TEXT: Darkling
  
   
   
   
   
   
   
   
   
  Credits 
    
  EEnneem
  miieess  AA  ttoo  ZZ::  
   
  The Darkling 
  Writing & Art 
  Mark L. Chance 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Layout & Editing 
  J.A. Dettman 
  Publisher 
  Cracked Mirror Publishing 
   
   
   
  Enemies A to Z: The Darkling is ©2004 Cracked Mirror Publishing. 
   
  Hero Points and Power Points are ©2002 Green Ronin Publishing and are used with 
  permission. Reference to other copyrighted material in no way constitutes a challenge to the 
  respective copyright holders of that material. 
   
  Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and Green Ronin 
  are trademarks of Green Ronin Publishing and are used with permission. 
   
  The following is designated as Product Identity, in accordance with Section 1(e) of the 
  Open Game License, Version 1: all characters and place names and all art. 
   
  The following text is designated as Open Game Content: Pages 6 through 14, except 
  those parts already designated Product Identity. 
  
  The Darkling 
   
  Quote: "The sweet fear of your children 
  makes us stronger." 
  Power Level: 20/24/28 
  Concept: Monster in the dark 
  Occupation: Kidnapper, tyrant 
  Group Affiliation: None 
  Real Name: Duke Vincent Sforza 
  Legal Status: Self-proclaimed ruler of 
  the Shadow Hell 
  Identity: Unknown to the general 
  populace of Earth 
  Place of Birth: Somewhere in the 
  Valley of Fear in the Shadow Hell 
  Marital Status: Single 
  Living Relatives: None 
  Height: 6 ft. 4 in. 
  Weight: 200 lbs. 
  Eyes: Solid red 
  Hair: None 
   
  HISTORY  
  For centuries, the petty warlords of the 
  Shadow Hell have been scheming and 
  warring against each other. Internecine 
  conflict is the norm, but none of the 
  hellions, as the natives of the Shadow 
  Hell are called, complain much. Such 
  behavior is to be expected in the Shadow 
  Hell, for there might makes right, mercy 
  is weakness, and hate makes the world 
  go 'round. One of these petty warlords 
  was Vincent Sforza, born the second son 
  to Duke Edward and Duchess Olivia. In 
  customary fashion, Vincent was raised 
  under the brutal tyranny of his parents 
  and his older brother Eric. Vincent, in 
  turn, learned to brutalize the servants 
  and courtiers that lurked in Edward's 
  shadow. When he was of age, Vincent 
  ascended the ducal seat after the clever 
  and much lauded assassinations of his 
  father, mother, and older brother. In fact, 
  so stylish were these murders that 
  Vincent attracted the attention of the 
  Bleak Cadre, a cabal of sorcerers with 
  political aspirations. 
   Chief among the Bleak Cadre's goals 
  was the acquisition of the legendary 
  Dark Stone, an ancient artifact rumored 
  lost somewhere in the fiend-haunted 
  Valley of Fear adjacent to Vincent's 
  ducal holdings. Occult lore said that the 
  possessor of the Dark Stone would 
  command great mystical power. The 
  Black Cadre reasoned that they could 
  use such power to carve out their own 
  kingdom. Of course, the Dark Stone 
  could ultimately serve only one master, 
  but the Bleak Cadre's members would 
  worry about which of their number to 
  murder, and in what order, after the 
  artifact had been recovered. 
   Vincent learned a great deal about the 
  Dark Stone from the Bleak Cadre. He 
  agreed to help them quest for the Dark 
  Stone, and turned the resources of his 
  duchy to that end. After several 
  dangerous adventures, in which Vincent 
  faced down many of the monstrous 
  denizens of the Shadow Hell, the young 
  duke reached the lowest chamber of the 
  dungeon in which the Dark Stone had 
  been entombed. Then, rather than turn 
  the Dark Stone over to the representative 
  of the Bleak Cadre who accompanied 
  him, Vincent instead gutted the foolish 
  sorcerer. In a mortar and pestle made 
  from the skull and tibia of a hellion, 
  Vincent pounded the Dark Stone to 
  powder, mixed it with sorcerer's blood, 
  and consumed the artifact. 
   
  2 
  
   Such intimate contact with the essence 
  of the Dark Stone transformed Vincent 
  into the Darkling, a shadow creature of 
  vast power. Indeed, the Darkling is 
  probably the most powerful being in the 
  Shadow Hell, and he was quick to put 
  his newfound might to use. The 
  Darkling's first target was the Bleak 
  Cadre. He decimated the sorcerers, 
  leaving only a handful of them alive to 
  serve in his court. He also subjugated the 
  mighty devil bats that once guarded the 
  Dark Stone, taking these dread creatures 
  back to his fortress Night Hold to guard 
  the Darkling's inner sanctum. Soon the 
  Darkling's reign of terror extended 
  across the Valley of Fear as well as his 
  hereditary duchy. An army of dark 
  hounds and their hellion kennel masters 
  hunt the countryside and village streets 
  to impress upon the Darkling's subjects 
  his right to rule. 
   In time, neighboring warlords became 
  concerned with the Darkling's increasing 
  strengths. Several of them formed a 
  conspiracy to bring the Darkling to his 
  knees, but none of the conspirators 
  reckoned with the transformed duke's 
  full might. Although the conspirators' 
  initial assaults were quite successful, the 
  tide turned against them when the 
  Darkling personally entered the fray 
  behind a squad of shade fiends, animated 
  shadows with superhuman strength and 
  resistance to injury. The conspirators' 
  armies were routed, and the Darkling 
  himself hunted down and killed each of 
  the 
  warlords 
  before 
  placing 
  their 
  holdings under the control of puppet 
  rulers. 
   While all of this conflict was ongoing, 
  the remnants of the Bleak Cadre 
  researched the Darkling's new powers, 
  exploring the various capabilities of their 
  master's shadow form. It was the Bleak 
  Cadre 
  that 
  hypothesized 
  that 
  the 
  Darkling could open a portal between 
  the Shadow Hell and a parallel world 
  called Earth. Sure enough, the Bleak 
  Cadre's hypothesis was correct. When 
  the Darkling first traveled to Earth, he 
  became aware of a new sense. He could 
  detect the presence of Earth children. 
  Attracted to the vibrant energy of youth, 
  the Darkling kidnaped a few children for 
  further research. Although the Bleak 
  Cadre's experiments proved fatal to the 
  children a terrifying new secret was 
  revealed. With the help of arcane 
  chambers 
  called 
  Shade 
  Cells, 
  the 
  Darkling could tap into the nightmares 
  of captive Earth children to augment his 
  already prodigious might. 
   Since even the strongest child seldom 
  lived longer than a month or two under 
  the continuous psychic torture inflicted 
  by a Shade Cell, the Darkling began 
  regular excursions to Earth in order to 
  acquire fresh victims. The Darkling also 
  learned that Earth has been a frequent 
  inter-dimensional 
  crossroad. 
  Many 
  mystical artifacts exist on Earth, and the 
  Darkling 
  continually 
  thirsts 
  for 
  additional might. He not only kidnaps 
  children to fuel his wicked powers, but 
  he also steals magic items and objects of 
  occult significance. 
   
  PERSONALITY 
  The Darkling is cruel, arbitrary, and 
  cunning, all traits that are lauded as 
  virtues in the Shadow Hell. That he is 
  the most powerful being in the Shadow 
  Hell only magnifies the Darkling's 
  wickedness. This does not mean that the 
  Darkling seeks out conflict. He prefers 
  for his underlings to engage in acts of 
  terrorism in his name while he devises 
  plots against those perceived as enemies. 
  Until it is time to strike, the Darkling is 
  haughty but polite. Should he decide to 
  take an active hand in matters, the 
   
  3
  
  Darkling is without mercy. All lives 
  except 
  his 
  own 
  are 
  considered 
  expendable. The Darkling is not always 
  an indiscriminate killer. His cruel mind 
  understands that even if there aren't 
  worse punishments than death, it is at 
  least an amusing challenge to devise new 
  tortures to make his captives beg for 
  death. 
   
  PLOT HOOKS 
  1. The most obvious way your heroes 
  can encounter the Darkling is during the 
  commission of a kidnapping or occult 
  object theft. From this single combat 
  encounter, the heroes glimpse the tip of 
  the iceberg. Further investigations by 
  appropriate means, such as Knowledge 
  (occult), reveal hints of the Shadow 
  Hell's existence and tales of its cruel 
  king. 
   
  2. If you have a hero with Dimension 
  Travel, he might find himself in the 
  Shadow Hell, whether by accident or by 
  design. While exploring this new realm, 
  the hero learns about the Darkling and 
  his sinister visits to Earth. 
   
  3. For a more epic adventure, imagine 
  the implications of the Bleak Cadre 
  discovering a way to permanently link or 
  even merge the Shadow Hell with a 
  portion of Earth. The heroes find 
  themselves in a race against time to 
  prevent the Darkling from extending his 
  terrible 
  reign 
  across 
  dimensional 
  boundaries. This could easily involve 
  adventures on both Earth as well as the 
  Shadow Hell, pitting the heroes against 
  the 
  Darkling's 
  minions, 
  horrible 
  monsters, and crazed human cultists who 
  welcome the Darkling's coming as the 
  fulfillment of some insane prophecy. 
   
  POWERS AND TACTICS  
  Due 
  to 
  his 
  transformation 
  after 
  consuming the Dark Stone, the Darkling 
  has become a mystical being composed 
  of living shadows. As a result, he is 
  virtually impervious to physical harm, 
  but his ability to interact with the 
  physical world is also greatly limited. He 
  slides easily along surfaces, vertical and 
  horizontal and even across ceilings, 
  under doors, and through small cracks. 
  The Darkling can project bolts of his 
  essence that wreak terrible psychic 
  damage against his target. He can also 
  animate shadows, including "pieces" of 
  his own body. Called Shade Fiends, 
  these animated shadows are solid 
  constructs with superhuman strength 
  under the Darkling's direct control. The 
  Darkling can also conjure up realistic 
  illusions that he uses to confuse and 
  delay his foes. 
   Furthermore, the Darkling’s mystical 
  powers allow him to open portals 
  between the Shadow Hell and Earth. He 
  comes to Earth to kidnap children, which 
  he can mystically sense. Kidnaped 
  children 
  are 
  held 
  captive 
  in 
  the 
  Darkling's dungeons in crystalline urns 
  called Shade Cells. Due to a unique 
  connection to the Shade Cells, the 
  Darkling is able to tap into the captive 
  children's fear and despair in order to 
  increase his shadow powers while within 
  the Shadow Hell. At PLs 24 and 28, the 
  Darkling 
  also 
  acquires 
  an 
  innate 
  connection to the Shadow Hell that 
  grants him an increase in power while in 
  that realm. 
   The Darkling's tactics do not change 
  much from one PL to the next. Before 
  traveling to Earth via dimensional portal, 
  the 
  Darkling 
  always 
  animates 
  his 
  maximum number of Shade Fiends. The 
  Shade Fiends act as the Darkling's hands  
   
  4 
  
  and, if necessary, his fists. The Darkling 
  also always has a specific objective in 
  mind when traveling to Earth. Usually 
  this involves kidnaping children to fill 
  the Shade Cells. Since his power is 
  lessened on Earth, the Darkling doesn't 
  like to spend prolonged periods of time 
  away from the Shadow Hell. The 
  Darkling 
  is 
  a 
  villain 
  ripe 
  with 
  possibilities for extra effort. Through 
  such effort, it is acceptable for the 
  Darkling to form solid shadow objects 
  (as Create Object), create areas of inky 
  blackness (as Energy Control [shadow]), 
  conjure large-scale illusions or cast 
  images directly into a foe's mind (as per 
  the Area and Selective extras), or add the 
  Mental Assault or Psychic Sedation 
  extras to his shadow bolts. 
   In a fight, the Darkling relies on his 
  shadow-form to protect him while his 
  Shade Fiends engage in melee. The 
  Darkling supports their assault by 
  projecting 
  shadow 
  bolts, 
  especially 
  against targets that his Shade Fiends 
  aren't strong enough to affect. As his 
  shade fiends are destroyed, the Darkling 
  animates replacements. He also prefers 
  to keep one or two Shade Fiends in 
  reserve in order to help him accomplish 
  the particular task that brought him to 
  Earth. Once this goal is accomplished, or 
  it becomes apparent that he cannot 
  accomplish it, the Darkling returns to the 
  Shadow Hell in order to plot anew. In 
  the Shadow Hell, the Darkling is even 
  more fearsome. Within his fortress Night 
  Hold, surrounded by his minions, those 
  seeking to confront the Darkling suffer 
  fully the disadvantages of facing such a 
  powerful being on his home turf. 
   
   
   
  5
  
   
   
   
   
   
   
   
   
  RACE: Hellion 
  SIZE: Medium 
  The 
  Darkling
   
  QUOTE: 
   
   
  Extra-Dimensional 
  Monster 
  "The sweet fear of 
  your children makes 
  us stronger." 
   
  PL 20 
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  20 
  20 
  16 
  20 
  20 
  +0 
  +5 
  +5 
  +3 
  +5 
  +5 
   
   
   
   
   
   
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +5 
  +5 
  +5 
  +15 
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  +10 
  +10 
  +15 
  +5 
  50ft 
   
  DEFENSE 
  PROTECTION 
  DAMAGE 
  20 
  25 
  25 
  — 
  +0S/+10S 
  Flat-Footed 
  Physical 
  Mental 
   
  Punch/Shadow Bolt 
   
  SKILLS 
  Bluff +15*, Diplomacy +12*, Intimidate +21*, Knowledge (Shadow Hell) +10, 
  Listen +15, Move Silently +17, Sense Motive +17, Spot +17.  
   *Gains a +3 bonus to Charisma-based checks when his Infamy is a benefit. 
  Suffers a -3 penalty Charisma-based checks when his Infamy is not a benefit. 
   
  FEATS 
  Darkvision, Detect (children), Headquarters, Immunity (aging, critical hits, 
  disease, cold, exhaustion, poison, pressure, radiation, starvation, suffocation), 
  Infamy, Minions (loyalty score 41), Startle. 
   
  POWERS 
  Alternate Form (shadow) +10 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Immunity, Mental Blast; 
  Flaw: Permanent; Source: Mystical; Cost: 9 pp; Total Cost: 90 pp]. 
  Alternate Form (shadow) +5 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Mental Blast;  
  Flaw: No additional Immunities, Permanent, Restricted - Only in the Shadow 
  Hell, Restricted - Only if at least 5 Earth children are held in shade-cells; 
  Source: Mystical; Cost: 6 pp; Total Cost: 30 pp]. 
  Dimension Travel +10 [Extra: Portal; Flaw: Limited - One Dimension; 
  Source: Mystical; Cost: 2 pp; Total Cost: 20 pp]. 
  Super-Wisdom +10 [Extra: Super-Charisma, Super-Skill (Move Silently); 
  Source: Mystical; Cost: 5 pp; Total Cost: 50 pp]. 
   
  WEAKNESSES 
  Disturbing, Vulnerable (light-based attacks). 
   
   
  Number of Minions 
  Average Hellions 
  33 
  Dark Hounds 
  450 
  Kennel Masters 
  22 
  Hellion Warriors 
  12 
  Devil Bats 
  10 
  Dark Cadre Sorcerers 
  10 
   
   
  How the PL20 Darkling’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
   30pp 
  Base Defense 
   20pp 
  Ability Scores 
   46pp 
  Skills 
   22pp 
  Feats 
   12pp 
  Powers 
  190pp 
  Weaknesses 
  -20pp 
  Total 
  300pp 
   
  6 
  
   
  7
  RACE: Hellion 
  SIZE: Medium 
  The 
  Darkling
   
  QUOTE: 
   
   
  Extra-Dimensional 
  Monster 
  "The sweet fear of 
  your children makes 
  us stronger." 
   
  PL 24 
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  20 
  20 
  16 
  20 
  20 
  +0 
  +5 
  +5 
  +3 
  +5 
  +5 
   
   
   
   
   
   
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +5 
  +5 
  +5 
  +17 
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  +13 
  +13 
  +18 
  +5 
  50ft 
   
  DEFENSE 
  PROTECTION 
  DAMAGE 
  23 
  28 
  28 
  — 
  +0S/+10S 
  Flat-Footed 
  Physical 
  Mental 
   
  Punch/Shadow Bolt 
   
  SKILLS 
  Bluff +17*, Diplomacy +14*, Intimidate +23*, Knowledge (Shadow Hell) +10, 
  Listen +17, Move Silently +19, Sense Motive +19, Spot +19.  
   *Gains a +3 bonus to Charisma-based checks when his Infamy is a benefit. 
  Suffers a -3 penalty Charisma-based checks when his Infamy is not a benefit. 
   
  FEATS 
  Darkvision, Detect (children), Headquarters, Immunity (aging, critical hits, 
  disease, cold, exhaustion, poison, pressure, radiation, starvation, suffocation), 
  Infamy, Minions (loyalty score 45), Startle. 
   
  POWERS 
  Alternate Form (shadow) +10 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Immunity, Mental Blast; 
  Flaw: Permanent; Source: Mystical; Cost: 9 pp; Total Cost: 90 pp]. 
  Alternate Form (shadow) +5 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Mental Blast; Flaw: No 
  additional Immunities, Permanent, Restricted - Only in the Shadow Hell; 
  Source: Mystical; Cost: 7 pp; Total Cost: 35 pp]. 
  Alternate Form (shadow) +5 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Mental Blast; Flaw: No 
  additional Immunities, Permanent, Restricted - Only in the Shadow Hell, 
  Restricted - Only if at least 5 Earth children are held in shade-cells; Source: 
  Mystical; Cost: 6 pp; Total Cost: 30 pp]. 
  Dimension Travel +10 [Extra: Portal; Flaw: Limited - One Dimension; 
  Source: Mystical; Cost: 2 pp; Total Cost: 20 pp]. 
  Super-Wisdom +12 [Extra: Super-Charisma, Super-Skill (Move Silently); 
  Source: Mystical; Cost: 5 pp; Total Cost: 60 pp]. 
  WEAKNESSES 
  Disturbing, Vulnerable (light-based attacks). 
   
   
  Number of Minions 
  Average Hellions 
  33 
  Dark Hounds 
  450 
  Kennel Masters 
  22 
  Hellion Warriors 
  12 
  Devil Bats 
  10 
  Dark Cadre Sorcerers 
  10 
   
   
  How the PL24 Darkling’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
   39pp 
  Base Defense 
   26pp 
  Ability Scores 
   46pp 
  Skills 
   22pp 
  Feats 
   12pp 
  Powers 
  235pp 
  Weaknesses 
  -20pp 
  Total 
  360pp 
  
   
  8 
  RACE: Hellion 
  SIZE: Medium 
  The 
  Darkling
   
  QUOTE: 
   
   
  Extra-Dimensional 
  Monster 
  "The sweet fear of 
  your children makes 
  us stronger." 
   
  PL 28 
   
   
  ABILITIES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  20 
  20 
  16 
  20 
  20 
  +0 
  +5 
  +5 
  +3 
  +5 
  +5 
   
   
   
   
   
   
  SAVES 
  DMG 
  FORT 
  REF 
  WILL 
  +5 
  +5 
  +5 
  +17 
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  +17 
  +17 
  +22 
  +5 
  75ft 
   
  DEFENSE 
  PROTECTION 
  DAMAGE 
  27 
  32 
  32 
  — 
  +0S/+15S 
  Flat-Footed 
  Physical 
  Mental 
   
  Punch/Shadow Bolt 
   
  SKILLS 
  Bluff +17*, Diplomacy +14*, Intimidate +23*, Knowledge (Shadow Hell) +10, 
  Listen +17, Move Silently +19, Sense Motive +19, Spot +19.  
   *Gains a +3 bonus to Charisma-based checks when his Infamy is a benefit. 
  Suffers a -3 penalty Charisma-based checks when his Infamy is not a benefit. 
   
  FEATS 
  Darkvision, Detect (children), Headquarters, Immunity (aging, critical hits, 
  disease, cold, exhaustion, poison, pressure, radiation, starvation, suffocation), 
  Infamy, Minions (loyalty score 49), Startle. 
   
  POWERS 
  Alternate Form (shadow) +15 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Immunity +10, Mental 
  Blast; Flaw: Permanent; Source: Mystical; Cost: 9/8 pp; Total Cost: 130 pp]. 
  Alternate Form (shadow) +5 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Mental Blast; Flaw: No 
  additional Immunities, Permanent, Restricted - Only in the Shadow Hell; 
  Source: Mystical; Cost: 7 pp; Total Cost: 35 pp]. 
  Alternate Form (shadow) +5 [Extras: Animation (Extra: Animate Shadows, 
  Flaw: Animate Shadows Only), Continuous, Illusion, Mental Blast; Flaw: No 
  additional Immunities, Permanent, Restricted - Only in the Shadow Hell, 
  Restricted - Only if at least 5 Earth children are held in shade-cells; Source: 
  Mystical; Cost: 6 pp; Total Cost: 30 pp]. 
  Dimension Travel +10 [Extra: Portal; Flaw: Limited - One Dimension; 
  Source: Mystical; Cost: 2 pp; Total Cost: 20 pp]. 
  Super-Wisdom +12 [Extra: Super-Charisma, Super-Skill (Move Silently); 
  Source: Mystical; Cost: 5 pp; Total Cost: 60 pp]. 
   
  WEAKNESSES 
  Disturbing, Vulnerable (light-based attacks). 
   
   
  Number of Minions 
  Average Hellions 
  33 
  Dark Hounds 
  450 
  Kennel Masters 
  22 
  Hellion Warriors 
  12 
  Devil Bats 
  10 
  Dark Cadre Sorcerers 
  10 
   
   
  How the PL24 Darkling’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
   51pp 
  Base Defense 
   34pp 
  Ability Scores 
   46pp 
  Skills 
   22pp 
  Feats 
   12pp 
  Powers 
  275pp 
  Weaknesses 
  -20pp 
  Total 
  420pp 
  
  The Darkling’s Minions 
   
  SHADE FIENDS  
  The Darkling can animate shadows, even 
  drawing them from the substance of his 
  own body if necessary. Called Shade 
  Fiends, these constructs are the Darkling's 
  most significant tools. Shade Fiends take 
  damage like inanimate objects. A Shade 
  Fiend has only two conditions: damaged  
   
  and broken. If a Shade Fiend's Damage 
  save succeeds, it takes no damage. If it 
  fails, it takes 1 hit, reducing its Damage 
  save by -1. If it fails its Damage save by 
  more than 5, a shade fiend is destroyed. A 
  shade fiend's statistics depend on how 
  many Animation ranks the Darkling uses. 
  Shade Fiend (Animation +10) 
   
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  20 
  10 
  — 
  — 
  3 
  3 
  +10 
  — 
  +0 
  -4 
  +5 
  +0 
   
   
  -4 
  -4 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +4 
  +9 
  +4 
  +0 
  30ft. 
  14 
  14 
  10 
  — 
  +10S 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Punch 
   
  POWERS 
  Amazing Save (Damage) +10 [Source: Mystical; Cost: 1 pp; Total Cost: 10 pp]. 
  Super-Strength +5 [Source: Mystical; Cost: 4 pp; Total Cost: 20 pp]. 
   
  Shade Fiend (Animation +15) 
   
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  20 
  12 
  — 
  — 
  5 
  5 
  +15 
  — 
  +1 
  -3 
  +5 
  +1 
   
   
  -3 
  -3 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +5 
  10 
  +6 
  +1 
  30ft. 
  15 
  16 
  12 
  — 
  +15S 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Punch 
   
  POWERS 
  Amazing Save (Damage) +15 [Source: Mystical; Cost: 1 pp; Total Cost: 10 pp]. 
  Super-Strength +10 [Source: Mystical; Cost: 4 pp; Total Cost: 20 pp]. 
   
  Shade Fiend (Animation +20) 
   
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  20 
  14 
  — 
  — 
  7 
  7 
  +20 
  — 
  +2 
  -2 
  +5 
  +2 
   
   
  -2 
  -2 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +6 
  +11 
  +8 
  +2 
  30ft. 
  16 
  18 
  14 
  — 
  +20S 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Punch 
   
  POWERS 
  Amazing Save (Damage) +20 [Source: Mystical; Cost: 1 pp; Total Cost: 10 pp]. 
  Super-Strength +15 [Source: Mystical; Cost: 4 pp; Total Cost: 20 pp]. 
   
   
  9
  
  AVERAGE HELLION  
  The Night Hold's day-to-day business is 
  overseen by a staff of ordinary hellions. 
  These minions cook food, perform 
  maintenance, cultivate the screaming 
  flowers of the Darkling's garden of pain, 
  et cetera. They are not overtly hostile, 
  but are certainly not benign. The twisted 
  ethics of the Shadow Hell affect even the 
  common man, and the average hellion 
  would knee-cap his own mother for 
  profit or reputation. 
    
  Shade Fiend (Animation +25) 
   
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  20 
  16 
  — 
  — 
  9 
  9 
  +25 
  — 
  +3 
  -1 
  +5 
  +3 
   
   
  -1 
  -1 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +7 
  +12 
  +10 
  +3 
  30ft. 
  17 
  20 
  16 
  — 
  +25S 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Punch 
   
  POWERS 
  Amazing Save (Damage) +25 [Source: Mystical; Cost: 1 pp; Total Cost: 10 pp]. 
  Super-Strength +20 [Source: Mystical; Cost: 4 pp; Total Cost: 20 pp]. 
   
  Average Hellion 
  RACE: Hellion 
  SIZE: Medium 
  PL2 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  10 
  12 
  13 
  10 
  12 
  10 
  +1 
  +1 
  +1 
  +3 
  How the Average Hellion’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
    6pp 
  Base Defense 
    4pp 
  Ability Scores 
    7pp 
  Skills 
    5pp 
  Feats 
    6pp 
  Powers 
  12pp 
  Weaknesses 
  -10pp 
  Total 
  30pp 
   
  +0 
  +1 
  +1 
  +0 
  +1 
  +0 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +2 
  +2 
  +3 
  +1 
  30ft. 
  12 
  13 
  13 
  — 
  +2L 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Dagger 
   
  SKILLS 
  Move Silently +5, Craft (choose one) or Profession (choose one) +6. 
   
  FEATS 
  Darkvision, Immunity (cold, radiation). 
   
  POWERS 
  Super-Wisdom +2 [Extra: Super-Charisma, Super-Skill (Move Silently); Source: Alien; Cost: 5 pp; Total Cost: 10 pp]. 
   
  DEVICES 
  Dagger - Weapon +2L [Cost: 1 pp; Total Cost: 2 pp]. 
   
  WEAKNESS 
  Vulnerable (light-based attacks). 
   
   
   
  10 
  
  DARK HOUNDS &  
  HELLION KENNEL MASTERS  
  The dark hounds are stout canines that 
  appear much like mastiffs, but have 
  glowing red eyes and coal-black, hairless 
  skin. The dark hounds are under the care 
  and command of the kennel masters, 
  warriors in the Darkling's service. Each 
  kennel master is responsible for around a 
  score of dark hounds. The Darkling 
  primarily maintains his reign of terror in 
  the Valley of Fear by allowing the 
  kennel masters and their packs freedom 
  to hunt the general populace for food 
  and sport. Dark hounds are canny 
  trackers with powerful jaws. The kennel 
  masters wear sturdy hide armor. They 
  are skilled combatants with their whips, 
  cruel weapons that can lay flesh open to 
  the bone. 
  Dark Hound 
  SIZE: Medium 
  PL1 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  16 
  20 
  16 
  2 
  13 
  10 
  +3 
  +3 
  +5 
  +1 
  +3 
  +5 
  +3 
  -4 
  +1 
  +0 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +0 
  +5 
  — 
  +5 
  40ft. 
  10 
  15 
  11 
  — 
  +4L 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Bite 
   
  SKILLS 
  Move Silently +8, Survival +4. 
   
  FEATS 
  Attack Finesse, Darkvision, Immunity (cold, radiation), Scent. 
   
  POWERS 
  Natural Weapons +1 [Source: Alien; Cost: 2 pp; Total Cost: 2 pp]. 
  Running +2 [Alien; Cost: 2 pp; Total Cost: 4 pp]. 
   
  WEAKNESS 
  Vulnerable (light-based attacks). 
   
   
  Kennel Master 
  RACE: Hellion 
  SIZE: Medium 
  PL3 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  12 
  12 
  13 
  10 
  12 
  10 
  +1 
  +1 
  +1 
  +3 
  +1 
  +1 
  +1 
  +0 
  +1 
  +0 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +3 
  +5 
  +4 
  +1 
  30ft. 
  12 
  13 
  13 
  -3 
  +4L 
   
   
   
   
   
  Flat-Footed 
  Physical 
  Mental 
   
  Whip 
   
  SKILLS 
  Move Silently +5, Handle Animal +6, Profession (animal trainer) +6. 
   
  FEATS 
  Attack Focus (whip), Darkvision, Immunity (cold, radiation). 
   
  POWERS 
  Super-Wisdom +2 [Extra: Super-Charisma, Super-Skill (Move Silently); Source: Alien; Cost: 5 pp; Total Cost: 10 pp]. 
   
  DEVICES 
  Armor - Armor +3 [Cost: 1 pp; Total Cost: 3 pp]. 
  Whip - Weapon +3L [Cost: 1 pp; Total Cost: 3 pp]. 
   
  WEAKNESS 
  Vulnerable (light-based attacks). 
   
   
  11
  
   
  NEW WEAKNESS  
  How the Dark Hound’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
     0pp 
  Base Defense 
     0pp 
  Ability Scores 
   17pp 
  Skills 
     2pp 
  Feats 
   10pp 
  Powers 
     6pp 
  Weaknesses 
  -20pp 
  Total 
  15pp 
   
   
   
  How the Kennel Master’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
    9pp 
  Base Defense 
    4pp 
  Ability Scores 
    9pp 
  Skills 
    9pp 
  Feats 
    8pp 
  Powers 
  16pp 
  Weaknesses 
  -10pp 
  Total 
  45pp 
  Animal: A character with this weakness is an 
  animal. He cannot have an Intelligence score 
  higher than 2, nor can he have any ranks in 
  Super-Intelligence. Animals cannot speak, 
  read, or write. An animal also has various 
  limitations depending on animal type. For 
  example, a horse cannot drive a car or turn a 
  doorknob. Also, animals have a limited status 
  under the law. For example, a dog who bites 
  a child can be killed without recourse to a 
  capital trial. This limitation is most 
  appropriate for sidekicks and other NPCs. 
   
  HELLION WARRIORS  
  A squad of twelve hellion warriors 
  comprise the Darkling's ceremonial guard. 
  In truth, the Darkling has little need for this 
  guard as he is the most powerful being the 
  Shadow Hell. Still, a ceremonial guard is 
  expected, and, if nothing else, they can deal 
  with problems beneath the notice of the 
  Darkling. Clad in chainmail armor and 
  armed with shortspears and crossbows, the 
  warriors use their cloaks of flying to 
  outmaneuver foes. 
   
  Hellion Warrior 
  RACE: Hellion 
  SIZE: Medium 
  PL3 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  12 
  12 
  15 
  10 
  12 
  10 
  +4 
  +2 
  +1 
  +4 
  +1 
  +1 
  +2 
  +0 
  +1 
  +0 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +3 
  +5 
  +4 
  +1 
  30ft./30ft.
  13 
  14 
  14 
  -4 
  +4L/+4L
   
   
   
   
  Ground/Flying 
  Flat-Footed 
  Physical 
  Mental 
   
  Dagger/Crossbow 
   
  SKILLS 
  Move Silently +6. 
   
  FEATS 
  Attack Focus (spear), Darkvision, Immunity (cold, radiation), Toughness. 
   
  POWERS 
  Super-Wisdom +3 [Extra: Super-Charisma, Super-Skill (Move Silently); Source: Alien; Cost: 5 pp; Total Cost: 15 pp]. 
   
  DEVICES 
  Armor - Armor +4 [Cost: 1 pp; Total Cost: 4 pp]. 
  Cloak of Flying - Flight +6 [Source: Mystical; Cost: 1 pp; Total Cost: 6 pp]. 
  Crossbow - Weapon +4L [Cost: 1 pp; Total Cost: 4 pp]. 
  Spear - Weapon +3L [Cost: 1 pp; Total Cost: 3 pp]. 
   
  WEAKNESS 
  Vulnerable (light-based attacks). 
   
   
   
  12 
  
   
  How the Hellion Warrior’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
    9pp 
  Base Defense 
    6pp 
  Ability Scores 
  11pp 
  Skills 
    2pp 
  Feats 
  10pp 
  Powers 
  32pp 
  Weaknesses 
  -10pp 
  Total 
  60pp 
   
   
  How the Devil Bat’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
     9pp 
  Base Defense 
     8pp 
  Ability Scores 
   14pp 
  Skills 
   10pp 
  Feats 
   14pp 
  Powers 
   40pp 
  Weaknesses 
  -20pp 
  Total 
   75pp 
   
  DEVIL BATS  
  The 
  Darkling's 
  inner 
  sanctum 
  is 
  guarded by ten devil bats. These man-
  sized monsters spend much of their 
  time hanging from the vaulted ceiling 
  of the inner sanctum, rousing only to 
  feed at the blood fountains or devour 
  intruders. The devil bats fight on the 
  wing, using their sonic screams to 
  deafen and injure their prey. 
   
  Devil Bats 
  SIZE: Medium 
  PL5 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  8 
  20 
  16 
  8 
  12 
  10 
  +3 
  +3 
  +10 
  +1 
  -1 
  +5 
  +3 
  -1 
  +1 
  +0 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +3 
  +8 
  +8 
  +5 
  5ft./25ft. 
  19 
  19 
  15 
  — 
  +0L/+5L
   
   
   
   
  Ground/Flight 
  Flat-Footed 
  Physical 
  Mental 
   
  Bite/Sonic Blast 
   
  SKILLS 
  Hide +10, Move Silently +10. 
   
  FEATS 
  Aerial Combat, Attack Finesse, Darkvision, Dodge, Evasion, Immunity (cold, radiation). 
   
  POWERS 
  Amazing Save (Reflex) +5 [Source: Alien; Cost: 1 pp; Total: 5 pp]. 
  Energy Control (sonic) +5 [Power Stunt: Energy Blast; Source: Alien; Cost: 2 pp; Total: 10 pp]. 
  Flight +5 [Flaw: Restricted - Wings; Source: Alien; Cost: 1 pp; Total: 5 pp]. 
  Natural Weapons +1 [Extra: Clinging; Source: Alien; Cost: 3 pp; Total: 3 pp]. 
  Super-Senses +5 [Extra: Combat Sense, Telescopic Hearing; Power Stunt: Blindsight; Flaw: Hearing Only; Source: Alien; Cost: 3 pp; 
  Total: 17 pp]. 
   
  WEAKNESS 
  Disabled (poorly suited for ground movement), Vulnerable (light-based attacks). 
   
   
   
   
   
  13
  
  THE BLEAK CADRE 
   There are ten sorcerers remaining in the 
  Bleak Cadre, all of whom now serve the 
  Darkling. The Bleak Cadre are the 
  Darkling's mightiest servants. Each sorcerer 
  knows a variety of mystical spells. 
  Individually, each commands impressive 
  offensive and defensive magic. As a group, 
  they are a force to be reckoned with. These 
  sorcerers prefer to fight from the air, 
  protected by arcane shields, raining a variety 
  of attacks down onto their foes. In addition 
  to their obvious military applications, the 
  sorcerers of the Bleak Cadre act as 
  diplomats and scholars. 
   
  How the Bleak Cadre Sorcerer’s  
  Points Were Spent 
  Area 
  PP Cost 
  Base Attack 
    9pp 
  Base Defense 
    6pp 
  Ability Scores 
  11pp 
  Skills 
    2pp 
  Feats 
  10pp 
  Powers 
  32pp 
  Weaknesses 
  -10pp 
  Total 
  60pp 
  Bleak Cadre Sorcerer 
  RACE: Hellion 
  SIZE: Medium 
  PL6 
  ABILITIES 
  SAVES 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  DMG 
  FORT 
  REF 
  WILL 
  10 
  14 
  15 
  12 
  20 
  16 
  +2 
  +2 
  +2 
  +9 
  +0 
  +2 
  +2 
  +1 
  +5 
  +3 
   
   
   
   
   
  COMBAT 
  BAB 
  MELEE 
  RANGE 
  INIT 
  SPEED 
  DEFENSE 
  PROTECTION 
  DAMAGE 
  +3 
  +3 
  +5 
  +2 
  30ft./30ft.
  13 
  15 
  18 
  -6 
  +0S/+6S 
   
   
   
   
  Ground/Flight 
  Flat-Footed 
  Physical 
  Mental 
  Forcefield 
  Punch/Mental Blast 
   
  SKILLS 
  Diplomacy +5*, Knowledge (occult) +6, Move Silently +6, Spot +8.  
   *Gains a +2 bonus to Diplomacy checks related to the occult. 
   
  FEATS 
  Darkvision, Detect (magic), Immunity (cold, radiation), Iron Will. 
   
  POWERS 
  Sorcery +6 [Spells: ESP*, Flight, Force Field, Illusion*, Incorporeal*, Mental Blast*; Flaw: Excluded Group - Any One Group*, Rote; 
  Source: Mystical; Cost: 5 pp; Total: 30 pp].  
    *Vary these spells and the excluded group to reflect each sorcerer's particular preferences. 
  Super-Wisdom +2 [Extra: Super-Charisma, Super-Skill (Move Silently); Source: Alien; Cost: 5 pp; Total Cost: 10 pp]. 
   
  WEAKNESS 
  Vulnerable (light-based attacks). 
   
   
   
   
   
  14 
  
  The Shadow Hell 
   
  THE SHADOW HELL  
  The Shadow Hell is very much like 
  Earth, except that it is a twisted mirror 
  image where evil is good, and magic 
  takes the place of science. The Shadow 
  Hell has only a fraction of the Earth's 
  population, and it has no large nation 
  states. Instead, the inhabitants of the 
  Shadow Hell live clustered in hundreds 
  of small cities usually situated close to a 
  major water route or the sea. These cities 
  are under the protection of various 
  warlords. Most warlords claim several 
  cities as part of their domain. There are 
  several special features that heroes must 
  deal with in the Shadow Hell: 
   
  TECHNOLOGICAL SUPPRESSION 
  Powers and devices that are [Source: 
  Super-Science] 
  are 
  automatically 
  reduced by 10 ranks for the duration of 
  their stay in the Shadow Hell. A power 
  or device reduced to zero or fewer ranks 
  ceases 
  to 
  function. 
  Ranks 
  are 
  automatically restored once the Shadow 
  Hell is exited. Ordinary technologies 
  function in the Shadow Hell, but may be 
  hampered by the lack of modern 
  infrastructure. For example, a flashlight 
  works in the Shadow Hell, but finding 
  replacement 
  batteries 
  is 
  all 
  but 
  impossible. 
   
  PERPETUAL DARKNESS 
  The Shadow Hell exists in a perpetual 
  state of moonless, arctic night. The 
  lightlessness means that heroes are 
  confronted 
  by 
  at 
  least 
  one-half 
  concealment 
  at 
  all 
  times. 
  Within 
  structures or other sealed areas, total 
  concealment is imposed by the darkness. 
  Creatures with appropriate senses (such 
  as Darkvision) ignore these darkness-
  related 
  problems. 
  Once 
  every 
  10 
  minutes, creatures without Immunity 
  (cold) must make a Fortitude save (DC 
  10, +1 per previous check) to avoid 
  becoming fatigued. Already fatigued 
  characters 
  become 
  exhausted, 
  then 
  unconscious. Unconscious characters 
  who fail a Fortitude save against the cold 
  are dying. Heavy clothing grants a +4 
  bonus on saves versus the cold. 
  Characters with the Survival skill may 
  gain a bonus to their saves against the 
  cold. Some places in the Shadow Hell, 
  such as the Darkling's shade-cells, are 
  insulated against the cold. 
   
  RADIATION 
  Exceptionally high levels of background 
  radiation are encountered throughout the 
  Shadow Hell. For each hour spent in the 
  Shadow Hell, a character must make a 
  Fortitude save (DC 10, +1 per previous 
  check) or lose two points of Constitution 
  (as the Drain power, but the points 
  cannot be recovered without first getting 
  shelter 
  from 
  the 
  radiation 
  plus 
  appropriate medical care). Certain areas 
  in the Shadow Hell, such as the 
  Darkling's 
  shade-cells 
  or 
  deep 
  underground, are shielded from the 
  plane's radiation. Immunity (radiation) 
  completely 
  resists 
  this 
  hazard. 
  Appropriately shielded clothing or gear 
  may grant up to a +2 bonus on saves 
  against the radiation, at your discretion. 
   All plants and animals in the Shadow 
  Hell are adapted to the plane's darkness 
  and harsh environmental conditions. 
   
   
  15
  
  NIGHT HOLD,  
  THE DARKLING’S FORTRESS  
  Night Hold is a grim fortress atop the 
  rocky hill in the center of Basalt, the 
  Darkling's capital city. Its PL equals the 
  Darkling's 
  PL. 
  In 
  addition 
  to 
  a 
  marvelously stocked library and living 
  space sufficient for all of the Darkling's 
  minions, Night Hold has a number of 
  exceptional features: 
   
  BOUND DEVIL  
  The Darkling has bound an incorporeal, 
  diabolical creature called Graytalker to 
  the very substance of Night Hold. This 
  devil monitors communication channels, 
  defensive and security systems, and the 
  occupants of the shade-cells. It can 
  communicate telepathically with the 
  Darkling anywhere within Night Hold. 
  The creature is no longer truly sentient, 
  but exists only to follow the Darkling's 
  commands. 
   
  COMMUNICATIONS  
  Night Hold's communication system 
  consists of a half dozen hellions who 
  have been mystically lobotomized and 
  connected to an infernal device with 
  ethereal links to the courts of several 
  major warlords and other important 
  personages in the Shadow Hell. These 
  poor souls act as transmitters and 
  receivers for anyone who touches them. 
  A successful Knowledge (occult) skill 
  check (DC 25) can grant the user illegal 
  access to a lobotomized hellion on the 
  other end, effectively allowing the user 
  to eavesdrop on another location. Treat 
  this grim communications system as a 
  limited form of ESP with ranks equal to 
  Night Hold's PL. 
   
  DEFENSE SYSTEMS  
  Night Hold is protected by dozens of 
  mystical traps, locks, and alarms. The 
  DC for overcoming a lock or alarm 
  using Disable Device and Open Lock is 
  (20 + the fortress's PL). Furthermore, 
  any large open flames have their 
  Damage save bonus reduced by the 
  fortress's PL due to a fire-suppressing 
  magical aura that protects Night Hold. 
  All traps are treated as stationary 
  devices. Traps are typically area-of-
  effect 
  attacks 
  that 
  do 
  not 
  affect 
  authorized personnel. The bound devil 
  monitoring the defense systems is 
  immediately aware of any fires and any 
  alarms or traps that are triggered. Here 
  are few examples of typical traps: 
   
  Glyph 
  of 
  Paralysis 
  - 
  Paralysis 
  +10/12/14 [Extra: Area, Selective; 
  Flaw: Range - Touch; Cost: 2 pp; 
  Total: PL]. 
   
  Glyph of Sickness - Drain +5/6/7 
  [Extra: All Attributes (physical ability 
  scores), Area, Selective; Cost: 4 pp; 
  Total: PL]. 
   
  Glyph of Thunder - Dazzle (hearing) 
  +10/12/14 PL [Extra: Area, Selective; 
  Flaw: Range - Touch; Cost: 2 pp; 
  Total: PL]. 
   
  REINFORCED STRUCTURE  
  The black rock from which Night Hold's 
  walls, 
  floors, 
  and 
  ceilings 
  are 
  constructed has a hardness equal to 1-1/2 
  times the fortress's PL. 
   
  SHADE CELLS  
  Located in the Darkling's inner sanctum, 
  these crystalline structures, each large 
  enough to comfortably hold an adult 
  human, have a hardness equal the 
  fortress's PL. Anyone within a shade-cell 
  when it is closed is subjected to Drain 
  Wisdom (ranks equal to 1/2 PL). If the 
  prisoner is not rendered unconscious, he 
   
  16 
  
   
  is subjected to another Drain attack each 
  subsequent round until he reaches 
  Wisdom 0 and lapses into a nightmare-
  filled coma. Night Hold has a number of 
  shade-cells equal to the fortress's PL. 
  The Darkling mostly uses the shade-cells 
  to imprison children taken from Earth in 
  order to augment his shadow powers. 
   
   
   
   
   
   
   
  17
  
   
  18 
  
  OPEN GAME LICENSE 
  Version 1.0a  
   
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Reserved.  
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game 
  Content; 
  (b)"Derivative 
  Material" 
  means 
  copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or 
  adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works 
  under copyright law, but specifically excludes Product 
  Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of 
  characters, 
  spells, 
  enchantments, 
  personalities, 
  teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open 
  Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement.  
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.  
  3.Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.  
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.  
  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.  
  6.Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.  
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity.  
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.  
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.  
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.  
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.  
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected.  
  13. Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, based on original material 
  by E. Gary Gygax and Dave Arneson.  
   
  Mutants and Masterminds RPG, Copyright 2002, Green 
  Ronin Publishing; Author Steve Kenson 
   
  Enemies A to Z: The Darkling, Copyright 2004,  
  Cracked Mirror Publishing; Author Mark L. Chance 
   
  19
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Cracked Mirror - The Darkling.pdf