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1 The Beyond Heroes Roleplaying Game Book XIX: The Book of

Writing and Design: Marco Ferraro

The Book of Metahumans Copyright © 2019 Marco Ferraro All Rights Reserved

This is meant as an amateur free fan production. Absolutely no money is generated from it.

Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2018 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Contents Foreword 3 Biology 3 Genetic Experimentation 4 Lifeforms or property 7 Metahuman Classes 9 Organizations 30 Appendix 1: Unusual Characteristics 47 Appendix 2: Super Advantages 49 Appendix 3: Super Disadvantages 51

2 All forms of Metahumans possess the X- Foreword Gene positioned on the 23rd The Beyond Heroes Role Playing Game chromosome (sexual chromosome). The is based on a heavily revised derivative X-Gene activation leads (via version of the rules system from transcription and translation) to the Advanced Dungeons and Dragons 2nd production of an exotic protein. This edition. It also makes extensive use of protein produces chemical signals the optional point buying system as inducing mutations on other genes, presented in the AD&D Player’s Option ending up with mutant organisms, Skills and Powers book. My primary variously empowered. The activated goal was to make this system usable in mutants, once through a mutation or X- any setting, from fantasy to pulp to Mutation, are told to be "mutated", superhero to science fiction. which is also told of mutants who suffer further mutations through Metahumans are an offshoot race of experimentation. Homo Sapiens. Meta powers often (though not always) first manifest For most Metahumans, mutation occurs themselves in the teen-age years. mostly during puberty "in a high proportion or recorded cases", although Metapowers are described in BH3 The activation may occur earlier for some Book of Powers. individuals, such as to the age of ten. Some Metahumans activate at birth or at a very early state of their life, or even before birth, whether due to stress, or 1. Metahuman naturally, for various reasons. Some activated due to fear, hunger and Biology starvation, and emotional traumas. Metahumans are individuals with major genetic modifications present in their Solar radiation has been tied to dramatic DNA at birth. These modifications often rises in Metahuman birth rates. Direct endow the user with super-human radiation on humans (latent powers and abilities. These changes may Metahumans) has been a factor of manifest themselves in physical changes, mutation activation (on both the X and such as wings, fur, or oddly shaped eyes. M Genes). The radiation of parents have Or they may be internal, and the been often presented for being individual may appear human until he or responsible for Metahuman birth. Beta she suddenly begins reading minds or particles and irradiation may as well turning into ice or fire. affect the mutation, possibly turning unborn children into Metahumans when Metahumans, despite their human their pregnant mothers are irradiated, nature, feature many distinctive aspects enhancing Metahuman powers for active in biology, physiology and genetics from Metahumans. Some factors may as well their evolutionary predecessors, but also inhibit and prevent the activation of an within them. They are distinguished X-Gene: from baseline humans (Homo sapiens) by their mutant genes.

3 Mutations have been shown to be really other genus Homo species (Homo variable, "can be benign or malignant", sapiens, Homo inhumanus, Homo from little physical mutations to vast mermanus, etc.), gods (Asgardians) and psionic or reality manipulation other humanoid aliens. capabilities. The physiology of some subjects could also be drastically During their second visit on Earth (one modified. million five hundred thousand BC), the Celestial Alliance experimented on the Children of Metahumans, most often Elven and Human species leading to the have very similar, exact duplicate, or creation of the Dwarven and Gnome advanced versions of one or both species and introducing the X-Gene into parents' powers. Occasionally, the the Human gene pool. resulting offspring can have radically different powers. There are representatives of Metahuman- kind on every continent on earth, Neither of these results are uncommon including the Antarctic. when crossbreeding between Metahumans and Homo sapiens. Familial power similarities are not only passed from parent to child, but can also 2. Genetic be common between siblings in first generation Metahuman families. Though less common, powers can also vary Experimentation widely within first generation Much fewer than half of one percent Metahumans just as with parental power exhibit noticeable physiological changes inheritance. or evolution in the superhuman or paranormal range. On the other hand, It has been stated that second generation that could all change with scientists Metahumans could be mightier than monkeying around with genetic their parents, as they possess often the manipulation and engineering. Improved addition of their parents' powers. humans who can live longer, healthier Though a union including at least one lives and the idea of being able to Metahuman parent will often produce a eliminate many diseases, to retard or Metahuman offspring, human offspring stop the aging process, and to be able to can occur:. In very rare instances, a child reverse senility are all things worth of two Metahumans can evolutionarily striving toward. However, science looks regress and be born Homo sapiens to go way beyond such basic concerns. without an X-Gene. Already improving soldiers on a genetic level is being researched by various Some Metahuamns have alien legacy governments. One can go even beyond and it is sometimes stated that this this with bodies genetically manipulated genetic particularity may be involved in the apparition of the X-Gene in babies.

Metahumans have been shown to successfully crossbreed with several

4 to perform certain types of work or to There are a dozen major areas of look exotic, or to have aspects and genetic engineering involved in abilities of animals, as well as multiple creating new life forms. Some of the bodies through cloning, etc. The most notable include the following: possibilities are nearly endless. Chimera Genetics, an advanced and The entire process of natural mutation frightening aspect of genetic and evolution has been yanked out of the engineering that takes and merges the hands of slow moving evolution and genetic structure of two or more thrown forward at a reckless pace by (usually 4-8), completely different science. Thanks to advances in bio- animals. technologies, humankind is in the process of jumping millions of years on Named after the mythical Greek the evolutionary scale, and going in monster with the head of a lion , the directions nature would never have body and legs of a goat and the tail of a taken. crocodile, this area of genetics, can , in theory, create an animal or human Genetic engineering, molecular biology, chimera - i.e. , a humanoid with the embryo engineering, cloning, cross- basic body of a human and, say, the species fertilization and a host of other head and retractable claws of a lion, areas under the mantle of medical and and the tail and swimming abilities of a scientific research are creating new life crocodile. In short, a composite forms that blur the line between human creature (supposedly) with the best and other. Mutants, clones, chimeras and traits of two, three or more different a range of unclassified life forms are species of animals. All combinations spilling out of the laboratories and into that are impossible in nature. the streets and lives of ordinary people. Cloning, the replication of an animal or The troubling matter is that while the human body for the purpose of creating first are born from a test tube in a sterile an independent, living life form, laboratory, many genetic mutants can usually starting from infancy (though mate and reproduce, continuing to breed techniques for fast growing and the new life forms that may, indeed, threaten creation of fully mature, adult clone modern society, if not humankind itself. experiments are underway).

This is the starting point for most of it. Cross-Species Fertilization, a more Naturally occurring mutations aside, it is sophisticated version of breeding the biotech industry that has spearheaded techniques similar to those used in the rush into genetic manipulation, breeding specific traits in livestock and cloning, mutation and the creation of plants. In theory, this process could be new, viable and intelligent life forms done on a genetic level to enable an before society, the world governments animal (cow, pig, chimpanzee, etc.) to and people knew what to do with them. give birth to a human and vice versa , as well as breed in completely alien

5 traits to an unrelated species, i.e. a Micro-Genetic Biology, typically mouse (or human) with gills, or a half genetic engineering involving man-half tiger, and so on. microbes, bacteria and other simple organisms, but applies to humans in the Embryonics, the manipulation of the battle against certain diseases, fetus to instill specific, desired physical including genetically inherited diseases, and mental traits, talents and abilities, as deformity and weaknesses. well as the elimination of hereditary genetic diseases before birth. Similar to Molecular Biology, or techno-eugenics aspects of molecular biology but is an area of genetic engineering that specializing in the manipulation of the specializes in the manipulation of the unborn fetus and the use of fetal genetic structure on a molecular level. tissue/stem cells to grow, change and Altering, tweaking and implanting manipulate the fetus. genes to create "designer" bodies with specific talents and physical, Genetic Engineering, typically involves intellectual, and emotional traits "built" genetic manipulation and augmentation. or "installed" as per order, just as one The goal is to discover the genes that might customize a car or order a tailor- control appearance, beauty, physical made suit. aspects of the body and even genetic based talents, inclinations and Super-Eugenics, also known as ultra- personality in order to create the perfect eugenics, is a little publicized area of (or at least improved) human specimen . genetic engineering that is entirely devoted to human augmentation May also involve aspects of cloning, through genetic enhancement. The genetic medicine and molecular biology. focus is to create super beings. Genetic Medicine, the use of clones, stem cell technology and other forms of The science draws on many areas of genetic engineering to create and grow genetic research as outlined above, but skins, internal organs, and body parts much of the research is spent on trying such as the ear, nose, etc. to discover and replicate genes and protein sequences that instill psionic It may also involve cloning for the and superhuman abilities. purpose of harvesting body parts or using the entire body. Emphasis is on the However, even identifying the so-called medicinal application of genetic "super genes" has been a difficult task engineering and the curing of diseases with disappointing results. Only a few and human frailty (replacing diseased super abilities have been identified and genes with healthy ones or triggering so far, and even less have been select genes to produce natural successfully replicated in the lab. antibodies or resistance to disease, pain, etc.). On the other hand, there has been considerable success in enhancing natural abilities, such as enhancing

6 senses, strength, endurance, speed and forms from a petri dish or surrogate agility. Likewise, some psychic abilities womb. have been replicated in the lab as well as some success in boosting psionic They don't care about the creature abilities in humans, animals and mutant given birth from a sterile vat of animals that have inherent psychic chemicals or the womb of an u n related ability or aptitude to beg in with. species into the custody of science where it is poked, prodded and And then there’s alien experimentation observed under a microscope, rather on earth lifeforms. In the past these were than born into a loving home and given performed by the Harmonic and various the nurturing love of a parent. They members of the Celestial Alliance. Other don't grieve over the hundreds (or species have now started visiting earth thousands) of failed experiments that either to try out new experiments or end in death or, worse, produce bizarre create their own super soldiers. hybrid life forms or deformed monstrosities. The worst offenders in the creation and dumping of mutants are amoral, greedy Even the successes are new species of maniacs like F.A.R.M. and Project life with no place in the world at large. Omega, who flush their mistakes into the Whether they are clones, genetically back alleys and unleash their ill- built super beings, unnatural half- conceived successes onto an breeds from cross species fertilization unsuspecting society. These people of or a host of weird syntheses of human science are so caught up in the and animal, insect and animal, or a technology and the promise of fame and combination of all of the above fortune, that they have thrown caution, (chimeras), they're created, born and morality and safety to the wind . live outside the realm of human experience. Whether beautiful or ugly, They bend, ignore and break the law to they are inhuman freaks of science. achieve their goals, and worry about getting caught later. (And then only because of the negative impact it may have on their reputations, careers and 3. Lifeforms or bankroll, not because of how it may hurt society or the poor suffering creatures they have concocted .) Property Then there is the issue of whether or They ignore questions of morality in the not intelligent and humanoid life forms name of science and advancement, when have any human rights, or is "it all they really hope to advance are their property - the patented creation of a careers and bank accounts. They don't faceless corporation? worry about the consequences of their actions or the ramifications of creating A new age "slave" or "lab rat" created parentless, man-made, humanoid life and grown by its master into a life of servitude. Again the question is raised ,

7 is it a living being with rights or is it a anything they want, so long as no biological product that belongs to its Federal funding is involved. owner/manufacturer? Without any laws or rulings as to And if it is a product, does the whether or not genetic lab creations manufacturer have the rig ht to mass have human rights, intelligent mutant produce and sell it? After all, it was animals, genetic misfits and even conceived in a laboratory, is human volunteers are caged, chained, asexual in origin and manufactured by studied and tested around the clock science, not born of parents - and though (some would say tormented and it may be a living, thinking being, is it tortured) like laboratory rats. Some are human? even killed and dissected for further study or used in new experiments. In its rush to achieve the impossible, and These genetic creations have no rights. get rich and famous in the process, science failed to ask and answer these They are lost in a limbo where, despite questions first. Now society an d the their mental capabilities, personalities, respective world governments must or level of awareness, they are nothing address the legal, ethical and moral more than "expendable research dilemmas heap ed upon them by the animals" and "private property" - a biotech industry . living, patented "formula" conceived by science and built by laboratory They are left to deal with t he growing technicians. consequences. It is an overwhelming task that many governments find easier Government agencies, world wide, are to dodge or pretend to ignore, than to attracted to and quietly sponsoring or address. actively engaging in their own experiments in genetic augmentation. Meanwhile, the very institutions that For most governments, the idea of created these problems (and life forms) creating a legion of super-soldiers or continue, unfettered, to make new life the ultimate spy or just keeping up with and new problems in the name of the governments of other countries is scientific research, advancement and the just too much to ignore. In fact, the next betterment of humanity. "cold war" may be waged in the genetics laboratory. The government of the United States of America, and other countries, have made Foreign countries, especially poor ones, half-hearted attempts to stall or prevent sometimes "dump" their mutants and research in these areas by banning monsters on the border of, or inside, Federal moneys and g rants for research other countries to get rid of their in cloning and other areas of genetic genetic mistakes and superhuman engineering, but have not made them criminals. Likewise, mutagenic illegal, allowing private industry to do chemicals and materials may also be

8 dumped in a neighbour's or enemy's Step 2: Skills backyard. Choose skills in the normal manner.

The countries that do this may use the Step 3: Abilities rationale that their rich neighbor can Mechanicians gain the following better afford to handle the problem, or abilities free; that an enemy nation deserves what Mechanician Blood - Your blood has trouble they get. unique properties which can bring other objects to life if placed within them. any inorganic physical object that touch to come alive and obey simple 4. Metahuman commands involving speech (will answer questions) and movement if Classes possible. Control 1 object per level of up to WIS x10kgs, +10 per level. BioMechanician Additionally Mechanicians start with 35 Points to spend on any of the A metahuman who can draw raw matter following abilities. As they earns more from a nearby dimension to create an experience they may buy or rebuy more object in the place the character abilities. designates. Objects created in this fashion are as solid and durable as Create Ammunition normal objects. Cost: 5 The Mechanician can create any An object brought into being cannot projectile based ammunition which he appear inside another creature or object, has seen before and held in his hands. nor can it appear floating in an empty Examples of these include: Arrows, space. Quills, and Bullets. It must arrive in an open location on a Create Equipment surface capable of supporting it. The Cost: 5 creature or object must appear within the The Mechanician can create any simple power’s range, but it does not have to items which he has Basic seen before remain within the range. It lasts and held in his hands. Examples of indefinitely and does not depend on these include: Books, Bags, Kitchen psionics for its existence. Utensils, Clothing, Furnishings, and Barrels. Step 1: Attributes Roll attributes as normal but due to the Create Equipment II exertion needed in creating an object he Cost: 5 receives +1 CON. Hit points = CON +8, The Mechanician can create any +8 per level. furniture which he has Furniture seen before and touched. Examples of these

9 include: Chairs, Beds, Shelves, Tables The Mechanician can increase the and Wadrobes. damage of any weapon or ammunition he creates by +1 or +25% each time Create Equipment III bought (whichever is highest). The Cost: 5 bonus must be added at the time of the The Mechanician can create any weapon's creation. mechanical device which Mechanical requires no power to operate but may Range Boost include moving parts. He must have seen Cost: 10 it before and held in his hands. Examples The Mechanician can increase the of these include: Hand Tools, Wheels, range of any weapon he creates by Screws, Levers, and Pulleys. +25% reach time bought (whichever is highest). The bonus must be added at Create Vehicle the time of the weapon's creation. Cost: 5 The Mechanician can create any vehicle True Sight which cant move Simple on its own. He Cost: 10 must have seen it before and touched it. Can see the true image of any person or Examples of these include: Sleighs, object regardless of any form of Carriages, Coaches, Chariots, Wooden concealment, disguise, illusion or Boats, and Wagons. invisibility. This also includes the ability to detect whether it is magical, Create Weapon and the exact nature of the magic. Cost: 5 The Mechanician can create any Step 5: Careers projectile based weapon Ballistic which Possible related careers include; he has seen before and held in his hands. Archaeologist, Mortician, Gravedigger Examples of these include: Crossbows, and Academic Researcher (specialising Bows, Pistols, Revolvers, Rifles, and for instance in Undead, etc). Machine Guns. Random Creation Table Create Weapon II 01-15 Random clothing (cold weather Cost: 5 gear, racing car suit, etc) The 16-30 Hand held household electrical Mechanician can create any melee based (blender, shaver, lamp, etc) Melee weapon which he has seen before 31-45 Hand held tool (outdoor, and held in his hands. Examples of these electrical, etc) include: Swords, Axes, Polearms, Picks, 46-55 Furniture (no bigger than a sofa) Spears, Small Thrown, Chains, Flails, 56-64 Ammunition (projectile clip, E Slings, Whips, Clubs and Lances. clip, quiver of arrows or bolts, etc) 65-72 Miscellaneous (anything I Damage Bonus missed that the GM wants to use) Cost: 10 73-79 Melee Weapon

10 80-86 Ancient Armour (helm, shield, earns more experience they may buy or partial or full armour) rebuy more abilities. 87-91 Modern Weapon (1 ammo clip) 92-95 Modern Armour (vest, riot, bomb Immune to Afflictions disposal, helmet, etc) Cost: 10 96-98 Energy Weapon (1 ammo clip or No afflictions of any type whether full charge) supernatural or genetic Afflictions will 99-00 Alien Device (have to figure out work on the Dead Zone. This includes what it does and how it works) eugenics, drugs, nanites, lycanthropy, vampirism, diseases, zombiesm or any other form of paranormal or mystical Deadzone transformation. His genes are locked This character is completely immune to and cannot be altered. This includes the effects of any psionics, magic, horror immunity to Alteration powers. effects, mystic detection and supernatural abilities and objects. His Immune to Arcane body is a total dead zone when it comes Cost: 5 to the influence of any of these agents. No spells or supernatural abilities Ironically these abilities have been possessed by an Arcane Objects, brought about by a mutation in the Weapons, or Equipment will work on character's genes. the Dead Zone. However a sword for example can still cut him in the normal Step 1: Attributes way. Roll attributes as normal. Immune to Control Step 2: Skills Cost: 5 Choose skills in the normal manner. No form of direct mental attacks or mind control can affect a Dead Zone. Step 3: Abilities He is completely immune to any form Deadzones start with the following of control, manipulation or takeover (he ability free; cant be possessed).

Immune to Magic - This applies to all Immune to Detection the spells of one magic sphere. No spells Cost: 5 of any type from that sphere will work Dead Zones possess no presence in the on the Dead Zone, nor can he ever learn Astral dimension or Dreamscape. In or use any magic or be the recipient of both realms he looks just like a piece of any friendly magic. See below if the non living material. In this respect he character wants to buy more magic can hide quite easily from spirits, immunity. projecting mages and any other astral or dream entity. In fact they will NEVER Dead Zones start with 30 Points to spend recognize his existence because he on any of the following abilities. As they lacks an aura.

11 If a spirit is set to watch a building and have a place in the new timeline report who comes out it will say nothing whatever it is. He will remember all when the Deadzone leaves, because the your experiences, even the ones that spirit wont recognize him as a living never happened. being. When ordered to attack most spirits will become confused.. attack Immune to Supernatural Fear who? and not respond to the command Cost: 5 because they don't know how. However Supernatural Fear is any enhancement anyone with See Aura will become of an already grisly sight. The normal suspicious because he doesnt have one. saving throws don't apply as this wont work on a Dead Zones. This however is Immune to Drain totally separate to any Trauma saving Cost: 5 throws from seeing something The character cannot have his lifeforce, repulsive. soul, levels, attributes, hit points, energy, chi or mana drained by another lifeform, Immune to Transport entity or object. Cost: 5 No form of transportation powers can Immune to Magic affect a Dead Zone. It prevents him Cost: 5 from being forcibly removed via This applies to all the spells of one banishment, teleport, dimensional magic sphere each time bought. There is transport, gateway, portal, or any form no limit to how many times this ability of time displacement. can be rebought, he could literally make himself immune to every single spell if Step 4: Careers he bought this for every sphere. No Whatever the character likes, though spells of any type from that sphere will he'll be pretty handy as a shield against work on the Dead Zone, nor can he ever whatever he's immune to. learn or use any magic or be the recipient of any friendly magic. Step 5: Disadvantages No beneficial version of whatever he is Immune to Metapower immune to can ever be used to heal, Cost: 5 restore or aid a Dead Zone. Choose one specific metapower, he is completely immune Metapower to all its effects. Displaced Chronal Immune to Reality Alteration This is yet another variant form of Cost: 10 Mutant, one who has a connection to Alterations to time or reality will not both his ancestors and descendants, affect the Dead Zone. Even if If history able to spontaneously travel through changes he will remember both versions time when one or the other is in mortal and he cannot be erased by paradoxes, need. even if the rest of his world is. He will

12 Step 1: Attributes The character can communicate with Roll up attributes as normal. Hit points = any of his ancestors or descendants that CON +8, +8 per level. he has met by thought. From third level on he can create a multi linkup between Step 2: Skills all people that he is communicating Choose skills in the normal manner. with.

Step 3: Abilities Immune to Reality Change Cost: 5 The Displaced gain all the following If history changes the character will free; remember both versions and cannot be erased by paradoxes, even if the rest Ancestors and Descendants - The of his world is. He will have a place in character is able to visit and summon the new timeline whatever it is. He will past and future family members. He can remember all your experiences, even have 1 ancestor and 1 descendant per 2 the ones that never happened. WIS. Use the table below for creating them. San Bonus Cost: 5 The character gains 25 Points to spend +1 to Sanity rolls. on any of the following abilities. As they earn more experience they may buy or Send rebuy more abilities. Each Unusual Cost: 5 Characteristic taken on the table below The character can send back in time to gives the character an additional 5 one of his ancestors or forward in time starting points. to one of his descendants any object or victim he can touch for a period of one Chronal Jump hour per 5 WIS, +1 hour per level or Cost: 5 each time rebought. The object cannot The character can either jump back in be larger than him unless this is time to one of his ancestors or forward in rebought, then it is x2 larger. If bought time to one of his descendants for a again x3 larger, etc. period of one hour per 5 WIS, +1 hour per level or each time rebought. Summon Cost: 5 Chronal Summon The character can summon through Cost: 5 time any object or victim that one of his The character can summon through time ancestors or descendants is touching for either one of his ancestors or a period of one hour per 5 WIS, +1 descendants to be with him for a period hour per level or each time rebought. of one hour per 5 WIS, +1 hour per level The object cannot be larger than him or each time rebought. unless this is rebought, then it is x2 larger. If bought again x3 larger, etc. Communicate Cost: 5

13 Truesight 11 Docile, amenable or cooperative Cost: 5 12-13 Paternal/maternal or over This character can see the true image of protective any person or object regardless of any 14-15 Intimidating, overbearing, bully form of concealment, disguise, illusion 16 Radical or open minded or invisibility. This also includes the 17-18 Orthodox or conservative ability to detect whether it is magical, 19-20 Loving, friendly or amicable but not the exact nature of the magic 21 Quarrelsome, hostile or aside from whether it is harmful or antagonistic helpful. 22-23 Prudent, patient or cautious 24-25 Impatient, impulsive, reckless Vision Chronal or rash Cost: 5 26 Nervous or apprehensive The character can see into different time 27-28 Confident, sanguine or secure zones both the future and the past. He 29-30 Extrovert, outgoing or talkative can look into different years one at a 31 Reserved, shy, timid or introvert time sequentially, but he can only see 32-33 Envious, possessive or jealous into the area where his ancestor or 34-35 Dependant or clinging descendant is. 36 Self reliant or independent 37-38 Tolerant or open minded Will Bonus 39-40 Snobbish, prejudiced or Cost: 5 intolerant +1 to Willpower rolls. 41 Creative, inventive or original 42-43 Optimistic or upbeat Step 4: Career 44-45 Uncertain, fatalistic or Any. pessimistic 46 Quick tempered or hot headed Ancestor/Descendant Creation 47-48 Calm or even tempered 49-50 Forceful, enthusiastic or Table excitable Roll in each of the sections for each 51 Passive or detached ancestor and descendant the character 52-53 Loyal, faithful or reliable has. Determine his disposition, era, 54-55 Treacherous or disloyal passable skills, any magic and attributes. 56 Honourable or highly principled Step 1: Personality 57-58 Dishonourable, shifty, deceitful Roll at least twice on the table below to or dishonest work out their personality. 59-60 Pious, devout or religious Roll Disposition 61 Merciful, compassionate or kind 01 Sullen or morose 62-63 Pacifist, non violent or peaceful 02-03 Sombre or serious 64-65 Meek, self effacing, modest or 04-05 Light hearted, cheerful or joyous humble 06 Unrestrained, reckless or 66 Proud, conceited, cocky, indulgent pompous or arrogant 07-08 Stubborn or obstinate 09-10 Uncaring, mean, ruthless or cruel

14 67-68 Lethargic, idle, lazy, easy going Biomancer, Chirographer, or laid back Chronomancer, Dabbler, Illusionist, 69-70 Vibrant, energetic, enterprising Magus, Mirror Master, Necromancer, or ambitious Sojourner, Sorcerer, Summoner, 71 Deferential, respectful, Urbainmancer or Warlock. courteous, polite or civil 09-12 400 AD Thief - Appraise, 72-73 Impolite, rude, impudent or Forgery, Knowledge Street, Loot, Pick insolent Locks, and Pick Pockets. 74-75 Charitable or forgiving 13-16 1096 AD Desert Nomad - Heat 76 Vindictive or vengeful Protection, Horse Archery, Language 77-78 Benevolent, generous or giving Persian, Orienteering, Ride Land 79-80 Selfish, miserly or greedy Animal and Water Find. 81 Honest, direct or trustworthy 17-20 1495 AD Any Priest Type - 82-83 Practical, pragmatic or cynical Knowledge Artifacts, Knowledge 84-85 Sceptical, suspicious or paranoid Demons, Knowledge Religion, 86 Curious or inquisitive Knowledge Magic, Knowledge 87-88 Focused or attentive Undead, and Knowledge Philosophy. 89-90 Distracted or absent minded Mana is INT + WIS x4. Mana is 91 Lustful, lecherous, flirt or recovered at a rate of 20 per hour if exhibitionist asleep. From the Mysticis Disciplinis 92-93 Valorous, brave, bold or class choose either Bard, Druid, audacious Houngan, Mystic, Priest, Shaman or 94-95 Timid, cowardly or craven Wicca. 96 Antisocial or cold 21-24 1544 AD Diplomat - Bluff, 97-98 Idealistic, gullible, trusting or Bribe, Bureaucracy, Charm, Diplomacy martyr and Etiquette. 99-00 Quiet or mysterious 25-28 1630 AD Merchant/Trader - Appraise, Bargain, Bribe, Bureaucracy, Step 2: Era and Skills Charm, and Knowledge Street. What era does the character's ancestor or 29-32 1700 AD Explorer - Alertness, descendant come from? This also Direction Sense, Notice, Survival, determines their available knowledge Tracking and Weather Sense. and skills. 33-36 1890 AD Sheriff - Alertness, Roll Era Fast Draw, Investigate, Knowledge 01-04 200 BC Naval Sailor - Climb, Law Criminal, Ride Land Animal Navigation, Pilot Marine Sailboat, Rope (horse) and 1 Weapon Specialisation. Use, Rowing and Swim. 37-40 1922 AD Occult Investigator - 05-08 100 BC Any Mage Type - Investigate, Knowledge Mythology, Knowledge Artifacts, Knowledge Knowledge Religion, Research, Demons, Knowledge Fey, Knowledge Science Anthropology and Science Magic, Knowledge Undead, and Archaeology. Language Stygian. From the Mysticis 41-44 1932 AD Archaeologist - Disciplinis class choose either Investigate, Knowledge Conspiracies, Alchemist, Arcanist, Artificer, Knowledge Demons, Knowledge

15 Monsters, Knowledge Mythology and Martial Arts, Weapon Group Specialty Knowledge Religion. Pistol and Weapon Group Specialty 45-48 1944 AD Naval Sailor - Space Vehicle. Navigation, Pilot Marine Submersible, 86-92 2296 AD GFP Space Force Pilot Marine Warship, Pilot Marine Fighter Pilot - Navigation, Navigation Freighter, Pilot Marine Sailboat and Space, Pilot Space Fighter, Unarmed Weapon Group Specialty Sea Vehicle. Combat Martial Arts, Weapon Group 49-52 1958 AD Doctor - Forensics, Specialty Pistol and Weapon Group Knowledge Alternative Medicine, Specialty Space Vehicle. Knowledge Drugs, Knowledge First Aid, 93-96 2310 AD GFP Space Force Research, and Science Medicine. Marine - Alertness, Endurance, 53-56 1965 AD Spy - Bluff, Disguise, Unarmed Combat Martial Arts, and 3 Fast Talk, Gather Info, Intel and Stealth. weapon skills. 57-60 1970 AD Army Grunt - 97-00 2332 AD GFP Space Force Alertness, Endurance and 4 weapon Scientist - Science Astronomy, Science skills. Astrophysics, Science Biotechnology, 61-64 1983 AD Air Force Pilot - Science Mathematics, Science Physics Navigation, Pilot Rotor Wing, Pilot and Science Xenoecology. Fixed Wing Jet, Pilot Fixed Propeller, Skydive and Weapon Group Specialty Step 3: Attributes Air Vehicle. Roll up as normal. HPs are CON +6, +6 65-68 1999 AD Tank Pilot - Drive per level. Then determine what level he Tank, Drive Truck, Navigation, is so you can work the total amount of Technical Truck/Tank mechanics, HPs he has. Weapon Group Specialty Land Vehicle and 1 weapon skill. 69-72 2010 AD Superhero - Determine as per any Modern Class. Displaced Dimensional 73-76 2115 AD Survivour - Alertness, This is yet another variant form of Firebuild, Navigation, Survival, Mutant, one who has a connection to Tracking, and 1 Weapon skill. his various alternate selves from 77-80 2180 AD Parliament Agent - parallel dimensions, able to Determine from either Geomancer, spontaneously travel through realities Elemental, Shaman or Druid. when one or the other is in mortal need. 81-84 2236 AD GFP Space Force Pilot - Navigation Space, Pilot System Step 1: Attributes Spacecraft, Technical Spacecraft Roll up attributes as normal. Hit points Mechanics, Unarmed Combat Martial = CON +8, +8 per level. Arts, Weapon Group Specialty Pistol and Weapon Group Specialty Space Step 2: Skills Vehicle. Choose skills in the normal manner. 85-88 2248 AD GFP Space Force Pilot - Navigation Space, Pilot Starcraft, Science Astronomy, Unarmed Combat

16 Step 3: Abilities If reality changes the character will The Displaced gain all the following remember both versions and cannot be free; erased by paradoxes, even if the rest of his world is. He will have a place in the Alternate Versions - The character is new timeline whatever it is. He will able to visit and summon alternate remember all your experiences, even reality doppelgangers. He can have 1 per the ones that never happened. WIS, use the table below for creating them. The doppelgangers are San Bonus distinctively different from the original, Cost: 5 either by dress, haircut, colour, etc. +1 to Sanity rolls.

The character gains 30 Points to spend Send on any of the following abilities. As they Cost: 5 earn more experience they may buy or The character can send through the rebuy more abilities. Each Unusual dimensions to one of his alternate Characteristic taken on the table below selves any object or victim he can touch gives the character an additional 5 for a period of one hour per 5 WIS, +1 starting points. hour per level or each time rebought. The object cannot be larger than him Communicate unless this is rebought, then it is x2 Cost: 5 larger. If bought again x3 larger, etc. The character can communicate with any alternate self that he has met by thought. Summon From third level on he can create a multi Cost: 5 linkup between all people that he is The character can summon through the communicating with. dimensions any object or victim that one of his alternate selves is touching Dimension Jump for a period of one hour per 5 WIS, +1 Cost: 5 hour per level or each time rebought. The character can jump through The object cannot be larger than him dimensions to one of his alternate selves unless this is rebought, then it is x2 for a period of one hour per 5 WIS, +1 larger. If bought again x3 larger, etc. hour per level or each time rebought. Truesight Dimension Summon Cost: 5 Cost: 5 The character can summon This character can see the true image of through the dimensions one of his any person or object regardless of any alternate selves for a period of one hour form of concealment, disguise, illusion per 5 WIS, +1 hour per level or each or invisibility. This also includes the time rebought. ability to detect whether it is magical, but not the exact nature of the magic Immune to Reality Change aside from whether it is harmful or Cost: 5 helpful.

17 Vision Dimensional The character gains 30 Points to spend Cost: 5 on any of the following abilities. As The hero can see overlapping they earn more experience they may dimensions beyond our plane of buy or rebuy more abilities. Each existence. He can look into different Unusual Characteristic taken on the realities one at a time sequentially, but table below gives the character an he can only see into the area identical to additional 5 starting points. where his alternate self is standing. Echo Ability Will Bonus Cost: 5 Cost: 5 At any time the character may watch +1 to Willpower rolls. someone perform a skill and then perfectly mimic it at the same skill Step 4: Career level and bonuses. Any. Echo Damage Alternate Self Creation Table Cost: 10 Once the character has hit someone he Identical to the table for Displaced can make the damage he did repeat Chronal itself one time per 3 WIS. He must hit him again to be able to redo this. Echo Welder Echo Enemy This is yet another variant form of Cost: 5 Mutant, one who is a master of the art of During combat after the first round the manipulating echoes around himself. character can perfectly mimic all of his enemy's moves. Thus he would gain all his foe's Thac0 and AC bonuses as well Step 1: Attributes as weapon and hand to hand skills. Roll up attributes as normal. Hit points = CON +10, +10 per level. Echo Evasion Cost: 5 Step 2: Skills Once the character has made a Choose skills in the normal manner. successful evasion roll against an enemy he automatically succeeds Step 3: Abilities dodging that enemy's attacks for the Echowelders start with the following rest of that combat. ability free; Echo Heal Echo Field - Anyone attacking the Cost: 10 character after rolling normally for After the character's first hour of damage then takes double that damage healing he can make the amount of HPs back on himself. eg. Attacker hits he restored repeat itself once time per 3 character for 10 damage, attacker then WIS. takes 20 damage next.

18 Echo Message of mutant was born decades or possibly Cost: 5 centuries ago. He may have even been At any time the character can send a the very first mutant. voice message to the future either to himself or anyone he personally knows. Immortality is living as though you He can send ahead up to 1 month per could live forever. It is a state of non WIS. aging, disease free living in which all the seeds of human potential have Echo Past Event access to fertile ground. Cost: 5 After standing in a specific area for one During their extended lifetimes round the character can see and hear past immortals are likely to amass huge events that happened in it within the last amounts of wealth. However immortals WIS x1 weeks. must maintain a masquerade, the illusion that there is nothing strange Echo Save about them. This can be difficult and Cost: 5 can involve having to leave worldly Once the character has made a assets behind. successful save against anything once he automatically succeeds on all additional One way around this can be to leave rolls for the rest of that day. your goods to children, "die" yourself, only to return after a suitable interval to Echo Skill assume the identity of the child and Cost: 5 claim their inheritance. Once the character has used a particular skill, if he uses it again immediately This is probably the best way of after he can automatically repeat the roll ensuring that an immortal doesn’t have he made the first time. to give up whatever worldly possessions he has earned when he has Echo Strike to move on, in order to prevent his true Cost: 5 nature being discovered. Once the character has hit someone once he automatically succeeds on all Were an immortal’s secret to become additional Thac0 rolls against that known, the results could be potentially person for the remainder of that combat. disastrous. Imagine what would happen were a pharmaceutical company to Step 4: Career discover that immortals exist.. they Any. would stop at nothing in an attempt to discover the secret of immortality.

Therefore an immortal character must Eternal be careful to guard his secret, and Unlike a modern day mutant with the maintain the facade of normality. power of Immortality this ancient form

19 Step 1: Age gives the character an additional 5 01-20 100 xD10 years starting points. Also Eternals start with 21-40 100 x2D10 years 30 Points to spend on any of the Super 41-60 100 x4D10 years Advantages table at the end. As they 61-75 100 x6D10 years earn more experience they may buy or 76-90 100 x8D10 years rebuy more abilities. 91-00 100 x10D10 years Next decide what you have been doing. Step 5: Careers Were you involved in any famous The character can take any career historical incidents? In the present day desired. where does your character live or is he a wanderer, moving around continuously? Step 6: Disadvantages Gain 1 Psychological Limitation Step 2: Attributes Insanity or Special Disadvantage per Roll attributes as normal but then add +6 100 years alive. Why? Because of the to STR, DEX and CON. AC 3, Reaction trauma of outliving so many friends and -4 and Mana = INT + WIS x3. Mana is loved ones. recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate Legacy of 1 for 1. Hit points = CON +12, +12 This character is a latent Mutant who per level. has gained powers by having them passed on to him by another. This Step 3: Skills means his powers may not be chosen Choose skills in the normal manner. and will be identical to whatever Then for every 100 years alive select 1 powers the other person had. additional skill. Everything else is identical to Mutant. Step 4: Abilities The player must also decide if the Eternals gain the following free; legacy was acquired voluntarily (passed on by the previous owner) or Regenerative Body - Eternals do not accidentally (the power sought the age physically and are extremely hardy, character). able to absorb an amazing amount of damage before they are hurt. Even then The former means the character can they can regenerate that damage very give up on the abilities, transferring quickly depending on what made the them to someone else. In the latter case, wound. Only magical or supernatural the character may have this option, but damage can be truly fatal. usually such legacies only leave a host after a certain condition is met, such as Additionally Eternals starts with 40 defeat, death, etc. points to buy powers with. Each Unusual Characteristic taken on the table below

20 Only his mind and memories remain Legion unchanged. Once his time runs out he This character is a special kind of must wait for one hour -1 minute per mutant. He can take on the form of any CON (-1 per level) before he assume hero he has personally played out on another template (or even the same one stage, television or at the cinema. Each again). form is only temporary but allows for a multitude of different personas and Step 4: Careers abilities. The character must either currently be or have been an actor. He can perform Step 1: Attributes on either stage, television or movies Roll attributes as normal. Hit points = with the latter two offering the most CON +4, +4 per level. Attributes will versatility. alter according to which template he assumes at the time.

Step 2: Skills Mutant Choose skills in the normal manner. Mutants are men and women whose Additional skills will be gained normal, human, physiology has been according to which template he assumes changed/altered through some sort of at the time. mutation. The source of the mutation can be genetic or induced via Step 3: Abilities chemicals, radiation or a combination Just one, but he can buy it as many times of the three. as he likes. The character starts with 30 points. At a cost of 5 points each, he can All mutants are the product of some buy any class from among Ancient and sort of physical change that has Modern and keep it as a template for him provided them with super human to use. Remember he can only assume power(s). Whatever the cause, their the template of someone he has played physical and genetic structure is in either a TV show, stage or cinema permanently altered. This means movie. mutants are no longer "human" in the conventional sense. Background details should be created for each template's show or movie. Each This holds true even if the character template's abilities should be worked out was once an ordinary, normal human as normal ahead of time. Each template being before the mutation occurred. In can be activated for a maximum of one many cases the powers, physiology and minute per CON of the character. Once cause of mutation defy known science. activated he fully becomes that template taking on its appearance, voice, skills Step 1: Attributes and abilities. Roll attributes as normal and gain +1 in one attribute of choice. Hit points = CON +12, +12 per level.

21 Step 2: Skills ancestors and future descendants to Choose skills in the normal manner. enhance their own.

Step 3: Abilities Step 1: Attributes All Mutants start with the following Roll up attributes as normal. Hit points abilities free; = CON +8, +8 per level.

Mutation - The Mutant starts with 50 Step 2: Skills points to buy powers with. Each Unusual Choose skills in the normal manner. Characteristic taken on the table below gives the character an additional 5 Step 3: Abilities starting points. Additionally Mutants Lords start with the following ability start with 35 Points to spend on any of free; the Super Advantages table at the end. As they earn more experience they may Ancestor Skill - At any time the buy or rebuy more abilities. character can borrow from one of his past ancestors any skill that may have Step 4: Careers existed in his time. The skill roll will be The character can take any career equal to his ancestor's ability. desired. The character gains 25 Points to spend on any of the following abilities. As they earn more experience they may Mutant Deuce buy or rebuy more abilities. Each This Mutant starts with only 25 points to Unusual Characteristic taken on the buy powers with. Each Unusual table below gives the character an Characteristic taken on the table below additional 5 starting points. gives the character an additional 5 starting points but they may not be used Ancestor Agility with powers. Additionally he starts with Cost: 5 17 Points to spend on any of the Super At any time the character can borrow Advantages table at the end. As they from one of his past ancestors +1 earn more experience they may buy or Initiative, and +1 additional Action. rebuy more abilities. His mutation is This increases by +1 each time much weaker. rebought.

Ancestor CON Cost: 5 Paradox Lord At any time the character can borrow This is yet another variant form of from one of his past ancestors +1 CON. Mutant, one who is a master of the art of This increases by +1 each time manipulation of time around himself. rebought. They can borrow abilities from past

22 Ancestor DEX Descendant WIS Cost: 5 Cost: 5 At any time the character can borrow At any time the character can borrow from one of his past ancestors +1 DEX. from one of his future descendants +1 This increases by +1 each time rebought. WIS. This increases by +1 each time rebought. Ancestor HPs Cost: 5 Step 4: Career At any time the character can borrow Any. from one of his past ancestors +5 HPs. This increases by +5 each time rebought.

Ancestor MR Possibility Lord Cost: 5 Possibility Lords have the ability to At any time the character can borrow take control of and permanently from one of his past ancestors +2 MR. reshape a nearby pocket dimension into This increases by +2 each time rebought. almost anything they can imagine. This is done to create their own Realm. Ancestor Senses Cost: 5 Step 1: Attributes At any time the character can borrow All are raised to a minimum of 30, or if one of his past ancestors senses. He can already 30 then +D6 (but cant exceed use this to either double his sight, maximum for each attribute). HPs are hearing or smell. equal to WIS x10. The character's Mana is equal to his (INT + WIS) x10. Ancestor STR Cost: 5 Step 2: Skills At any time the character can borrow Choose as normal. from one of his past ancestors +1 STR. This increases by +1 each time rebought. Step 3: Abilities Descendant CHA Possibility Lords start with the Cost: 5 following abilities free; At any time the character can borrow from one of his future descendants +1 Tap into Pocket Dimension - The CHA. This increases by +1 each time greatest power of the possibility lord is rebought. the ability to access his own separate, self-contained pocket universe. This Descendant INT gives the character access to section 1 Cost: 5 of the Building a Realm table. At any time the character can borrow from one of his future descendants +1 Depending on how much the lord INT. This increases by +1 each time spends the Realm can have a variety of rebought. appearances, qualities, defences and inherent powers. He can teleport

23 himself + 10kgs per WIS at will into his This gives the Lord access to section 2 Realm and back. As the character of the Building a Realm table, allowing becomes more powerful he can improve him to define the laws of Physics his Realm. within his Realm.

The character gains 35 Points to spend Gateway to Realm on any of the following abilities. As he Cost: 5 earns more experience he may buy or Gateways are dimensional conduits that rebuy more abilities. Each Unusual allow people to enter and exit the Characteristic taken on the table below Realm without any assistance. He can gives the character an additional 5 create one dimensional portal per 2 starting points. WIS and anchor them in fixed locations on his home planet. So eg. a character Create Defences could have a portal in his home and Cost: 5 another portal in a hidden crevice in the This gives the character access to section subway system of another part of the 4 of the Building a Realm table, world, both leading to his world. allowing him to build Defences to protect his Realm. Realm Boost Cost: 10 Create Life The Lord is more powerful in his Cost: 5 Realm. This only affects the character's This gives the character access to section physical characteristics. Strength, 6 of the Building a Realm table, Dexterity, and Constitution are allowing him to create lifeforms to increased by +1 per WIS. Charisma inhabit his Realm. increased by +1 per 3 WIS.

Create Technology Movement Rate by +2 per WIS. Hit Cost: 5 Points by +3 per WIS. Armour Class by This gives the character access to section +1 per 2 WIS. These characteristics are 5 of the Building a Realm table, granted automatically whenever the allowing him to define what technology creator or creators enter the Realm and exists within his Realm. last until he leaves.

Define Environment Realm Sight Cost: 5 Cost: 10 This gives the character access to section This allows the Lord to tune in to 3 of the Building a Realm table, anywhere within his Realm at will. allowing him to shape the environment Although if the Realm is particularly of his Realm. large it may take him sometime to search for someone in it. He may also Define Physics in Realm listen in to anything being said once he Cost: 5 is focussed on a particular location.

24 Shift Area to Realm Other Lords let their subconscious run Cost: 10 wild, creating a realm based on their This allows the Lord to shift part of inner desires and imagination. Still wherever he currently is standing into others will copy other realms or places his Realm. He can shift an area of up to from everyday life while creating their 1 metre per WIS diametre. This doubles Realms. each time rebought. When a Realm is first created it will be Tap into another Pocket Realm featureless, in black and white with Cost: 10 gravity, atmosphere and physics For access to one additional realm. The identical to the character's home planet. Lord would then have to rebuy each of There will be no life of any kind within the abilities here for each extra Realm. it. The Lord starts with 300 points to shape his realm. As the Lord earns Step 4: Career more experience he may buy or rebuy Any. more abilities or even enlarge the Realm. Building a Realm A Realm should be a base of operations, 1. Size a place the character can turn to when he The creator can decide exactly what the needs somewhere that is relatively safe three dimensions of the realm will be (although never completely safe). A like. hideout where he can regroup and plan Small his next move. Cost: 5 This is the smallest possible Realm of 1 If a Realm becomes a stumbling block x 1 x 1 kilometres. for a campaign, the GM can always compensate and modify the situation Average with an possibility disaster, invasions by Cost: 10 predators or hostile natives, an assault by A common Realm of 10 x 10 x 10 another Lord or their minions, trouble kilometres. with an unreasonable neighbour and other dangers that could seize the Realm Large or humble a character. Cost: 20 A larger Realm of 100 x 100 x 100 Keep in mind that most effects, powers kilometres. and abilities of the Realm have no effect anywhere else, and cannot exist on, or Very Large influence things on Earth. The process of Cost: 30 creation varies. Some meticulously plan A powerful place of 1000 x 1000 x how their Realm will look and what laws 1000 kilometres. it will obey. Huge Cost: 40

25 A planet sized creation of 10,000 x Immune 10,000 x 10,000 kilometres. Cost: 50 The creator of the Realm is unaffected Mega by any of the restrictions purchased. Cost: 50 Thus, he can, for example, use guns A giant sized planet of 100,000 x even if nobody else can, or use his 100,000 x 100,000 kilometres. magic and psionic powers despite the Realm's restriction on others. This 2. Physics gives the Lord the upper hand in almost Lords have the power to remake the every conflict in his Realm. physical laws of their Realm. This is seldom done, both because such No Explosives modifications are extremely expensive in Cost: 20 terms of power investiture, and because No explosive reactions including those most Lords would find such changes used for chemical weapons and unsettling, dangerous and stressful projectile guns can occur in the Realm. (causes insanity) if the laws of physics are too different than what they are used No Magic to. Cost: 30 This restriction affects the Lord as well Beyond the changes listed below, some as everybody else. No magic or spells imaginative players may want to make will function in the realm. their own changes in the reality of their Realm. GMs should use the examples No Powers given below as guidelines. Cost: 30 This restriction does not affects the Any Surface is Down Lord. No meta powers will function in Cost: 20 the realm. This characteristic allows people to walk on walls or ceilings. The landscape can No Supernatural be made to look like an Escher painting, Cost: 30 with staircases going in all directions. This restriction affects the Lord as well This twisting of gravity will be very as everybody else. No supernatural confusing to those who are not used to it; abilities or enhancements will function most enemies, except flying creatures, in the realm. will be -4 on all combat moves when fighting and any skill rolls. Physics Cost: 20 Gravity This allows the character to change the Cost: 5 physics laws of the Realm. The realm's gravity can be altered up to plus or minus 1% per WIS. Temperature Cost: 5

26 The character can alter the temperature mosses, lichen and algae. Up to 10,000 of sections of his realm by up to plus or species per WIS. minus 1% per WIS. Insect Time Control Cost: 5 Cost: 20 The realm has its own form of insects. This power allows the creator to control Up to 10,000 species per WIS. the rate at which time flows in his Realm in a very limited way. He may set one Minerals rate of time flow per 3 WIS, and switch Cost: 5 between them at will. This control The realm has an abundance of affects the Realm as a whole, and cannot minerals of up to 1 type per WIS. be used only on individuals or portions of his Realm. Sky Cost: 5 3. Environment The realm has a sky with a colour of Can the realm support any life without the creator's choice. the need to import items? Soil Nutrients Continents Cost: 5 Cost: 5 The realm has self renewing soil that The realm if it is large enough can be can support most Earth plant life. An split up into continents and islands of entire ecosystem is possible (i.e., with varying sizes as determined by the some animals eating the plants and creator. other animals preying on the plant eaters, etc.). Energy Cost: 30 Water Ambient mana is tapped and converted Cost: 5 into electricity in the realm, enough to Water is readily available and can be power up electrical appliances such as obtained in the form of rain or mist. refrigerators, lamps, stereos, and power vehicles. 4. Defences Defences are meant to deal with any Fauna enemies or intruders who may Cost: 5 somehow manage to enter the realm, in The realm has its own form of animals spite of other impediments or cloaking including land, aerial and aquatic. Up to measures provided from the 1000 species per WIS. accessibility characteristics.

Flora Defence features confront interlopers Cost: 5 who have managed to get inside. Each The realm has its own form of can be selected as often as desired, vegetation including plants, trees, fungi,

27 provided the creator has sufficient points intruders. Each of the restraints has 5 to burn. HPS per WIS and a STR of 1 per WIS.

Alarm Spatial Trap Cost: 5 Cost: 30 If anybody except the creator enters the Intruders find that space is badly Realm he is alerted by a mental alarm. distorted to them, as compared to the This alarm will alert the creator realm's normal inhabitants. Victims are anywhere within the same universe. at -6 to skills, Thac0 and AC.

Ethereal Trap Teleport Trap Cost: 50 Cost: 20 Intruders find that they are not able to These are specialized dimensional physically affect anything in the realm. portals that simply shove the invaders Intruders may use some meta and magic out of the Realm. The actual destination powers, but cannot physically touch of the portals is determined randomly, anything. roll percentiles: 01-25 The intruder is teleported as far Physical Trap as possible in the opposite direction. Cost: 10 26-50 Teleported to the intruder's world Any trap the creator can envision can be of origin. created in the realm. Intruders with skills 51-70 Teleported to the creator's world which allow them to detect traps may of origin. notice them. Traps may include pits, 71-90 Teleported to some random traps, falling blocks, water filled planet. areas, whirling blades, explosives and 91-00 Teleported to some random anything else that depends on a dimension. As many as 1 intruder per mechanism to operate. The maximum WIS can be teleported away at once. damage a trap can do is D4 per WIS. Time Trap Restraints Cost: 40 Cost: 10 Intruders find that time passes Up to 1 restraint per WIS forms like differently for them than for other tentacles from the ground, walls or inhabitants of the realm. Intruders lose vegetation to grapple and entangle half of their normal attacks, are at -10 intruders and keep them immobilized to initiative, and -5 to all Thac0 rolls. until they can break free or the Lord They move at half their normal speed. wishes to release them. 5. Technology The restraints can look like anything the What kind of structures and transport creator desires from tentacles rising from are available? the ground to chains, rope or fibres flying from walls or tree limbs, roots or Aircraft vines coming alive and grabbing the Cost: 5

28 Self propelled civilian and military air frozen at their initial level and never vehicles are available. increase.

Buildings Employed Cost: 5 Cost: 5 Modern civilian and military buildings The creator has hired various beings to are available. Choice of modern or serve his Realm. Payment must be ancient or combination. determined with the GM. Most will be moderately loyal, although they will Landcraft rarely fight to the death for their master. Cost: 5 Self propelled civilian and military land Mindless Servants vehicles are available. Cost: 20 The character can create constructs Mecha with the following: all physical Cost: 20 attributes up to 10, all mental attributes Self propelled civilian and military up to 5, knows 2 physical or weapon mecha are available. skills. Has 1 HP per WIS and Thac0 of 20. Skills are all at the first level of Seacraft proficiency. He can create 1 construct Cost: 5 per WIS. Self propelled civilian and military aquatic vehicles are available. Servants Cost: 30 6. Life This is a construct endowed with This category does not cover normal intelligence and a personality, each one visitors or immigrants who came from unique but still loyal to the creator. The somewhere else, but beings intimately physical attributes and mental attributes linked to the Realm itself. Some Lords are average. will create constructs with no true minds of their own, but which will follow Summoned simple instructions. Some go further and Cost: 10 create a psychic construct whose mind In this case, the creature is summoned and personality are reflections of their and then magically or psychically creator. bound to the Realm. The enslaved entity cannot leave the area, and must Character Avatars obey the instructions of its new master Cost: 40 to the letter. Needless to say the entity This is a construct endowed with its will not be happy. creator's personality, memories and skills (but not powers) and look identical to him. The physical and mental attributes are identical to its creator's. Resurrected The avatar's abilities are permanently Unlike a modern day mutant with the power of Immortality or an Eternal this

29 character does age and die like any other Regenerative Body - The Resurrected human. They are born of humans, raised do not age physically and are extremely as human, and appear quite human. hardy, able to absorb an amazing amount of damage before they are hurt. However they stop aging at puberty. If Even then they can regenerate that killed they miraculously recover within a damage very quickly depending on matter of seconds (perhaps minutes at what made the wound. Only magical or most) only to be reborn with a different supernatural damage can be truly fatal. set of metapowers. In all other ways however they resemble Eternals. Additionally Resurrected starts with 40 points to buy powers with. Each Step 1: Age Unusual Characteristic taken on the 01-20 100 xD10 years table below gives the character an 21-40 100 x2D10 years additional 5 starting points. The powers 41-60 100 x4D10 years however cannot be chosen and must be 61-75 100 x6D10 years randomly rolled. This happens all over 76-90 100 x8D10 years again each time the character is reborn. 91-00 100 x10D10 years Next decide what you have been doing. The character can though sink as many Were you involved in any famous points as he wants into each of these historical incidents? In the present day powers making them as powerful as he where does your character live or is he a likes. wanderer, moving around continuously? Also Resurrected start with 30 Points to Step 2: Attributes spend on any of the Super Advantages Roll attributes as normal but then add +6 table at the end. As they earn more to STR, DEX and CON. AC 3, Reaction experience they may buy or rebuy more -4 and Mana = INT + WIS x3. Mana is abilities. recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate 5. Organizations of 1 for 1. Hit points = CON +12, +12 The A-Force Page 31 per level. F.A.R.M. Page 34 GeneTech Page 35 Step 3: Skills H.E.L.L. Page 37 Choose skills in the normal manner. M.S.I. BH27 The Book Then for every 100 years alive select 1 of Super Science additional skill. Omega Factor Page 42 Project Omega Page 46 Step 4: Abilities Resurrected gain the following free;

30 toughness, technological know-how, and of course meta powers.

A highly successful operation in central Africa in 1998 brought the company some much needed publicity and several hefty contracts. In 2002, while helping the Colombian government to quell a particularly brutal faction of the FARC revolutionary group, the A- Force got lucky and captured a The A-Force supervillain who’d been working with "If you run, you're only going to die them. tired!" Since he wasn’t covered by their In 2002, a crack commando unit of contract with Colombia, the company uplifted animals were sentenced to die was free to turn him in for a hefty simply because they were no longer reward. Wolf realized they were on to useful. These animals promptly escaped something. from F.A.R.M.'s secret island to the United States underground and from Rewards offered for supervillains often there made their way to Mexico. Today, mounted into the millions, and the still wanted by F.A.R.M., they survive as publicity for dealing with them was soldiers of fortune. If you have a invaluable. Slowly but surely the team problem, if no one else can help, and if began retooling the company to be less you can find them, maybe you can hire... of a mercenary outfit and more of a the A-Force. “provider of anti-superhuman security” (and bounty hunting) organization. Lots The A-Force consists of four members of people didn’t like being so of a former special ops outfit, now dependent on superheroes to save them mercenaries. from villains.

In a world where supervillains can pose They hated feeling helpless, or having a serious threat to a city, a nation, or to simply hope and pray that some even the entire world, many people costumed nutjob wouldn’t fixate on aren’t content to sit back and wait for them or their company and ruin their superheroes to save them. lives.

They prefer to find ways to protect The services offered by the A-Force is themselves and their property from only to legitimate, people in need. They supervillains, killer robots, and other never engage in evil acts and will not superhuman perils. The A-Force knowingly work for an evil person or specializes in hunting and combating group. superhuman menaces using intelligence,

31 He compiles this information into an overall database for the others to read and learn how a target fights and what he’s likely to do in a combat situation.

Captain Wolf Real Name None Alignment Chaotic Good INT 19 STR 11 WIS 14 DEX 15 CHA 12 CON 14 Lieutenant Fox MR 25 Real Name None HPs 100 Alignment Chaotic Good Age 6 INT 13 Training Espionage and Military STR 10 Height 5'5 WIS 14 Weight 120lbs DEX 10 Disposition Thoughtful, brooding CHA 25 Category 7th level Evolved Animal CON 14 (wolf) MR 19 Powers Elongate, Energy Punch, HPs 100 Enhanced Cognition I Age 25 Their leader is Captain Wolf, whose Training Espionage and Military plans tend to be unorthodox but Height 5'3 effective. Only a foolish animal goes Weight 120lbs into a fight unprepared. One of the keys Disposition Charming, everyone's to The A-Force’s success against friend superhuman criminals is Wolf's Category 5th level Evolved investigative abilities. Animal (fox) Powers Shapeshift, Enhanced He uses a combination of Streetwise Charisma, Enhanced abilities and general investigative skills Agility to figure out where a villain’s hiding out, Lieutenant Fox, is a smooth-talking con and if possible who’s with him or what man who serves as the team's other resources he has. He also studies appropriator of vehicles and other wanted meta humans to learn their useful items, as well as the team's powers, weaknesses, tactics, and habits. second-in-command. He also handles

32 public relations and tries to put the team in a positive light.

Sergeant First Class Lieutenant Hawk Grizzly Real Name None Real Name None Alignment Chaotic Good Alignment Chaotic Good INT 13 INT 11 STR 10 STR 10 WIS 12 WIS 12 DEX 19 DEX 10 CHA 14 CHA 9 CON 14 CON 14 MR 19 MR 19 HPs 100 HPs 100 Age 25 Age 25 Training Military and Piloting Training Espionage and Military Height 5'2 Height 6'3 Weight 120lbs Weight 300lbs Disposition Caring, considerate Disposition Bad tempered, loyal Category 5th level Evolved Animal Category 5th level Evolved (hawk) Animal (grizzly bear) Powers Mechankinesis II, Powers Enhanced Molecular Telescopic Sight, Structure, Enhanced Aerokinetic Flight Strength, Mechakinesis I The team's pilot is Lieutenant Hawk, Finally, there is the team's strong man who is slightly insane and can pilot any er.. bear, and mechanic. kind of vehicle with extreme precision.

33 of scientific breakthroughs, specifically in the area of eugenics and uplifting animals.

Their plan was to create a vastly The Foundation for Animal powerful new race of human beings Research and Modification under their control with which to subjugate the rest of humanity. For almost a decade, the four scientists F.A.R.M. is a small band of scientists laboured, bioengineering animal DNA who have dedicated themselves to using molecules to create life, irradiating it technology to create a benevolent world with various energies to imbue it with dictatorship under their rule. F.A.R.M. power, and chemically accelerating its was founded by four scientists, each of growth. whom had a different area of expertise. When their prototypes reached They were Waris Worlak, a Lithuanian maturity, they escaped. Due to their nuclear physicist, Jenifer Tamilton, an rapid maturation, they were unable to American medical biologist, Giancarlo place within the creature's mind the Pota, a Spanish electronics technician, proper safeguards enabling them to and Sladyslav Whinski, a Polish control it. These four animals later went geneticist. on to form the A-Force. Their second attempt to uplift a group of animals The four of them met at a world bought them into direct conflict with convention of scientists, and upon Justice Anonymous. Their plot was discovering their mutual world view, foiled, but the four scientists escaped. decided to pool their financial resources to create an independent scientific Currently, they try to capture Evolved community. Animals not uplifted by them (or their dead bodies) and bring them back to On an uninhabited island in the south their island where they can properly pacific, a friend of Tamilton's, had inspect them. In other words, vivisect discovered ruins of a technologically them. As well they offer substantial advanced stronghold and told her of his sums of money for blood and tissue find. The four scientists used the scrap samples. metal in the ruins to create their own Citadel of Science. At least one member of the F.A.R.M. will show up wherever mutant animals After about a decade of work, the become known. They are completely Citadel was fully operational, and it contemptuous of any animal who tries became one of the foremost scientific to act like an independent being. To research facilities on Earth. Working them, all animals can be divided into together, and using the abandoned two categories; useful tools and technological devices they found there, candidates for experimentation and the F.A.R.M. scientists created a number

34 vivisections. They are fully aware of the out a varying amount of electrical existence of Evolved Animals and are charge directly into the wearer's spinal always interested in acquiring them to cord. further their knowledge. If a Collar is out of contact with the F.A.R.M. has several, mutated, animal laboratory's transmitter for more than servants who are forced to remain loyal. two hours, it will start flashing a pain They have created a control collar signal to the wearer. The pain signal capable of inflicting pain or death. The will continue for 30 minutes, then the collars also serve as communication and Collar will kill the wearer. It takes tracking devices. F.A.R.M. about fifteen minutes to install a Collar. They cannot be The four members of F.A.R.M. are not removed without surgical assistance. in any way malicious toward fellow humans, but have a strange sort of view F.A.R.M. Utility Vans: on the world that simply sees anything These are used by F.A.R.M.'s animal nonhuman as lacking any sort of rights. servants for special missions. The front is covered with mirrored glass. The They are not cruel but consider animals sealed back area contains laboratory to be laboratory tools for the equipment and four bunks with advancement of science and mankind. restraining straps. These vehicles will Simply put, to the scientists, humanity is show up wherever mutant animals fight stuck in an evolutionary rut, and it's up in public. They will be used to take in to them to put us back on the proper path wounded or dead mutant animals. The so we can continue to evolve. vans are also armoured and have bullet- proof windows. F.A.R.M. has also set up a number of legitimate public subsidiaries including; Transcontinental Trucking, Farme Cosmetics, Ferme Pharmaceuticals, Bauernhof Import/Export, Fazenda Construction, and Granja Agriculture Products.

Equipment used by F.A.R.M. F.A.R.M. Control Collars: The Control Collars are used by F.A.R.M. to insure the loyalty and The Genetech Corporation obedience of his animal servants. F.A.R.M. has programmed them so that The Genetech Corporation is a major they respond to 's voice or international player in pharmaceutical radio commands. The location of any goods and medical supplies, along with Collar can be easily tracked from up to more clandestine operations utilizing 500 kilometres away. The collars can put genetic engineering, their legitimate status being only a front for their secret

35 research of bio-organic weapons, Genetech directly funded the developed through the use of a unique construction of 12 and Star virus discovered by the company City 17. In return Genetech's scientists founders shortly after World War II. have their own separate labs to the Russian researchers. The company also has a more public face, producing cosmetics, consumer List of Genetech subsidiaries products and foods. One of Genetech's Itanhanga Island: A solitary island subsidiaries is GBCS (Genetech which serves as a research facility for Biohazard Countermeasure Service), a experimenting on the local villagers. It private military company with a highly also houses an "inescapable" prison trained security force composed mostly camp, a Military Training Centre for of war criminals and exiled soldiers and the Genetech Security Service Unit and capable of rescue and reconnaissance an airport. paramilitary operations; the corporation also uses its top-secret special forces Antarctic Base: Also know as Star group to secure and protect its assets and City 17. Established after something high profile employees. was discovered deep beneath the ice.

This division of the corporation Genetech Disposal Facility: A waste maintains a highly trained security force disposal facility on an unnamed island capable of rescue, reconnaissance, and in the Atlantic Ocean. It is to this paramilitary operations. They use a facility that Genetech sends some of its variety of vehicles, including worst failed experiments to be disposed HUMVEEs. of.

Complementing this security force is an Genetech Africa Laboratory: This air wing, which maintains a fleet of AV- facility was set up in the late 1960s by 8B Harrier jump jets, UH-60 Genetech Chemical, Inc. in secrecy. Blackhawks, C-130 Hercules water- Built within the underground ruins of landing capable cargo planes, CH-53 Sea the Ndipaya Kingdom, only high- Stallion cargo helicopters for ranking Genetech researchers and the transporting prisoners and Hughes MH-6 remaining Ndipaya knew of its 'Little Bird' attack helicopters. existence. Mainly viruses are tested here. The corporation utilizes these resources in order to secure and protect its assets, as well as its high profile employees. The company also has a more benevolent public face for the ignorant masses, producing cosmetics, consumer products and foods.

36 In 1997 H.E.L.L. underwent the first of several expansions. Anges’s agile mind wasn’t satisfied with just developing new military technology; he wanted to learn more, experience more, and do more. He established what’s now known as the Research Section to function as a think tank-style The Human Engineering Life organization. Laboratories His justification for this was increasing the range of services H.E.L.L. could Begun as a defense industry contractor offer the government (and possibly during the Cold War, the Human even private organizations), but his real Engineering Life Laboratories has grown reason was satisfying his own to become a wealthy and influential intellectual curiosity. research organization with expertise in many fields. The Research Section initially focused on topics pertaining to the war in the Since the mid Seventies it’s included middle east, but over the next decade studies of superhumanity and genetics branched out into topics of interest to among its activities, and many private commercial clients, such as corporations have come to rely on market research for large companies. H.E.L.L. as a source of information and assistance. In 1999 H.E.L.L. became the latest in a long string of victims of the criminal H.E.L.L. was founded in 1988 by organization Venom. The Nest Leader Frederick Anges, a gifted scientist. The of Washington, hatched a plot to first few years of The Human infiltrate the US government through its Engineering Life Laboratories' existence service providers — including H.E.L.L. were rough, with the firm barely scraping by on whatever bits and pieces Over the course of several years he got of work Anges and his few employees some of his underlings hired by could obtain. H.E.L.L., first in minor clerical positions but later into the ranks of the But in 1992 their persistence and scientists and researchers. Information sacrifices paid off when H.E.L.L. won a these moles fed back to the Venom contract to develop combat enhancement clued them in to projects the drugs for the US military. It did the work government was working on and so well that some of the government’s provided other valuable information for military contractors took note and began his overall plot. sending more work H.E.L.L.’s way. The company’s success was now assured. Slowly but surely they worked their tentacles into the Pentagon and other

37 branches of American government, only Second, he instructed the various to trip themselves up by moving too divisions of the Applied Sciences quickly. When some choice information Section to create small sub-sections came Venom's way through one of his devoted primarily to studying (and in H.E.L.L. sources, they tried to blackmail some cases inventing) super- the Secretary of Defense into becoming technology, mostly with an eye toward their puppet. countering or restraining supervillains.

The Secretary refused and turned to Some experts scoffed at H.E.L.L.’s several superheroes for help. The heroes entry into the “field” of superhuman investigated, and their work soon led studies, thinking it the dilettantish fad them to H.E.L.L.. A brief but intense of a man who’d been hurt but would confrontation with the Venom agents soon find more profitable activities for resulted in significant damage to his company. They couldn’t have been H.E.L.L.’s New York facility, several more wrong. injured employees, and two deaths. Thanks to the quality of its work (and For Anges this incident was like a splash those reduced rates, which it still offers of cold water in the face. He was to this day), H.E.L.L. soon became shocked and dismayed at how easily his known for the accuracy of its studies of company had become a Venom patsy, superhuman activities, the and deeply grieved by what happened to insightfulness of its psychological his employees. profiles of known metas, and the sturdiness of its patented Meta H.E.L.L. had dabbled in studies of Restraint System devices. superhumanity and related phenomena before — it couldn’t survive in its Today H.E.L.L. finds itself with almost industry if it didn’t — but now he more work than it can handle. It has realized the company had just been hired additional personnel and began dipping its toes in those waters. building a series of secondary offices, across the US, Asia, Africa and Europe. What it needed was a serious focus on the problems faced and posed by Compared to many corporations of superhumanity, particularly the threat of similar size, H.E.L.L. has a relatively supervillains and even superheroes. simple table of organization, one that reflects its roots as a scientific research To that end, Anges did two things. First, company focused on defence contracts. in 2002 he created a new branch of the Research Section, the Superhuman The chairman and chief executive Studies Division. They soon began officer is Frederick Anges, it has an offering its services to police active Board of Directors, but in most departments, government officials, and cases they tend to defer to his wishes similar organizations, often for even though he and his family at this significantly reduced rates. point only own 34% of the company’s

38 stock (which is publicly traded on the defense contracting for the United NASDAQ). Anges has proven to be a States military (and some other allied shrewd businessman, so his directors’ militaries), though it does significantly faith in him is usually justified. more corporate/commercial work now.

Broadly speaking, H.E.L.L.’ services fall Some of the divisions within Applied into two categories: contractual and Sciences include: speculative. Most of its work is contractual, meaning that it’s conducted Applied Biology Division - used to be according to the terms of a contract with the smallest division of Applied an outside party (often a government, Sciences, but over the past two decades, but sometimes a corporation or wealthy as biology has made new and amazing private employer). strides, it’s grown and become a much more important part of the company. Its It works on or researches whatever the researchers focus on all aspects of the person or entity contracting its services biological sciences, including genetics wants it to, whether that’s preparing a (some participated in the Human report on meta human impact on the Genome Project), microbiology, and European economy, an analysis of agricultural biology. potential security issues in sub-Saharan Africa, or a scientific study of the effects As of 2009, some of the division’s of alien genes. cutting-edge research projects involve attempts to create biological batteries In other cases H.E.L.L. does work “on and computer systems, efforts to cure spec,” hoping to attract enough paying some genetic-based diseases, and a customers to make the work pay for long-term experiment designed to itself. Typically spec projects are improve rice crop yields. seminars that interested persons pay a steep fee to attend, but some spec Applied Chemistry Division - This projects involve technology. section devotes long hours and considerable brainpower to developing To provide these services with new chemicals, finding new maximum efficiency (and profitability), applications for existing chemicals, and H.E.L.L. divides its workforce into two improving chemical manufacturing sections: Applied Sciences and processes. The division is well-known Research. Within each section are in security circles for its work on non- several divisions focused on more lethal chemical weapons designed to specific fields of study. incapacitate targets without lasting harm, and in environmental circles for The Applied Sciences Section is the core developing technologies that decrease business of the company that it was industrial pollution output. originally founded to do: scientific and technological research and development. Applied Physics Division - While it’s Even today its work largely involves true the division engages in more than

39 its fair share of “blue sky” research modern world, international historical projects that bear little (if any) practical and economic developments of interest fruit, it also does plenty of work that the to policymakers, and the like. Nearly all company makes money from. Its studies of its researchers have some level of of supertechnology have yielded some security clearance. excellent results, and several of its scientists maintain close contact with Superhuman Studies Division - this scientifically-minded superhumans to section researches aspects of the exchange ideas. Superhuman World not covered by some other division of the section. C.S.I. Division - The Criminalistics Examples include the impact of Division functions partly as a private superhuman combat on city criminalistics laboratory that runs infrastructure (or the insurance various tests (such as DNA industry), how superheroes interact “fingerprinting”) for police agencies for with the media, and the ramifications of a fee, and partly as a consulting service corporate sponsorship of superheroes. to assist with matters related to forensics. Superheroes who don’t have H.E.L.L.’s most important resource is expertise in this area often meet with the vast amount of information it Criminalistics Division scientists to have collects, analyzes, and archives. Its evidence analyzed for clues they (the overall corporate library is extensive, heroes) can follow up on. though in this day and age researchers tend to rely on computerized databases The Research Section grew organically as much as on books and written as H.E.L.L. evolved and realized it could reports. make money offering additional services to its standard customer, the US And H.E.L.L. gives them plenty of government. It’s basically a “think tank” access to such things; it subscribes to that researches (a) whatever it’s hired to literally hundreds of database services research, and (b) subjects it thinks it can ranging from the relatively mundane to earn money on through books, seminars, the ultra-exclusive. Access to these and the like. Some of the section’s sources is one of the “perks” that divisions include: attracts many top-flight researchers to the company. Consumer And Corporate Affairs Division - tackles research projects for In the minds of the public H.E.L.L.'s private commercial clients — other primary business is researching and corporations, industry lobbying groups, developing new technologies, and and the like. there’s no denying it devotes a lot of money, time, and effort to that pursuit. National Security Studies Division - this As a result many of its facilities are section explores the subjects of threats to filled with valuable technology: United States security, the role of expensive computer systems; various American military and intelligence in the types of high-end manufacturing

40 equipment; elaborate sensors; and of sensitive areas they’re used in the course all sorts of prototype and daytime as well). Typical examples experimental devices that H.E.L.L. include motion detectors, body heat scientists are working on. More than detectors, window monitors, and closed once some supervillain or criminal circuit TV cameras. organization has targeted H.E.L.L. to steal such things. MetaTech has spies inside H.E.L.L. Thanks to them, slowly but surely Although it’s often underestimated, even MetaTech is developing a fairly by company employees, H.E.L.L.’s thorough and often disturbing picture of influence in government circles is one of much of what goes on at H.E.L.L., a its most important resources. Many firm whose ability to develop cutting- officials trust H.E.L.L. and rely on the edge military systems interests it very conclusions of its researchers when much. Genetech also has agents within analyzing policy matters. Defense H.E.L.L. contractors know that for decades H.E.L.L. has crafted cutting-edge What H.E.L.L. is really doing: military systems that got the job done. Anges believes metahumans, H.E.L.L. personnel often testify on extraterrestrials and basically anything Capitol Hill, and Anges is said to have non human represents a threat to us, the ears of several senators and and through natural evolution will congressmen. eventually replace humanity on earth. H.E.L.L. is dedicated to finding ways to With so many trade secrets in its labs if not eliminate, control these threats to and classified documents on its humanity. researchers’ desks, H.E.L.L. takes security seriously. A legion of security To that end they are willing to break personnel is on duty night and day to laws, engage in experimental protect the company’s resources. alterations upon other human beings, Anyone visiting an H.E.L.L. facility is and ruin lives for the higher goal. Their expected to sign in and out, and if creations are no less exempt. H.E.L.L. appropriate his license tag number and uses its own military commando teams other pertinent information are noted by who undertake their tasks with the zeal personnel at the security desk. of madmen and wish to purge the world of the meta menace - utilizing a level of While on H.E.L.L. premises he wears an violence that clearly makes them the electronic badge that’s coded to let him oppressors, yet they are too absorbed into areas the company wants him to with their own violent prejudices to visit and keep him out of places he’s not pause and contemplate. allowed to go. A central security computer can trace his movements based Their first physical act of violence on where the badge goes. At night, committed was the kidnapping of the electronic security systems also help to young mutant with earthquake powers. protect H.E.L.L. facilities (and in some They brought him to San Francisco,

41 where they hooked him up to an they can although their main purpose elaborate device that would amplify his remains to destroy the Prometheus powers. Their plan was to force him to Institute. cause an earthquake at the San Andreas fault, damaging California. H.E.L.L. During one assault on the main believed that when the public found out laboratories of Project Omega they that a mutant had caused all the were defeated by other agents of destruction that it would further discredit Prometheus Institute and tried and mutants in the eyes of the public, but convicted by the corporation board on Omega Factor foiled their scheme and multiple counts of desertion. Before rescued the mutant. Subsequent schemes they could be executed, two other have all been foiled by various Prometheus Institute agents - superheroes but noone has yet learnt of Doomsday and Omega Champion - H.E.L.L.'s involvement. helped the Omega Factor escape, later joining them.

For a while the team lived in a subterranean community of the homeless and disenfranchised. They are currently residing in Justice Anonymous's old mountain base with their blessings.

Omega Factor

The three original members of Omega Factor were the creations of the Prometheus Institute under their Project Omega department. All life created by Prometheus Institute were considered expendable with no legal rights, often being hired out on dangerous missions they didnt return from. Centaurus, Coyote and Transport had other ideas, however.

While on an assassination mission in Centaurus Iran they disappeared. The three soon Real Name Gabriel resurfaced back in the United States Alignment Lawful Good calling themselves Omega Factor. They INT 18 are often involved in fighting STR 12 supervillains and helping people where WIS 15

42 DEX 12 Real Name Scott CHA 16 Alignment Lawful Good CON 11 INT 15 MR 20 STR 18 HPs 30 WIS 14 Age 5 DEX 18 Training Covert Ops CHA 12 Height 5'7 CON 25 Weight 150lbs MR 15 Disposition Friendly, courteous, HPs 50 suspicious Age 5 Category 6th level Mutant Training Covert Ops Powers Emission Sonic, Field Height 5'8 Sonic, Sonic Flight. Weight 180lbs Gabriel is typically calm, smart, and a Disposition Brooding, curious good friend, but he will often stubbornly Category 6th level Mutant cling to his strong personal moral code, Powers Animal Mimicry (all), which has resulted in numerous bad calls Animal Metamorph and extra stress within the group. (all), Control Animals Gabriel's greatest fault, perhaps, is his Scott is an expert at hunting, tracking, uncanny ability to place responsibility navigation, and observation. On their on himself and set for himself goals that early missions he was often brazen, and are impossible to reach. Despite his foul-mouthed but eventually developed faults, his combat skill and general care into an integral part of the group. His for all members of the group have led aggression is unprecedented, and it him to be looked up to, and allowed him remains one of his most valuable assets, to take the leadership role within the as well as one of his most noticeable. group. Scott is a both physically and emotionally the strong man. He is often volatile, but he is still significantly more level-headed and rational than Doomsday. Though he is usually distant, Scott has often shown to be caring and selfless. Scott has also proven to be an incredibly honest individual and hardly ever lies.

He is much more clever than he looks, and has a keen sense of intuition, especially when it comes to meeting new people. He can tell almost immediately who can be trusted and Coyote who cannot. An experienced tracker

43 and hunter, he has deadly accuracy with intuition, she trusts her gut when it any melee weapon. comes to meeting new people. After the loss of her boyfriend, she suffered from hallucinations in which she would talk to him. As time went on, she gradually opened up to the group, and became close to James.

Doomsday Real Name Angela Szemero Alignment Lawful Good INT 11 STR 12 WIS 11 DEX 15 Omega Champion CHA 9 Real Name Dean Jaskovich CON 17 Alignment Lawful Good MR 15 INT 14 HPs 30 STR 12/ (suit 35) Age 2 WIS 17 Training Covert Ops DEX 15 Height 5'8 CHA 14 Weight 100lbs CON 17 Disposition Self conscious, aggresive MR 15 Category 5th level Mutant HPs 20/ (suit 500) Powers Absorption Energy, Age 31 Emission Light, Training Pilot, Covert Ops Metamorph Light Height 5'8 (suit 6'2) (permanent) Weight 180lbs/ (suit 450 lbs) After having grown discontented for Disposition Friendly, courteous, some time with how she was treated by psychotic Project Omega, she and Dean freed Category 5th level Exo-pilot Omega Factor and took the opportunity Powers Flight, Armour, Energy to both escape as well. Angela tends to blaster left arm (8D6, 20 work alone and keeps much of her past metres range), Proton secret, but possesses a keen sense of blaster right shoulder

44 (20D6, 1 km range, requires 10 minutes to recharge), Missile Launcher left shoulder (8 missiles, 5D6 each, 1 km range), Forcefield (500 HPs for 5 minutes) Dean formerly worked as a test pilot for experimental military planes. He was recruited to the Prometheus Institute to test their exo armours. However after having grown discontented for some time with what he saw going on in Project Omega, he and Angela freed Omega Factor and took the opportunity to both escape as well. Transport Real Name James Dean is single-minded, proud, brave, Alignment Lawful Good wise, short-tempered and also has a INT 12 brutal side. He is the living juxtaposition STR 12 between rage and wisdom. Despite his WIS 11 violent tendencies, Dean is wise and DEX 12 pragmatic, providing insightful advise CHA 10 and council to his friends. His CON 17 experiences with Project Omega have MR 20 rendered him a depressed, hopeless shell HPs 30 of his former self, and is only able to Age 5 push forward if given a clear mission. Training Covert Ops Height 5'9 Despite his rough, brash nature, Dean Weight 180lbs greatly enjoys having fun, he loves Disposition Shy, keen, trusting alcohol and likes to socialize. Project Category 6th level Mutant Omega absolutely want their power suit Powers Teleport, Chronal Shift back, even more than they want the other (first rank), Isoport members dead. James is bright, loyal, resourceful, and swift on his feet. Keenly aware of the extreme dangers in which he places himself for the sake of the group, he thinks on his feet and shows great compassion and humanity. Despite all of the horrors he has experienced, he maintains a youthful enthusiasm for life and its unexpected pleasures. He is an integral part of the group, showing surprising depth and emotion when

45 experiencing even the most devastating designing precautions against tragedies. superheroes going rogue.

Sensing the untapped potential found in the planet's rapidly-expanding superhuman population, the seeds of Project: Omega (or the Omega Project, as it is alternately known) were sown in the initial collaborations between military and industry, whose actions were shrouded in secrecy and whose motivations were less than altruistic.

These covert dealings—which Project Omega included, but were not limited to, the analysis of advanced technologies, as In 1947, an alien craft crashed in well as experimentation on Antarctica and drew the attention of the metahumans, mutants, and aliens— Prometheus Institute which had a group continued unabated for decades, of its scientists stationed nearby. There providing both parties with profit and they discovered dozens of charred secrets well-suited for military bodies, none of which were human. application.

They removed the bodies and Many of these top-secret projects dealt technology they discovered, sending with the manipulation and training of them back to the States for study. To be metahumans with the intent of able to do this the Institute had to create transforming them into living weapons. new facilities and a new department; Other projects came about as a response Project Omega. to the rising prominence of the superhumans. The project's facilities were originally constructed in a large, abandoned In recent years, Project Omega aqueduct outside of Basilica City. developed clones which were a human/ Exploration soon uncovered a vast array alien hybrid. By mixing genetic of caverns close to the facilities. These samples gained from Antarctica, along would become important later. with those of various metahumans, the scientists at Omega were able to create It's agents include power brokers, their own super beings. There were politicians, criminals, and black-ops numerous failed experiments before mercenaries with one thing in common: they finally succeeded with Centaurus, they're humanity's last hope against Coyote and Transport. metahumans. It is partly funded by the government with the intention of They were considered expendable with no legal rights. While on an

46 assassination mission in Iran they rebelled and disappeared. The three soon resurfaced back in the United States calling themselves Omega Factor, and have been at the top of the Prometheus Institute's elimination list ever since.

Another agenda was conspiring to undermine public confidence in Justice Anonymous, promoting the popularity of "their" superheroes, to cause discord among its members, and, if necessary, provoke the heroes into making the first Project Agent move in a war which Project Omega Real Name Varies believed it could win. Alignment Neutral Evil INT 9 Matters came to a head when Omega STR 9/18 (suit) Factor assaulted one of the main WIS 9 laboratories of Project Omega but were DEX 9 defeated by other agents of Prometheus CHA 9 Institute and tried and convicted by the CON 9 corporation board on multiple counts of MR 18 desertion. HPs 21/350 (suit) Age Varies Before they could be executed, two other Training Security, weapons Prometheus Institute agents - Doomsday Height Varies/6'4 (suit) and Omega Champion - helped the Weight Varies/400 lbs (suit) Omega Factor escape, later joining them. Disposition Varies Extensive damage was done to the Category 3rd level Exo-pilot facility in the process of the escape and Powers Armour, Energy blaster it had to be abandoned. right arm (6D6, 20 metres range), Electrical Project Omega has also directly funded gauntlet left arm (4D6, the construction of Star Cities 7, 8, 9, 10, 10 metres range) 11, 13, 14, 15. The majority of agents are either ex military or from security backgrounds Project Omega also seems to possess with little scruples. vast knowledge of other realities in the multiverse, ranging from alternate futures to parallel universes. Appendix 1: Unusual

Characteristics For a truly random character in this new world roll on the following tables;

47 Colour Mutations 77-84 Cat; nightvision equal to half Roll on this table several times; once for normal range. skin colour, again for eye colour and 85-92 Insect; 360 degree vision. once more for hair colour. 93-00 Third Eye; see the invisible. 01-15 Completely normal 16-20 Red Size Mutations 21-25 Orange How big is the character? 26-30 Yellow 01-08 1ft +D10 inches 31-35 Green 09-16 2ft +D10 inches 36-40 Blue 17-24 3ft +D10 inches 41-45 Indigo 25-30 4ft +D10 inches 46-50 Violet 31-44 5ft +D10 inches 51-55 Gold 45-52 6ft +D10 inches 56-60 Silver 53-60 7ft +D10 inches 61-65 Bronze 61-68 8ft +D10 inches 66-70 Brown 69-76 9ft +D10 inches 71-75 White 77-84 10ft +D10 inches 76-80 Black 85-92 11ft +D10 inches 81-85 Grey 93-00 12ft +D10 inches 86-90 Transparent 91-95 Combination of several of the Body Mutations above in striped form. Roll D4 Does the character have any additional more times. mutations? 96-00 Combination of several of the 01-02 None. above in patch form. Roll D4 03-04 Antennae; depending on the more times. character's powers these could be used as senses, discharge, Eye Mutations telepathy, etc. What type of eyes does the character 03-04 Elastic Bones; only takes half have? damage from any kinetic attacks 01-08 Very small; -2 to hit eyes if (falls, punches, explosions, etc). targeted by enemies. 05-06 Emits Vapours; determine what 09-16 Small; -1 to hit eyes if targeted effect the gases have and what by enemies. types of lifeforms they affect. 17-28 Completely normal. 07-08 Extra limbs; D4, D6, D8, D10, 29-36 Large; +10% greater sight range. D12 or D20 extra arms, legs or 37-44 Very Large; +20% greater sight heads or a mixture of each. range. 09-10 Fat; appears overweight but is 45-52 Oval shape; 180 degree vision. pure muscle, +1 STR. 53-60 Glowing; +1 to intimidate others. 11-12 Featureless; a totally blank face 61-68 Reptilian; underwater nightvision and body. No eyes, ears, nose, equal to half normal range. mouth, nipples, etc. The 69-76 Fish; underwater nightvision character can somehow still see, identical to normal sight range. hear, smell and breathe

48 normally. For food and drink he 68-70 Stalk faced; like a snail. relies on solar sustenance. 71-73 Striped; like a zebra. 13-14 Flat Billed; platypus type beak. 74-76 Sturdy Quadroped; walks 15-16 Frilled; lizard type vane around around the neck. on all fours. 17-18 Headless; Sensory organs are 77-79 Suckers; same as the adhesion located on the main torso. Minor Power. They can be 19-20 Horned; Up to D4 horns on head located on the fingers, chest or which do D6 damage each. wherever else desired. 21-22 Huge Jaw; neck length. 80-82 Tail; either thin but strong like a 23-24 Large Eared; hear +20% better. monkey's allowing the life form 25-26 Large Nostrils; smell +20% to lift his own body weight better. using it, or a thick and powerful 27-28 Long Limbed; arms reach down bludgeoning weapon. to the knees or even ankles. 83-85 Tentacles; finger or arm. 29-31 Lumpy; over most of the skin. 86-88 Tough Skinned; natural AC 2. 32-34 Mandibles; like an insect with 89-91 Transparent Body; can see right STR equal to double the normal through his body. Note he is not attribute. totally invisible as his outline 35-37 Multiple Mouths; up to D6 extra can be made out. mouths located on various parts 92-94 Twitchy: shakes a lot. of the body. 95-97 Veined Skin; skin is semi 38-40 Prehensile Limbed; can use legs transparent with arteries and and toes for the same purpose as veins clearly showing through. arms and fingers. 98-00 Webbed; between its fingers or 41-43 Rough Skinned; course like a toes or both. shark. 44-46 Segmented; like a centipede. 47-49 Serpentine Scaled; D100% of Appendix 2: Super body is covered in scales. 50-52 Sharp Teeth; +D4 damage. Advantages 53-55 Skinny; practically anorexic. -1 These can be used with any super STR, +2 MR due to lighter frame. power and most can be bought multiple 56-58 Slimy; very difficult to catch or times. hold on to due to his slippery skin. +2 AC. Accurate 59-61 Slit Featured; has slits instead of Cost: 5 eyes, ears, nose and mouth. The character gains +1 Thac0 with a 62-64 Spined; like a porcupine. Length, specific power. shape, colour, hardness and function (possibly venomous) is Affects Intangible left up to the GM. Cost: 5 65-67 Split Body; 2 torsos on top of 1 For a power which normally only set of legs. affects the physical world. It can now be used against ethereal enemies or

49 psionic type powers. However it doesn't for a new roll until a successful dodge effect both normal and intangible at the of the attack roll is made, aim is same time, you must declare which diverted, the attack is blocked, or the mode will be use. Requires 1 attack to attacker runs out of attacks. The switch between solid and unsolid character cannot attack anything else otherwise will remain in current mode. while using this power.

Area Effect Delayed Effects Cost: 5 Cost: 5 For a power which normally only affects The effects of the power can be delayed a single target. It now does damage up to 1 hour. within a radius area pf 1 metre per WIS. Homing Attack Bonus Damage Cost: 10 Cost: 10 For a power which has a ranged attack. For a power which does damage, it now The shot will dodge around structures does an additional +D6. and non targets on it's way to the intended target. Bonus Range Cost: 5 Invisible Effects For a ranged power, +25% range Cost: 10 increase. Any one power that would normally be visible isn't, making dodging it Cone Effect extremely difficult, -8 to avoid or to Cost: 10 AC. For a ranged power, it spreads out in a fan like cone covering an area of one Knockback metre for every 20 metres of range. Cost: 5 For an attack power or if STR has been Continuous Effects enhanced. The victim if hit is also Cost: 10 thrown back off his feet up to 1 metre Once successfully hit the victim per WIS. continues to be affected for an additional round. eg. if bought twice the victim Overhead Attack takes D6 energy blast on the first hit and Cost: 10 again in each of the next 2 rounds. For a power which has a ranged attack. Instead of following a direct line to the Continuous Hit target at the last second the shot will Cost: 10 loop up and hit the victim from directly For a power which has a ranged attack. above. The character needs only a successful Thac0 roll to hit with the power. After Piercing this he can continue to hit the same Cost: 10 victim automatically without the need

50 The specified attack power will attack. eg. the character buys 3 targets penetrate the first 10 HPs of armour, in split attack. He must then also buy shields and fields doing damage to Split Attack II 3 times. If not then it whatever is left. If no protection is left will only apply to how many shots are then the damage is done directly to the covered, all the rest will still only do victim's HPs. proportional damage.

Precise Trigger Cost: 5 Cost: 5 The specified power can now be fine One power is triggered by a specific tuned for delicate tasks. eg. energy event when not in use (eg. forcefield, emission could now do a single point of even if don't see the attack coming). damage in order to etch a surface. Works in Unsuitable Environment Rapid Fire Cost: 5 Cost: 10 This power will continue to work with For a power which has a ranged attack. no penalty in environments where it You can fire one extra shot per action shouldn't. This would mainly apply to each time this is bought. most ranged powers being used underwater. Ricochet Cost: 5 The specified attack power will bounce 1 time per 2 WIS between objects without Appendix 3: Super doing any damage to reach its true target. If it runs out of ricochets the Disadvantages attack fails. These are disadvantages which only apply to powers and spells. The points Split Attack gained from taking one of these may Cost: 5 then be used to spend on the character. For a ranged attack power. The shot may Difficult disadvantages are worth 5 now hit one extra target with the damage points, Severe are worth 10, and being split between the two. Damage is Extreme are worth 15. reduced accordingly for each additional target. Costs 5 points per extra target Accidental Change affected. If the character has an alternate identity or form he will change back Split Attack II unwillingly under certain Cost: +5 circumstances. Gain +5 points if the Split Attack must be bought before change occurs on uncommon situations, buying this. There is now no reduction in +10 points on common situations, and damage between targets, each takes it +20 points on very common situations. equally. However this must be bought for each extra target bought in split

51 Activation Roll Extra Time to Activate This power wont activate without a One power doesn't activate successful roll. Gain +5 points if it starts immediately. Gain +5 points if 1 round, on a roll of 1-15 on a D20, +10 points on +10 points if 1 minute and +20 points if a roll of 1-10 on D20, and +20 points if 5 minutes. 1-5 on a D20. Gestures Always On One power wont work if hands Gain +5 points of power on 25% of the encumbered, restrained or grabbed. time, +10 points if 50% of the time and Gain +10 points per power affected. +20 points if 100% of the time. Inaccurate Cant use other Power This power is really hard to hit with. Gain +5 points for each power which Gain +5 points per -1 thaco when using doesnt function while this power is on. this power.

Concentrate Incantation Cant do anything else while using one Must announce power out loud for it to particular power and wont notice activate. Gain +5 points if speak at anything going on around him. Gain +10 normal level, +10 points if shout, and points per power affected. +20 points if scream at top of lungs.

Doesnt Affect 1 Colour Incapacitated by Power This power doesnt affect anything The use of this power either paralyses covered in a specific colour. Gain +5 or knocks out the character each time points for each colour affected. used. Gain +1 point per minute affected. Doesnt Affect 1 Material This power doesnt affect one specific Injured by Power COMMON material. Gain +5 points for The character is injured every time he each material affected. uses this power. Gain +5 points per D6 damage taken. Doesnt work on Organic/Inorganic This power has no effect at all on either Jams Organics or Inorganics (choose which Sometimes the power just jams. Gain one). +10 points per power affected. +5 points if it fails on a roll of 1-5 on a D20, +10 points if on a roll of 1-10 on a Endurance Drain D20, and +20 points if on a roll of 1-15 The power drains X amount of CON for on a D20. every round it is used. Gain +1 point per CON drained each round. Limited One power wont work under certain conditions. Gain +5 points if during uncommon situations, +10 points if

52 during common situations and +20 Reduced Penetration points if during very common situations. Gain +5 points for every D6 reduction in damage by the power. Or only works under certain conditions. Gain +5 points if during uncommon Requires Multiple Users situations, +10 points if during rare This power requires at least two people situations and +20 points if during very who must touch each other in some rare situations. way for it to work. Gain +10 points for each additional person required. Linked One power is linked to another so that it Side Effects wont work unless the other is also active. At the GM’s discretion, one power has Gain +5 points per power it is linked to. unusual effects such as causing If linked to four powers then all four blindness, cancer, etc. Gain +1 point must work together or none of them per metre radius within which all are work. affected. Gain +5 points if the effects are temporary, +10 points if it does No Conscious Control long term damage and +20 points if has This power only works randomly fatal effects over time. (worked out with the GM). Gain +5 points if works 75% of time, +10 points Susceptible if 50% of time, and +20 points if 25% of Take D6 damage per round from time. exposure to a common object which is non harmful to most others. Gain +1 Object Focus point per metre radius which affects the One power must be focussed through a character. particular object to work. +10 points per power affected. Visible Effects Only in Alternate ID Invisible powers eg. mind bolt are Certain powers only work when visible, as it becomes more visible so transformed. Gain +5 points per power should the ability to dodge it increase. affected. Gain +5 points if ethereal 25% visible, +10 points if 50% solid looking and Recharge +20 points if 100% solid looking. One power requires a certain amount of time to recharge after each use. Gain +1 Vulnerable point per minutes rest needed. Extra damage from 1 form of attack. Gain +5 points if +D6 damage, +10 Reduced by Range points if +2D6 and +20 points if +4D6. Damage and effects lessen over distance. Gain +5 points if 25% less, +10 points if 50% less and +20 points if 75% less.

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