TEXT: !
  
  1
  An Avalon Games Product, All rights reserved, Version 1.0, 2015
  All comments, suggestions and contacts can be made at…
  Avalon Games Company, avalon@comstar-games.com                                                                                            
  Or
   Our Content Director, Robert Hemminger at...
  hemdog560@hotmail.com
  Or visit                                                                                                                                                                              
  Avalon Games at… 
  www.avalon-games.com                                                                                                                                               
  Written                                                                                                                                                                            
  by
  Robert Hemminger
  Cover 
  by
  Phill Simpson
  Trade Dress
  by
  Tamas Baranya
  Product design, artwork and layout 
  by 
  Robert Hemminger
  Edited by
  Jeff Gomez
  Interior
    Artwork by
  Robert Hemminger and LPJ
  Compatibility with the Pathﬁnder Roleplaying Game requires the Pathﬁnder Roleplaying Game from Paizo    
  Publishing, LLC. See http://paizo.com/pathﬁnderRPG for more information on the Pathﬁnder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathﬁnder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁnder Roleplaying Game and the 
  Pathﬁnder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
  the Pathﬁnder Roleplaying Game Compatibility License. See http://paizo.com/pathﬁnderRPG/compatibility for 
  more information on the compatibility license.
  Pathﬁnder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
  
  2
  Contents
  Introduction
  Contacts and informants
  City Map
  Master Mind Escapes
  Master Mind’s Demands
  The Search for Master Mind
  Star Invasion #1
  Star Invasion #2
  Star Invasion #3
  Star Invasion #4
  Star Rider
  Stop the Brute
  The Brute’s Trail
  Terror Takes Over
  Mission Trees
  Page 3
  Page 4
  Page 8
  Page 9
  Page 11
  Page 14
  Page 15
  Page 17
  Page 19
  Page 23
  Page 29
  Page 30
  Page 31
  Page 32
  Page 34
  
  3
  Introduction
  World Threats and Alien Overlords
  This series of adventures and missions are for the Avalon solo super hero system.  This is a series of missions for 6th 
  to 8th level characters, and can be used to get your game started or continue the story from the previous mission 
  books.  The missions used here will link to the those found in the previous mission books so you can continue your 
  story and character's history with little interruption.
  So put on your mask and ﬂing your cape over your shoulder and continue your career as a super hero.  
  Getting Started
  Your quest for justice and the safety of the common man has taken you all over the world and even to other worlds.  
  Now you deal with threats to all of mankind, not little crimes but world shaking threats.
  Your horizons have surely broaden since your days patrolling the streets.
  Mission Notes
  If you don't have the listed ally or contact you may not take missions from that contact.  You must also meet all listed 
  prerequisites to take on the missions listed.
  Once a mission has been completed you may gain any beneﬁts listed for its completion.
  Only one mission may ever be taken at a time and only one per issue may be completed.
  If a result of an event on the patrol roll states that you may continue with the issue, you may either take on a mission 
  if one has yet to be taken on, or you may work on an on-going investigation.
  The Adventure's Modiﬁer is +2
  
  4
  Contacts and Informants
  Contacts and Informants
  Use the following contacts and informants to ﬁnd 
  available missions and adventures open for play with 
  this mission book.
  Mayor Hamilton
  Mayor of the city, Hamilton is a political animal through 
  and through. He is willing to do whatever is necessary to 
  stay in power and has been known to cut corner to get 
  the job done. Ultimately, however, he has the city's best 
  interest at heart.
  To know Mayor Hamilton you need a Reputation 
  rank of 10 or more.
  Available Missions:
  Stop the Brute!
  Congressman Gill
  The good Congressman has held power in Washington 
  for ages it seems, and has a hand in many pies.  While 
  the city is just one that falls in his district, he still holds 
  the town as his hometown and keeps an eye on things.
  To know Congressman Gill you need a Reputation 
  rank of 16 or more.
  Available Missions:
  Master Mind Escapes.
  General McGraw
  A military man to the bone, he is all about order, duty, 
  and protecting the country at all costs.  He sees enemies 
  everywhere and is always seeking out new ways to 
  safeguard the American way.
  To know General McGraw you need a Reputation 
  rank of 26 or more.
  Available Missions:
  Star Invasion #1, May only be taken if Master Mind's 
  Demands has been completed
  Star Invasion #2, May only be taken if Star Invasion #1 
  has been completed.
  
  5
  President Smith
  A natural politician, this man has little personal ethics 
  and would sell his own daughter if it would get him 
  votes.  Still he has a vision of America, one that he 
  means to see live on.
  To know President Smith you need a Reputation rank 
  of 36 or more.
  Available Missions:
  Master Mind's Demands, May only be taken if The 
  Search for Master Mind has been completed. 
  Judge Turner
  Called the hanging judge, Turner is a tough woman that 
  takes no lip and sees that her caseload is well ﬁlled with 
  murderers and criminals of the worst type. She has 
  begun a crusade against super villains and the heroes that 
  seems to bring them in all the time.  Vigilantes are 
  criminals as far as she is concerned.
  To know Judge Turner you need a Law and Order 
  rank of 21 or more.
  Available Missions:
  The Brute's Trial, May only be taken if Stop the Brute! 
  has been completed.
  FBI Agent Liddy
  An experienced ﬁeld agent, she has seen a lot in her few 
  years with the bureau, but super heroes are a new thing, 
  even for her.  Still, she is willing to work with these 
  freaks if they help her get her man.
  To know Agent Liddy you need a Law and Order 
  rank of 36 or more.
  Available Missions:
  The Search for Master Mind, May only be taken if 
  Master Mind Escapes has been completed.
  Contacts and Informants
  
  6
  Star Labs Scientist Updike
  Updike is a scientiﬁc geek, lost in his own world of 
  mathematics, gadgets, and odd things.  He is a true 
  scientiﬁc genius and seeks to understand all the wonders 
  of the universe.  His labs at Star Labs are ﬁlled with odd 
  bits of space junk and left over experiments.
  To know Updike you need a Go Gooder rank of 11 or 
  more.
  Available Missions:
  Star Rider, May only be taken if Star Invasion #2 has 
  been completed.
  CEO of Unicom, 
  Mr. Franks
  Unicom is an international corporation that has its hands 
  in all sorts of high tech gear, products and innovations.  
  The company seeks to bring technology to the masses 
  and make a high proﬁt at the same time.  The company's 
  CEO, Mr. Franks is a mysterious man, little seen and 
  seldom heard from.
  To know Mr. Franks you need a Go Gooder rank of 
  21 or more.
  Available Missions:
  Star Invasion #4, May only be taken if Terror Takes Over 
  has been completed.
  United Nations Director, 
  Umgamma
  A senior director at the U.N, this African man is a fellow 
  of hope, pride and justice, a man that seeks to bring 
  clean eating and safe schooling to all peoples of the 
  world.
  To know Umgamma you need a Go Gooder rank of 
  31 or more.
  Available Missions:
  Star Invasion #3, May only be taken if Star Rider has 
  been completed. 
  Contacts and Informants
  
  7
  Ace of Spades
  Terrorist, spy and now a super villain, Ace of Spades is a 
  mad man, but one that has his own vision of the future 
  and one that knows a lot of secrets.
  To know Ace of Spades you need a Mob rank of 31 or 
  more.
  Available Missions:
  Terror Takes Over, May only be taken if Star Invasion #3 
  has been completed. 
  Contacts and Informants
  
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  9
  Master Mind Escapes
  Master Mind Escapes
  The news is everywhere; Master Mind has escaped from 
  his federal prison cell.
  No sooner do you see this news ﬂash on the T.V but you 
  get a call from Congressman Gill.  “We need your help!”
  Soon enough you are in Washington being briefed by the 
  Congressman Gill and several federal agents.  “Best we 
  can tell is that mad brain has been just biding his time,” 
  Gills says after everyone settles in.  “Seems he could 
  have escaped at any time.”
  	
  
  There is a long discussion about the failure of the federal 
  prison system in dealing with the rise of these super 
  powered criminals, especially those that are not even 
  human.
  What, you ask, about Master Mind?
  “That's why you are here,” Offers Gill, “You caught him 
  once before, think you can do it again?
  *****
  Master Mind levitated into the dark chamber and 
  activated the lights with a mental pull of a switch.  The 
  lab brightened as dormant equipment came to life, all 
  ready for the dreadful brain's needs.  Robots walked or 
  rolled about the ﬂoor, preparing the Master's throne, 
  which was located amid a massive bank of computers 
  and lab equipment.  
  This was only one of several hidden lairs Master Mind 
  had located about the city, each held enough equipment 
  and raw materials for him to launch one of his foul plots.  
  He would stay here a few days until the fury of the 
  police pursuit calmed down.  
  With a mental shrug the master brain wondered why 
  they could not build a prison to hold him.  Then again, 
  they never seemed to have any real idea what he was, let 
  alone what to do with him now that some super hero had 
  brought him in.  Master Mind sort of thought of his time 
  spent in jail as a vacation, time off from his plots to take 
  over the world and the countless experiments he had 
  running.  
  No, he looked fondly back on his time in prison, 
  thinking of it as some well deserved down time.  Now 
  though he had a plan to take control of the whole world, 
  a plan that would not fail.
  *****
  It is a few days since Master Mind's escape, and you 
  enter the next hide out which the mad brain had secretly 
  built in the city.  This is the tenth one you have found.  
  After Master Mind had been sentenced and shipped off 
  to prison you started a long-term project of seeking out 
  and disabling the villain's many hideouts and secret labs.  
  Most you have been able to track down though ﬁnancial 
  ﬁles and documents, which showed the transfer of funds 
  and building materials to dummy projects and 
  construction sites.  It has taken some time, and a bit of 
  danger, but you think this is the last one on this list.  
  You step into the hidden lab with a careful eye.  Up until 
  now all of the hidden lairs have been bobby trapped and 
  set to self-destruct if invaded.  This one though seems to 
  have been in use recently, and then abandoned in a hurry.  
  Could you have just missed the villain?
  Looking about you ﬁnd the typical half built robots and 
  death ray guns, but nothing stands out as too out of the 
  norm for this villain.  Then you spot it, a strange circler 
  doorway, a Star Gate, just like the one developed by 
  Updike.
  Did the evil brain steal this technology or develop it all 
  on his own?  In the end, does it matter?  You check the 
  location dialed into the device and stand stunned.  It is 
  the same star map location as the Overmind's Armada.
  As if on cue, the robot defenses kick in and you are 
  under attack.
   
  
  10
  Use whatever battle tiles you 
  want to create the lair.
  Robot
  Construct, Large
  CR: 5	
  
  Exp. Award: 1,600
  Init: +1
  AC: 18
  Hps: 60
  Base Attack: +4
  Fort: +10 Reﬂex: +1 Will: -
  Melee: Clubbing Fist +6 (1D8)
  Range: Electrical Gun +4 (1D6)
  Strategy:  Charge
  If you are defeated by the robots you may spend 
  a hero point to avoid this fate.
  If you defeat the robots you gain little front he 
  battle and have to ﬂee before the self destruct 
  system kicks in.
  Results:
  End the issue here and gain 2,000 Exp.
  Master Mind Escapes
  
  11
  Master Mind’s Demands
  Master Mind's Demands
  The broadcast by the villain Master Mind has been seen 
  by most of the people on the planet, every TV, radio and 
  internet connection interrupted by the villain.  The 
  statement is brief and to the point.  Either the world 
  surrenders to Master Mind at once, or he will be forced 
  to bring death and destruction to all corners of the planet. 
  No one will be spared and even man, woman, and child 
  on the planet will become his slaves.  “It would be better 
  for everyone involved if you just surrendered now and 
  save everyone a lot of pain and grief,” He says as the 
  broadcast ends.
  Not long after you get a phone call from Agent Liddy. 
  “The President wants to see you, get to Washington right 
  away.”
  The White House is an impressive place, even more so 
  when you get to walk the back halls and rooms the 
  public generally does not see.  As you walk down the 
  short hallway along side Liddy, many of the men and 
  woman in the building look at you, some with suspicion, 
  but many with hope in their eyes.  You just have to be 
  sure not to let them all down.
  The President is in a meeting with his advisors when you 
  two enter.  “Well we have our ace in the hole,” He says 
  as he steps up to pat you on the back, “With our greatest 
  hero on hand we cannot lose, nor will we surrender as 
  some of you gentlemen have advised,” He says with a 
  sneer.
  If you were unable to discover anything useful about 
  Starﬁre, then the President gives you an update on 
  Master Mind's hidden orbital lair.
  If you were able to discover the villain's hidden lair then 
  the President gives a brief update to everyone in the 
  room about the orbital lair and his plan to send you up 
  into orbit to board the space station and ”Bring that mad 
  brain to justice.”
  “Looks like we got our orders,” Liddy says as she heads 
  out.  “Care for a lift to our secret space shuttle launch 
  site?”
  Space shuttle you ask?  You thought that program was 
  moth balled and we would have to hitch a ride with the 
  Russians?
  “Nope, we never mothball anything around here,” She 
  says as she walks out of the White House and heads over 
  to a waiting car.  “We just took the old birds and used 
  them for secret missions into orbit.”
  Like this mission you muse.
  “Yep, just like this one,” She says as she tells the driver 
  where to go.
  Later that day the two of you stand outside the launch 
  site of the space shuttle.  The heat of the day is slowly 
  turning cold in the Arizona dusk.
  “Quite the sight, ain't she,” Says Liddy.
  Yes, you have to agree, the shuttle is a ﬁne achievement.
  “We will hitch a ride tonight, the crew is almost done 
  getting her ready for our mission,” Liddy informs you.
  We you ask?
  “Course we, what you think I am going to miss a chance 
  to ﬁght a bad guy up in orbit?” She laughs.  “No way, 
  I'm in all the way,” She smiles. “Besides, this is a federal 
  case and I'm the agent in charge.”
  *****
  Soon enough the two of you are rocketing into orbit 
  aboard the shuttle. Its crew of four charged with getting 
  the two of you into orbit and docked safely at Master 
  Mind's hidden orbital station.
  “Never been in space before,” Gulps Liddy who looks a 
  bit green.
  You tell her she should remain on the shuttle if she is not 
  feeling well.
  “No way.  Like I said, I'm in charge here,” She says with 
  a grumpy voice around green cheeks. “I will be alright 
  once I get my space legs under me.”
  
  12
  Just then, the commander of the shuttle informs the two 
  of you that the station in sight and they will be docking 
  soon.  “No way we can dock without the occupants of 
  the station knowing we are here, so be ready when we 
  open the hatch,” The commander tells you.
  You tell Liddy to follow after you have entered the hatch 
  ﬁrst.
  “No arguments there, you make a much better target for 
  the death rays then I do,” She smiles.
  As the hatch opens you see a simple metal corridor and 
  several androids, all armed with lasers.
  “Make sure you do not puncture the skin of the walls, or 
  you will be dead within moments from the explosive 
  decompression,” Warns the commander as a last 
  communication.
  Space Androids (x10)
  Construct, Large
  CR: 3 
  Exp. Award: 300
  Init: +1
  AC: 18
  Hps: 20
  Base Attack: +2
  Fort: +6 Reﬂex: +1 Will: +0
  Melee: Clubbing Fist +3 (1D6)
  Range: Electrical Gun +4 (1D6)
  Strategy:  Sharpe Shooter
  Liddy
  Combat Expert 4
  Human
  CR: 5
  Exp. Award: 1,600
  Init: +0
  AC: 16
  Hps: 36
  Base Attack: +4
  Fort: +4 Reﬂex: +3 Will: +3
  Melee: Fist +0 (1D6)
  Range: Hand Gun +1 (1D6)
  Power: None (Spent as Feats)
  Class Features: Bravery, Combat Feat (X5), Combat 
  Training
  Feats: Martial Art, Dodge, Skill Focus, Weapon Mastery 
  (Hand Gun), Skill Focus (Law), Evasion, Dodge, Vital 
  Strike, Improved Grapple
  Skills: Knowledge (Law) +6, Knowledge (Government) 
  +3, Perception +2, Sense Motive +3
  Gear: Bullet proof vest (+4 Ac)
  Strategy:  Sharp Shooter
  Set up whatever battle tiles you want for use with 
  this encounter.
  Master Mind’s Demands
  
  13
  If you are defeated by the robots you may spend a hero 
  point to avoid this fate.
  If you defeat the robots you gain control of the docking 
  hatch, but will have to move deeper into the station to 
  ﬁnd your real enemy.
  Soon enough you ﬁnd a huge chamber. within is Master 
  Mind before a control console.
  “Well I have to say I am surprised that you have found 
  my little vacation spot,” The evil brain offers. “It will do 
  you no good though, I have already set in motion the 
  Earth's doom.  Soon we will watch as my ally, the 
  Overmind, invades Earth and brings it all under his 
  control.
  “Why Master Mind?” Liddy asks as she cautiously 
  moves to the right for a clear shot with her own laser.
  “Well it is simple, my dear.  I have failed time and time 
  again to conquer the world on my own, so I offered 
  Earth to the Overmind in exchange for the position as 
  Governor of the conquered planet.  One way or another 
  you will all be my slaves.”
  If you are defeated by Master Mind he gloats as the 
  stargate opens and the Overmind begins to move his 
  troops into the station.
  You can of course spend a hero point to avoid this fate.
  If you defeat Master Mind he surrenders, but not before 
  he activates a switch and you watch as the station turns 
  into a giant star gate itself and a passage to the 
  Overmind's waiting armada.  Soon enough the earth's 
  orbit is ﬁlled with invading alien warships and 
  spacecrafts.
  “We got to go!” Says Liddy as she ﬂees out of the 
  station, you alongside her.  You have had to leave Master 
  Mind behind.  “Doesn't matter, we can deal with that 
  brain some other day.  Right now, we got to get back to 
  Earth and warn everyone,” Liddy says as she climbs into 
  the space shuttle, you right behind her.  Soon enough the 
  shuttle is undocked from the station and heading to 
  Earth.
  Results:
  End the issue here and gain 3,000 Exp.  Add +1 to your 
  Reputation.
  Master Mind
  Detective Lvl 6, Super Villain Lvl 4
  Human, Medium
  CR: 10  
  Exp. Award: 9,600
  Init: +4
  AC: 15
  Hps: 57
  Base Attack: +6 / +1
  Fort: +5 Reﬂex: +7 Will: +6
  Melee: None
  Ranged: Mind Beam +12 (2d6+1)
  Special Attacks: Mind Darts (1d4 damage)
  Powers: Psychic Powers 3 (Mind Darts (Energy X), 
  Telepathy, Telekinesis), Super Intelligence x3
  Class Features: Broad Knowledge, Home City, 
  Anticipate Foe, Contacts, Bonus Feat x5, Gear, Escape, 
  Jail Break, Tough As Nails, Just Plain Mean
  Feats: x11 Lair, Improved Lair, Improved Initiative, 
  Skill Focus (Knowledge (Science)), Skill Focus 
  (Knowledge (Computers)), Skill Focus (Knowledge 
  (Engineering)), Skill Focus (Knowledge (Supers), 
  Blind-Fight, Combat Expertise, Desperate Battler, 
  Dodge, Mobility
  Skills: Bluff +10, Concentration +12, Diplomacy +10, 
  Investigate +24, Knowledge (Science) +30, Knowledge 
  (Engineering) +30, Knowledge (Computers) +30, 
  Knowledge (History) +24, Knowledge (Supers) +28, 
  Linguistics +17, Perception +12, Sense Motive +12
  Special: Psionic Ampliﬁer Implants (Psychic Powers 
  +7), Thought Projector Implant (Force Field 
  Manipulation +10), TK Field Booster Implant (Flight 2), 
  Mind Focusing Crystal Implant (Energy Ray 2); 
  Other Gear: Recovery Tank (Healing 10); Lair A.I., 
  Super Computer, Well Hidden, Lab, Medical Lab, 
  Quarters, Prison Cell, Automated Defenses (Lethal)
  Strategy:  Sharp Shooter
  Use whatever battle tile you want for this encounter.
  Master Mind’s Demands
  
  14
  The Search for Master Mind
  The Search for 
  Master Mind
  You sit in another meeting room as Congressman Gill 
  and a few generals talk in the corner.  All about are 
  seated federal agents and members of different 
  government agencies.  The CIA, FBI, and NSA are all 
  here, as well as agents from Power's Division and 
  military ofﬁcers.
  It is clear that this meeting is more then just about where 
  Master Mind in hiding out.
  “So you caught him the ﬁrst time I hear?” Asks a young 
  woman in a nice suit.  She then turns in her chair to face 
  you and introduces herself, “Agent Liddy, FBI.”
  You ask what is going on?
  “Well you raised a real stink when you reported that 
  Master Mind may be aiding this Overmind fellow with 
  his plans to invade Earth.”
  This is all because of your report?
  “What,” She laughs, “You think we just takes your 
  reports about alien invasions and Master Mind's plots 
  and ﬁle them away?”  She looks you up and down.  “No, 
  there are a few of us in the government that take what 
  you have to say with real concern.”
  So all of this, you ask, is about the Overmind and the 
  possible Master Mind connection?
  “Yep, and what we plan to do about it,” She replies.  
  “Some in the military want to send a few nuclear 
  warheads into one of those Start Gates of yours, and 
  blow up the Overmind's Armada while its in space.  
  Others want to make a deal, and a few even want to 
  surrender.  Of course, we have ignored those cowards so 
  far.”
  This is all a bit over your head you say.
  “You and me both,” Liddy laughs. “Besides the folks in 
  charge just want me and you to ﬁnd Master Mind, that is 
  if he is even still here on Earth.”
  *****
  Some days later you and agent Liddy have scoured the 
  city and come up empty-handed.  The two of you have 
  asked everyone, sought out every lead and clue, hell you 
  even uncovered two more hidden lairs, but no Master 
  Mind.
  “Guess we have come up with a big fat nothing,” 
  Grumbles Liddy as you two go over your notes one last 
  time.  “The only thing we could not track down was this 
  Starﬁre listing” She says with disappointment in her 
  voice.
  Yes, this one last item on your list has been bothering 
  you as well.  Whatever Starﬁre is, it cost a lot of money, 
  and was well hidden in the many documents you 
  researched.
  “Whatever it is, I bet it's nothing good” Offers Liddy as 
  she leaves to report to her superiors your failure to ﬁnd 
  the villain.
  *****
  Starﬁre is really bugging you, so you get up out of bed 
  and sit down to look over what clues and evidence you 
  have gathered on Master Mind and his operations and 
  plots.
  Make an Investigation skill check Vs. DC 25.  If you fail 
  the skill check end the issue here as you have once more 
  run into a dead end.  If you are successful (gain 25 Exp.) 
  you come across a small report about several satellites 
  being launched by a dummy cooperation controlled by 
  Master Mind.  These satellites never arrived in orbit 
  where they were suppose to be and thus were recorded 
  as lost.
  Looking back through past records you see that this has 
  happened several times over the last few years, resulting 
  in a huge tonnage of “lost satellites.”  What if these 
  satellites were not lost, but instead used to make an 
  orbital lair, one the mad brain could ﬂee to when he was 
  truly hunted all over the Earth?  No one would ever think 
  to look for him in space.
  Results:
  Gain 1,000 Exp.
  
  15
  Star Invasion #1
  Star Invasion #1
  The General grumps at his gathered ofﬁcers.  “I have 
  fought all kinds on enemies to this nation, but never 
  aliens,” He says over his cigar.
  “What are our orders, general?” Asks one of the ofﬁcers 
  present.
  “Defend this city, and at all costs.” The general replies.  
  “Most of the world is already in this ﬁght, the 
  Overmind's forces dropping put of orbit and pounding 
  out defenses with a merciless barrage of high tech 
  weapons and alien robots.  We seldom see any of the 
  aliens themselves, but what we have seen says they are 
  well-trained soldiers.  Everything says we are in for a 
  long hard ﬁght.”
  “What about the super heroes?” Asks another ofﬁcer as 
  he and the rest turn to look at you.
  Most have been inducted into the military defense of the 
  nation, you tell them. I have been assigned here to aid 
  you and your soldiers as best I can.
  “Glad to have ya,” Offers the general.  “Alright soldiers, 
  you have your assignments, get it done.” The general 
  dismisses the gathered ofﬁcers.
  What of me, you ask the general.  What do you want me 
  to do?
  “We have been using the park as our main deployment 
  center, but it is under almost constant attack from a 
  position on Silver Mountain,” The general informs you.  
  “I want you to ﬁnd the location of this alien unit, and 
  deal with it.  We can't defend this city if we are under 
  constant bombardment.”
  You take off for the heights and Silver Mountain.  You 
  have been to the peak many times in the past and 
  understand why the aliens have set up their main 
  attacking position there.  From the peak you can see the 
  whole city before you and with the right weapon, drop 
  an attack on just about any part of the city you wanted.  
  The problem is there are several location where such a 
  bombardment could be initiated from.  You will have to 
  check them all until you ﬁnd the one the aliens are using.
  You can go about this several ways.
  Make a Knowledge (Local) skill check Vs. DC 20 to ﬁnd 
  the correct location.
  Make a Perception skill check Vs. DC 15 to wait and 
  watch where the bombardment will originate from.
  Make a Survival skill check Vs. DC 18 to scout out the 
  best possible sites.
  If you are successful on any one of these skill checks 
  then you gain 25 Exp.  If you fail one you may try one of 
  the other option presented.  If you fail all three you are 
  unable to ﬁnd the alien site and must return to base, your 
  mission a failure.
  If you ﬁnd the site you discover that the aliens have 
  taken over the observatory and placed their plasma 
  cannon inside the building to disguise its true function.
  You will have to sneak in or directly assault the building 
  to enter and disable the cannon.  If you try to sneak in 
  make a Stealth skill check Vs. DC 20.  If you fail you are 
  discovered and gain no surprise.  If you are successful 
  (Gain 25 Exp.) and gain a round of surprise in the 
  upcoming battle.
  If you just attack the building then go to the battle 
  description below.
  Once you have reached the building you enter to ﬁnd it 
  well defended by an alien droid and several alien 
  soldiers.
  !
  !
   
  !"
  !
  !
   
  !"
  A - Alien
  D - Drone
  Heroes start in the green shaded area.
  A 
  A 
  A 
  A 
  A 
  D
  
  16
  Aliens (x5)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy:  Sharp Shooter
  Droid
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  If you are defeated by the alien you can spend a hero 
  point to avid the fate, but you may not have an ally enter 
  the battle.
  If you defeat the aliens you are able to disable the 
  cannon and send the aliens packing with their tails 
  between their legs.
  Results:
  End the issue here and gain 1,000 Exp.
  Star Invasion #1
  
  17
  Star Invasion #2
  “The invasion is in full swing now.  Most of the major 
  cities in the world are under attack, including this one,” 
  Says the General.
  After giving orders to his ofﬁcers, the general turns to 
  you.
  “I want you to take a force and hit the aliens full in the 
  teeth,” He tells you, “If we hit them hard now they might 
  think twice about coming at us in full force.”
  You gather up the soldiers the general has made 
  available for you and set off for the Air base, which at 
  last report was the main staging ground for the alien 
  invasion of your city.
  Soon enough you and your soldiers are in sight of the 
  enemy, a large space craft unloading alien solders and 
  droids.
  “We hit that landing craft,” Says one of the ofﬁcers with 
  you, “We can slow down this beachhead real fast, maybe 
  even clog it up completely.”
  Worth a try you say as you lead the gathered soldiers 
  into battle.
  Solders (x10)
  Human, Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 13
  Hps: 14
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Riﬂe +2 (2D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Riﬂe)
  Skills: Intimidate +1, Perception +1
  Gear: Riﬂe, Combat Armor
  Strategy: Sharp Shooter
  Aliens (x20)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  Droid (x10)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy:  Sharp Shooter
  Star Invasion #2
   
  
  18
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  If you win the battle you and you remaining soldier 
  watch as yet another landing craft arrives and then 
  another.  The skies grow black with the alien spacecrafts.  
  You have no choice but to retreat.
  Results:
  End the issue here and gain 3,500 Exp.  Increase your 
  Reputation by +1.
  Star Invasion #2
  !
  !
  8
  !
  !
  8
  !
  !
  8
  !
  !
  8
  !
  !
  8
  !
  !
  8
  Space Ship
  A - Alien
  D - Drone
  Heroes start in one of the green shaded 
  area along with the soldiers.
  D
  D
  D
  D
  D
  D
  D
  D
  D
  D
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  
  19
  Star Invasion #3
   “It has been only a few days and the aliens have already 
  taken most of the world's major cities,” Complains 
  Umgamma, the United Nations Director.  “Their
   technology and weapons are just too advanced for our 
  military to deal with.  Even with the help of super 
  powered heroes, we have been unable to repel these 
  invaders.”
  You stand along side the general and a few of his ofﬁcer 
  before the video screen, the conference being conducted 
  over what is left of the Internet.
  “We are just too spread out to be of any effect,” Explains 
  General McGraw.  “We are holding our own here, but 
  just barely.”
  “I know general, and that is why I am sending in 
  additional help for you there.  It may well be that you 
  will be the last undefeated force we have left,” Says 
  Umgamma as he signs off.
  “Well it seems we are up against it now,” Says the 
  general.
  As long as you are alive, you tell the general, you will 
  see this city safe.
  “Yah, but them aliens are trying real hard to see that you 
  don't remain alive,” Replies the general.
  Taking your leave you head out to patrol the city and try 
  to slow the advance of the aliens.  The invaders have 
  taken the air base as well as most of the North Docks.  
  You can only hope to hold them off at North Point, but if 
  the aliens break through your lines they will have an 
  open road right into the heart of the city.
  Seeing that most of the front line soldiers have pulled 
  back to their last line of defense, you patrol along the 
  line seeing that all is ready for the aliens' next push.  Just 
  as you complete your tour there is a bright ﬂash of light 
  and a dull hum.  Your head spins and you fall to your 
  knees, but remain conscious.  As the light fades you see 
  all of the troops around you lying unconscious on the 
  ground, many with blood running out of their ears.  
  Some new alien weapons.  Your years of battling super 
  villains' and their high tech weapons seems to have 
  prepared you for the attack, as it seems you alone are the 
  only one still standing.  Then you see the ﬁrst wave of 
  alien droids coming down the road, a whole squad of 
  them heading your way.
  Droid (x10)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  Set up the battle tiles as you see ﬁt.
  After three rounds of battle the droids are driven off 
  when a fatigue wearing Ace of Spades show up with a 
  whole squad of soldiers.
  “Told ya I would be in this ﬁght sooner or later,” The 
  terrorist says with a smile as he helps you to your feet.
  Star Invasion #3
  
  20
  “We need more super powered people though if we are 
  going to throw this attack back,” Ace tells you as he 
  heads off north.  “I know just the place to get us a few 
  super powered people.”
  Shortly you two are standing before Jefferson Prison.  
  Are your serious, you ask the made terrorist.
  “Yep, where else you going to ﬁnd ten or twenty super 
  powered, battle ready warriors?”  Ace of Spades says as 
  he shows the guard at the gate his orders.
  “Been given command of a special unit of soldiers,” Ace 
  of Spades tells the warden as the three of you walk down 
  a hallway.  “Each of the men and woman on this list 
  have been given a full pardon,” Ace says, “That is as 
  long as they are willing to ﬁght for the safety of Earth.”
  Soon enough all twenty villains are standing before you, 
  Ace of Spade explaining what their options are.  “Either 
  ﬁght with me and my friend here,” He says pointing to 
  you, “Or continue to rot in here until the aliens take over.  
  Can't say what they will do with you thought,” He 
  ﬁnishes.
  It occurs to you that most of the villains gathered here 
  you put in prison.
  Of the twenty gathered before you the following 
  volunteer to join the Super Squad in defense of the city.
  The Brute
  Snow Blind
  The Goblin
  and Ace of Spades
  The ﬁve of you head off to battle the aliens, the fate of 
  the city in the hands of a terrorist, a hero and four 
  villains.
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  If you win the battle you and your new allies drive the 
  aliens from the city and save the day, well for now. 
  There is still a whole world to save.
  Results:
  End the issue here and gain 3,500 Exp.  Increase your 
  Reputation by +2.
  Aliens (x10)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  Droid (x5)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  Set up a battle ﬁeld to your liking and have at it.
  Star Invasion #3
   
  
  21
  The Goblin
  Human, Large
  Brick Lvl 6
  CR: 6	
  
  Exp. Award: 2,400
  Init: +0
  AC: 25
  Hps: 64
  Base Attack: +4
  Fort: +7 Reﬂex: +2 Will:  +2
  Melee: Fist +12 (1D3+9)
  Powers: Super Attribute (Str, 30)
  Class Features:  Basher
  Feats: Cleave, Endurance, Over Sized Throw, Power 
  Attack, Die Hard
  Skills: Intimidation +3, Flight +4
  Special:  Armored Costume (Minor Item, Armor 5, 
  Flight 2)
  Special: Boxer
  The Brute
  Brick 4
  Enhanced Human, Medium
  CR: 4	
  
  Exp. Award: 1,200
  Init: -1
  AC: 17
  Hps: 46
  Base Attack: +3
  Fort: +7 Reﬂex: +0 Will:  +2
  Melee: Fist +13 (1D3+10)
  Powers: Super Attribute (Strength) 3
  Class Features: Built Tough, Extreme Effort
  Feats: Power Attack, Furious Focus, Cleave, Cleaving 
  Finish 
  Skills: Intimidate +9, Survival +8
  Special: Big Blue Suit (Armor 4)
  Special: Charge
  Snow Blind
  Acrobat 5
  Enhanced Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +7
  AC: 22
  Hps: 34
  Base Attack: +3
  Fort: +2 Reﬂex: +7 Will:  +3
  Melee: Fist +4 (1D3+1)
  Ranged: Freeze Ray +6 (4d6, DC 19 Fortitude save or 
  paralyzed)
  Powers: Resist Energy (Cold) 1, Super Leap 1
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Ledge Walker, Uncanny Dodge, Flurry of 
  Blows, Hard to Hit
  Feats: Dodge, Improved Initiative, Combat Expertise, 
  Disorienting Maneuver, Iron Will, Skill Focus (Stealth)
  Skills: Acrobatics +11, Bluff +13, Climb +21, Escape 
  Artist +11, Perception +8, Stealth +11
  Special: Freeze Gun (Energy Ray 4 (Cold, Paralysis), 
  Generate Elemental Materials 6 (Cold)), Skin Tight 
  Parka (Armor 3, Immunity 1 (Endure Elements))
  Other Gear: Suction Cups (Wall-Crawling 5) 
  (Major Item))
  Special: Sharp Shooter
  Star Invasion #3
  The Goblin
  
  22
  Ace of Spades
  Human, Combat Expert 10
  CR: 10  
  Exp. Award: 9,600
  Init: +3
  AC: 3
  Hps: 65
  Base Attack: +10 / +5
  Fort: +9 Reﬂex: +10 Will: +5
  Melee: Unarmed Strike +12 / +7 (1d10+3)
  Ranged: Laser Pistol +13 / +8 (5d6)
  Powers: All Converted to Feats
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance, 
  Evasion, Improved Evasion, Die Hard, Skill Focus 
  (Bluff), Skill Focus (Survival), Vital Strike, Improved 
  Grapple, Improved Disarm, Disarm, Spring Attack, 
  Improved Overrun, Improved Trip
  Skills: Bluff +9, Intimidate +9, Survival +9, Stealth +10
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sneak
  Star Invasion #3
  Ace of Spades
  
  23
  Star Invasion #4
  “Thank god you are here, I was sure we were going to be 
  taken captive any moment,” Franks says as he comes out 
  of his ofﬁce, Updike and Lady Blue behind him.
  You smile to see your old friend here; it would be good 
  to have someone you trust beside you on this mission.
  Quickly you tell Franks your plan and look to Updike.
  “Ya, I have the star gate ready,” Updike says, “I was 
  waiting for was a call from you, but then things got a bit 
  interesting around here.
  “There is nothing else to wait for, lets get this done,” 
  Orders Ace of Spades as he leads his rag tag band of
  heroes and villains into the lab.  Soon enough the star 
  gate is active and you and your allies step through.
  You all ﬁnd yourself in a hanger bay, the space loaded 
  with alien ﬁghter craft.  The few aliens in the area are 
  confused by your appearance and scatter, raising the 
  alarm.
  “No sense in being stealthy now,” Grumbles Snow 
  Blind.
  “Good, less time sneaking means more time beating up 
  aliens.” Laughs the Brute as he charges into the ship.
  Fight the following three battles.  Keep all wounds from 
  the last mission and previous battles in this series.
  Besides Lady Blue and yourself, the following villains 
  will aid you in these battles.
  The Goblin 
  The Brute
  Snow Blind 
  Ace of Spades
  Set the ﬁrst battle on a series of battle tiles of your 
  choice.
  Battle #1
  Aliens (x10)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  Star Invasion #4
  Ace of Spades
  
  24
  Battle #2
  Aliens (x10)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  Droid (x5)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  Once again set up the battle of tiles of your choice.
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  Star Invasion #4
  The Brute
  
  25
  The Goblin
  Human, Large
  Brick Lvl 6
  CR: 6	
  
  Exp. Award: 2,400
  Init: +0
  AC: 25
  Hps: 64
  Base Attack: +4
  Fort: +7 Reﬂex: +2 Will:  +2
  Melee: Fist +12 (1D3+9)
  Powers: Super Attribute (Str, 30)
  Class Features:  Basher
  Feats: Cleave, Endurance, Over Sized Throw, Power 
  Attack, Die Hard
  Skills: Intimidation +3, Flight +4
  Special:  Armored Costume (Minor Item, Armor 5, 
  Flight 2)
  Special: Boxer
  The Brute
  Brick 4
  Enhanced Human, Medium
  CR: 4	
  
  Exp. Award: 1,200
  Init: -1
  AC: 17
  Hps: 46
  Base Attack: +3
  Fort: +7 Reﬂex: +0 Will:  +2
  Melee: Fist +13 (1D3+10)
  Powers: Super Attribute (Strength) 3
  Class Features: Built Tough, Extreme Effort
  Feats: Power Attack, Furious Focus, Cleave, Cleaving 
  Finish 
  Skills: Intimidate +9, Survival +8
  Special: Big Blue Suit (Armor 4)
  Special: Charge
  Snow Blind
  Acrobat 5
  Enhanced Human, Medium
  CR: 5
  Exp. Award: 1,600
  Init: +7
  AC: 22
  Hps: 34
  Base Attack: +3
  Fort: +2 Reﬂex: +7 Will:  +3
  Melee: Fist +4 (1D3+1)
  Ranged: Freeze Ray +6 (4d6, DC 19 Fortitude save or 
  paralyzed)
  Powers: Resist Energy (Cold) 1, Super Leap 1
  Class Features: Evasion, Fast Stealth, Unarmed Strike, 
  High Jump, Ledge Walker, Uncanny Dodge, Flurry of 
  Blows, Hard to Hit
  Feats: Dodge, Improved Initiative, Combat Expertise, 
  Disorienting Maneuver, Iron Will, Skill Focus (Stealth)
  Skills: Acrobatics +11, Bluff +13, Climb +21, Escape 
  Artist +11, Perception +8, Stealth +11
  Special: Freeze Gun (Energy Ray 4 (Cold, Paralysis), 
  Generate Elemental Materials 6 (Cold)), Skin Tight 
  Parka (Armor 3, Immunity 1 (Endure Elements))
  Other Gear: Suction Cups (Wall-Crawling 5) 
  (Major Item))
  Special: Sharp Shooter
  Star Invasion #4
  Snow Blind
  
  26
  Ace of Spades
  Human, Combat Expert 10
  CR: 10  
  Exp. Award: 9,600
  Init: +3
  AC: 3
  Hps: 65
  Base Attack: +10 / +5
  Fort: +9 Reﬂex: +10 Will: +5
  Melee: Unarmed Strike +12 / +7 (1d10+3)
  Ranged: Laser Pistol +13 / +8 (5d6)
  Powers: All Converted to Feats
  Class Features: Unarmed Strike, Bravery, Combat Style 
  (Martial Artist), Maneuver Training
  Feats: Skill Focus (Stealth), Skill Focus (Intimidate), 
  Utility Belt, Well Equipped, Combat Reﬂexes, Dodge, 
  Step Up, Power Attack, Furious Focus Finish, Improved 
  Cleaving Finish, Reﬂexes, Combat Patrol, Endurance, 
  Evasion, Improved Evasion, Die Hard, Skill Focus 
  (Bluff), Skill Focus (Survival), Vital Strike, Improved 
  Grapple, Improved Disarm, Disarm, Spring Attack, 
  Improved Overrun, Improved Trip
  Skills: Bluff +9, Intimidate +9, Survival +9, Stealth +10
  Special: Laser Pistol (Energy Ray (Major Item) 5), 
  Armored Jumpsuit (Armor 2)
  Other Gear: Medkit (Healing (Major Item) 4), 
  Explosive Charge (Energy Ray (Explosion, Minor Time 
  Delay, Major Item) 7), Radiotelepathy Implant (Psychic 
  Powers 1), Holo-Disguise Kit (Mimic (Major Item) 3)
  Strategy: Sneak
  Star Invasion #4
  Master Mind
  
  27
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  Once you have fought your way into the ship you come 
  to the control room where waits the Overmind and his 
  ally, Master Mind.
  “Seems some of my new subjects have comes to 
  surrender in person,” Gloats the huge alien in his power 
  throne.
  “Be careful Overmind, I have dealt with some of these 
  fools before, they can be dangerous,” Warns Master 
  Mind.
  “Enough talk, let's ﬁght,” Howls the Goblin as he and 
  the brute charge in.
  Overmind
  Super Human 15th
  Strange Visitor, Medium
  CR: 15 
  Exp. Award: 51,200
  Init: +2
  AC: 22
  Hps: 80
  Base Attack: +11 / +5
  Fort: +12 Reﬂex: +12 Will: +7
  Melee: Tentacles +13 (2D6+2) x2 attacks round
  Ranged: Cyber Beam +13 (2d6)
  Special Attacks: Cyber Darts (1d4 damage to all within 
  20’, Save for ½ Damage, usable once each round)
  Powers: Flight 2, Energy Beam 2, Force Field 5, 
  Damage Field 2, Telekinesis 3, Telepath 3
  Class Features: x5 Class Abilities (All +1 Attribute)
  Feats: Wealthy, Super Wealthy, Lair, Super Vehicle 3, 
  Utility Belt (Cyber Chair), Evasion, Leadership
  Skills: Bluff +, Concentration +1, Diplomacy +1, 
  Investigate +1, Knowledge (Science) +1, Knowledge 
  (Engineering) +1, Knowledge (Computers) +1, 
  Linguistics +1, Perception +1, Sense Motive +1, Power 
  Activation +1
  Special: Cyber Chair (Regeneration 2, Super Senses 
  (All) 2, Armor 5, Natural Weapons 2, Multi Limb 2, 
  Immunity 2 (Vacuum, Radiation)
  Strategy:  Sharp Shooter
  Besides Lady Blue and yourself, the following villains 
  will aid you in these battles.
  Set up the bttle tiles as you see ﬁt.
  The Goblin 
  The Brute
  Snow Blind 
  and Ace of Spades
  If you are defeated you may spend a hero point to avoid 
  the battle.
  With the defeat of the Overmind his forces pull back and 
  leave Earth, but only if you release the Overmind and his 
  general, Master Mind.
  “Some day I will return and this word will be mine, 
  “Threatens the Overmind, “In the meantime I will return 
  to my star empire with my new pet.”
  Master Minds seems to have been adopted as the new 
  royal lap dog.
  Results:
  End the issue here and gain 10,000 Exp. 
  and +3 to your Reputation.  Gain a Hero Point.
  Star Invasion #4
  Over Mind
  
  28
  Master Mind
  Detective Lvl 6, Super Villain Lvl 4
  Human, Medium
  CR: 10  
  Exp. Award: 9,600
  Init: +4
  AC: 15
  Hps: 57
  Base Attack: +6 / +1
  Fort: +5 Reﬂex: +7 Will: +6
  Melee: None
  Ranged: Mind Beam +12 (2d6+1)
  Special Attacks: Mind Darts (1d4 damage)
  Powers: Psychic Powers 3 (Mind Darts (Energy X), 
  Telepathy, Telekinesis), Super Intelligence x3
  Class Features: Broad Knowledge, Home City, 
  Anticipate Foe, Contacts, Bonus Feat x5, Gear, Escape, 
  Jail Break, Tough As Nails, Just Plain Mean
  Feats: x11 Lair, Improved Lair, Improved Initiative, 
  Skill Focus (Knowledge (Science)), Skill Focus 
  (Knowledge (Computers)), Skill Focus (Knowledge 
  (Engineering)), Skill Focus (Knowledge (Supers), 
  Blind-Fight, Combat Expertise, Desperate Battler, 
  Dodge, Mobility
  Skills: Bluff +10, Concentration +12, Diplomacy +10, 
  Investigate +24, Knowledge (Science) +30, Knowledge 
  (Engineering) +30, Knowledge (Computers) +30, 
  Knowledge (History) +24, Knowledge (Supers) +28, 
  Linguistics +17, Perception +12, Sense Motive +12
  Special: Psionic Ampliﬁer Implants (Psychic Powers 
  +7), Thought Projector Implant (Force Field 
  Manipulation +10), TK Field Booster Implant (Flight 2), 
  Mind Focusing Crystal Implant (Energy Ray 2); 
  Other Gear: Recovery Tank (Healing 10); Lair A.I., 
  Super Computer, Well Hidden, Lab, Medical Lab, 
  Quarters, Prison Cell, Automated Defenses (Lethal)
  Strategy:  Sharp Shooter
  Star Invasion #4
  Lady Blue
  
  29
  Star Rider
  Star Rider
  You get a frantic call from Updike.  “Help, we are being 
  attacked by aliens.”
  You rush over to his lab just in time to see him being 
  carried out of the building by three droids.
  Set up the battle tiles as you see ﬁt.
  Droid (x3)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  If you win the battle you get Updike to safety and ask 
  why the aliens were after him. 
  “I can only guess that the detected my signal,” He says, 
  “I have been trying to get a lock on the alien mother 
  ship.  If we can get that lock I can open a star gate right 
  inside and we could then invade the aliens, maybe even 
  capture their leader.”
  Can he do it you ask?
  “Ya I think so, given time.”
  Results:
  End the issue here and gain 1,000 Exp. and +1 to your 
  Reputation.
  
  30
  Stop the Brute
  Stop the Brute!
  The mayor thanks you for coming by.  “Look, we need 
  your help” Pleads the mayor, “As you know the Brute 
  has been on a rampage all week, robbing banks and 
  generally causing havoc all over the city.  What he wants 
  and why he is doing this no one knows, but he needs to 
  be stopped.”
  Good thing, you think, the mayor called you in on this.
  “Anything we can do to help?” Asks the new police 
  commissioner Franks as he walks in.
  You had heard the Mayor had appointed Captain Franks 
  to the position of police commissioner after the plot by 
  Van Dike became public. (See Mission Books 4 and 5 
  for details)
  Well now that he asks, yah you have a plan in mind.
  A few hours later you stand outside the bank, as the 
  police clear the area.  You don't want anyone getting hurt 
  in the battle.  The plan is for you to get the Brute out in 
  the open, and so you went on T.V and called him a dumb 
  beast, unable to rob a bank while you stood outside to 
  protect it.  The challenge is for sure going to bring the 
  Brute out, hot mad and ready for a ﬁght.
  Sure enough here he comes, dragging a police car behind 
  him, a big smile on his face as he throws the car at you.
  Make a Reﬂex save Vs. DC 12 to take 1/2 damage from 
  the ﬂying car which will do 3D6 damage.  Then begin 
  the battle.
  The Brute
  Brick 4
  Enhanced Human, Medium
  CR: 4	
  
  Exp. Award: 1,200
  Init: -1
  AC: 17
  Hps: 46
  Base Attack: +3
  Fort: +7 Reﬂex: +0 Will:  +2
  Melee: Fist +13 (1D3+10)
  Powers: Super Attribute (Strength) 3
  Class Features: Built Tough, Extreme Effort
  Feats: Power Attack, Furious Focus, Cleave, Cleaving 
  Finish 
  Skills: Intimidate +9, Survival +8
  Special: Big Blue Suit (Armor 4)
  Special: Charge
  If you are defeated by the Brute he robs the bank and 
  walks away.  You can of course spend a hero point to 
  avoid this.  
  If you win the battle he gives up once you beat him 
  down.
  Seems the Brute's girlfriend has left him and he was 
  venting his range and loss on the city.  Most guys just get 
  drunk and move on, but the Brute is one of the strongest, 
  dumbest people to walk the Earth, so he has to bring the 
  city to its knees to feel better.
  Results:
  End the issue here and gain 1,000 Exp.  You also 
  increase your Reputation and Law and Order ranks by 
  +1.  If you are able to play the ﬁght off well for the many 
  news cameras present, then make a Perform skill check 
  Vs. DC 15 to increase your Reputation by another +1 
  and also increase your Do Gooder rank by +1.  If you 
  failed the skill check you gain nothing more.
  !"#
  !
  !
  !"#
  !"#
  !
  !
  !"#
  B
  B - Brute
  Your hero may enter from any 
  one of the three green areas 
  shown
  
  31
  The Brute’s Trail
  The Brute's Trial
  The news is all over the place, the Brute has been found guilty of several felonies and judge Turner has thrown book at 
  him, giving the villain the death penalty.
  Seems a bit excessive to you, after all he did not kill anyone in his rampage and come to ﬁnd out it was all because his 
  girlfriend dumped him.  The two even made up after he was arrested and got married in a jailhouse ceremony.
  Well nothing you can do about it, you gave your testimony at the trail and told the jury and judge what happened.  If the 
  judge sees the Brute as a threat to society and thinks he has to be put down, nothing you can do abut it.
  You can either let it go and ﬁgure he did the crime so he will have to suffer the sentence brought down, or go public 
  with your disproval of the sentence.
  If you let it all go then end the issue here and increase your Law and Order rank by +1.
  If you want to go public it is no problem getting an interview with the newspaper or T.V news and air your views on it 
  all.  If you go this direction then make a Perform skill check Vs. DC 18.  If you are successful you are able to bring the 
  public over to your viewpoint and the demand for a lighter sentence bring to be called for.  In the end the judge hears 
  the demands of the city and reduces the Brute's sentence to life.  Increase your Do Gooder rank by +1
  If you failed the Perform skill check then you come off as a sap and the public loses some respect for you.  
  Reduce your Reputation by -2.
  Results:
  End the issue here and gain 500 Exp.
  
  32
  Terror Takes Over
  Terror Takes Over
  “So what you are telling me is that we can take a trip on 
  this star gate, right into the Overmind's mother ship?” 
  Ace of Spades asks.
  “Why the hell would we do that?” Asks the Brute as he 
  drops the last alien warrior into a pile near by.
  “To stop the war, big and dumb,” Replies Snow Blind as 
  she sits on a pile of rubble checking her ice gun.
  “Best watch you mouth ice girl,” Threatens the Brute.
  “Why, you going to do something to make me?” Replies 
  Snow Blind as she stands up ready for a ﬁght.
  Both of you knock it off you tell them, and yes we can 
  use the star gate to assault Overmind's main ship 
  directly.  It would though be a suicide mission.
  “But if we take down the Overmind we win the war.” 
  Smiles Ace.  “Sounds like a plan I can get behind.”
  “Problem is that Unicom's main ofﬁce is surrounded by 
  aliens.  They have been using that block as a staging 
  ground for their main assault on the city.  We will have 
  to ﬁght our way in,” Offers Snow Blind.
  “Then lets get this over with so I can get back to 
  pounding super heroes instead of aliens,” Says the 
  Goblin as he walks past you.
  Droid (x5)
  Construct, Large
  CR: 3	
  
  Exp. Award: 800
  Init: +0
  AC: 16
  Hps: 25
  Base Attack: +2
  Fort: +2 Reﬂex: +2 Will:  +2
  Melee: Tentacle +3 (1D4)
  Range: Laser Cannon +2 (1D6)
  Powers: Flight 2, Entanglement 2
  Feats: None
  Skills: Fly +2
  Strategy: Sharp Shooter
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  !"#
  !
  !
  !"#
  !"#
  !
  !
  !"#
  D
  D - Drone
  Heroes may enter from any one 
  of the three green areas shown
  D
  D
  D
  D
  
  33
  Battle #2
  The small group of super powered soldiers arrive at the 
  alien staging ground just in time to watch them launch 
  their ﬁnal assault on General McGraw's forces.  The only 
  good thing about this fact is that it leaves less aliens for 
  you to have to ﬁght.
  Aliens (x20)
  Strange Visitor Assault Trooper 2
  CR: 2	
  
  Exp. Award: 600
  Init: +1
  AC: 20
  Hps: 20
  Base Attack: +2
  Fort: +2 Reﬂex: +1 Will: +0
  Melee: Unarmed Strike +1 (1d3)
  Range: Blaster Gun (3D6)
  Powers: None
  Class Features: Blood Makes the Grass Grow, No 
  Retreat, No Surrender
  Feats: Weapon Focus (Blaster Gun)
  Skills: Intimidate +2, Knowledge (Science) +1, 
  Perception +1
  Gear: Blaster Gun, Combat Armor
  Strategy: Sharp Shooter
  You can add the following villains to your side of the 
  battle.
  The Brute
  Snow Blind
  The Goblin
  and the Ace of Spades
  If you are defeated by the aliens you may spend a hero 
  point to avoid the results.
  If you win the battle you and your new allies drive the 
  aliens from the building and you are able to enter.
  Results:
  End the issue here and gain 3,000 Exp.  Increase your 
  Reputation by +1.  Keep all wounds and damage from 
  this mission as you enter the ﬁnal mission for this 
  mission tree.
  Terror Takes Over
  !"#
  !
  !
  !"#
  !"#
  !
  !
  !"#
  A - Alien 
  Heroes start in the three green 
  area
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  A
  
  34
  Mission Trees
  Master Mind Escapes
  The Search for Master Mind
  Master Mind’s Demands
  Stop the Brute!
  The Brute’s Trial
  Star Invasion #1
  Star Invasion #2
  Star Rider
  Star Invasion #3
  Terror Takes Over
  Star Invasion #4
  
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