approaches Movement: Running: 20”/40” and guile, there was only one way to stay a step the PCs with a request to speak to them. He ahead of the Tel’narian Guard anymore — he Cost Powers END claims he’s not a crimi- had to leave this galaxy entirely. An old colleague nal, but rather a rebel 61 Vibro-Attacks: Multipower, 61-point reserve of his had built the Transport Gate for him, and against a harsh and 6u 1) Focused Vibro-Blast: Energy Blast 12d6 6 supplied the technicians to run it; it would only oppressive government 6u 2) Expanded Vibro-Blast: Energy Blast work once — and just one way. But in a new back in the Andromeda 7d6, Double Knockback (+¾) 6 home, he’d find new opportunities. Galaxy. Nebula isn’t a 4u 3) Vibro-Slicing: HKA 3d6, Reduced Suddenly the door was blasted off its hinges. hero; she’s a member of Endurance (½ END; +¼); No STR “Freeze, Shamareeth!” Tayina Mathet Hoki yelled, the secret police, who’s Bonus (-½) 2 her Thrombalic Blasts at the ready. “I arrest you out to kill him. He wants 3u 4) Vibro-Punch: HA +8d6, Reduced “political asylum,” but in the name of the Republic!” Endurance (½ END; +¼); Hand-To-Hand that means the PCs Shamareeth laughed. “Not this time, I think, have to help him defeat Attack (-½) 2 Mathet. I have found a way to escape you and Nebula. Is he telling the 3u 5) Vibro-Assault: Energy Blast 6d6, NND truth? What will the (defense is PD Force Field; +1); No Range your foolish comrades forever. My only sadness PCs do? (-½), Only Works On Grabbed Targets (-½) 6 is that I shall never again know the joy of tor- 20 Vibro-Powers: Elemental Control, menting you with your inability to stop me. Fare- During a superbattle, 40-point powers well!” With that he turned and headed straight Vibron collapses. Th e 25 1) Vibro-Field: Force Field (15 PD/15 ED), for the archway. PCs soon learn he’s Reduced Endurance (0 END; +½) 0 “No!” Hoki shouted, swooping toward him with developing the 22 2) Vibro-Gliding: Running +14” (20” total), her Force-Flight. She grabbed him, intending T-ay’maar equivalent of Reduced Endurance (0 END; +½) 0 to pull him back from the brink. With a snarl a heart condition, and 16 3) Vibro-Phasing: Desolidifi cation could die if it’s not cor- of rage he tried to twist out of her grasp and hit (aff ected by sonic, vibratory, or air attacks); rected. Unfortunately, her; he would not be cheated of his final triumph his physiology is so alien Concentration (½ DCV; -¼) 4 so easily! But he lost his footing on the slick Human doctors can’t 10 4) Vibro-Dodging: +8 DCV; Costs metal floor, and slipped, and suddenly they both do anything for him. Endurance (-½), Increased Endurance plunged through the purple veil. What will the PCs do to Cost (x2 END; -½) 8 save his life — contact Colors, thousands of them, colliding in his Teleios, attempt a trip to Skills brain. Sounds, a cacophony of them, shrieking in the Andromeda Galaxy, 6 +2 with Vibro-Attacks Multipower try to build him a super- his ears. Dizziness, disorientation, nausea, pain. Then a tremendous impact, and nothing. pacemaker? 3 Breakfall 15- He awoke quickly; the technicians had 3 Climbing 15- warned him what to expect, so he’d been pre- 1 AK: Andromeda Galaxy 8- pared. He stood up, looked at the Mathet lying 3 Language: English (completely fl uent; there, and smiled. So she’d been dragged along, T-ay’maar is native) eh? Well, at least their game could continue 3 Stealth 15- without pause. Now it was time to find out more 3 Streetwise 14- about his new home and the opportunities it offered. With a mocking salute to the still-uncon- Total Powers & Skills Cost: 198 scious Guardswoman, he ran off into the city. Total Cost: 366 Personality/Motivation: Lh’alsha, Che’na Wumar, 200+ Disadvantages known once as Shamareeth — or Vibron, to use 25 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture) the English name given him by the press soon 20 Hunted: Nebula 11- (As Pow, Capture) after he first began committing crimes on Earth — is a superpowered criminal from the Androm- Conquerors, Killers, And Crooks 215 eda Galaxy. Like many Human supercriminals, Campaign Use: As a stranger to Earth, Vibron is he’s greedy, self-centered, amoral, and annoy- still working his way into the underworld, build- ing to be around; he seems to think his powers ing a reputation and earning favors by work- (vibratory abilities gained when a super-weapon ing for other villains, or with temporary villain he was stealing exploded in his hands) set him teams. He’d like to join a permanent team, such above ordinary people. as the Ultimates, but hasn’t gotten any invitations Although Vibron has killed, and will kill yet. In the meantime, he can make good money again if he must, he takes little pleasure in it. He through a combination of mercenary work and finds it a lot more fun to try to outwit or escape independent jobs. the police than to kill them, and with his speed If Vibron needs to be more powerful to fit and Vibro-Phasing ability, he can lead them on a into your campaign, increase his Multipower merry chase indeed. In the past he’s even waited reserve to 75 or 90 points (and the slots corre- at the scene of the crime until the police (or spondingly), and/or up his defenses and SPD a superheroes) got close enough to see and pursue little. making him weaker usually involves reduc- him before he started to run. He also enjoys ing his Multipower reserve and cutting his SPD harassing them in other ways, like vandalizing down to 6. police cars while the offi- Vibron isn’t interested in Hunting heroes cers are inspecting a right now; he’s got to establish himself first. crime scene. He can pursue such luxuries later on. Quote: “Time to — as Appearance: A member of the T- you Humans say — ay’maar species of the Andromeda shake things up a bit!” Galaxy, Vibron has an obviously Powers/Tactics: A mutate alien body, with a bullet-shaped from the Andromeda Galaxy, head, pupilless eyes, Vibron possesses the ability to grey-green skin, vibrate his body at super-fast and almost no speeds, which gives him many powers. He can body hair. shoot blasts of “vibro-energy,” punch someone He wears a hundred times in the blink of an eye, slice a blue- through objects or people the same way a sonic grey saw cuts through wood, or shake someone so bodysuit quickly and thoroughly that dizziness and nausea with a cause the victim to pass out. He can also run stylized at high speeds, “vibro-phase” his body through V emblem solid objects, or dodge so rapidly it’s virtually (added by one impossible to hit him. of his employers) Vibron prefers to keep moving during a on the left breast; battle, rarely standing still for more than one the suit’s sleeves end at Phase. His Vibro-Blasts and Vibro-Assault are his wrists, leaving his hands favorite attacks; he’ll save his HKA for times uncovered. Even when he’s when nothing else works, or he needs to damage at rest, he vibrates slightly, a nonliving object. He uses his Vibro-Punch in making it difficult to dis- combination with Move Bys mostly. He’ll gladly cern his features; when he’s Abort a Phase to Dodge or Dive For Cover if he actively using his powers can avoid getting hurt. he’s an almost featureless blur. He does not wear a mask. ANDROMEDAN SUPERCRIMINALS Gamemasters interested in pursuing story pos- beauty as her powers. sibilities relating to the Andromeda Galaxy might Skylark: A fl ying speedster, able to move and sur- want to use some of the following villains. Th e vive both in atmospheres and in outer space. names given are approximate translations of their names in their native Andromedan tongues. Tagteam: A duplicating character with low-level super-strength and some martial arts abilities. Backtrack: A chronomanipulator with the ability Fast and skilled, Tagteam is/are tough to defeat in to “replay” up to the past ten seconds of time. hand-to-hand combat. CheetahMan: A running speedster with certain Zogoth: A bizarre merging of some Andromedan feline powers. elder horror and a humanoid species. Th irty feet Mandala: A mentalist with perception manipula- tall, immensely strong, and terrifying to look tion and distortion powers. Sultry and seductive, at, Zogoth is one of the most feared villains in she oft en manipulates males as much with her Andromeda. 216 HERO SYSTEM 5TH EDITION

ZEPHYR ZEPHYR 200+ Disadvantages PLOT SEEDS Val Char Cost Roll Notes 10 Distinctive Features: Mutant (Not 15 STR 5 12- Lift 200 kg; 3d6 [1] Concealable; Always Noticed; Detectable DEMON hires Zephyr 30 DEX 60 15- OCV: 10/DCV: 10 Only By Unusual Senses) to work with Blowtorch, 23 CON 26 14- 25 Hunted: Champions 8- (Mo Pow, NCI, Riptide, and Temblor 10 BODY 0 11- Capture) as part of a team chris- 15 INT 5 12- PER Roll 12- 25 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) tened “the Elemental 14 EGO 8 12- ECV: 5 20 Psychological Limitation: Code Versus Evils.” Zephyr soon fi nds 20 PRE 10 13- PRE Attack: 4d6 Killing (Common, Total) out that the Inner Circle 20 Psychological Limitation: Hatred Of plans to cast some pow- 24 COM 7 14- erful black magic spell Th e Police And Other Authority Figures related to the team’s 8 PD 5 Total: 23 PD (15 rPD) (Common, Total) activities, and she’s not 12 ED 7 Total: 27 ED (15 rED) 15 Social Limitation: Public Identity (Angela particularly comfort- 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 Charles) (Frequently, Major) able with that. How can 8 REC 0 250 Experience Points she tip the PCs off to 46 END 0 what DEMON’s doing 30 STUN 0 Total Characteristics Cost: 153 Total Disadvantage Points: 565 without getting captured herself? Background/History: Angela Charles comes from Movement: Running: 6”/12” a family that never exactly embraced wholesome Flight: 30”/240” Zephyr uses her powers American values. Her great-grandfather was an to alter the weather outlaw in the Old West, her grandfather a bootleg- patterns around Millen- Cost Powers END ger working for the Irish mob in Boston during nium City, and threatens 81 Wind Attacks: Multipower, 81-point reserve Prohibition, and her father a con artist, burglar, and to subject the city to a 8u 1) Wind Blast: Energy Blast 8d6, Double smuggler. He started to bring Angela along on his major drought if she’s Knockback (+¾), Reduced Endurance burglary jobs when she was only eight years old not paid a $1 billion (½ END; +¼) 3 — a small child can fi t through windows too small ransom. 5u 2) Wind Gust: Energy Blast 8d6, Area for a grown man — and used her in his grift ing Of Eff ect (9” Cone; +1); No Range (-½) 8 schemes, too. It was an interesting education, and a To her horror, Zephyr 8u 3) Tornado Blast: Energy Blast 8d6, Area lot more fun than school. fi nds herself romanti- Of Eff ect (4” Radius; +1); Random Knock- When Angela found out she was a mutant, cally attracted to a male back (see Champions, page 153; -0) 8 PC — the sort of person with the power to control the air, her father knew 7u 4) Out Of Air: Energy Blast 6d6, NND she ordinarily loathes. they had it made. Th ey didn’t have to bother scal- Can she somehow act (defense is LS [Self-Contained Breathing]; ing walls anymore; she could fl y them both up to on her feelings with- +1), Reduced Endurance (0 END; +½) 0 the roof, where there were always fewer security out compromising her 8u 5) Wind Manipulation: Telekinesis (36 systems to bypass. Th ey could carry more loot. And beliefs? Is it possible STR), Reduced Endurance (0 END; +½) 0 if they had to make a quick getaway, it’s hard to beat some outside force is 50 Wind Powers: Elemental Control, being able to fl y at hundreds of miles per hour. manipulating her emo- 100-point powers. Everything was going perfectly — until they tions? 90 1) Air Travel: Flight 30”, x8 Noncombat, walked into a police ambush. When they tried to Rapid Noncombat Movement (+¼), get away, the police opened fi re. Angela’s powers Combat Acceleration/Deceleration (+¼), protected her, but she didn’t act quickly enough Reduced Endurance (0 END; +½) 0 to get in front of her father, and he was hit several 58 2) Fire Starvation: Dispel Fire 12d6, all times. She rushed him to an underworld doctor, but Fire Powers simultaneously (+2) it was too late. He died on the makeshift operating 40 Air Shield: Force Field (15 PD/15 ED) plus table. Filled with cold fury, Angela fl ew to the pre- Life Support (Self-Contained Breathing) 3 cinct house and demolished it with tornadoes and 22 Sense Air-Currents: Spatial Awareness wind-blasts. Th en she soared off into the night to (no Sense Group) 0 begin her own criminal career. Personality/Motivation: Zephyr’s never known a Skills normal existence; she’s been a criminal all her life. 6 +3 with Flight Th e idea of earning a living in the usual way, by getting a job and working in an offi ce from eight to 3 Acrobatics 15- fi ve, makes absolutely no sense to her — why work 3 Breakfall 15- when you can take what you want? Crime comes 3 Climbing 15- as naturally to her as ordinary work does to most 3 KS: Con Games 12- people. 2 KS: Th e Superhuman World 11- Her absolute contempt and hatred for cops, 3 Lockpicking 15- superheroes, and anyone else in authority only 3 SS: Meteorology 12- makes matters worse. Anytime she gets to outwit, 3 Security Systems 12- evade, or beat up policemen, she takes it, laughing 3 Stealth 15- the whole time. Th ough she’d never kill any of them 3 Streetwise 13- (that causes a lot more trouble than it’s worth), she’ll gladly hurt them, put them in embarrassing Total Powers & Skills Cost: 412 positions, or interfere with their work. She won’t Total Cost: 565 Conquerors, Killers, And Crooks 217 obey or cooperate with any law enforcement offi cer with binoculars, then attack swift ly and viciously. unless forced to. Many of her attacks will be “fl y by shootings,” giving Quote: “You’d have better luck trying to chain a the target little, if any, opportunity to counterattack. tornado than capture me!” Appearance: Zephyr is a young woman of remark- Powers/Tactics: Zephyr is a mutant with the ability able beauty; she could easily become a model, or to interact with her environment and manipulate an actress, if she wanted to. Her long platinum it. At present, she only has the power to manipulate blonde hair, blue eyes, fl awless skin, and coltish the most easily-aff ected part of her surroundings, fi gure aren’t soon forgotten by those who see her. the air. She’s completely unaware of the fact that, As Zephyr, she wears a sleeveless, sky-blue costume in theory, her powers could extend to aff ecting with the alchemical symbol for air on it dark blue. the ground, plants, water, and just about any other She doesn’t wear a mask. natural substance or phenomenon. Zephyr has learned how to alter the fl ow of air in her immediate vicinity to achieve many diff erent eff ects. She can fl y at over 500 miles per hour, create mini-tornadoes and more focused wind-blasts, suck all the air out of some- one’s lungs, or use the wind to pick up and move objects. In combat, she prefers to use her Wind Blast or Wind Gust, though if she runs into END use problems she’ll switch to attacks that aren’t so strenu- ous. If she knows an oppo- nent can take it, she may pick him up with her Telekinesis, carry him along at a high rate of speed with her Flight, and then let him go so he slams into something hard. Campaign Use: Zephyr makes a good addition to many teams of villains; her powers combine versatil- ity with a good off ensive “punch.” She’ll happily work with just about any other criminal, even hardened murderers, despite her own reservations about killing. She prefers the company of other thieves; she’d get along well with GRAB. If Zephyr needs to be more powerful to stand up to your PCs, consider expanding her powers to aff ect other aspects of the environment, as described above. Start with water (another rela- tively easily manipulated substance), then branch out from there. In theory, she could eventually become incredibly powerful — as powerful as Firewing or Gravitar in terms of raw points, and with a much more fl exible suite of powers than either of them. If she’s already too strong, rein in her Multipower and EC — reduce the Active Points in each by about 25-33%. Zephyr would only Hunt a hero who’s pub- licly identifi ed as being a police offi cer or having sanction. She’ll learn as much as she can about her target by spying on him from high up in the sky 218 HERO SYSTEM 5TH EDITION

ZIGZAG PLOT SEEDS ZIGZAG Perks Val Char Cost Roll Notes 10 Money: Wealthy Teleios contacts the PCs 15 STR 5 12- Lift 200 kg; 3d6 [1] and off ers them a chem- 20 DEX 30 13- OCV: 7/DCV: 7 Skills ical weapon that will 20 CON 20 13- 9 Climbing 16- stop ZigZag’s powers 10 BODY 0 11- 2 KS: Th e Superhuman World 11- from working, no 13 INT 3 12- PER Roll 12- 3 Power: Stretching Tricks 13- strings attached. Is the 12 EGO 4 11- ECV: 4 1 SS: Biology 8- off er legitimate? Why is 2 SS: Chemistry 11- Teleios so interested in 18 PRE 8 13- PRE Attack: 3½d6 3 Stealth 13- stopping ZigZag? Will 10 COM 0 11- the PCs accept? 12 PD 9 Total: 12 PD (12 rPD) Total Powers & Skills Cost: 233 ZigZag accidentally suf- 9 ED 5 Total: 9 ED (8 rED) Total Cost: 350 focates a policeman with 5 SPD 20 Phases: 3, 5, 8, 10, 12 his Engulf power. Filled 10 REC 6 200+ Disadvantages with remorse, he turns 40 END 0 25 Hunted: Champions 11- (Mo Pow, NCI, Cap- himself in. Th e judge 35 STUN 7 Total Characteristics Cost: 117 ture) sentences him, in part, 20 Hunted: VIPER 8- (Mo Pow, NCI, Capture) to community service Movement: Running: 10”/20” 20 Psychological Limitation: Code Versus Kill- consisting of becoming ing (Common, Total) a superhero for a year. 15 Psychological Limitation: Loves To Trick, He’s assigned to work Cost Powers END Fool, And Belittle Others (Common, Strong) with the PCs, who have 75 Elastic Body Weaponry: Multipower, to keep him from escap- 75-point reserve 15 Social Limitation: Secret Identity (Harvey ing. Can they, through 2u 1) Wraparound: Entangle 5d6, 5 DEF, Pepper) (Frequently, Major) kindness and sympathy, Backlash (+½); Feedback (Zigzag takes 10 Vulnerability: 2 x STUN from Cold attacks genuinely reform him, all damage done to Entangle by anyone (Uncommon) or is he destined to slip other than victim; -1), Lockout (can only 10 Vulnerability: 2 x BODY from Poisons back into his criminal Entangle one person, and while Entangling (Uncommon) ways? them cannot use any other Multipower 35 Experience Points slot; -½), No Range (-½), Cannot Form VIPER captures ZigZag. Barriers (-¼) 7 Total Disadvantage Points: 350 It sends a message to the PCs that it’s going 2u 2) Engulf: Entangle 6d6, 6 DEF, Stops Background/History: Harvey Pepper was a chemical to torture him to death Sight Group; Feedback (Zigzag takes all technician working for Regor, Inc., a subsidiary of unless they surrender damage done to Entangle by anyone other Fordham ChemTech that manufactured plastics. themselves at a place than victim; -1), Lockout (can only Unfortunately, he was oft en a lot more interested in and time to be desig- Entangle one person, and while fl irting with his female co-workers than with actu- nated. What will the Entangling them cannot use any other ally getting his job done, and he didn’t always pay PCs do? Multipower slot; -½), No Range (-½), as much attention to his work as he should have. Cannot Form Barriers (-¼) 7 One day, while he was chatting with Miranda from 1u 3) Big Spiky Fist: HA +3d6, Reduced Sales, he accidentally mixed together two chemicals Endurance (0 END; +½); Hand-To-Hand he shouldn’t have. Th e resulting explosion wasn’t Attack (-½) 0 strong enough to seriously hurt him, but it did 7u 4) Spiky Body: RKA 1½d6, Continuous douse him with both chemicals and knock him fl at (+1), Damage Shield (+½), Reduced on his back. Even worse, it weakened the supports Endurance (½ END; +¼) 3 holding up a nearby vat of semi-liquid plastic com- 20 Elastic Body: Elemental Control, pound. Th e vat broke free, spilling the plastic all 40-point powers over Harvey. 42 1) Stretchable Body: Stretching 10”, Harvey was rushed to the hospital, where he Reduced Endurance (½ END; +¼) 2 soon seemed to make a full recovery. But a few 17 2) Resilient Body: Physical Damage weeks later, when he was at home and trying to Reduction, Resistant, 50%; Costs grab something on the other side of the kitchen Endurance (-½) plus Energy Damage table, his arm actually elongated! He was so sur- Reduction, Resistant, 25%; Costs prised he fainted dead away, waking up a few min- Endurance (-½) 4 utes later to fi nd that his entire body had changed 8 3) Flow Th rough Barriers: Desolidifi ca- to some sort of stretched-out, plasticine form. tion (aff ected by any attack); Cannot Pass It took him a little while and a lot of concentra- Th rough Solid Objects (-½), Does Not tion, but he gradually forced his body back into its Protect Against Damage (-1) 4 normal shape and consistency. 21 Zigging And Zagging: Missile Over the long weekend, a little experimenta- Defl ection (all Ranged Attacks), Costs tion taught him how to control his body’s new Endurance (-½) plus Missile Refl ection property of malleability. He could squeeze under- (only back at attacker); Physical Missiles neath closed doors, reach out and grab objects sixty Only (-1), Costs Endurance (-½) 0 feet away, and do lots of other things. With powers 8 Stretch-Running: Running +4” (10” total) 1 like this, who needed those jerks at the plant? Now he could make some real money! Conquerors, Killers, And Crooks 219

Personality/Motivation: Harvey Pepper has never Campaign Use: ZigZag is a mercenary villain who’ll exactly taken life very seriously, and being trans- likely earn your PCs’ wrath because of his non-stop formed into ZigZag has only made his lackadaisical insults and wisecracks (he’s already angered VIPER attitude even worse. He’d much rather joke around, that way). He’s not really dangerous, and in fact play pranks on people, and mock other peoples’ doesn’t really want to hurt anyone at all, but he can’t eff orts than actually do anything construc- resist stealing things and mocking people (even tive. Only his desire to become rich has people bigger and tougher than himself). He might gotten him involved in supercrime at all. make a good ally or member of GRAB, assuming In combat he oft en keeps up a non-stop the current members could learn to put routine of (oft en crude) jibes and insults, up with him. which oft en prompts his foes to hit him Th ere are lots of pos- with high-powered attacks just to shut sibilities if you want to him up. make ZigZag tougher. Quote: “Hey, Duh-fender! Better not Given the special eff ects bring your girlfriends around to of his powers, he could fi ght, or they’ll dump you for a real easily develop other man — me!” abilities such as Growth, Force Wall (with Feed- Powers/Tactics: ZigZag has back), or Shape Shift ; alternately, he the power to stretch and con- might improve some of the abilities he tort his entire body, which has now, or increase the Multipower allows him to do many reserve and change the slots to Multis things. Besides the abilities so he can punch people while Entangling mentioned above, he can other people (that would require getting make his hand into a big, rid of the Lockout Limitation as well). spike-covered fi st to smash If you need to weaken him instead, get heroes with, cover his entire rid of his Desolidifi cation and Missile body with spikes so that Defl ection/Refl ection, and reduce his it’s not safe to grab him, or Multipower to a 60 Active Point reserve wrap enemies up in his and slots. own body (though the ZigZag doesn’t Hunt superheroes; it’s latter power sometimes not worth the eff ort. He’s content to insult exposes him to injury, so them when he happens to cross their he’s careful about when he paths. uses it). Because he’s so fl exible, it’s hard to hurt him; he can even “bounce” physical projectiles Appearance: ZigZag is a black man with back at the person who threw them. short dark hair and a matching short beard ZigZag’s most eff ective attacks are his Entan- around his chin and lips. In his normal gles, so he usually tries to support his teammates by form, he stands 5’11” tall, but at most times “wrapping up” a gadgeteer, martial artist, or some- he uses his powers to distort his shape in one else who probably can’t break free easily. Th en some way, making it somewhat disturbing to look he’ll use his Stretching to trip other opponents and at him. His costume features a strange pattern of the like. two-tone blue and white.

I’M FLEXIBLE Here are a few examples of minor “power stunts” or other a sort of bridge. His STR indicates how much weight he abilities the GM might let ZigZag manifest by using his can hold at once; more than that and he (and whoever’s Power: Stretching Tricks Skill. Generally, he shouldn’t use on him) falls. any of these abilities more than once or twice during the Gotcha!: When someone hits ZigZag with a fi st or other campaign; if he wants to use them on a regular basis, he blunt object, he uses his malleable body to “Grab” it and should buy them with Character Points. hold on. Th is works like an Entangle 2d6 12 DEF (Zig- Bouncy Bouncy: ZigZag’s fl exible, rubbery form allows Zag’s own PD, in other words), +1d6 per point by which him to leap better than normal (perhaps by shaping him- he makes his Skill Roll. self into a gigantic rubber ball). You can represent this as Poke In The Eye: ZigZag stretches out one of his fi ngers +2” of Leaping, with an additional +1” for every point by to poke an enemy in the eye. Th is works like a Sight which he makes his Skill Roll. Group Flash 2d6 (+1d6 per point by which he makes his Bridgework: ZigZag stretches his body between two Skill Roll), but only works against people with unpro- rooft ops, across a chasm, or the like, allowing other tected eyes. people to walk over the gap using his fl attened form as 220 HERO SYSTEM 5TH EDITION

ZORRAN ZORRAN THE ARTIFICER Perks THE ARTIFICER Val Char Cost Roll Notes 5 Fringe Benefi t: Member of the Lemurian PLOT SEEDS 15 STR 5 12- Lift 200 kg; 3d6 [2] High Nobility 22 DEX 36 13- OCV: 7/DCV: 7 10 Money: Wealthy Zorran learns that an 25 CON 30 14- “ancient artifact” recov- 15 BODY 10 11- Talents ered from the Slug 25 INT 15 14- PER Roll 14- 35 Danger Sense (general area, any danger) 14- by the Sentinels is, in 24 EGO 28 14- ECV: 8 5 Eidetic Memory fact, a Lemurian magi- 25 PRE 15 14- PRE Attack: 5d6 cal weapon. He must 14 COM 2 12- Skills have it! However, it’s 9 +3 with Arts Arcane Multipower not likely he can steal it from the Sentinels, 8 PD 5 Total: 26 PD (18 rPD) either by guile or by 12 ED 7 Total: 30 ED (18 rED) 3 High Society 14- force. Instead, he’ll have 6 SPD 28 Phases: 2, 4, 6, 8, 10, 12 3 Inventor (see text) 14- to trick the PCs into 10 REC 4 3 AK: Lemuria 14- obtaining it for him by 50 END 0 3 Mechanics (see text) 14- impersonating a mystic 40 STUN 4 Total Characteristics Cost: 189 3 Persuasion 14- hero and “advising” 3 Power: Mystic Powers 14- them that they need it Movement: Running: 6”/12” 2 PS: Lemurian Sorcerer 11- to prevent some world- 2 PS: Noble 11- shattering disaster. Flight: 20”/40” Teleportation: 20”/40” 3 Stealth 13- 3 Scholar Unbeknownst to Zorran, 2 1) KS: Arcane & Occult Lore 14- his “Philosopher’s Stone” Cost Powers END is actually a fragment 53 Philosopher’s Stone: Major Transform 4d6 2 2) KS: Demons 14- of the mystical “fuel (anything into anything; heals back when 2 3) KS: Lemurian History & Culture 14- core” that powered touched by this or another Philosopher’s 2 4) KS: Lemurian Magic the Mandragalore, the Stone), Improved Result Group (anything; 2 5) KS: Th e Mystic World 14- awesomely-powerful +1); OAF (-1), 9 Charges (-¼) [9] 1 6) KS: Th e Superhuman World 11- magical weapon the 80 Arts Arcane: Multipower, 80-point reserve Lemurians used to try to 12m 1) Bolt Of Power: EB 12d6 6 Total Powers & Skills Cost: 472 destroy the Empyreans 12m 2) Th e Livid Lightnings Of Th e Loyal Total Cost: 661 (but which ended up Larethian: RKA 2d6, Armor Piercing (+½), sinking their own land 200+ Disadvantages instead). Th e more he +2 Increased STUN Multiplier (+½) 6 uses it, the more likely 12m 3) Iskari’s Invoked Iridescence: Sight and 10 Distinctive Features: Mystic Aura (Not Con- he is to unleash some Hearing Group Flash 7d6, Reduced cealable; Always Noticed; Detectable Only disaster that might sink Endurance (0 END; +½) 0 With Unusual Senses) another continent.... 12m 4) Iskari’s Invoked Imaginings: Sight, Hearing, 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Touch, and Smell/Taste Images, -3 to PER 10 Hunted: Lemurian nobility 8- (Mo Pow, Shirak the Destructor, a Rolls, Increased Size (8” radius; +¾) 6 Limited Geographical Area, Kill) four-hundred-foot tall 12m 5) Spell Of Somnolence: Ego Attack 6d6 6 20 Psychological Limitation: Determined Lemurian magical con- 12m 6) Mind-Shackles: Mind Control 12d6 6 To Conquer Lemuria And Th e World struct used as a weapon 8m 7) Speed Of Th e Zephirim: Aid DEX 4d6 0 (Common, Total) against the Empyreans 12m 8) Zorran’s Withering Weakness: 15 Psychological Limitation: Noble Arrogance millennia ago, but lost in Suppress STR 12d6 6 (Common, Strong) battle, washes ashore in 25 Susceptibility: to silver, 2d6 damage per Africa. Zorran hears of 12m 9) Wizard-Hand: Telekinesis (40 STR) 6 this, steals the Destruc- 4u 10) Iskari’s Mantle Of Concealment: Phase (Common) tor, and re-awakens it Invisibility to Sight Group, No Fringe, 361 Experience Points under his command. Reduced Endurance (0 END; +½) 0 Now he’ll destroy all 6u 11) Ascension Of Th e Ætheric Form: Total Disadvantage Points: 661 the heroes who dared Desolidifi cation (aff ected by magic attacks), Background/History: Millennia ago, when the land oppose him... and then Reduced Endurance (0 END; +½) 0 of Lemuria sank beneath the waves, almost all the turn his people’s weapon 9m 12) A Simple Spell Of Protection: Life against them! Lemurians drowned. Th e only survivors were the Mole Support: Total 0 Men, the Lemurians’ brutish servants who were used 12m 13) Winds Of Th e Zephirim: Flight 20”, to living underground, and a few families of Lemurian Reduced Endurance (0 END; +½) 0 nobility. Over the centuries, those noble families bred 12m 14) Th e Mageroad: Teleportation 20”, and interbred, maintaining the Lemurian traditions Reduced Endurance (0 END; +½) 0 and preserving Lemurian lore as best they could. 69 Mantle Of Mastery: Force Field With no ruler able to control them, they plotted and (18 PD/18 ED/10 Power Defense), schemed, each trying to acquire greater power for itself Reduced Endurance (0 END; +½) 0 at the expense of its fellows. 10 Shield Of Th e Mind: Mental Defense Shortly aft er World War II, a daughter of one of (15 points total) 0 the ancient and powerful noble houses gave birth to 10 Demon’s-Head Mask: Sight Group Flash a son. Naming him Zorran, she schooled him in all Defense (15 points); OIF (-½) 0 the Lemurian arts, including magic. Th e boy proved to Conquerors, Killers, And Crooks 221

have great talent for sorcerous pursuits, and soon was his title indicates, he’s also skilled at building Lemurian CAMPAIGN USE: able to work magics greater than those of wizards many magical constructs and furnaces. His Inventor and decades his senior. As Zorran aged into adulthood, he Mechanics Skills are used for that work; he knows noth- Zorran the Artifi cer developed a particular affi nity for the sorcerous engines, ing about electronics, internal combustion engines, or works well as a second- automata, constructs, furnaces, and machines so dis- the like. tier “master villain” for tinctive of Lemurian magic, earning the nickname “the In combat, Zorran prefers to take the high ground, mystic-oriented scenar- Artifi cer.” either by fl ying or by teleporting to a location above ios where you don’t want One day, while exploring certain distant regions the battlefi eld. Th en he can use his Stone or spells to to bring in demonic evil of Lemuria where no man had gone since the Sink- strike down his enemies. He’s also learned how to use (such as Dark Seraph) or the likes of Takofanes ing, Zorran chanced upon a small cavern, or chamber, his Desolidifi cation, Invisibility, and Images to get into and his undead armies. that was once a wizard’s workroom. Th ere he found a position to make a Surprise Move (or to escape). If he He’s the perfect evil treasure beyond price — a fragment of Philosopher’s knows he’s about to enter battle, he’ll use Speed Of Th e wizard for plots involv- Stone, that most puissant of magical talismans, a thing Zephirim to raise his DEX fi rst. ing naked greed, grabs the debased Lemurian sorcery of his day had long ago Zorran tailors his combat magic to suit his foe. for power, and the like, lost the secret of making. Taking care to conceal it from Against bricks, he’ll use Suppress STR; against martial rather than attempts to his rivals and enemies, he took it back to his laboratories artists and speedsters, Mental Powers (no one can exterminate human- to study. He soon learned he could use it to work won- outrun or dodge the energies of the mind!); against ity. To help him fi ll this drous transformations. With a gesture and a thought, energy projectors, gadgeteers, and other characters he role, you may need to he could make the Stone turn a person into a statue, or usually employs straightforward Attack Powers like his give him other powers, such as the ability to a chair into a platter of food, or solid rock into ephem- Bolt Of Power. Summon servants from eral air. With a weapon like this, his family would reign To keep themselves safe from Zorran, his Lemu- beyond, or Lemurian supreme in Lemuria! rian enemies cursed him with a Susceptibility to silver. magical engines and Unfortunately, he underestimated the strength He dare not get too close to that metal, much less touch devices (an appropri- and wisdom of his foes. When they saw the threat he it, or he’ll suff er agonizing pain. He intends to fi nd a way ate addition, given his and his house posed, they banded together to oppose to break the curse (i.e., buy off the Disadvantage), but so sobriquet). him, and aft er several months of struggle defeated him far a solution has eluded him. utterly. Unwilling to keep such a dangerous viper in Appearance: Like other Lemurian nobles, Zorran is Th e best way to make Zorran more powerful their midst, but equally unwilling to slay one of noble tall and handsome, superfi cially resembling Humans blood, the other houses chose the only course open to is to give him some of but with a distinctive pale color to those selfsame magical them: exile. his skin and hair (which With his Philosopher’s Stone in hand, engines and devices. A he keeps relatively short). Staff of Power, or a mag- and mighty mystic powers at his beck and call, He wears wizard’s robes of ical furnace to provide Zorran now walks the wider world. His heart purple, with a gold sash END for his spells when seethes with anger at the Lemurians. He has and gold high-collared he’s near it, or a few vowed to defeat them, whatever it takes, and to cloak. He conceals the Lemurian golems could humble them before him. And aft er he conquers upper half of his face signifi cantly increase his Lemuria, Earth shall be next.... with an iron mask in power. If he’s already too strong, remove some of Personality/Motivation: Zorran is not a psychologi- the shape of a ram’s- his Multipower slots and cally complex villain. He wants power, and he horned demon’s reduce his SPD to 5. wants it now. He’s interested in both political head. power (over Lemurians and Humans) and Although he doesn’t mystical power; he’s not picky. He views like to be distracted himself as a sort of heir to the power of the from his ultimate goal ancient Lemurian kings, and he’s deter- of conquering Lemuria, mined to have their throne for himself, too. Zorran will Hunt heroes When roleplaying Zorran, try to get who defeat, hurt, mock, his air of “noble condescension” across or otherwise harass him. to the players. Th e way he sees it, no one Using his spells of con- else is as good as he, and others should be cealment, he’ll spy on his target, then attack when grateful for any attention he pays them the target is already at a or help he provides. Th is attitude has not disadvantage. He’s par- exactly endeared him to other villains ticularly likely to Hunt with whom he has worked, much less any hero associated with the heroes he’s fought. Getting him to Lemuria, or who pos- “humble” himself and admit that he’s done sesses Lemurian magical something wrong, or to forgive an insult, is artifacts. all but impossible. Quote: “Fool! If you dare to oppose me, my magic will strike you down where you stand.” Powers/Tactics: Zorran the Artifi cer is a Lemurian sorcerer of great mystic power. In addition to the many spells he knows, he possesses a poweful magical artifact — a fragment of Philosopher’s Stone, with which he can literally transmute anything into anything else. As 222 HERO SYSTEM 5TH EDITION

SHIRAK THE Talents DESTRUCTOR LEMURIAN CONSTRUCTS 3 Bump Of Direction PLOT SEEDS AND RELICS Skills Th e classic Shirak plot: Th e Lemurians were known, in the past, for 10 +2 Hand-To-Hand an appropriate villain their skill at creating “magiconstructs” — golems, (Zorran, Talisman, Dark infernal engines, mechanical beasts, and more, Total Powers & Skills Cost: 995 Seraph, DEMON...) all combining magical energies and powers with Total Cost: 1,489 fi nds the inert golem, a uniquely Lemurian quasi-industrial “aesthetic.” learns how to awaken Here are a few examples of Lemurian constructs 200+ Disadvantages and control it, and turns and devices which Zorran (or some other villain) 20 Physical Limitation: Colossal (400 feet it loose to destroy the might create or employ in fi endish schemes. campaign city. Th is is [approx. 64”] tall; -12 DCV, +12 to PER Rolls a great way to, among SHIRAK THE DESTRUCTOR to perceive) (All Th e Time, Greatly Impairing) 25 Psychological Limitation: Must Obey Con- other things, bring Val Char Cost Roll Notes together new groups troller (Very Common, Total) of heroes; when Shirak 100 STR 90 29- Lift 25 ktons; 20d6 [10] 25 Psychological Limitation: Hates Empyreans shows up, every super- 15 DEX 15 12- OCV: 5/DCV: 5 (Very Common, Total) hero for miles around 10 CON 0 11- 1,219 Experience Points probably responds to 60 BODY 100 21- stop it. 10 INT 0 11- PER Roll 11- Total Disadvantage Points: 1,489 0 EGO 0 — ECV: N/A For some reason, the 80 PRE 70 25- PRE Attack: 16d6 Background/History: Many centuries ago, during Destructor begins to 6 COM -2 10- one of the Lemurians’ many efforts to conquer or develop a low level of destroy the Empyreans, the great Lemurian sor- true sentience, self- 40 PD 99 Total: 40 PD (40 rPD) cerer Kanarak the Bold designed a super-weapon awareness, and will. 40 ED 117 Total: 40 ED (40 rED) of such mystic power that, he believed, not even How will it react to the 4 SPD 15 Phases: 3, 6, 9, 12 the Lemurians would be able to withstand it. world around it? Will it Four hundred feet tall, with hands big enough to be good, or evil? How 22 REC 0 0 END -10 crush buildings, his gigantic golem was powered can the PCs help it to by one of the largest mystical furnaces built by learn more about itself? — STUN — Total Characteristics Cost: 494 the Lemurians in modern times — an engine with enough power to light one of the Lemuri- Zorran the Artifi cer Movement: Running: 42”/84” claims to have pos- Swimming: 20”/40” ans’ underground cities. session and control of Christened Shirak the Destructor, the Shirak, and threatens Cost Powers END weapon was transported to Antarctica and to unleash it on Mil- 150 Mystic Eyebolts: EB 30d6, Area Of Eff ect turned loose on Arcadia. But Kanarak had lennium City if he’s not (15” Radius; +1); 4 Charges (-1) [4] underestimated both the Empyreans’ power paid a ten billion dollar 150 Colossal Hands: Area Of Eff ect and their determination to protect their home. ransom. Is he telling the (10” Radius; +1) for 100 STR, Reduced Although Shirak wreaked much destruction truth? If so, how can the upon their land, with courage and sacrifice the PCs stop him and save Endurance (0 END; +½) 0 137 Reach: Stretching 32”, Reduced Endurance Empyreans drove it to the edge of the Antarctic the city from having to ice shelf and into the frigid waters of the South pay the money? (0 END; +½); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Atlantic, where it sank and froze. Damage (-¼) 0 And so it remained for hundreds upon 15 Construct Body: Does Not Bleed 0 hundreds of years, frozen in the deep ocean. At 45 Construct Body: Takes No STUN 0 times it drifted, at times it lay unmoving on the 50 Tireless: Reduced Endurance (0 END; +½) bottom, but it never awakened. In recent years on 100 STR 0 it has drifted north, into warmer waters, where 42 Tireless: Reduced Endurance (0 END; +½) it may be that it will wash ashore and return to on Running 0 life.... 10 Tireless: Reduced Endurance (0 END; +½) Personality/Motivation: With one exception, on Leaping 0 Shirak has no personality of his own. It simply 10 Tireless: Reduced Endurance (0 END; +½) does what its controller (see below) orders it to on Swimming 0 do. 120 Construct Body: Damage Resistance That exception is its hatred of the Empyre- (40 PD/40 ED) 0 ans. Imbued deep within Shirak’s “mind” by the 45 Construct Body: Life Support: Total 0 spells of Kanarak is a burning desire to crush 108 Heavy: Knockback Resistance -18” 0 and destroy the Empyreans and everything asso- 72 Colossal Legs: Running +36” (42” total) 7 ciated with them. Even when it’s responding to 18 Colossal Form: Swimming +18” (20” total) 2 other orders given by its controller, if it sees an 5 Magical Senses: Infrared Perception Empyrean it must make an EGO Roll not to turn (Sight Group) 0 aside and attack its hated foe. 5 Magical Senses: Ultraviolet Perception Quote: None. Shirak does not speak. (Sight Group) 0 Powers/Tactics: Shirak is incredibly strong and durable. It fights by smashing things with Conquerors, Killers, And Crooks 223 its huge hands; thanks to their size, it almost LEMURIAN GOLEM never misses. If necessary it can easily uproot a Val Char Cost Roll Notes skyscraper and use it as a missile weapon or bat- 40 STR 30 17- Lift 6,400 kg; 8d6 [4] tering ram. 20 DEX 30 13- OCV: 7/DCV: 7 Shirak follows the orders issued by its 10 CON 0 11- controller. In its first days, the controller was 18 BODY 16 13- the person who held a special control amulet 5 INT -5 10- PER Roll 10- designed by Kanarak, but as far as anyone knows 0 EGO 0 — ECV: N/A that talisman has been lost for centuries. Today 25 PRE 15 14- PRE Attack: 5d6 the only way to control the Destructor is with 8 COM -1 11- certain rare Lemurian spells. Zorran the Artificer knows these spells, and other Lemurian nobles 9 PD 18 Total: 9 PD (9 rPD) may also. 9 ED 24 Total: 9 ED (9 rED) In the event a hero is foolish enough to fly 3 SPD 0 Phases: 4, 8, 12 into the magical furnace built into Shirak’s back, 10 REC 0 he takes 10d6 Killing Damage per Segment. 0 END -10 However, if he can withstand that for at least two — STUN — Total Characteristics Cost: 117 Segments (more if he’s slower than 40” move- ment per Turn), he may be able to penetrate into Movement: Running: 6”/12” the golem’s interior, where it’s far more vulner- able (DEF 10 only). Efforts to douse the furnace Cost Powers END with huge amounts of water, sand, or the like 24 Th e Golem’s Embrace: HKA 1d6, Continuous may slow or weaken the Destructor. (+1), Damage Shield (+½), Penetrating Campaign Use: Shirak is a destructive force of (x2; +1), Reduced Endurance (0 END; +½), nature, meant to be used as a tool by powerful Persistent (+½); Always On (-½), No STR supervillains. That is its only use. It does not Bonus (-½), Only Versus Grabbed Foes (-½), Hunt heroes unless ordered to. No Knockback (-¼) 0 If Shirak isn’t powerful enough to challenge 15 Golem’s Body: Does Not Bleed 0 your PCs, just keep increasing its size, STR, and 10 Golem’s Body: No Hit Locations 0 defenses until it is. If it’s too powerful (a far 45 Golem’s Body: Takes No STUN 0 more likely situation), scale it down in STR and 20 Tireless: Reduced Endurance (0 END; +½) defenses (but not in size or PRE; it needs to be on STR 0 big, impressive, and scary regardless of what it 6 Tireless: Reduced Endurance (0 END; +½) can actually do). on Running 0 4 Tireless: Reduced Endurance (0 END; +½) Appearance: Shirak is a four-hundred-foot tall on Leaping 0 Lemurian golem made of dark grey mystical 1 Tireless: Reduced Endurance (0 END; +½) metals. It’s powered by a gigantic magical furnace on Swimming 0 built into its back; the dull red glow of the fur- 27 Body Of Metal: Damage Resistance nace illuminates it from behind, and the heat the (9 PD/9 ED) 0 furnace gives off can be felt from dozens of feet 90 Body Of Metal: Physical and Energy away. Damage Reduction, Resistant, 25% 0 36 Heavy: Knockback Resistance -6” 0 45 Golem’s Body: Life Support: Total 0 5 Golem’s Eyes: Infrared Perception (Sight Group) 0

Skills 15 +3 Hand-To-Hand

3 Climbing 13- 2 Language: Lemurian 2 WF: Common Melee Weapons

Total Powers & Skills Cost: 350 Total Cost: 467

200+ Disadvantages 20 Physical Limitation: Human Size, Weighs 6,400 kg (All Th e Time, Greatly Impairing) 15 Physical Limitation: Machine Intelligence (Frequently, Greatly Impairing) 25 Psychological Limitation: Must Obey Con- troller (Very Common, Total) 207 Experience Points 224 HERO SYSTEM 5TH EDITION

Total Disadvantage Points: 467 5 Construct’s Eyes: Infrared Perception Description: Lemurian golems are “magicon- (Sight Group) 0 structs” made with the melding of quasi-indus- 5 Construct’s Eyes: Ultraviolet Perception trial “technology” and magic so characteristic of (Sight Group) 0 Lemurian artifice. They resemble large (seven feet tall) humanoids made of thick, dark grey Skills metal plates (almost like plate armor crafted 10 +2 Hand-To-Hand in the Lemurian aesthetic). The glow from the internal furnace which runs them can be seen 3 Stealth 13- leaking through the gaps between the plates as a dull orange glow. The furnace makes their bodies Total Powers & Skills Cost: 321 so hot that when they Grab a foe, they inflict ter- Total Cost: 464 rible, often deadly, burns. 200+ Disadvantages 10 Physical Limitation: Enormous (8m long; CHALALION -4 DCV, +4 to PER Rolls to perceive) (Frequently, Slightly Impairing) Val Char Cost Roll Notes 15 Physical Limitation: Machine Intelligence 30 STR 20 15- Lift 1,600 kg; 6d6 [3] (Frequently, Greatly Impairing) 20 DEX 30 13- OCV: 7/DCV: 7 25 Psychological Limitation: Must Obey 10 CON 0 11- Controller (Very Common, Total) 20 BODY 20 13- 15 Physical Limitation: Very Limited Manipula- 8 INT -2 11- PER Roll 11- tion (Frequently, Greatly Impairing) 0 EGO — 9- ECV: 0 199 Experience Points 25 PRE 15 14- PRE Attack: 5d6 8 COM -1 11- Total Disadvantage Points: 464 10 PD 24 Total: 10 PD (10 rPD) Description: A chala-lion is a magiconstruct built to 10 ED 27 Total: 10 ED (10 rED) mimic the extinct Lemurian great cat of the same 4 SPD 10 Phases: 3, 6, 9, 12 name. A huge construct of silvery metal plates and 8 REC 0 coils, its head and body are covered with spikes, so 20 END 0 that even attempting to block its ferocious attacks — STUN — Total Characteristics Cost: 143 can cause its victim injury. Th ose who know the spells, or possess the artifacts, to control them use Movement: Running: 9”/18” them as shock troops and assassins.

Cost Powers END 22 Spiked Body: HKA 1d6, Continuous (+1), Damage Shield (+½), Inherent (+¼), Persistent (+½), Reduced Endurance (0 END; +½); Always On (-½), Activation Roll 14- (-½), No STR Bonus (-½) 0

37 Chala-Fangs: HKA 1 ½d6 (3d6+1 with STR), Reduced Endurance (0 END; +½) 0 24 Chala-Claws: HKA 1d6+1 (2 ½d6 with STR), Reduced Endurance (0 END; +½); Reduced Penetration (-¼) 0 30 Steel Skin: Damage Resistance (10 PD/10 ED) 0 36 Heavy: Knockback Resistance -6” 0 15 Construct’s Body: Does Not Bleed 0 10 Construct’s Body: No Hit Locations 0 45 Construct’s Body: Takes No STUN 0 15 Tireless: Reduced Endurance (0 END; +½) for STR 0 9 Tireless: Reduced Endurance (0 END; +½) on Running 0 3 Tireless: Reduced Endurance (0 END; +½) on Leaping 0 1 Tireless: Reduced Endurance (0 END; +½) on Swimming 0 45 Construct’s Body: Life Support: Total 0 6 Construct’s Legs: Running +3” (9” total) 0 Conquerors, Killers, And Crooks 225 ADAPTING VILLAINS TO YOUR GAME

ere’s an example of how to take a villain LEI KUNG THE THUNDERER from Conquerors, Killers, And Crooks and Val Char Cost Roll Notes change it to fi t your own campaign. 40 STR 30 17- Lift 6,400 kg; 8d6 [4] H Ben has decided to move up from 20 DEX 30 13- OCV: 7/DCV: 7 being a player to GMing his own Champions cam- 30 CON 40 15- paign. He’s worked up a cool background, mostly using 20 BODY 20 13- the Champions Universe setting, but with a few tweaks 15 INT 5 12- PER Roll 12- and twists of his own. One of these twists is that the 20 EGO 20 13- ECV: 7 Dr. Yin Wu and the Chinese gods (or his own riff on 30 PRE 20 15- PRE Attack: 6d6 them) will play a key role in a major campaign story 10 COM 0 11- arc. He has no plans to use any Egyptian gods, but he doesn’t want to let Anubis go to waste, and doesn’t 30 PD 22 Total: 30 PD (30 rPD) want to waste time re-inventing the wheel, since he 30 ED 24 Total: 30 ED (30 rED) has a lot of his own villains to create. So, he decides to 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 adapt Anubis’s character sheet to make him Lei Kung 14 REC 0 the Th underer, god of storms. 60 END 0 First, Ben takes a look at the Characteristics. 60 STUN 5 Total Characteristics Cost: 246 Anubis is tough, but a storm-god should be even stronger and tougher. He decides to increase these a Movement: Running: 6”/12” bit, making Lei Kung more of a brick, less of an energy Flight: 20”/40” projector. Moving on to the powers, obviously a Chinese Cost Powers END god wouldn’t carry a lapis staff with an ankh on the top 87 Jade Rod Of Th under: Multipower, — but Ben likes the idea of a “Focus” that isn’t really a 87-point reserve Focus; that should surprise his players. So, he replaces 9u 1) Divine Th underbolt: Energy Blast 14d6, it with the “Jade Rod Of Th under.” Th e powers stay the Reduced Endurance (½ END; +¼) 3 same (except for Curse Of Scorpions, which he deletes 8u 2) Stormwinds: Telekinesis (36 STR), as inappropriate), but some of the names change to Reduced Endurance (0 END; +½) 0 make them more Oriental-fl avored. Anubis’s ability to 3u 3) Curse Of Blindness: Major Transform summon mummies gets replaced by Lei Kung’s power 5d6 (sighted human into blind human; to call air elementals — which are more powerful, but heals back on Lei Kung’s command or if also harder to control. Anubis’s Force Field doesn’t eyes are bathed in the waters of the quite fi t Lei Kung, who should be naturally tough, so Yangtze during a special ceremony); Ben replaces it with Damage Resistance. Limited Target (humans; -½), All Or Anubis’s Skills don’t work for Lei Kung at all, since Nothing (-½), Limited Range (10”; -¼) 7 the storm-god has no background as an archaeologist. 8u 4) Pathway Of Th e Gods: Teleportation Ben removes most of them, and replaces a few with 24”, MegaScale (1” = 1 km; +¼), Reduced Chinese equivalents. He also adds a Power Skill, in case Endurance (0 END; +½) 0 Lei Kung needs to pull a few tricks out of his hat. 105 Servants Of Th e Storm: Summon 4 As for Disadvantages, Ben gets rid of most of 473-point air elementals (see HERO System Anubis’s, since a true god shouldn’t be so trammelled Bestiary, page 70), Friendly (+¼), Reduced with hindrances. For a Hunter, he replaces the Cham- Endurance (½ END; +¼); Arrives Under pions with the Tiger Squad (since Lei Kung spends Own Power (-½) 19 most of his time in China), and changes one of the 30 Divine Toughness: Damage Resistance Psychological Limitations to indicate that Lei Kung’s (30 PD/30 ED) 0 beholden to the Emperor of Heaven, rather than the 60 Wings Of Th e Gods: Flight 20”, Reduced god Set. Endurance (0 END; +½) 0 Here’s the fi nal result. As you can see, Lei Kung is a bit more expensive — 588 points as compared to Skills 535. However, that’s roughly comparable to Anubis, 6 +2 with Jade Rod Of Th under Multipower and many of the powers are virtually identical. With about ten minutes’ work, Ben has taken a character he 11 AK: China 20- couldn’t use and converted him into one who’ll play a 3 KS: Chinese History 13- major role in the forthcoming campaign. 5 KS: Chinese Myth & Legend 15- 226 HERO SYSTEM 5TH EDITION

17 Power: Storm God Powers 20- Cost Powers END 30 Magic Bow and Arrows: Multipower, Total Powers & Skills Cost: 352 60-point reserve; all OAF (-1) Total Cost: 598 1u 1) Deadly Arrow: RKA 3d6; OAF (-1), 4 Charges (-1) [4] 200+ Disadvantages 1u 2) Armor-Cutting Arrow: RKA 2d6, 10 Distinctive Features: Mystic Aura (Not Armor Piercing (+½); OAF (-1), Concealable; Always Noticed; Detectable 4 Charges (-1) [4] Only With Unusual Senses) 2u 3) Arrow Of Th e Sun: Sight Group Flash 25 Hunted: Tiger Squad 11- (Mo Pow, NCI, 12d6; OAF (-1), 4 Charges (-1) [4] Capture) 2u 4) Arrow Of Blinding Vapors: Darkness 25 Psychological Limitation: Must Fulfi ll Th e to Sight Group 6” radius; OAF (-1), 4 Will Of Shang Ti (Very Common, Total) Charges lasting one Turn each (removed 15 Psychological Limitation: Broadcasts by high winds or rain; -½) [4cc] Intentions In Combat (Common, Strong) 2u 5) Th underclap Arrow: Energy Blast 8d6, 15 Reputation: destructive god/supervillain, Explosion (+½); OAF (-1), 4 Charges (-1) [4] 11- (Extreme) 2u 6) Arrow Of Tranquil Mists: Energy Blast 20 Social Limitation: Subject To Orders (Very 4d6, NND (defense is Life Support Frequently, Major) [Self-Contained Breathing]; +1), Area 288 Experience Points Of Eff ect (4” Radius; +1); OAF (-1), 4 Charges (-1) [4] Total Disadvantage Points: 598 22 Magic Sword: HKA 2d6 (3d6+1 with STR), Armor Piercing (+½); OAF (-1) 3 Next, Ben decides he’s going to create Guan Di, 40 Uncanny Accuracy: Find Weakness with the Chinese god of war. He wants an archery-based Bow and Arrows Multipower 15- 0 villain, so in the grand comics tradition of changing 20 Divine Toughness: Damage Resistance mythology around to suit the needs of the story, he (20 PD/20 ED) 0 decides to make Guan Di a little bit more of a god of 12 Divine Eyesight: +6 PER with Sight Group 0 archery than of all forms of war. Since Conquerors, 5 Divine Eyesight: Infrared Perception Killers, And Crooks has an archery-based character (Sight Group) 0 — Warpath — he decides to adapt her character sheet 5 Divine Eyesight: Ultraviolet Perception for Guan Di, changing technological items to magical, (Sight Group) 0 and discarding arrows and items that aren’t appropri- 28 Divine Swift ness: Running +14” (20” total) 3 ate even aft er they’re converted. Besides replacing tech with magic, the main Talents changes Ben needs to make are to the Characteristics. 15 Lightning Refl exes: +10 DEX to act fi rst A god needs much better characteristics than a mortal with All Powers archer, aft er all! He also changes the Disadvantages, making them more like Lei Kung’s. Th e resulting Skills character has a lot more Character Points than War- 24 +8 with Magic Bow and Arrows Multipower path — 133 more — but that puts him a little closer in power to Lei Kung. Once again, with just a few min- 10 KS: ChineseMyths & Legends 19- utes’ work, Ben’s found a way to turn a CKC character 5 KS: Literature 14- into something new and distinctive for his game. 3 KS: Military History 12- 3 Stealth 15- 9 Tactics 16- GUAN DI 3 Trading 14- Val Char Cost Roll Notes 30 STR 20 15- Lift 1,600 kg; 6d6 [3] Total Powers & Skill Cost: 244 30 DEX 60 15- OCV: 10/DCV: 10 Total Cost: 483 25 CON 30 14- 10 BODY 0 11- 200+ Disadvantages 20 INT 10 13- PER Roll 13- 25 Hunted: Tiger Squad 11- (Mo Pow, NCI, 20 EGO 20 13- ECV: 7 Capture) 25 PRE 15 14- PRE Attack: 5d6 25 Psychological Limitation: Must Fulfi ll Th e 20 COM 5 13- Will Of Shang Ti (Very Common, Total) 15 Psychological Limitation: Overconfi dence 20 PD 14 Total: 20 PD (20 rPD) (Very Common, Moderate) 20 ED 15 Total: 20 ED (20 rED) 15 Reputation: destructive god/supervillain, 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 11- (Extreme) 15 REC 8 20 Social Limitation: Subject To Orders (Very 50 END 0 Frequently, Major) 50 STUN 12 Total Characteristic Cost: 239 183 Experience Points

Movement: Running: 20”/40” Total Disadvantage Points: 483 Conquerors, Killers, And Crooks 227 Superhuman

Points

Survey

Violent

Thief

Technological

Powerhungry Mutant in worlds or nations entire threaten to enough is powerful e character super-technology. to, related has powers or uses, e character others. over control and power for lusts e character Th Th Th pay. crimes for he commits is a villain-for-hire; e character Mercenary Th destruction. and/or bloodshed, violence, to is prone e character physiology. his mutant from derive powers e character’s e character’s typical ranking in the Department of Defense’s of in the Department Defense’s ranking typical e character’s with. is built the character of Points Character number e total of primary form crime is stealing. e character’s Th Th Th Th From most to least dangerous, the rankings are Omega, Delta, Beta, and Alpha. A Alpha. and Beta, Delta, Omega, are the rankings least dangerous, most to From

Th Master Villain Loner ief: Survey. com- the defense within be debated or year, to year from change may ranking character’s munity. Points: Violent: Survey: Powerhungry: Technological: Th Master Villain: Master circumstances. the right Mercenary: Mutant:

Greedy

Goal

Alien archetype archetype includes e table

Patriot Weaponmater

Speedster (the

Powered Armor MASTER REFERENCE CHART OF VILLAINS OF MASTER REFERENCE CHART Mystic Champions t it, since it’s mostly an archetype for for archetype an mostly since it’s t it,

Metamorph

Mentalist rst is the archetype or archetypes the character the character archetypes or is the archetype rst c goal, other than those listed elsewhere; see his writeup see those elsewhere; his writeup listed than other c goal, e fi e Martial Artist 69-80 of pages ned on Gadgeteer

Brick Energy Projector the like. and luxuries, wealth, for a desire by is motivated e character as follows: types other of includes useful e second category information, other with up teams rarely and others, with well along get does not e character dimension. or planet another from Earth; he comes to native is not e character Th has a specifi e character Th Th a particular GMs looking for type for reference a quick is summary provides table Th Th Ankylosaur Ankylosaur Anubis X — Armadillo X — X Diamond — X Binder — X X — A Harlequin X — — Black X — X — 350 X X — suit X — — X — X X — Paladin — X — — A X — X X Black — X — X — A X B — 350 — X — Talon X — X 392 — B Black 534 — A X X — — X 576 X — 350 — X X Black — X X — B B Blackstar 393 536 Bloodstone Blowtorch X — — X X — Bluejay A X B 400 — A — Brainchild X 388 — X — — 350 X — X — — Chronos X — — — Bulldozer — X X — — — X A — X — — — X X — Captain — 350 X X — — B X — X Cateran 649 X X — X X Cat Chala-Lion A A 290 350 — Cheshire X — X — X X X — — Cybermind — X X X — — X X X — Seraph A A Cyclone A 570 376 464 robot — X — Dark — X X — — Destroyer — 2,516 X X O X — X — — — — X X X Destroid X — X — — — X B X — X — — — X — X X A X — — 350 X — D Dr. A 618 816 430 villains. of villain for use in a scenario. (Agents and the like are not included.) Th included.) not are the like and (Agents use in a scenario. of for villain Th of information. categories two defi the ones using to, belongs of in this book none fi the villains included; is not Th heroes). Alien: for information. Greedy: Loner: Goal: 228 HERO SYSTEM 5TH EDITION

Points

Survey

Violent

Thief

Technological

Powerhungry Mutant

Mercenary

Master Villain Loner

Greedy

Goal

Alien

Weaponmater

Speedster

Powered Armor Mystic

Metamorph

Mentalist

Martial Artist

Gadgeteer

Brick Energy Projector Durak Durak Eclipse Esper Fenris X — X — — X X Feuermacher — X B — X — 412 Fiacho X — — X X B — — X X — X 543 Firewing — X — X — X — X X — B 492 — X X — Force A A 350 350 — Foxbat X — X X — — X X — Gargantua X X — — X X X B Gigaton — — X X 967 — D X — — Gravitar X X X 742 — — X X X — — X X B — Grond X X — — 450 B X X A Herculan 557 X — 350 X — — X D — Holocaust X — 678 X — X Hornet X X — X — O 1,000 X X — — B Howler X X — — X X 410 — — X X Hummingbird — A X X V’han — 350 — — X Hypnos X X — — D X X — — — X Blue — A X — 900 X Istvatha — X — X — X 350 X — X — A O A Lady 427 716 350 — — X X Lancer — — X X — — X X — X A Lazer — A 350 Golem 350 Leech X — — X X A — X — — X A — — X 350 Lemurian X — — — 467 X — — — X — — Lodestone — X A 375 — X Masquerade A — X X — X — — X 600 X — — — — X Mechassassin X — — — — A X — X — — X — X X 350 — Medusa X D — A 438 Menagerie 430 Mentalla — X Slayer — — X Menton X — — X X — — A A Mind — 313 — X 350 X — — X Monster X — Mirage — X X — X X — B — X X — The X X B — 391 — X X — — X 538 X Morningstar B X — O 1,412 — 661 X Nebula — X — X X — — X Ogre X — — X A — X — X Phoenix 558 A — 350 X Photon — X X — X — A — X X — — X 432 X — A X — — X 317 X B — X — X 512 — A 539 Conquerors, Killers, And Crooks 229

Points

Survey

Violent

Thief

Technological

Powerhungry Mutant

Mercenary

Master Villain Loner

Greedy

Goal

Alien

Weaponmater

Speedster

Powered Armor Mystic

Metamorph

Mentalist

Martial Artist

Gadgeteer

Brick Energy Projector Psimon Radium Rakshasa X — — X X — Riptide — X X — Destructor D 1,489 X — X X — Scorpia — — A X B X the 381 — 416 X Shadowdragon — X — — D X — — X Shirak X — 430 — X X — — — X X X — — Shrinker X X X — — X A X Slug — — A X Slick 485 X 358 — X — D — X X — X — X 519 B The — — — — X X 476 — X — A Stormfront 409 Takofanes — X — — X X Temblor — — X A — X — — 546 X Tesseract X — — A X — X 355 — Thorn X — O 1,943 X I — X Thunderbird — — X X — — X X II — — X X Thunderbolt B — — X A — X B 468 — X 426 X — Thunderbolt — X 768 X X — — X X X — — — X X Torment X — — A A X — A 350 527 Ultrasonique 350 Utility — X — X X — A — Vibron X — X 283 X A — Warbird — — X X — X 542 — B — — X — A — X — X Warcry — X — 384 — X 350 X — — X — Warlord — — — Warhead X — — — X X — X The — X X — — — A X X — — — X cer X X Warmonger — — — 366 — X X X X — — — — X B X X — — Warpath A X X — 661 — Artifi X — X 350 X — O 1,069 — A Zephyr X — X 350 the X — ZigZag A — X 350 — X Zorran — X — A — X — 350 X — X — — X X — — X X — — A A 350 565 230 HERO SYSTEM 5TH EDITION ck to list them all. See the end of list them all. to ck are listed in alphabetical order, without regard for which which for regard without order, listed in alphabetical are SUPERVILLAIN SUMMARY TABLE SUPERVILLAIN SUMMARY e “Attacks” column lists only the character’s most common or prominent attacks, since most villains have too many ways to atta to ways too many have since most villains attacks, prominent or most common the character’s lists only column “Attacks” e All characters all the villains about described basic in this information book easy reference. provides for table e following Th Name STR DEX CON BODY PRE PD/rPD ED/rED SPD REC STUN OCV DCV MOVE Attacks MOVE DCV Page OCV STUN REC SPD ED/rED AF 19 PD/rPD 12d6 PRE NND) AP), BODY EX (1d6 118 12d6 AF 126 CON 10d6 14d6, AP) 1/2d6%), 1/2d6 AP) 116 DEX !24”MS! {20”} {20”} 131 15d6, [15”] (2d6 12d6 (1 (2 (3d6) (1d6 123 4 120 Name STR 26/22 8 6 [20”] 40 NND) 20 65 12” 7 !12”! 25/25 9” 7 !15”! 4 10 45 7 18/18 7 26/22 11” Ankylosaur 7 12d6, 7 8d6%, 40 21 25 10 20 25/25 Ent 10d6, 5 EX, 18/18 16/8 60 20 40 15 12 40 6 Anubis 11” 8 56 5 30/18 30 20 25 9 16/8 8 24/20 40 9 Diamond 5 6” 7 1/2d6 15 24 20 10 25 45 12 50 6” 6 22/14 Armadillo 9” 8 7 [18”] suit 28/18 6 8 26/20 Harlequin 25 22 15 6d6 22/14 50 18 15 Binder MC, 8d6 30 24 28 15 25 Paladin 5 17/9 Black (1 7 Ego 81 40 EX 17/9 6” 7 Talon 8d6 15 20 12 7 AE) Black 53 10 4d6 [15”] 102 Black 4 12 40 12d6, 9d6 24/24 6” 6 20d6 Black 6 4d6%, (2d6 129 DS) 24/24 5 Ego, 10 40 Blackstar 18 28 15 20 16/16 6” 8 !15”! 8 20/80 20/20 18d6, Bloodstone 5 16d6 84 AP, 18/12 [15”] 7 25 23 15 30 AE AP), 7” 7 (2d6 18 Blowtorch 7 2d6 18/12 {10”} 15 20 18 10 Bluejay 5 (2d6%) 18/12 EX, 6 30 20d6 6” 6 106 9d6 Brainchild 6 (3d6 AE), 4 18/12 20 70 24/14 10” 7 6 (4”) 10 18 20 17/3 11 37 [20”] 7 Bulldozer 10” 8 17/3 8 24/14 10d6, Cat 30 25 23 10 20 [30”] 18d6 [10”] 50 20 30 Captain Chronos 30d6, DKB, (3d6 10d6 7 138 20 70 30 (Machines) Cateran 20/14 6 11” 9 104 20 70 35/35 10 6” 8 9 5 8 AP) 10/10 4 20/14 [24”] Cheshire — 12” 9” 7 35/35 50 26 40 25 141 147 7 4 Seraph 10 12/6 45 23 25 15 30 10/10 8 100 10d6 5 30 Cybermind 40/40 25 10 20 15 10/6 6” 5 23 MC 10 15 robot 5 6 20 22/15 Cyclone 40/40 6 (4d6 11d6 30 6” 8 80 30 55 60 Destroyer 8 22/15 Dark Darkness 40 25 30 10 20 20 12d6 MC Destroid 20 {24”} AP), 133 AP, 67 [15”] Ent 14d6 Dr. AP%) 12d6, 13 Durak 10 143 5 10d6 22 75 57 10 30/30 6” 8 6 8 Eclipse AF 12 50 12d6 {15”} 20/20 6” 8 5d6 30/30 (1d6 8 70 23 40 20 25 Esper 20/20 NND 5 20 10 40 25 23 20 10 20/10 6” [30”] 7 Ego, 20 {10”} Fenris 7 6 11 45 (1d6 21/11 20d6, 12” 8 18/10 145 (4d6) EX, 21 8 Feuermacher 15 20 23 18 25 19/14 23/11 9d6 39/33 30 25 23 18 20 Fiacho 5 5d6 6” 69 14 45 [15”] 21/14 11” 8 7 25 80 10 40/20 8 19/14 Firewing 12d6, 14d6 39/33 10 22/14 18d6 40/20 25 23 16 Force (4d6), 40 30 45 15 5 (12”) 13 50 23/23 6” 7 [15”] 6 Foxbat 7 59 8 14d6, 23/23 21 [30”] Gargantua 40 21 25 15 20 18d6, 5 {28”} 20 70 25/100 Gigaton 30/20 9” 8 20 8 7 6 20/45 15/30 40/20 10 20 60 25 25/20 54/30 Gravitar 6” 8 5 8 60 23 40 20 30 54/30 Grond 20 6” 4 100 6 40 25 30 15 28 15 30/30 6 154 40/55 30 30 10 40/40 7 90 18 50 30 23 7 6”/36” 18 8 7 AE 20 20d6 22/16 8 7 34/24 10 [16”] 6” !30”! 6” 5 20 152 19/11 6d6 Ent 10d6 4d6 Drn STR, 12d6, 6d6 NND, (1 1/2d6 NND), 7 135 17/11 82 35 5 7 8 7 30 [20”] 6” 8 (2d6 DS) (3d6), 8d6 EX, 10d6, 8 71 {10”} !20”! 9” 5d6 NND 5d6 Ent, 8d6, 150 SUPERVILLAIN SUMMARY TABLE SUMMARY SUPERVILLAIN chapter they appear in. Th in. they appear chapter the table for an explanation of the notation used. of the notation explanation an for the table Conquerors, Killers, And Crooks 231 Name STR DEX CON BODY PRE PD/rPD ED/rED SPD REC STUN OCV DCV MOVE Attacks MOVE DCV Page OCV STUN REC SPD ED/rED PD/rPD AE 159 PRE 10d6 BODY Transfer AP, STUN Adv MC CON 162 161 3d6 12d6 156 Drn Var DEX 10d6 86 174 Ent [10”] [30”] AF NND 8d6, 20d6, Name STR 6d6 10d6/6d6 Ego, 166 6d6 Herculan 6 8 21/6 14 55 20 70 32/18 6” 9” 8 8d6 9 [20”] 21/6 8 9 [20”] Holocaust [25”] 40 24 30 20 15 6d6 32/18 12d6, 6 12d6, 18 60 164 40 27 30 20 25/20 6” 5d6 9 16d6 Hornet [15”] 9 Pen), 28 5 25/20 5 12/5 16/8 12d6, 5 11 41 Howler 30 6” 7 8 27/20 40 26 24 16 30 6” 9 30 15/5 16/8 7 6” 8 V’han 9 AP, 30 22 23 14 20 10 24 18 15 5 8 Hummingbird 28/20 8 27/20 20d6 40 Ent MC, 6” 7 13 26 23 10 20 Blue (3d6 7 26/20 Hypnos 10 27 20 18 Istvatha 8d6 3d6 8d6 6d6 16d6 Lady MC AP, [15”] 170 Lancer (10”) [20”] 12d6, 6 {15”} 18/8 13 39 15 Lazer Drn 7” 7 Ego, 12d6, Ego, 5 19/8 14d6 7 73 10d6 22/14 20 21 23 17 8 9d6 Ent 40 5 Leech 6” 7 5 30/20 7 14 50 7 26 20/14 35 6” 7 94 24/14 172 6” 7 6 8d6 7 Lodestone 10 40 7 15 20 18 10 23/15 28/20 9” 9 18 9/3 30/14 4 4d6 8d6 9 15 20 10 Multiform 11/3 168 7 Ego, 40 20 28 15 30 31 Masquerade 15 20 13 23/15 (1d6+1%), 8” 7 !20”! BOECV [15”] 1/2d6%) 7 35 28 30 15 25 6” {6”} 4 Mechassassin 95 5 30 (4d6), 5 [16”] 18/14 18 Medusa Animal 5 7d6 177 30/21 7 18/14 (1d6%), 27 [20”] 6” 6 (2 9/3 6 6d6 Menagerie 181 10 30 17 8 20 DS) 6 15” 11/3 9” 8 8 16 40/31 6 15 23 20 10 Slayer 97 10 30 8 24/16 10 6” 7 15 18 19 10 6 100 Mentalla NND) 10 189 20 Flashes 7 25/25 75 191 24/16 5 NND 61 16 75 Menton 40/20 6” 8 10 20 11 25/25 12d6, 8 (1d6 Monster 60 30 40 Illusions Mind 35/20 (4d6) (4d6 12 20 24 40 35 Group Mirage 8d6 6d6 179 5 20 65 5 25/18 13/6 11” 7 [15”] The (4d6), 6 7 30 12/6 6” 7 Pool, 16/8 15 20 10 25 12d6, 25/18 7 AF), Sight Morningstar 50 20 30 25 Pen), {23”} AE, 195 [20”] 6d6% 6 Nebula Ego 11 40 30/15 6” 8 15/8 13d6 12d6, 184 [30”] 8 Gadget Ogre AE 27/15 (1d6 Transform 12d6, 198 4 30 23 25 10 20 6 20 73 15 50 (1d6+1 24/20 6” 7 25/20 8d6 Phoenix 6” 7 EX 200 31 7 7 6d6 91 5 NND 30/20 15/12 6” 8 Photon 38/20 65 20 33 23 25 7 25 20 23 13 NND 30 10 (2d6), 12d6, MS! Psimon !10”! 27/20 Illusions DKB, 5 12d6 10 30 25 15 18/8 15 35 5 204 6” 6 MC, 12 40 Radium 24/12 AE 6d6 6” 8 Ent 15/8 6 9 Ent 8 13 18 25 15 23 182 15 3d6 108 6 202 (20”) 18/12 15/8 Rakshasa !10” Ego, 8 187 30 {6”} 10 23 20 15/8 9” 9 Mental 9d6 20 26 10 25 16d6, 9 110 Riptide 12d6 !9”! 6d6 Ent 12d6, 5 16/6 8d6 30 Scorpia 8 30 1/2d6), 18/6 6” 8 5 [16”] 4d6 14/8 20 24 10 15 12 38 8 9” 8 Ent 12d6 Shadowdragon 14/8 8 Pool, 6 15 24 20 15 40 AP) Slug 20/15 6” 9 [14”] 4d6 AE NND, Shrinker 77 9 10d6, 5 13/3 6 7 (2 20/15 20 15 26 25 30 13/3 [20”] 206 8 6” 7 Slick 30 10 20 25 5d6 7 (4d6) Magic 5 The (2d6 10 30 24/14 6” 7 7 Ent, 7d6 6d6 18/8 10 30 !8”! 7 Pen), 62 32” 9 18/8 6 9 Stormfront 20 22/14 !30”! 20 80 6 15 28 22 10 25/25 6” 8 15 20 10 8 10d6, 15d6, Takofanes !30”! 25/25 AF), 4 6d6 30 25 60 14d6, AP), 16 60 5 30/20 6” 7 (3d6 Temblor 40/25 9 [10”] 6” 7 40 20 6” 8 8 112 14 50 30/20 8 5 20/20 !3”! 25” 10/0 9 Tesseract 25/15 8 50 20 30 25 9 30 5 25 23 20 13 10/0 6” 8 I 19/11 8 1/2d6 10 23 20 18 20/20 8 Thorn 40 Pool, (2d6 10” 8 40 27 30 15 20 8 II 19/11 13 Thunderbird 5 8d6 16/6 20 23 12 25 20 60 3d6 Drn EGO 5d6 Ego, 12d6 MC, 6” 7 (12”) 21/6 7 25 20 23 15 Thunderbolt 92 (2 Gadget Thunderbolt 20 5 18/10 8 35 Torment 6” 8 4 16/8 8 18/10 9 30 18/8 7” 6 Ego Ultrasonique 15 23 12 22/12 15 18 12 10 6 22/12 4d6 209 5 99 8 40 7 7 {12”} !30”! 10” Darkness 3d6 Drn PRE, 12d6, 193 232 HERO SYSTEM 5TH EDITION cer 15 22 25 15 25 26/18 30/18 6 10 40 7 7 6” [20”] !20”! 12d6, (2d6 AP), 6d6 Ego 220 6d6 AP), (2d6 12d6, !20”! [20”] 6 10 40 30/18 6” 7 7 26/18 15 22 25 cer re NOTES Attacks A Normal Damage attack. #: A Killing Damage attack (#): Of Effect Area AE: Autofi AF: Name STR DEX CON BODY PRE PD/rPD ED/rED SPD REC STUN OCV DCV MOVE Attacks MOVE DCV Page OCV STUN REC SPD ED/rED PD/rPD Ent Pool 211 PRE 38 9d6 Gadget BODY NND (6d6), 214 (4d6), 216 NND CON 6d6 18d6, 15d6, !15”! [20”] 6d6 DEX DKB, EX (4d6) {7”} Name STR {20”} AE, EX [20”] Utility 7d6 47 Ego 41 20” 8d6 Vibron 5 5 7 16/8 10 40 EX, 10 50 10 40 32/24 9” 23/15 7 9” 7 8d6 45 5 8d6 16/8 7 7 20/12 Warbird 20 15 8 37 34/24 25/15 7” 7 3d6% Warlord 7 40 20 25 15 30 12d6, 20 29 28 12 2d6 20/12 5 Warcry 22/12 7 218 20 12 18 35 10d6 9” 7 DKB, 7 Warhead 39 AP), 18/12 5 15 20 18 13 20/12 7 Ent, The 30 6” 6 MC, [30”] 6 18/12 Warmonger 12d6, 15 18 10 8d6 (2d6 5 10 45 22/12 12” 8 Warpath 8 6d6 20 8d6/14d6 22/12 6” 6 Zephyr 15 25 10 18 27/15 8 30 10 (3d6), ZigZag 23/15 9/8 15 30 23 10 20 5 Ent, 23 10 35 Artifi the Zorran 10” 7 12/12 7 15 20 10 18 5d6 20 15 20 Armor Piercing AP: 22/12 Value Based On Ego Combat BOECV: Double Knockback DKB: 20/12 Drain Drn: Damage Shield DS: 5 Attack Ego Ego: Entangle Ent: Explosion EX: 8 Mind Control MC: MegaScaled MS: 35 No Normal Defense NND: Penetrating Pen: Advantages Variable Adv: Var 8 damage with STR the attack’s can increase Character %: Movement 8 Running (ground movement) #”: can swim faster than 2”) Swimming (listed only if character (#”): [15”] 6” Flight [#”]: its STR) distance than indicated by can leap a different Leaping (listed only if character {#”}: Teleportation) Tunneling, Swinging, (e.g., Special mode of movement !#”!: 6d6 Ent (2 1/2d6 EX), 43 Champions Universe 233 Drake-Victoria, Inc...... 106-07 Mentalla ...... 73 Th underbolt II ...... 209 CONQUERORS, Durak ...... 69 Menton ...... 28 Tiburón, El ...... 146 KILLERS, AND Eclipse ...... 57 Microverse ...... 195-97 Torment ...... 99 Elder Worm Mind, Incorporated ...... 90 Toyco Toy Manufacturing CROOKS INDEX (alien species) ...... 198-200 Mind Slayer ...... 97 Company ...... 124 Elemental Evils (putative Mirage ...... 179 Trace ...... 90 Entries in boldface indicate a DEMON villain team) .. 192, 216 Monster, the ...... 181 Trismegistus Council ...... 32 page with a character sheet for Esper ...... 143 Morningstar ...... 182 Turakian Age ...... 32, 52 the character in question. Eurostar (villain team) ...... 65-79 Nebula ...... 184 Tyrannon the Conqueror ...... 24 Fassai (alien species) ...... 156 Notations on character sheets .....5 Ultimates, the (villain Al ...... 146 Fenris ...... 145 Oculon ...... 36 team) ...... 80, 101-14, 201 Anderson, Lisa ...... 84 Feuermacher ...... 71 Ogre ...... 187 Ultrasonique ...... 77 Andromeda Galaxy185-86, 214-15 Fiacho ...... 67 Phoenix ...... 61 United Nations ...... 45, 94-95 Ankylosaur ...... 116 Firewing ...... 147 Photon ...... 189 UNTIL ...... 79, 83, 102, 116-18 Anubis ...... 118 Flying Fortress Poe, Sebastian (founder of Utility ...... 211 Arachne ...... 146 (Warlord’s base) ...... 49 PSI) ...... 89-90 Vampires ...... 56 ARGENT ...... Force ...... 59 PRIMUS ...... 101 Varanyi (alien species) ...... 30 ...... 71, 81, 97, 110, 121, 187-88 Foxbat ...... 150 Project Sunburst .....13-14, 108-09 Vesper ...... 146 Armadillo ...... 120 Frostbite (Malvan PSI (villain team) ...... 87, 89-100 Vibron ...... 214 Arthur, King ...... 126-27 super-gladiator) ...... 158 Psimon ...... 91 VIPER ...... 10, 23, 45, 60, 68, Backtrack (Andromedan Gargantua ...... 152 Python ...... 146 ...... 70, 81, 91, 135, 185, 218 supervillain) ...... 215 GATEWAY (UNTIL’s space Radium ...... 108 War Machine (villain team) ...39-48 Basilisk, Th e ...... 149 station) ...... 102 Rakshasa ...... 15 Warbird ...... 39 Binder ...... 102 Gigaton ...... 13 Rhodes, Aric Roston ...... 145 Warcry ...... 41 Bio-Investigations, Ltd...... 196 Gladiators, Malvan ...... 147, 158 Riptide ...... 191 Warhead ...... 43 Black Diamond ...... 81 GRAB (villain team) Saurian, the ...... 146 Warlord, the ...... 38 Black Harlequin ...... 123 ...... 80-88, 106, 170 Scorpia ...... 75 Warmonger ...... 45 Black Paladin ...... 126 Gravitar ...... 21 Sentinels (New York superhero Warpath ...... 47 Black Talon (powered armor Grond ...... 154 team) ...... 196 Whirlwind (Malvan suit) ...... 19 Herculan ...... 156 Shadow Army Soldier super-gladiator) ...... 158 Blackstar ...... 104 Holocaust ...... 159 (Warlord’s army) ...... 50 White Rhino ...... 146 Bloodstone ...... 56 Hornet ...... 161 Shadowdragon ...... 193 Wildson Corporation ...... 164 Blowtorch ...... 129 Howler ...... 162 Shrinker ...... 195 Yuun’ta (Andromedan Bluejay ...... 82 Hummingbird ...... 86 Shomak ...... 158 alien species) ...... 186 Brainchild ...... 131 Hypnos ...... 92 Shugoshin ...... 193 Zephyr ...... 216 Bulldozer ...... 133 Hzeel (alien species) ...... Sixth Dimension ...... 202-03 Zerstoiten, Albert Captain Chronos ...... 135 ...... 36, 42, 106, 141, 163 Skarn the Shaper ...... 24 (Dr. Destroyer) ...... 7-10 Cateran ...... 138 Inquisitor ...... 90, 100 Skylark (Andromedan ZigZag ...... 218 Chantal ...... 126-28 Institute for Human Advancement supervillain) ...... 215 Zogoth (Andromedan Character sheet notation ...... 5 179 Slick ...... 110 supervillain) ...... 215 CheetahMan (Andromedan Ironwood Industries ...... 44 Slug ...... 198 Zorran Th e Artifi cer ...... 220 supervillain) ...... 215 Istvatha V’han ...... 26, 202 Soulfi re ...... 90, 100 Cheshire Cat ...... 84 Jaa’lu Darkmaw ...... 158 Star Guardians ...... 189 Circle Of Th e Scarlet Krim ...... 32, 52 Starbird, the (the Moon ...... 56, 183 L’Institut Th oth ...... 78, 156 Ultimates’s airship) ...... 114 Crowns Of Krim (villain team) .... Lady Blue ...... 164 Steelhand (Malvan ...... 52-64, 193 Lancelot ...... 127 super-gladiator) ...... 158 Cybermind ...... 141 Lancer ...... 94 Stormfront ...... 200 Cyclone ...... 106 Lazer ...... 166 Sunburst, Project .....13-14, 108-09 D-Soldier ...... 27 Leech ...... 168 SuperWorld Magazine ...... 133 Dark Seraph ...... 53 Lemurians ...... 199, 220-21 T-ay’maar (Andromedan Demon Servitor ...... 35 Lodestone ...... 170 alien species) ...... 214-15 DEMON ...... 54, 58, 145, 170, 181, MacDougal, John ...... 116-17 Tagteam (Andromedan ...... 183, 187, 191-93, 199 Malachite (Malvan super-gladiator) supervillain) ...... 215 deMorphant, Giles 158 Takofanes the Undying (Black Paladin) ...... 126-27 Malvan gladiators ...... 147, 158 Lord ...... 31, 52 Destroid ...... 18 Mandala (Andromedan Teke ...... 90, 100 Destroyer Agents (Standard, supervillainess) ...... 215 Teleios ...... 95, 118, 154, 209, 218 Heavy Combat) ...... 16-18 Mantisman ...... 146 Temblor ...... 62 Deuce ...... 90, 100 Masquerade ...... 172 Terala Shain (Malvan DeWitt Museum of Fine Art ..131 McNeil Aviation ...... 83-84 super-gladiator) ...... 158 Dr. Destroyer ...... 10 Mechassasin ...... 174 Tesseract ...... 202 Dr’zheem (Malvan Medina family ...... 29 Th orn ...... 204 super-gladiator) ...... 158 Medusa ...... 96 Th underbird ...... 206 Dragon Crown ...... 31, 34 Menagerie ...... 177 Th underbolt I ...... 112