TEXT: 1
  Bonus Rogues Gallery
  Bonus Rogues galleRy
  Writing: Gareth-Michael Skarka, Walt Ciechanowski, Morgan Davie
  Art: Dan “Alien Mastermind” Houser
  Graphic Design and Layout: Gareth-Michael Skarka
  ICONS is ©2010 Steve Kenson, published exclusively by Adamant Entertainment in partnership 
  with Cubicle Seven Entertainment, Ltd.  All rights reserved.   Reference to other copyrighted 
  material in no way constitutes a challenge to the respective copyright holders of that material.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game 
  License, Version 1.0a:   all character and place names and images.
  The following text is Open Gaming Content:  all game rules and stats, except for those under 
  copyright to other parties or previously designated their Product Identity.
  
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  Black Flame
  Legacy Hero-turned-ViLLain
  gotta Score to SettLe
  tHe dream iS dead
  WeakneSS: VuLnerabLe to coLd 
  135
  All-AMerican Girl #6
  During the 1970s, the Black Flame was a popular “urban” superhero. Like many minority heroes 
  of the period (including Black Ice (a thematic partner/love interest for a while), the Barrio Brawler, 
  and the Chinese Dragon), the Black Flame chose a name that would make her an identifiable role 
  model for minority children. The Black Flame primarily operated in the poor inner city, an area often 
  neglected by “mainstream” heroes (an impression was ingrained by a televised interview with the 
  Comet, who explained that he and other heroes rarely patrolled poor urban neighborhoods because 
  they offered little opportunity for super villains). While her powers were formidable, the Black Flame 
  often fought low-powered criminal threats such as gangs, pimps, crime lords and drug dealers.
  The Black Flame faded from the scene in the late 1980s in order to settle down and start a family. 
  In her secret identity, Donna Danson married a young lawyer and had a child, Jenna. Unfortunately, 
  Donna’s husband was killed when he attempted to prosecute some gangsters. The Black Flame 
  came out of retirement for vengeance, only to discover that she had brain cancer and it was eating 
  away at her ability to control her powers. She’d cornered the thugs responsible for her husband’s 
  death and flamed them, only to start a blaze that consumed four city blocks, killing four people and 
  injuring many more. In order to protect Jenna, Donna did not come forward when calls were made 
  for the Black Flame to stand trial and was never seen again.
  By the turn of the millennium, Donna’s money had almost run out. Jenna, too young to recall the 
  good times, grew up in relative poverty. In an effort to keep a low profile, Donna had not availed 
  herself of any of the government programs available and took one low-paying job after the next 
  to keep food on the table and a roof over their heads. When Jenna first manifested her powers 
  as a young teen, Donna made her swear not to use them except to heat the house, cook food, or 
  otherwise help provide necessities that they could no longer afford.
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  Jenna was angered at the public’s treatment of her mother after so many years of helping others, but 
  she kept her promise. She kept a low profile and ended up waitressing instead of going to college. 
  Unfortunately, Donna’s cancer finally consumed her and upon her death Jenna felt no compulsion to 
  keep her promise. Donning her mother’s old costume, the new Black Flame would take out vengeance 
  on the city that turned its back on her mother.
  Jenna has taken great pains to make the world believe that she is the same Black Flame from the 
  old days. She wears her mother’s old costume, which includes the then-fashionable flares, platform 
  shoes and large earrings. While she has shorter hair (the afro wig was too difficult to manage), the 
  new Black Flame speaks in the clichéd jive language that Jenna learned from blaxploitation films. She 
  generally chooses partners-in-crime from minority groups and currently works with Baron Kriminel (an 
  old enemy of her mother’s). While Jenna realizes that Baron Kriminel knows that she is not the original 
  Black Flame, Jenna does not know that it was a curse from the Baron that caused her mother’s 
  cancer nor that he was behind the gang that murdered her father. Should Jenna ever discover this, 
  she would turn on the Baron in a heartbeat.
  Adventure IdeAs
  •   Black Ice comes out of retirement in order to stop his old partner. Unfortunately, the years have not 
  been kind to the old superhero, as he is senile and his ice powers have degraded into less formidable 
  water powers. Black Ice will refuse to believe that the new Black Flame is not his old friend, and 
  he is a danger to himself and others while trying to stop her (GMs wishing to add an extra layer of 
  complication can make Black Ice the Black Flame’s real father).
  •   The Black Flame has decided to target city political candidates that are “unfriendly” to minority 
  interests. With the help of Arobas, Pulsar, and Baron Kriminel, this “Freedom Four” threatens the 
  stability of the city and the political process.
  •   Thought dead for several decades, a powerful arch-villain of the original Black Flame is back 
  to settle the score with his old enemy. In a twist, the villain is really the son of the original, blaming 
  the Black Flame for his father’s death (in truth, the original tried to save him, but the villain’s own 
  machinations did him in). Can the heroes stop these two before they tear apart the neighborhood for 
  a misremembered past?
  •   Supa D, a hip-hop star, starts using footage of the original Black Flame (along with other 70s 
  urban heroes) in the videos for tracks from his mega-platinum CD, “Original Supa.”    His live shows 
  include models dressed in versions of the Black Flame’s costume, pole-dancing on platforms.   
  Jenna is outraged by this, and decides to send a clear message of her disapproval by attacking 
  Supa D’s forthcoming concert at the Garden.
  •   Black Flame has the potential of being turned from a villain into a hero, in the best traditions 
  of Bronze and Iron-Age comics.   Perhaps the PCs learn of Baron Kriminel’s involvement in her 
  parent’s deaths and choose to approach her, or perhaps the Black Flame sees the PCs fighting 
  to help save a minority neighborhood in the city, or fighting a racist supervillain, and joins in -- a 
  momentary alliance that may offer the PCs the opportunity to help Jenna truly honor her mother’s 
  memory, and re-ignite the Black Flame.
  
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  DiRge
  “open tHe gateS and LooSe HeLL!”
  connectionS: SHigg cuLtiStS
  tHe many-fingered Hand of SHigg
  perSonaL - inSane
  driVen to bring about rebirtH of SHigg
  catatonic WitHout maSk and coWL of SHigg
  135
  All-AMerican Girl #6
  August Pickman was a nobody.   A small-time clerk in a small-time city, who dreamed of bigger 
  things.  One day, one of those Bigger Things dreamed of him, as well.
  His mind was touched by the extradimensional entity known as Shigg — a formless chaos from 
  beyond time and space, wrapped in madness and steeped in magic.   It whispered to Pickman 
  through his dreams — whispers of power and meaning.   August Pickman quit his job the next 
  morning and left for parts unknown.  Shigg led Pickman across the globe, to the secret resting place 
  of paired artifacts  — the Mask and Cowl of Shigg.   Shigg promised that the Mask and Cowl would 
  make August Pickman a master of this world and all others.
  Shigg lied.  Upon donning the Mask and Cowl, August Pickman’s mind was shattered completely. 
  He was now completely transformed into “The Many-Fingered Hand of Shigg” -- the avatar tasked 
  with bringing about the entity’s rebirth into this universe.    
  August Pickman is now literally nobody.  Without the Mask and Cowl, he is an empty shell, entirely 
  catatonic. 
  Adventure IdeAs
  •   There is only one plot hook appropriate to the level of threat posed by this creature -- the sort 
  of massive, multi-title-spanning “crossover event” that comics companies roll out once per year 
  or so. The story is that of Dirge’s apocalyptic crusade against the denizens of this reality.   This is 
  a campaign-altering event.  His goal, as simple as it is, is to bring about the rebirth of Shigg,  and 
  the end of the world.   To defeat him will most likely require that the PC heroes team up with NPCs 
  -- not only other heroes, but powerful villains such as Warlock and Rex Mundi -- putting aside all 
  differences to save the world.
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  The Fox
  “crazy Like a fox!”
  fLirt
  identity: SupermodeL
  craVeS attention
  aLWayS riSeS to tHe bait
  150
  Hangman #17
  Britney Dane has always wanted attention. From beauty pageants to cheerleading to student 
  government to prom queen, Britney has always been the center of her own self-absorbed little 
  world. Psychiatrists would likely attribute this to a spoiled upbringing with nannies doting on her 
  and mostly absentee parents, but Britney’s natural beauty made such attention come easy. During 
  college Britney became a fashion model and within a couple of years her face graced magazines, 
  posters, and billboards all over the world. She was spokesperson for a number of beauty product 
  lines and even had a couple of movie offers. Britney was on top of the world.
  It all came crashing down one brutal summer evening. Okay, perhaps it was more of a “ping” than 
  a “crash,” but to Britney it made all the difference. It was the premier of her first movie roll, and 
  Britney prepared for an evening of autographs, interviews, and photo-ops. Instead, her big debut 
  was squashed by super-heroics.  A battle between a hero and a villain broke out nearby and all of 
  the reporters and camera people rushed to cover the story. Britney had been trumped, and this 
  would be a turning point in her life.
  Britney became obsessed with superbeings. Not one herself, Britney began taking every physical 
  fitness course she could and hired the best physical trainers. She also secretly provided bail and 
  legal support to small-time criminals in return for teaching her their tricks. Within a few years, 
  Britney had all the makings of an acrobatic superhero. Unfortunately, superheroes only reacted to 
  problems. If Britney wanted to steal the limelight, she needed to be proactive. Thus, Britney became 
  a supervillain.
  As the Fox, Britney pulls off high-profile crimes for the notoriety and publicity. She rarely cares what 
  happens to the spoils, making her an ideal partner for another supervillain. The Fox also enjoys 
  baiting and flirting with superheroes, partly due to her nature and partly because gossip and scandal 
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  is good for headlines. Britney still maintains her modeling career and takes great pains to keep the 
  two from crossing.
  Adventure IdeAs
  •   The Fox has become enamored with one of the heroes. She craves his attention and is constantly 
  doing things to get it. Should the Fox learn his secret identity (or if it’s public), she will invade his 
  social life and interfere with any other romances. 
  •   The Fox has stolen a piece of jewelry that actually contained secret information inside it. The 
  heroes must first track her down, only to find that she let one of her minions keep it. The minion 
  posted it on an internet auction site and sold it to a buyer. Can the heroes track the information 
  down before it gets into the wrong hands?
  •   A serial killer has become infatuated with models and is stalking and killing them. The heroes 
  are asked to protect a supermodel that’s received death threats from this killer as she prepares for 
  a photoshoot. Can the heroes stop the killer in time? Why is the Fox lurking in the shadows during 
  their investigation?
  
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  The gRuDge
  “don’t make me angry!”
  “grudge SmaSH!!!”
  rage
  inteLLect LoSS tied to groWtH
  Varies
  Mighty Saguaro #50
  Parnell Tarrant was a highly respected member of a prestigious Ivy League university’s science 
  faculty when it happened.  He wasn’t loved, it should be said; he wasn’t a good teacher, and 
  certainly wasn’t a good friend to either students or colleagues.  In fact, he seemed to take great joy 
  in adding names to his list of enemies great and small.
  His field of research was radiation and mutation.  He spent long hours subjecting cats and rats and 
  other unfortunate creatures to incredible doses of strange, barely-understood radiations.  Until one 
  day, he found himself caught in his own dosing machine, throbbing with unknowable power, his 
  entire cellular matrix reconfiguring itself... and fired up with rage at the ones who had done this to 
  him.
  What he cannot admit, what he must never admit, is that he did this to himself.  His own carelessness 
  was to blame for the accident.  It wasn’t sabotage, it wasn’t because he was distracted, it wasn’t an 
  elaborate conspiracy.  It was just his own fallibility.
  Parnell Tarrant has, since the accident, gone on to wreak havoc wherever he goes.  He has a bad 
  attitude and a short temper, and when someone rubs him the wrong way, he changes...
  When Tarrant gets angry, he gets bigger.    When he gets bigger, he gets more powerful, but also 
  less intelligent and more likely to be drive by instinct and rage.   Tarrant is a danger to himself and 
  to the world.  He’s unpredictable, nearly unstoppable, entirely irrational and massively destructive. 
  He doesn’t care who gets hurt on his wanderings and rampages, and his own humanity is perched 
  right on the brink.
  Tarrant’s Ability Boost and Invulnerability are linked to his Growth as bonus powers.   As he gets 
  angrier, his Growth increases by 1 level.   Which each level of Growth, his Strength increases by 
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  2 (to a maximum of 10), and his Invulnerability increases by 2 (to a Maximum of 10).  His Intellect, 
  however, reduces by 1.  When his Intellect reaches 0, heroes will be unable to communicate with 
  him, or calm him down in any way.    
  Game Masters should feel free to give The Grudge power stunts like Leaping, Blasts (pounding the 
  ground), etc.  as needed.   The Grudge can be either a simple or a complicated adversary for a group 
  of heroes.  His Growth allows him to engage the characters in several ways, and there are some 
  moral and ethical issues for heroes to work through - how much is Tarrant to blame for the Grudge’s 
  behavior?  How much are the different forms the same person?  How can the threat of the Grudge 
  be stopped for good?
  Adventure IdeAs
  •   The Grudge gets stuck in his maximum form, and nothing seems able to change him back. 
  The only solution is for the characters to make a journey into the monster’s mind, there to find and 
  remove the mental blocks that are holding him in that form.
  •  A major corporation in your campaign setting  purchases the research conducted by Tarrant, and 
  resumes it in their research center.  In fairly short order they start promoting the Grudge treatment 
  as a revolutionary new treatment for depression.  Can they possibly be on the level, or will a whole 
  bunch of guinea pigs turn into rampaging monsters as well?
  •   Tarrant appears on TV, promoting a new-age colony which helps visitors to find their inner peace. 
  Is he sincere?  Will the colony’s treatment work?  And does the colony have secrets of its own?
  
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  The Sisterhood is an ancient secret order of warrior women, who have battled to protect civilization 
  throughout history.  Warriors of the order have entered into the legends of the world, appearing in 
  myth as Athena, Boudicca, Pentheseleia and her Amazons, and Joan of Arc.   The Sisterhood has 
  stood against the forces of evil, sending forth operatives to champion the cause of civilization.    In 
  the thousands of years of the history of the Sisterhood, only one such operative has ever betrayed 
  the order.   Alethea: the woman known as Warbride.
  In truth, there have been others -- women who have turned away from the teachings of the Sisterhood 
  and looked to strike out on their own, to use their training for their own ends.   In every previous 
  circumstance, however, these apostates were killed by their fellow Sisters as soon as the betrayal 
  was discovered.   When Alethea’s intentions became clear, however, The Sisterhood was shocked to 
  discover that the betrayer was the finest warrior ever produced by the order -- all six of the Sisters 
  sent to assassinate her were destroyed, and Alethea escaped.
  Her name was stricken from the records of The Sisterhood.  In their eyes, Alethea, their Sister, was 
  dead.   They referred to her now only by the title of the Consort of Battle -- the Warbride.
  Warbride is a highly trained assassin, and uses her training to suit her own ends.    She believes 
  that the Sisterhood is mistaken in protecting civilization -- that it is corrupt and parts of it need to be 
  allowed to die.  In fact, like a gardner, she feels that it is her responsibility to remove those corrupted 
  parts herself, to trim away the weak, diseased and unworthy parts in an effort to strengthen the 
  greater whole and shape the growth in a positive direction.    She feels that The Sisterhood should 
  not be protecting civilzation, but shaping it and ruling it....and if they have fallen so far from the path 
  that they do not recognize this truth, then she will do it herself.
  WaRBRiDe
  tHe conSort of battLe
  apoState of tHe SiSterHood
  enemy: tHe SiSterHood
  160
  All-American Girl #2
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  Adventure IdeAs
  •   Warbride has decided that the leading candidate for President has the potential to lead the world 
  in a direction contrary to what she sees as the best choice for the greater good.   She has decided 
  to assasinate him.   The PCs must uncover the plot, and stop the world’s best assassin.
  •   The Sisterhood has not given up on taking care of the problem themselves.   A strike team of 
  Sisters has been sent to the campaign city to track down Warbride and kill her.   To find her, they 
  begin by interrogation of any who have come into contact with her -- including the PCs.   The 
  appearance of a group of warrior women should lead to a classic mistaken-intentions fight.  Once 
  the Sisters have a lead on Warbride’s location, how concerned will they be about protecting local 
  citizenry and property from damage in their efforts to take her down?   The PCs will have to become 
  involved.
  •   Warbride decides that superheroes present too much of an unbalancing effect on the development 
  and growth of civilzation, and so decides to remove that problem herself.   The PC heroes are alerted 
  when a number of lesser superhero NPCs are killed....and then Warbride turns her attentions to the 
  PCs themselves.
  •   Game Masters looking for a twist in the plot could instead eventually reveal that The Sisterhood 
  is, in fact, a coldly sinister organization, and that Warbride’s intentions are actually good -- she 
  wants to protect civilization from the manipulations of the Sisterhood, who are behind most of the 
  strife and conflict in the world.   This could echo the classic comic-book tradition of taking a villain 
  who has grown extremely popular and re-shaping them into an anti-hero.
  
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  The Supreme Wizard of this plane of reality.... is a villain.
  Baron Ehrhart von Karnstein, born an artistocrat in 1540, became a disciple of the dark 
  arts.    His aptitude for magic, fostered by his demonic masters, was the greatest the world 
  has ever seen.   He became the preeminent diabolist of his time, eventually conquering 
  even death itself.
  Over the centuries, Karnstein’s power was held in check by his nemesis -- the supreme 
  wizard of our plane, The Magus.   Time and again, the two rivals struggled against one 
  another in an eternal chess match of move and countermove.    This balance of power 
  lasted until The Magus grew too powerful to be contained within the realm of Earth, and 
  was required to bestow his power upon another.
  In 1939, The Magus departed our reality, and his mantle was taken up by a young wizard 
  who donned a costume and took his place among the superhumans beginning to appear 
  all over the world.    He took the name “Doctor Arcane -- Master of Magic.”
  Karnstein battled with his new enemy on several occasions, gaining the new name “Warlock” 
  in the world media.   The power of his old nemesis was still there, present in the new super-
  wizard, but Doctor Arcane lacked the experience of The Magus....and so, on a fateful day 
  in 1941, Warlock defeated Doctor Arcane, banishing him forever to one of the Hell Realms. 
  On that day, Warlock became the supreme magical power of this plane.
  WaRlock
  Supreme Wizard of tHe eartHLy pLane
  HeaVy LieS tHe croWn
  tHere’S aLWayS anotHer
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  Warlock’s motivations as a villain are surprisingly status-quo -- he does not seek universal 
  domination (he’s already the most powerful magician in reality), nor does he seek any 
  further aggrandizement of his powers.    He actually takes his role as the supreme wizard 
  fairly seriously — he does, actually, defend our plane from incursion by extra--planar 
  threats — but only if he feels those threats somehow risk his own power.    Simply put, he 
  makes it his business to stop anything that might grow more powerful than himself.    He’s 
  on top, and he intends to stay there.
  Adventure IdeAs
  •   Warlock will make his presence felt to any new PC hero with a magical theme.  His 
  intention is to demonstrate his superiority, and make it clear that he is the “big dog,” 
  magically speaking -- and that as the supreme wizard, he has authority in all things 
  magical.    Does the PC hero try to defeat him, knowing that the Warlock’s power *does* 
  protect the Earth?
  •   Reality quakes from a battle between Warlock and another magical villain (perhaps 
  Baron Kriminel, Serpent Sphinx or Dirge).   While Warlock’s attention is diverted by this 
  struggle, extra-planar threats start to slip through the cracks into our world, wreaking 
  havok.    The PCs must combat these threats, and try to figure out how to get the Warlock 
  back on the job.
  •    The spirit of The Magus contacts the PC heroes, and sends them on a quest:  To rescue 
  Doctor Arcane from the Hell Realm where Warlock imprisoned him.    The heroes must 
  journey to hell, find the golden-age hero, break him out of hell, and then join him in what 
  will surely be an epic final battle against Warlock for the mantle of supreme wizard!
  
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  Zero point energy is the vibrational energy retained by molecules even at a temperature of absolute 
  zero. Since temperature is a measure of the intensity of molecular motion, molecules would be 
  expected to come to rest at absolute zero. However, if molecular motion were to cease altogether, the 
  atoms would each have a precisely known location and velocity (zero), and the uncertainty principle 
  states that this cannot occur, since precise values of both position and velocity of an object cannot be 
  known simultaneously. Thus, even molecules at absolute zero must have some zero-point energy.  
  Doctor Ellroy Newman was obsessed with zero point energy -- he believed that this inherent energy in 
  all things could be tapped and used as a limitless power source.   Nobody would fund his experiments, 
  however -- leading Newman to a life of crime:  initially thefts of materials and funding for his private 
  experiments in zero energy.
  Over the years, Newman perfected a zero point suit -- a device that allows him to tap into the energy 
  present all around him, and utilize that power in amazing ways.    He is constantly seeking to upgrade 
  the suit -- he believes that he is only just beginning to tap into the potential of zero point energy and 
  its applications.    Initially, the suit enabled Newman (who goes by the psuedonym “Zero” to protect 
  his identity) to fly, generate a forcefield and project blasts of energy.   Recent experimentation led 
  him to discover a surprising application of zero point energy -- by disrupting the energy that bonds 
  the atoms of a being together, he can completely nullify a superhuman’s powers for a short period 
  of time.
  He continues his experiments (and his crimes to both fund and test them) -- he currently believes that 
  he may unlock the secret to completely disrupting those energy bonds, leading to the disintegration 
  of the target.
  ZeRo
  maSter of zero point energy
  “zero - my name, your cHanceS.”
  poWerLeSS WitHout Suit.
  WeakneSS - Suit can be SHorted out
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  Adventure IdeAs
  •   Game Masters looking to launch a new campaign could use Zero’s experiments as a convenient 
  technobabble explanation for the new PCs origins.   Zero attempts to create a teleportation device 
  using zero point energy -- initially trying to remotely teleport an apple from his secret lab to a location 
  on the other side of the continent.   Something goes wrong, and the experiment releases a burst of 
  strange extradimensional energy somewhere within the campaign city -- leading to several normal 
  people (the PCs) being given superpowers!
  •   Zero is good for the traditional mad-scientist-stealing-from-high-tech-government-lab capers. 
  PCs can be called in by AEGIS (or whatever super-governmental agency exists in your campaign) 
  to deal with the threat posed by the Master of Zero Point Energy.   Game Masters should mix things 
  up when re-using Zero -- increase his power level, and give him a few new suprises that the PCs 
  won’t be ready for.
  •   Zero makes an excellent nemesis for a tech-based hero.  He will become obsessed with his 
  rival, and seek to counter him at every turn.   Using this model, Zero will begin to develop additional 
  device powers based on the PC hero’s own abilities, or specifically designed to counter them.
  
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  Coming Soon For
  PDF ADventures releAseD every 
  two weeks throughout the summer!
  IncluDIng:
  The Skeletron Key 
  by Steve Kenson
  SINS OF THE PAST
  by Theron Bretz
  The Mastermind Affair 
  by Morgan Davie
  Jailbreak!
  by Eddy Webb
  Starting in June, from
  
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