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  the secret special page 
   
  
  DIGITAL HERO #41 
   
  1 
  Table of Contents 
   
  H
  HEERRO
  O  SSAAN
  NDDW
  WIICCH
  H  
  WHEN LAST WE LEFT OUR HEROES… 
   
   
  Keep up with the news from Hero Games. 
  This issue – pit your wits against The Ultimate 
  Mentalist.  
  2 
  HEROGLYPHS 
   
   
  See how Steve Long himself answers 
  rules questions. This issue – hold your breath 
  for drowning/suffocation attacks. 
  3 
  YOU GOTTA HAVE CHARACTER 
   
   
  As the United States’ only proclaimed 
  emperor, Emperor Norton adds color to 
  Victorian, Western, and Pulp Hero games. 
  5 
    
  CCO
  OO
  OLL  SSTTUUFFFF  
  A FISTFUL OF TALENTS 
   
   
  Fantasy Hero characters can use these 
  Talents to spice up combat and spellcasting, 
  and generally round out their backgrounds.  
  11 
  STAR*GUARD 2640 
   
   
  The Star*Guard in the non-powered 
  future will still protect the galaxy, but rely 
  more on technology. 
  16 
  I SMELL A RATTE! 
   
   
  The aborted Nazi supertank would have 
  been essentially a battleship on treads, with 
  gigantic guns and impregnable plating. 
  27 
  HOW TO LEAD A SUPERHERO TEAM 
   
   
  Superhero teams rise and fall based on 
  the strength of their goals and actions. 
  Choose your leader wisely. 
  29 
  CCH
  HAARRAACCTTEERRSS  
  BUT, I THOUGHT THEY WERE THE 
  GOOD GUYS…? 
   
   
  Introducing the new superhero team, 
  only to have them be supervillains in 
  disguise, is a time-honored plot device. 
  34 
  CINEMATIC MARTIAL ARTISTS 
   
   
  Superheroes, cyborgs, and demihumans 
  can all have fighting styles appropriate to 
  their characters. 
  54 
   
  DIGITAL HERO 
   
   
  Publisher 
  Hero Games 
  Editor 
  Dave Mattingly 
  Authors 
  Curtis Gibson 
  Bob Greenwade 
  John R. Ivicek Jr. 
  Steven S. Long 
  Michael Surbrook 
  Jason Walters 
  Ross Watson 
  Artists 
  Darren Bulmer 
  D.T. Butchino 
  John R. Ivicek Jr. 
  Cover 
  Darren Bulmer 
  Online 
  herogames.com 
  To Subscribe 
  herogames.com/ 
  digitalhero 
  PRINTING 
   
   
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  statement in the 
  credits box 
  notwithstanding, 
  DOJ, Inc. grants each 
  purchaser of Digital 
  Hero permission to 
  make one (1) printed 
  copy of this 
  document. 
  HERO System
  TM ® is DOJ, Inc.'s trademark for its roleplaying system. 
  HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
  Justice Inc., Danger International, Dark Champions, Fantasy Hero, and Star Hero Copyright © 2002 by DOJ, 
  Inc. d/b/a Hero Games. All rights reserved. 
  No part of this electronic magazine may be reproduced or transmitted in any form or by any means, electronic 
  or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval 
  system, without permission in writing from the Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, 
  California 94102. 
  Issue #41 (January/February 2007) 
  
  DIGITAL HERO #41 
   
  2 
  When Last We Left Our Heroes… 
  by Steven S. Long 
   
   
  Don’t mind if I do.... 
   
  One of our most eagerly-anticipated 
  Ultimate books is about to hit the shelves – the 
  Fifth Edition version of The Ultimate Mentalist! 
  Mental powers are a common facet of many 
  genres, settings, and campaigns – for example, 
  think of Jean Grey, Deanna Troi, Luke 
  Skywalker, the Deryni, or Telzey Amberdon – 
  but they’re often a little tricky to handle in game 
  terms. In a book or movie, the author controls 
  how the characters uses these vaguely-defined 
  powers, making them as effective as they need to 
  be for dramatic purposes but not letting them run 
  roughshod over the storyline. In a game, psionics 
  have to be precisely quantified, and in the hands 
  of PCs can end up being mostly ineffective or 
  grossly overpowered. 
   
  But whatever type of mentalist character you 
  like to play, and however you want to define or 
  use mental powers in your campaign, The 
  Ultimate Mentalist has something to offer you. It 
  deals with all facets of HERO System mental 
  powers, from the “mechanical” aspects of 
  creating them, to how to use them in your 
  campaign without letting them ruin it, to 
  structuring entire campaigns around them. It 
  includes plenty of sample powers, psionic 
  gadgets, and other elements you can drop right 
  into your campaign. 
   
  Chapter One, Mentalist Characters, 
  discusses the broad topic of creating characters 
  with mental powers, and how those powers 
  work. After reviewing mentalist archetypes and 
  related topics, it has an extensive section on the 
  Mental Powers (which lie at the heart of most 
  mentalist character concepts) as well as related 
  Powers. It also covers other HERO System 
  elements such as Skills, Talents, and Power 
  Modifiers as they apply to mentalism. That 
  information and discussion gets applied in 
  Chapter Two, Mentalist Powers, which has over 
  250 pre-built powers, abilities, and gadgets for 
  just about any psionic character you can think of 
  (and most of those powers have one or more 
  options, resulting in thousands of possible 
  powers for your mentalist characters). Some of 
  these powers appear in The UNTIL Superpowers 
  Databases or other HERO System products, but 
  many are new, revised, or updated just for this 
  book. 
   
  Chapter Three, Mentalists Genre By Genre, 
  briefly reviews how mentalists and mental 
  powers tend to function in various major genres, 
  such as superheroes, Fantasy, and Science 
  Fiction. It includes one or more sample character 
  for each of the major genres; you can use these 
  as sample PCs, NPCs to pit against your heroes, 
  or just colorful encounters for the heroes. 
   
  Chapter Four, Mental Combat, takes a 
  detailed look at how mentalists use their powers 
  to fight. In addition to explaining how the 
  standard HERO System Combat Maneuvers and 
  related elements apply in Mental Combat, it has 
  special rules for Mind-To-Mind Combat 
  featuring new Mental Maneuvers, and rules for 
  the Mind Zone, a “psychic realm” where 
  mentalists fight each other at the speed of 
  thought. 
   
  Chapter Five, Campaigning With Mentalists, 
  provides advice and guidance for the GM who 
  has one or more mentalist characters in his 
  campaign. First it covers the nature of mental 
  powers themselves — issues the GM should 
  consider when defining how mentalism works in 
  his campaign, such as where mental powers 
  come from and how society views them. Then it 
  discusses psionics campaigns (games in which 
  all the PCs are mentalists, and mental powers are 
  a central element in the setting and adventures), 
  and problems that mentalists may create in the 
  campaign and how the GM can solve them. 
   
  Prepare to have your mind expanded by The 
  Ultimate Mentalist! 
  — Steven S. Long 
  HERO System Line Developer 
   
   
  
  DIGITAL HERO #41 
   
  3 
  HEROglyphs by Steven S. Long 
   
  I Can’t Breathe! 
  DROWNING/SUFFOCATION AS 
  ATTACKS  
   
   
   
  Esteemed Editor Dave says he’d like to see 
  me discuss drowning/suffocation as an attack. 
  Sounds like a good idea to me, so here we go. ;) 
   
  In game terms, here’s how drowning and 
  suffocation (see 5ER 424) work: 
  1. A character who can’t breathe spends a 
  minimum of 1 END per Phase. When the 
  END runs out, he expends STUN as END 
  (per 5ER 425). When the STUN runs out, he 
  expends BODY, eventually dying. 
  2. A character can voluntarily lower his SPD to 
  2 to reduce the END/STUN/BODY loss. 
  However, the minimum SPD for 
  drowning/suffocation purposes is 2; even a 
  SPD 1 character drowns at SPD 2 (2 
  END/STUN/BODY per Turn, in other 
  words). 
  3. A character who can’t breathe cannot make 
  Recoveries, including the Post-Segment 12 
  Recovery. 
   
  So, how do we turn that into an attack? 
  SIMPLE DROWNING/SUFFOCATION 
   
   
   
  If you’re not worried too much about 
  “realism” and precisely modeling the 
  drowning/suffocation rules, it’s easy enough to 
  create a drowning/suffocation attack. Here are 
  two examples from The UNTIL Superpowers 
  Database: 
  Suffocation (page 15):  Most characters need air 
  to breathe. Some air-controlling characters can 
  “cut off” a target’s supply of oxygen, removing 
  the air from the target’s lungs and preventing 
  him from obtaining any more. This quickly 
  causes the victim to pass out. (This power 
  assumes the character just wants to quickly 
  knock the victim out. To kill via suffocation, use 
  the Strangulation Bubble power.) 
  Energy Blast 4d6, No Normal Defense 
  (defense is Life Support [Self-
  Contained Breathing]; +1), Continuous 
  (+1). Total cost:  60 points. 
   
  Strangulation Bubble (page 99):  The character 
  can create a bubble of force around a person’s 
  head (or other breathing organs, as appropriate) 
  that slowly but surely strangles the life out of 
  him by preventing him from getting oxygen. 
  RKA ½d6, NND (defense is Life 
  Support [Self-Contained Breathing] or 
  not needing to breathe; +1), Does 
  BODY (+1), Continuous (+1). Total 
  cost:  40 points. 
  While one is an Air/Wind power and the other a 
  Force power, you can easily change the special 
  effects to other appropriate ones while keeping 
  the game mechanics the same. 
  
  DIGITAL HERO #41 
   
  4 
  COMPLEX DROWNING/SUFFOCATION 
   
   
   
  For an attack that works like the 
  drowning/suffocation rules do, we need to use 
  Drain with a few special modifiers. First, the 
  Drain has to be able to affect one of three 
  different Characteristics, one at a time (a 
  common +¼ Advantage). Second, the Drain has 
  to switch between those Characteristics when 
  specific things happen, without the need for any 
  control from the character who started the attack. 
  That sounds like it should require an Advantage, 
  but not a significant one; let’s call it a +¼. 
   
  Third, the Drain has to remain in effect for 
  long periods of time, and has to affect the victim 
  on the victim’s Phases, not the attacker’s as 
  usual. Since the victim is just as likely to be 
  slower as his attacker than faster, and can 
  voluntarily lower his SPD to reduce the attack’s 
  effectiveness, we’ll call that a +0 Advantage, but 
  the GM can adjust the value as he sees fit. 
   
  Fourth, the damage accrues at a specific rate 
  – no slower, no faster. That’s less effective than 
  most attacks; it sounds vaguely like the Gradual 
  Effect Limitation. So we’ll use a tailored form of 
  that as a Limitation on the power, and another 
  Limitation so that the effect remains the same (-1 
  point of each Characteristic) despite the fact that 
  they all have different per-point costs. 
   
  So, here’s what we’ve got for the basic 
  attack: 
  Drain END, STUN, or BODY 8d6 
  (standard effect:  up to 24 points of 
  effect), one Characteristic at a time 
  (+1/4), Continuous (+1), Affects Victim 
  On Victim’s Phases Not Attacker’s 
  (+0), Ranged (+1/2), Reduced 
  Endurance (0 END; +1/2) (260 Active 
  Points); Gradual Effect (victim loses 1 
  point of designated Characteristic per 
  each of his Phases; -1/4), Set Effect 
  (victim only loses 1 point from each 
  Characteristic, in the order specified in 
  the text, regardless of per-point cost; -
  1/2). Total cost:  149 points. 
   
   
   
   
  Next, we have to cancel out the target’s 
  ability to take Recoveries. There’s no precise 
  mechanism in the game for stopping Recoveries 
  in general, or Post-Segment 12 Recoveries 
  specifically. But we can accomplish that goal by 
  reducing his REC to zero: 
  Drain REC 8d6, Continuous (+1), 
  Ranged (+1/2), Reduced Endurance (0 
  END; +1/2) (240 Active Points); 
  Linked (-1/2). Total cost:  160 points. 
   
  Now, this might not suffice to reduce all 
  characters’ REC to 0, at least not in one attack, 
  but by GM’s fiat the Absolute Effect Rule can 
  apply (see Fantasy Hero, pages 250-51) to 
  always reduce a target to 0 REC. 
   
  So, there you have it:  an attack that 
  simulates drowning or suffocating someone as 
  represented by the HERO System rules. It’s 
  pretty pricey, but as always the GM can reduce 
  the cost if he thinks that’s necessary to maintain 
  game balance. 
   
   
  
  DIGITAL HERO #41 
   
  5 
  You Gotta Have Character by Jason Walters 
   
   “Whoever after due and proper 
  warning shall be heard to utter the 
  abominable word ‘Frisco,’ which has no 
  linguistic or other warrant, shall be 
  deemed guilty of a High Misdemeanor, 
  and shall pay into the Imperial Treasury 
  as penalty the sum of twenty-five 
  dollars.”  
  — Emperor Norton I 
   
  The ’60s were a wild time in San Francisco. 
  The 1860s, that is! For while the vitality of the 
  Gold Rush Era produced both wealth and misery 
  in equal measure, it also created one of the 
  greatest excesses of raw madness in American 
  history. For while all cities have a singular class 
  of eccentric individuals generally known as 
  “characters,” foggy San Francisco has had 
  historically far more than her fair share – and the 
  years from 1860 to 1875 produced a bumper 
  crop of these urban freaks. A small army of them 
  paraded through the Financial District each day, 
  up and down Montgomery and Kearny streets 
  from Jackson to Sutter in a rapidly shifting 
  kaleidoscope of oddity.  
   
  There was George Washington Coombes, 
  known also as the “Great Matrimonial 
  Candidate.” There was also Old Rosy, the 
  Money King, the Gutter Snipe, Old Crisis, and 
  many others who have now passed beyond the 
  veil into obscurity. Some were bankrupt, soiled, 
  and tattered. Some were hopelessly miserable 
  and wretched. Others were fantastic or charming. 
  But only one maintained the gentility of his finer 
  days, conducting himself with unvarying and 
  obvious dignity to the very end. 
   
  His name was Norton I, Emperor of the 
  United States and Protector of Mexico. And 
  maybe, just maybe, he wasn’t quite as mad as 
  everyone thought. 
   
  Background/History:  Joshua A. Norton was 
  born in London, England in 1818 to Jewish 
  parents. When he was two years old the family 
  immigrated to South Africa so that his father 
  could work for his mother’s eccentric uncle 
  Benjamin Norden, a successful merchant with a 
  penchant for suing his own family members. 
  While in his 20s Joshua served as a founding 
  member of Cape Town’s European Police Force, 
  a mounted Calvary unit that later evolved into 
  the famous Cape Mounted Rifles. But young 
  Joshua didn’t stick around to find glory upon the 
  receiving end of a Zulu spear. His father’s death 
  in 1848 left him with a small fortune of $40,000, 
  which he took with him when he immigrated to 
  San Francisco in 1849. There he embarked upon 
  a successful program of real estate speculation 
  that, through a combination of shrewd judgment 
  and a reputation for utter trustworthiness, 
  propelled his small fortune into a much larger 
  one. By the end of 1853 he had amassed a 
  fortune of over a quarter million dollars.  
   
  It was in that year that the Chinese 
  government, facing a severe famine, placed a ban 
  on the exportation of rice. The price of rice in 
  San Francisco skyrocketed from 4 cents a pound 
  to 36 cents a pound overnight. Hoping to cash in 
  on the sudden shortage, Norton and some 
  partners purchased the entire contents of an 
  incoming Peruvian rice ship – a staggering 100 
  tons of rice! Soon his partnership had control of 
  the entire profitable Bay Area rice market. 
  Unfortunately, two unscheduled shiploads of rice 
  arrived shortly thereafter, driving the price of 
  rice back down again. Norton was unperturbed, 
  but several of his partners panicked and sold 
  their rice shares. Extensive litigation followed. 
  Although he did well in the lower courts, the 
  California Supreme Court reversed Norton’s 
  good fortune. He was ruined, his reputation 
  destroyed, and his extensive real estate holdings 
  in the North Beach area were seized to satisfy his 
  creditors. 
   
  For a period of several years, Joshua A. 
  Norton simply vanished, both from the public 
  eye as well as all records of the time. It is not 
  known whether or not having the pressures of 
  scarcity and failure suddenly thrust upon him, 
  after so many years of wealth and success, 
  drove him to madness. It may be that what 
  others have mistaken for lunacy was the result 
  of a carefully crafted response to the pressures 
  of poverty. What is known is that the former 
  speculator reappeared in San Francisco on 
  September 17th, 1857 dressed in an outlandish 
  military uniform to proclaim himself Emperor 
  of the United States. 
   
  The local press reported this news with 
  considerable enthusiasm, setting a precedent for 
  media coverage of Emperor Norton’s 
  proclamations that would continue throughout 
  his unparalleled and whimsical 21-year reign. 
  Later, out of concern for the war torn nation of 
  Mexico, he issued another edict proclaiming 
  himself its protector – thus giving himself the 
  complete title of Emperor of the United States 
  and Protector of Mexico. The local press 
  dutifully printed this announcement as well. In 
  particular journalist Samuel Clemens, better 
  known to millions as Mark Twain, was a 
  champion of the Emperor’s edicts. He worked 
  next to Norton’s boarding house, spoke to him 
  almost every day, and swore to the very end that 
  he wasn’t nearly as mad as everyone thought.  
                                                             
  artwork by 
  NORTON 
  IMPERATOR 
   
   
  “No more through the 
  crowded streets he 
  goes, 
  With his shambling 
  gait and shabby 
  clothes,  
  And his furtive 
  glance and 
  whiskered nose – 
  Immersed in cares of 
  state. 
  The serpent twisted 
  upon his staff 
  Is not less careless of 
  idle chaff, 
  The mocking speech 
  or the scornful 
  laugh, 
  Than be who bore it 
  late. 
  His nerveless grasp 
  has released the 
  helm, 
  But ere the Lethean 
  flood shall whelm 
  The last faint trace of 
  his fancied realm, 
  Let us contrast his 
  fate 
  With other rulers and 
  other reigns, 
  Of royal birth or 
  scheming brains, 
  And see if his crazy 
  life contains 
  So much to deprecate. 
  No traitorous friends, 
  or vigilant foes, 
  Rippled the stream of 
  his calm repose;  
  No fear of exile 
  before him ’rose, 
  Whose empire was 
  his pate; 
  No soldiers died to 
  uphold his fame; 
  He found no pleasure 
  in woman’s shame;
  For wasted wealth no 
  well-earned blame 
  Turned subjects’ love 
  to hate. 
   No long and weary 
  struggle with pain; 
  
  DIGITAL HERO #42 
   
  6 
   
  “At the peremptory request and 
  desire of a large majority of the citizens 
  of these United States, I, Joshua Norton, 
  formerly of Algoa Bay, Cape of Good 
  Hope, and now for the last 9 years and 
  10 months past of S. F., Cal., declare 
  and proclaim myself Emperor of these 
  U. S.; and in virtue of the authority 
  thereby in me vested, do hereby order 
  and direct the representatives of the 
  different States of the Union to 
  assemble in Musical Hall, of this city, 
  on the 1st day of Feb. next, then and 
  there to make such alterations in the 
  existing laws of the Union as may 
  ameliorate the evils under which the 
  country is labouring, and thereby cause 
  confidence to exist, both at home and 
  abroad, in our stability and integrity.” 
  — Norton I, 
  Emperor of the United States 
   
  Although how the citizens of San Francisco 
  originally felt about their new monarch has been 
  lost in the mists of time, they soon grew used to 
  him. Norton was often seen walking the streets 
  of the city dressed in his regal (although often 
  threadbare) alternating blue-and-grey uniform, 
  which showed support for his subjects in both 
  the Union and Confederacy. He wore a beaver 
  hat decorated with colored feathers, wore a saber 
  at his side, and walked with a gnarled cane in 
  one hand and an umbrella in the other. When his 
  uniform became worn out, the Board of 
  Supervisors presented him with another in an 
  official ceremony, for which he sent them a note 
  of thanks and a patent for nobility in perpetuity 
  for each supervisor.  
   
  As Emperor, Norton felt is necessary to 
  perform a number of regular tasks to help better 
  the lot of his subjects. During his daily 
  ministrations he would examine the condition of 
  the sidewalks, cable cars, policeman’s uniforms, 
  and the state of repair of public property. He also 
  felt is necessary to give lengthy philosophical 
  expositions on a variety of topics to anyone 
  within hearing. It was during one of his 
  “Imperial inspections” that the Emperor 
  performed one of his most famous acts. During 
  an ugly anti-Chinese riot in the 1870s, he 
  positioned himself between an angry torch-
  wielding mob and the gates of Chinatown. With 
  a bowed head, he began to recite the Lord’s 
  Prayer repeatedly until the shamed rioters 
  dispersed without incident. After this incident, 
  Chinese citizens of San Francisco increasingly 
  treated Emperor Norton as if he were indeed 
  Emperor of the Americas and Protector of 
  Mexico!      
   
  In addition to his duties as a royal 
  inspector, Norton considered the issuance of 
  edicts to be of paramount importance. These 
  ranged from the whimsical to the mildly 
  deranged to the downright prophetic and were 
  printed in all of the local papers. On one end of 
  the spectrum (I leave it to the reader to 
  determine which end is which) he ordered the 
  disbanding both the Democratic and Republican 
  parties, ordered the military to depose congress, 
  and forbade all strife between religions or their 
  various sects. On a perhaps more capricious 
  note, he banned the use of the slang term 
  “Frisco” on pain of fine, ordered a coast guard 
  blockade of the Sacramento Delta, and granted 
  a preteen prostitute named Minnie Rae the title 
  of Countess – an act which she later credited 
  having saved her life. His most farsighted 
  proclamations called for the creation of a 
  suspension bridge between San Francisco and 
  Oakland, the creation of a League of Nations, 
  and the public funding of a heavier-than-air 
  flying machine.  
   
  Yet not everything in Emperor Norton’s 
  kingdom of inspired imagination went as 
  planned. A scandal occurred in 1867 when a 
  young police officer named Armand Barbier 
  arrested Norton for vagrancy. When another 
  officer pointed out that the Emperor had both a 
  place of residence as well as $4.75 lawful 
  currency on his person, the overzealous deputy 
  took him before the Commissioner of Lunacy for 
  the purpose of committing him to treatment. 
  Instead, the commissioner promptly discharged 
  Emperor Norton with the comment that “He has 
  shed no blood, robbed no one, and despoiled no 
  country – which is more than can be said of his 
  fellows in that line.” Norton was even gracious 
  enough to grant an “Imperial Pardon” to the 
  young officer for his act of “treason.” It is 
  possibly as a result of this incident that all police 
  officers in San Francisco thereafter saluted 
  Norton as he passed in the street. 
   
  Many rumors about Emperor Norton 
  circulated during his lifetime. A popular one was 
  that he was actually Prince Eugene Napoleon, 
  the tragically doomed son of French Emperor 
  Napoleon III who died fighting in the Zulu War 
  of 1879 (in a surprising act of diplomacy, Zulu 
  leaders later expressed dismay at his killing and 
  stated that, if they had known the prince’s 
  identity, they would have spared him). Another 
  story was that he was planning to marry Queen 
  Victoria. While it is of course untrue, amusingly 
  he did actually correspond with the Queen on 
  several occasions. A final rumor was that Norton 
  was in fact supremely wealthy and only affected 
  poverty as part of a great plan to avoid taxation 
  on his fortunes.    
  One sudden throe in 
  his clouded brain 
  Closed forever his 
  bloodless reign, 
  With every man his 
  friend.  
  For Death alone did 
  be abdicate. 
  What Emperor, Prince 
  or potentate, 
  Can long avoid a 
  similar fate 
  Or win a better end!” 
  — Dr. George 
  Chismore, friend of 
  Emperor Norton 
   
  CURRENCY IN 
  THE 1860S 
   
   
   It is easy to forget 
  that, at one point in 
  our nation’s history, 
  federal American 
  money was neither 
  terribly reliable nor 
  particularly plentiful. 
  As the United States’ 
  currency was based 
  on the values of gold 
  and silver, the very 
  same Gold Rush that 
  caused the 
  blossoming of 
  California in general 
  and San Francisco in 
  particular also caused 
  wild fluctuations in its 
  value. Furthermore, 
  for the first 80 years 
  of American history 
  only coins were 
  issued – and these 
  were produced in 
  limited quantities 
  using fairly primitive 
  methods. Individuals 
  or businesses that 
  wished to conduct 
  transactions on a 
  larger scale were 
  forced to resort to 
  promissory notes. 
  These paper notes 
  represented 
  redeemable sums of 
  precious metals held 
  in a vault by a bank, 
  
  DIGITAL HERO #41 
   
  7 
   
  While on his way to attend a lecture at the 
  Academy of Sciences on the evening of January 
  8th 1880, Emperor Norton collapsed at the 
  intersection of Grant and California Streets. 
  Passersby’s immediately rushed to his aid, but he 
  died in a matter of moments before an 
  ambulance carriage could arrive. In his pockets 
  were found some telegrams, a coin purse 
  containing about six dollars in gold and silver, a 
  1828 French Franc, and a few of his own bonds. 
  When reporters visited his apartment the next 
  day, they found that all of his worldly 
  possessions amounted to a collection of walking 
  sticks, news clippings of his pronouncements, 
  actual correspondence with Queen Victoria and 
  President Lincoln, a collection of modest 
  portraits of famous emperors, and some $2.50 in 
  loose change. Despite rumors to the contrary, he 
  died in complete poverty.  
   
  The following day the San Francisco 
  Chronicle published his obituary on its front 
  page under the headline Le Roi Est Mort (The 
  King is Dead). Not the be outdone, their 
  competitor the Morning Call published a front-
  page headline that read “Norton the first, by the 
  grace of God Emperor of these United States 
  and Protector of Mexico, departed this life.” His 
  funeral was a solemn, mournful, and very large 
  affair that was attended by some 30,000 people 
  (the funeral cortege was two miles long). At the 
  height of the ceremony, which was presided 
  over by the Mayor, a total solar eclipse 
  blackened the sky. 
   
  The first and only emperor the United States 
  would ever have was gone.  
   
  Personality/Motivation:  As a popular San 
  Francisco wag of the 1960s once commented: 
  “Everybody understands Mickey Mouse. Few 
  understand Hermann Hesse. Hardly anybody 
  understands Einstein. And nobody understands 
  Emperor Norton.” The enigma of Joshua Norton 
  may be boiled down to a simple question:  is he 
  insane or is he running a clever scam? He 
  certainly seems to be both quite mad as well as 
  quite sincere. Perhaps, as the mystical Sufis of 
  the medieval Islamic world taught, his madness 
  has brought him closer to God, and thus 
  provided him with His special protection (the 
  reality is a bit more complicated; see below).   
   
  Temperamentally, Emperor Norton 
  embodies everything that a subject could wish 
  from his or her emperor. He’s kindly, 
  broadminded, well read, and keenly interested in 
  the commercial activities of “subjects.” He keeps 
  himself informed of the scientific advances of 
  the day by attending lectures and abreast of 
  foreign events by reading the papers. Norton is 
  abstemious in his personal behavior; he eats and 
  drinks with considerable moderation. He has 
  never been seen to exhibit lustful behavior or to 
  pursue the fairer sex, as this would be “showing 
  favorites” amongst his female “subjects.” He is 
  kind to animals and mindful of street children, 
  watching out for strays of both varieties as best 
  as he can within his limited means.        
   
  Quote:  “At the preemptory request of a large 
  majority of the citizens of these United States, I 
  Joshua Norton, formerly of Algoa Bay, Cape of 
  Good Hope, and now for the last nine years and 
  ten months past of San Francisco, California, 
  declare and proclaim myself the Emperor of 
  These United States.” 
   
  Powers/Tactics:  One foggy, starless Bay Area 
  night in 1858, the newly immigrated Greek 
  goddess of misfortune Melpomene made a bet 
  with her sister Thalia, goddess of good humor, as 
  to the fate of a certain well-liked San Francisco 
  businessman named Joshua Norton. As they 
  walked arm-in-arm down Market Street the 
  Muse, dressed in her tragic mask, knee high 
  boots, and wielding her traditional bloody knife, 
  wagered her sister – who was immodestly attired 
  only in her traditional getup of comic mask, ivy 
  wreath, and Sheppard’s crook (not that anyone 
  said anything) – that she could place such a 
  tragic doom upon the brow of the witty, well-
  educated 40-year-old speculator that he would go 
  mad and never recover. His curse was thus:  this 
  master of monetary science, this pecuniary 
  potentate, would never again be able to amass 
  more than a few dollars as long as he lived. 
  Thalia accepted the gamble with the full 
  confidence that the man’s basic optimism, good 
  cheer, and inventiveness would overcome any 
  obstacle her gloomy sibling set before him, 
  rending her curse impotent.   
   
  In a sense they were both right… and 
  wrong. Joshua Norton became quite mad and 
  was completely unable to continue his previous 
  career as a masterful speculator. However, his 
  innate integrity and resourcefulness enabled him 
  to live a better and more satisfying life without 
  money than many wealthy men manage with it. 
  Thus Emperor Norton’s powers (such as they 
  are) come from a mixture of 3d6 Luck and 3d6 
  Unluck, either or both of which come into play 
  depending upon what choices he makes in life. 
  His Unluck tends to occur in the form of a test, 
  putting him in the path of misfortune. For 
  example, he might find himself confronted with 
  an angry mob or unable to pay the rent on his 
  residential hotel room. His Luck often plays a 
  hand in helping him deal with these tests:  he’s 
  able to disperse the mob by reciting the Lord’s 
  Prayer or mysterious benefactors pay his rent for 
  him.  
   
  Emperor Norton is clearly both loved and 
  revered by the citizens of San Francisco. 
  Because of this, he enjoys over a half-dozen 
  perks that, when taken individually, don’t add up 
  goldsmith, or simply a 
  particularly 
  trustworthy 
  individual.       
   While it functioned, 
  this system for 
  conducting commerce 
  left a lot to be desired, 
  as it was particularly 
  vulnerable to 
  hoarding and panics. 
  With the outbreak of 
  the Civil War in 1861, 
  government-issued 
  coinage began 
  vanishing from 
  circulation. Citizens 
  began hording gold, 
  silver, and eventually 
  copper coins, which 
  made it extremely 
  difficult for 
  businesses to conduct 
  transactions. In 
  response to this 
  shortage, numerous 
  private banks, 
  organizations, and 
  individuals began 
  issuing currency, 
  usually the one or two 
  cent coins that were 
  needed for the 
  average person to 
  function on a daily 
  basis. At one point 
  there were an 
  estimated 8,000 
  currencies being 
  circulated in the 
  Union alone! 
   Things were even 
  worse on the West 
  Coast, which didn’t 
  even have a mint until 
  the opening of the San 
  Francisco Mint in 
  1854. Even after that 
  the supply never 
  seemed to catch up 
  with the demand; 
  physical money was 
  so scarce in San 
  Francisco that many 
  people got by using 
  pinches of gold dust 
  as currency! While 
  
  DIGITAL HERO #42 
   
  8 
  to much, collectively give him powers 
  unprecedented in the history of that city. A 
  mysterious benefactor pays for the rent on his 
  tiny room at 624 Commercial St. He is fed for 
  free by some of the city’s finest restaurants, 
  which he has graciously allowed to put up signs 
  that read “By Appointment to His Emperor, 
  Joshua Norton I.” Along with his two 
  “followers,” the dogs Bummer and Lazarus, he 
  has a standing ticket at any play or concert in the 
  city’s theaters. San Francisco’s Board of 
  Supervisors have issued him a bicycle as a 
  means of royal transportation, allow him to 
  review the police and check that they perform 
  their duties (most even salute him when he 
  passes), and to march at the head of the annual 
  Police parade. He even prints his own money, 
  which is honored at most places in San 
  Francisco, including a few banks!    
   
  Campaign Use:  Emperor Norton is a – no, the – 
  quintessential background character for a 
  Victorian, Western, or Pulp Hero game that takes 
  place in San Francisco (Pulp Hero is pushing it 
  chronologically, but your PCs probably won’t 
  care). The infuriating deference that the city’s 
  citizens and officials show their “Emperor” will 
  drive serious characters absolutely up the wall, 
  while his whimsical yet wise pronouncements 
  and predictions will add a bit of odd SF flavor to 
  the game. Alternately, by giving him the Power 
  Life Support  (Longevity: Immortal) Cost: 5 
  points, an immortal Emperor Norton could still 
  be kicking around in the 21st Century as an 
  interesting 4-point Contact in a Champions or 
  Dark Champions campaign involving San 
  Francisco (purchase as Contact (Significant 
  Contacts, Useful Skills or Resources) 11-). 
   
  An immortal Emperor Norton, perhaps 
  cursed/gifted with that ability by Thalia and 
  Melpomene, might survive long enough to 
  become an instructor of history and good 
  government at the Ravenswood Academy, the 
  Teen Champions school for paranormal 
  teenagers. Further down the timeline he might 
  even emigrate off planet in a Star Hero campaign 
  – perhaps even becoming the actual emperor of a 
  distant planet! Finally, in a Fantasy Hero game 
  the Joshua Norton character sheet could be used 
  as the template for a Robinson Crusoe-type NPC 
  who has stumbled across a mysterious 
  civilization and (naturally) been made its king. 
   
  Appearance:  Emperor Norton is a picturesque 
  and striking figure. He is of medium height, 
  heavy-set, with curly hair, a massive forehead, 
  and clear, penetrating eyes. He wears his 
  mustache and beard in a manner appropriate to 
  an emperor (actually, very similar to that of 
  Napoleon the Third). He wears a blue-and-grey 
  uniform cut in a military style that is profusely 
  adorned with brass buttons. Upon its shoulders 
  are mounted massive gold gilded epaulettes (a 
  gift from the Presidio Military Academy) that are 
  often tarnished from exposure. He always wears 
  a tall beaver hat adorned with feathers and other 
  sorts of colorful decorations. He has a collection 
  of walking sticks, but a subject in Oregon sent 
  his favorite to him. It is fashioned out of an 
  unusual specimen of grapevine and is shod with 
  iron with a gold handle. In rainy weather he also 
  carries a large umbrella.     
   
  BIBLIOGRAPHY  
   
   
  Articles 
  Cowan, Robert, Norton I Emperor of United 
  States and Protector of Mexico, Quarterly of 
  the California Historical Society, October 
  1923 Issue 
  Books 
  Drury, William, Norton I, Emperor of the United 
  States, 1986, Dodd, Mead & Co. 
  Gaiman, Neil, Sandman: Fables and Reflections, 
  1993, DC Comics  
  Internet  
  http://home.swipnet.se/~w-40977/coolpeople/ 
  norton.html 
   
  the Coinage Act of 
  1864 did help to 
  alleviate the problems 
  that lead to the 
  minting of private 
  pennies during the 
  Civil War, many 
  average people still 
  relied on coins or 
  promissory notes 
  issued by goldsmiths 
  to conduct their daily 
  business. Americans 
  of Emperor Norton’s 
  day simply didn’t 
  have the kind of 
  confidence in 
  federally issued 
  monies that we enjoy 
  today – nor were they 
  particularly 
  incredulous about 
  accepting private, 
  locally created legal 
  tender. This may 
  explain why so many 
  San Franciscans were 
  comfortable with 
  accepting and 
  circulating notes 
  issued by Emperor 
  Norton:  with all of 
  the competing 
  currency that had 
  been circulated in the 
  city during the 
  preceding twenty 
  years, using money 
  backed only by the 
  delusions a well-liked 
  local eccentric 
  probably didn’t seem 
  particularly crazy at 
  all!      
   
   
  
  DIGITAL HERO #41 
   
  9 
  Emperor Norton I 
  EMPEROR 
  NORTON PLOT 
  SEEDS 
   
   
   Imperial 
  Abduction:  The 
  Emperor has been 
  kidnapped and held 
  for ransom by a 
  nefarious gang from 
  Oakland (no San 
  Francisco criminal 
  would do such a 
  terrible thing)! The 
  Board of Supervisors 
  asks its resident band 
  of Victorian mystery 
  men (the PCs) to 
  travel to that 
  unfriendly city to 
  retrieve him. 
   Suddenly Wealthy 
  Emperor:  Norton 
  inherited a large sum 
  of money from his 
  deceased uncle and 
  used it to purchase 
  Goat Island (now 
  called Yerba Buena 
  Island) in the middle 
  of the Bay. He then 
  hired wealthy 
  occultist heiress Sarah 
  L. Winchester, the 
  mad constructor the 
  Winchester Mystery 
  House, to design him 
  a palace suitable for 
  America’s Emperor. 
  When the cycloptic, 
  non-Euclidian palace 
  was completed, 
  Emperor Norton 
  walked through the 
  front door, never to be 
  seen again. Now, over 
  100 years later, 
  strange lights and 
  noises can be heard 
  from the old Norton 
  place. The PCs are 
  sent to investigate. 
  Sioux Indian Wars:  
  Curious about the 
  welfare of his Indian 
  subjects, Emperor  
  
  DIGITAL HERO #42 
   
  10 
  Emperor Norton I 
   Val Char Cost Roll Notes 
   10 STR 
  0 11- Lift 100 kg; 2d6 [1] 
   10 DEX 
  0 11- OCV:  3/DCV:  3 
   10 CON 
  0 11-  
   10 BODY 
  0 11-  
   13 INT 
  3 12- PER Roll:  12- 
   11 EGO 
  2 11- ECV:  4 
   15 PRE 
  5 12- PRE Attack:  3d6 
   12 COM 
  1 11-  
   
   
  4 PD 
  2 
   Total:  4 PD (0 rPD) 
   
  3 ED 
  1 
   Total:  3 ED (0 rED) 
   
  2 SPD 
  0 
   Phases:  6, 12 
   
  4 REC 
  0 
   25 END 
  3 
   23 STUN 
  3 
  Total Characteristic Cost:  20 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  2”/4” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   10 Luck Of The Goddess:  Luck 3d6; Only 
  When He Pleases Thalia (-½) 
  0 
   
   Perks 
   
  6 Contact:  San Francisco Police 
  Department (Good Relationship, 
  Organization) 8- 
   
  3 Contact:  The Local Media (Good 
  Relationship) 11- 
   
  8 Followers:  Bummer and Lazarus (Dogs) 
   
  2 Fringe Benefit:  Emperor of the United 
  States and Protector of Mexico  
   
  1 Fringe Benefit:  Member of Lyceum of 
  Free Culture 
   
  1 Fringe Benefit:  Member of the 
  Occidental Lodge (The Masons) 
   
  4 Reputation:  Well-Liked Eccentric 14- 
  (in San Francisco), +2/+2d6 
   
   Skills 
   
  3 Acting 12- 
   
  2 Animal Handler (Canines) 12- 
   
  3 Conversation 12- 
   
  3 High Society 12- 
   
  2 CK: San Francisco 11- 
   
  3 KS: Economics 12- 
   
  3 KS: Politics 12- 
   
  3 KS: Philosophy 12- 
   
  3 Oratory 12- 
   
  3 Persuasion 12- 
   
  4 PS: Speculator 13- 
   
  3 Streetwise 12- 
   
  2 Survival (Urban) 12- 
   
  3 Linguist 
   
  0 1) Language:  English (Idiomatic, Literate)  
   
  2 2) Language:  French (Fluent, Literate)  
   
  1 3) Language:  Hebrew (Basic, Literate)  
   
  1 4) Language:  Latin (Basic, Literate)  
   
  1 5) Language:  Mandarin (Basic) 
  Total Powers & Skill Cost:  80 
  Total Cost:  100 
   50+ Disadvantages 
   15 Distinctive Features:  Dresses Like a 
  Shabby Emperor (Not Concealable) 
   
  5 Money:  Destitute (But Resourceful; 
  Counts as Poor)  
   20 Psychological Limitation:  Believes 
  Himself to be Emperor of the Americas 
  and Protector of Mexico (Common, 
  Total) 
   10 Bad Luck of the Goddess:  Unluck: 
  3d6; Only When He Displeases 
  Melpomene (-½) 
  Total Disadvantage Points:  100 
   
   
  Norton journeys east 
  to the Dakota 
  Territories, where he 
  is captured by the 
  Sioux. Intrigued by 
  their captive, the 
  Sioux decide to 
  support his claim to 
  Emperorship of the 
  United States. Dozens 
  of other Indian 
  nations flock to his 
  cause, sending history 
  off in a very different 
  direction…. 
  LAZARUS AND 
  BUMMER 
   
   
   No discussion of 
  Emperor Norton’s 
  San Francisco would 
  be complete without 
  mentioning Lazarus 
  and Bummer; the 
  city’s most famous 
  strays. They didn’t 
  really belong to 
  Norton or live with 
  him, but were his 
  friends and 
  companions for over a 
  decade. They dined 
  together, went to 
  shows and plays 
  together, and 
  followed him about 
  on his inspections. 
  Cartoons of the period 
  show Emperor Norton 
  walking with the two 
  dogs. Tragedy struck, 
  however, when, in 
  October 1863, 
  Lazarus was run over 
  and killed by a fire 
  truck. A public 
  funeral was held 
  which many 
  prominent people 
  attended. Later in 
  1865, when Bummer 
  died, Mark Twain was 
  sufficiently moved to 
  publish an epitaph for 
  the Imperial canine: 
  “He died full of years, 
  and honor, and 
  disease, and fleas.”  
  
  DIGITAL HERO #41 
   
  11
  A Fistful of Talents by Curtis Gibson 
   
  A Fistful of Talents 
   
  New Talents targeted for your Fantasy Hero 
  campaign. 
  Spell Manipulation Talents 
   
  These Talents are reflections of greater 
  training with magic, and allow the character to 
  modify details of the spells. Most are bought 
  with Charges, to show the resistance of magic to 
  modification. Many of these Talents have a high 
  Active Point cost, so charges works very well in 
  flavor, and to bring the cost down. Buying Extra 
  Charges, or buying the Charges Limitation off 
  completely can be done by the character, if he is 
  willing to spend the points. These talents are 
  bought as naked Advantages that can be applied 
  to any spell the character has purchased. 
  Limitations that are required on spells, such as 
  Gestures or Incantations are also recommended 
  for these talents, as they are just modifications to 
  said magic. 
  CONSECRATE SPELL 
   
   
   
  This Talent is for those that have a close 
  connection to the divine planes. The caster can 
  add holy force to his spells. It doesn’t add any 
  direct specific damage, but is useful on creatures 
  that take extra damage from holy attacks. END 
  Cost:  2. 
  Consecrate Spell Cost:  10 Character 
  Points (Variable Special Effects (+¼) on 
  a Spell of up to 60 Active Points; 
  Increased Endurance Cost (2x END, -½) 
  EASY SPELL 
   
   
   
  This Talent allows the caster of a spell to 
  reach inside his connection to the flows of magic 
  and cast a spell with no chance of spell failure; 
  this is something that is strenuous enough that it 
  can only be done once per day. The caster does 
  not have to make a magic roll for one spell. If the 
  amount the spell roll is made by is important, the 
  skill roll is considered to have been made 
  exactly. END Cost:  4. 
  Easyspell Cost:  5 Character Points 
  (“buying off” the Requires a Skill Roll 
  Limitation a Spell of up to 60 Active 
  Points; 1 Charge (-2), Costs Endurance 
  (-½), Increased Endurance Cost (2x 
  END, -½)) 
  ENLARGE SPELL 
   
   
   
  This Talent allows a caster to make a spell 
  larger. The exact shape of the result is up to the 
  GM, the player, and the spell. An attack spell 
  will usually end up a Line (like a lightning bolt) 
  or a Radius (which could be a fire ball). If the 
  spell is already an area of effect spell, the area is 
  quadrupled (2” Radius becomes 8” Radius). 
  END Cost:  3. 
  Enlarge Spell Cost:  17 Character 
  Points (Area Of Affect (+1) on a Spell 
  of up to 60 Active Points; 1 Charge (-2), 
  Costs Endurance (-½))  
  FAR SPELL 
   
   
   
  This Talent doubles the range of spells and 
  makes distant targets easier to hit. END Cost:  4. 
  Far Spell Cost:  12 Character Points 
  (No Range Modifiers (+½) and 
  Extended Range (+¼) on a Spell of up 
  to 60 Active Points; 1 Charge (-2), 
  Costs Endurance (-½)) 
  SCULPT SPELL 
   
   
   
  The caster is skilled enough at magic that he 
  can alter the shape of any of his Area Of Effect 
  spells, and make it Cone, Line, Radius or Any 
  Area versions. If the spell has no Area Of Effect, 
  then this Talent does not work. END Cost:  6. 
  Sculpt Spell Cost:  11 Character 
  Points (+1 Variable Advantage (+2) on 
  a Spell of up to 60 Active Points); 1 
  Charge (-2), Costs Endurance (-½), 
  Only to Switch an Area Of Effect to 
  Another Area Of Effect (-2)) 
  SPELL PENETRATION 
   
   
   
  The caster’s spells are much more effective 
  for damage. The spell used with this Talent has 
  the Armor Piercing Advantage. END Cost:  3. 
  Spell Penetration Cost: 7 Character 
  Points (Armor Piercing on a Spell of up 
  to 60 Active Points; 1 Charge (-2), 
  Costs Endurance (-½), Increased 
  Endurance Cost (2x END, -½)) 
  
  DIGITAL HERO #41 
   
  12 
  General Talents 
  ARMOR MASTERY 
   
   
   
  The character knows his armor so well that 
  his gets better use out of it than someone not so 
  fully versed in using it. The character must 
  choose a specific type of armor (chain, plate or 
  some specified combination), and only gets the 
  bonus with that armor. 
  Armor Master Cost:  4 Character 
  Points (+3 PD; Only When Wearing 
  Specified Armor (-½) plus +3 ED; Only 
  When Wearing Specified Armor (-½)) 
  CH’I STRIKE 
   
   
   
  The character has trained his ch’i and inner 
  strength so well, he can reach out an extra 6 feet 
  to hit a target. END Cost:  1. 
  Ch’i Strike Cost:  3 Character Points 
  (Stretching 1”, Does Not Cross 
  Intervening Space (+¼), Invisible 
  Power Effects (Fully Invisible, +1); No 
  Velocity Damage (-¼), No Noncombat 
  Stretching (-¼), Only for Unarmed 
  Attacks (-2)) 
  COLD FURY 
   
   
   
  This is a Talent that adds to Berserk Fury 
  (FH104). When going into Rage, the character 
  starts emitting cold, becomes covered in frost, 
  and becomes almost immune to cold attacks 
  directed against him. 
  Cold Fury Cost:  12 Character Points 
  (Energy Damage Reduction, Resistant, 
  50%; Linked to Berserker Rage (-½), 
  Only versus Cold Attacks (-1)) 
  DEFENSIVE 
   
   
   
  The character is very adept at moving in 
  such a way as to make ranged attack difficult, 
  and also utilizes cover to a much greater 
  advantage than others. 
  Defensive Cost:  4 points (+2 with 
  DCV; Only if Character Has Cover or 
  Has Moved 3” This Phase (-½), Only 
  versus Ranged Attacks (-1)) 
  DEFENSIVE CASTING 
   
   
   
  The character is very talented at casting 
  spells in combat. Any time he successfully casts 
  a spell, he gains +2 DCV for that phase. 
  Defensive Casting Cost:  6 Character 
  Points (+2 with DCV; Instant (Lasts the 
  Phase, -½), Only when Successfully 
  Casting a Spell (-¼)) 
  DEFLECT ARROWS 
   
   
   
  The character has the ability to deflect 
  arrows and other projectiles sent his way. This 
  talent is really three separate talents, one for 
  deflecting with a weapon, one for shields, and 
  one unarmed. 
  Deflect Arrows Cost:  7 Character 
  points (Missile Deflection (Arrows); 
  Restrainable (Weapon of Opportunity, 
  Shield of Opportunity, or Must be 
  Mobile, -½)) 
  ENERGY RESILIENCE 
   
   
   
  The character is much more resistant to one 
  type of energy (Fire, cold, electricity, etc.). He 
  has 2 rED against it. The character chooses 
  which type when he buys the Talent:  fire, 
  electricity, cold, etc. This Talent quite often 
  implies some connection to a race, plane, or 
  background that has resistance to this kind of 
  energy. 
  Energy Resilience Cost:  1 Character 
  Point (Armor (2 ED); Only versus One 
  Specific Energy Type (-1)) 
  FIERY FURY 
   
   
   
  This is an ability that adds to Berserk Fury 
  (FH104). When going into Fury, the character 
  starts emitting fire, sparks, and heat, and 
  becomes almost immune to fire/heat attacks 
  directed against him. 
  Fiery Fury Cost:  12 Character Points 
  (Energy Damage Reduction, Resistant, 
  50%; Linked to Berserker Rage (-½), 
  Only versus Heat/Fire Attacks (-1)) 
  FOCUSED SPEED 
   
   
   
  The character draws on inner reserves and 
  acts faster for 1 turn. He cannot activate this, or 
  any other “focused” ability 2 Turns in a row – 
  there must be at least a Turn between. END 
  Cost:  9. 
  Focused Speed Cost:  9 Character 
  Points (Aid Speed 3d6+1 (Standard 
  Effect: 10 points); Increased 
  Endurance Cost (3x END, -1), Costs 
  Endurance (-½), Self Only (-½), 
  Increased Return Rate (10 per Turn) 
  (-¼), Must Wait at Least One Turn 
  Before Using Again (-¼)) 
  
  DIGITAL HERO #41 
   
  13
  FOCUSED STRENGTH 
   
   
   
  The character draws on inner reserves and 
  supercharges his strength for 1 Turn. He cannot 
  activate this, or any other “focused” ability 2 
  Turns in a row, there must be at least a Turn 
  between. END Cost:  9. 
  Focused Strength Cost:  9 
  Character Points (Aid STR 3d6+1 
  (Standard Effect: 10 points); 
  Increased Endurance Cost (3x END, 
  -1), Costs Endurance (-½), Self Only 
  (-½), Increased Return Rate (10 per 
  Turn) (-¼), Must Wait at Least One 
  Turn Before Using Again (-¼)) 
  GUIDANCE 
   
   
   
  Having this Talent means that the character 
  can tell if some action he is about to take is 
  against his ethics, or would be considered wrong 
  by his gods. A favorite of Paladins and Priests. 
  Guidance Cost:  5 Character Points 
  (Detect (Sense) When You are about to 
  Do Something Wrong/Go Against Your 
  Ethical Code) 
  HANDFUL OF SAND 
   
   
   
  The character is very good at grabbing a 
  handful of sand, dirt, or other loose material at 
  hand, and throwing it in the eyes of the 
  opponents. He can hit everyone within 6 feet of 
  him. END Cost:  3. 
  Handful Of Sand Cost:  15 Character 
  Points (Sight Group Flash 3d6, Area Of 
  Effect (2” Radius, Selective (+1¼); OIF 
  (Sand, Dirt, etc. of Opportunity) (-½), 
  Extra Time (Full Phase, -½), Not versus 
  Hard Eye Covering (-¼)) 
  I LIKE BIG WEAPONS 
   
   
   
  The character has a knack for wielding 
  weapons that are too large for him. Through skill 
  and ,training he can wield a weapon one size 
  category larger than himself as if it didn’t have 
  the +10 STR Min Requirement. (FH153). 
  I Like Big Weapons Cost:  6 Character 
  Points (+10 STR, Reduced Endurance 
  (0 END, +½); Only for STR Min on 
  “Large” Weapons (-1), No Figured 
  Characteristics (-½)) 
  IAJUTSU MASTER 
   
   
   
  The character is a master of drawing and 
  attacking instantly. Anytime the character draws 
  and attacks in one motion, he gains +2 OCV and 
  +½d6 Killing with his attack. In order to get the 
  bonus, the character must make his Fast Draw 
  skill by 2. 
  Iajutsu Master Cost:  14 Character 
  Points (+2 with OCV; Requires a Fast 
  Draw Roll (-½), Only on Draw and 
  Attack (-¼) plus HKA +½d6, Reduced 
  Endurance (0 END, +½); Requires a 
  Fast Draw Roll (-½), Only on Draw and 
  Attack (-¼)) 
  LETHAL TURNING 
   
   
   
  The character’s ability to turn undead is so 
  strong that even if they are not destroyed or 
  completely cowed by his Turn attack they take 
  damage. END Cost:  6. 
  Lethal Turning Cost:  18 Character 
  Points  (RKA 1d6, Area Of Effect (5” 
  Radius, +1), No Normal Defense (Not 
  Affected at +20 Level on Turning, Not 
  Being Undead, +1), Does BODY (+1); 
  Linked to “Turning” (-½), Extra Time 
  (Full Phase, -½), No Range (-½), No 
  Knockback (-¼), Gestures (-1/4), No 
  Push (-¼)) 
  LIVING IN THE COLD 
   
   
   
  The character, due to training, background, 
  or just being gifted, is strongly immune to 
  extreme cold from weather and standard 
  temperature. It has no effect on magical cold 
  attacks, or cold fields. 
  Living In The Cold Cost:  1 Character 
  Point (Life Support: Safe in Intense 
  Cold; Environmental Effects Only (-1)) 
  LIVING IN THE HEAT 
   
   
   
  The character, due to training, background, 
  or just being gifted, is strongly immune to 
  extreme heat from weather and standard 
  temperature. It has no effect on magical heat 
  attacks, or heat fields. 
  Living In The Heat Cost:  1 Character 
  Point (Life Support: Safe in Intense 
  Heat; Environmental Effects Only (-1)) 
  LETHAL 
  TURNING 
   
   
   Yes the Defense on 
  this NND is 
  questionable, but 
  works very well for 
  the effect 
   
   
   
  
  DIGITAL HERO #41 
   
  14 
  MAGICAL MOBILITY 
   
   
   
  The character is very mobile, and can move 
  after casting a spell. He gains 4” of movement 
  after an attack. His total movement in a Phase 
  cannot be more than his full move. END Cost:  1. 
  Magical Mobility Cost:  5 Character 
  Points (Running +4”, Trigger (Zero 
  Phase Action, Resets Automatically 
  Immediately After It Activates, Triggers 
  when He Casts a Spell; +¾); Only with 
  Spell Attacks (-1), This Movement and 
  Other Movement in the Phase Cannot 
  Total More than the Character’s Normal 
  Movement (-¼)) 
  MAGICAL TOUCH 
   
   
   
  The character can sense magic when he is 
  touching or handling a magical object, or within 
  any kind of magical field or spell effect. He also 
  can tell if there is a spell active on a character by 
  touch. 
  Magical Touch Cost:  4 Character 
  Points (Detect Magic (Touch Group) 
  Sense; Nonpersistent (-¼)) 
  MOBILE ATTACK 
   
   
   
  The character is very mobile, and can move 
  away after attacking someone. He gains 4” of 
  movement after an attack. His total movement in 
  a Phase cannot be more than his full move. END 
  Cost:  1. 
  Mobile Attack Cost:  5 Character 
  Points (Running +4”, Trigger (Zero 
  Phase Action, Resets Automatically 
  Immediately After It Activates, Triggers 
  When He Makes a Melee Attack +¾); 
  Only with Melee Attacks (-1), This 
  Movement and Other Movement in the 
  Phase Cannot Total More than the 
  Character’s Normal Movement (-¼)) 
  MOBILE SHOT 
   
   
   
  The character is very mobile in combat and 
  can flit about the battlefield, shooting his arrows 
  on the run. He gains 4” of movement after an 
  attack. His total movement in a Phase cannot be 
  more than his full move. END Cost:  1. 
  Mobile Shot Cost:  6 Character Points 
  (Running +4”, Trigger (Zero Phase 
  Action, Resets Automatically 
  Immediately after It Activates, Triggers 
  When He Shoots His Bow, +¾); Only 
  with Ranged Attacks (-1), This 
  Movement and Other Movement in the 
  Phase Cannot Total More than the 
  Character’s Normal Movement (-¼)) 
  MUSCLE STRIKE 
   
   
   
  The character knows how to really damage 
  an opponent, and anytime his main attack does 
  body it results in a 1d6 STR Drain. This attack 
  cuts or bruises muscles, tendons, or ligaments, 
  and makes it well nigh impossible for the 
  attacked creature to use his full STR. This attack 
  costs no Endurance to use. 
  Muscle Strike Cost:  20 Character 
  Points (Drain STR 1d6, Reduced 
  Endurance (0 END, +½), Delayed 
  Return Rate (5 per Day, +1½), NND 
  (Having Muscles, Tendons, etc.); Only 
  with Multiple Power Attacks (-½), Only 
  if Primary Attack Does BODY (-½)) 
  OVERWHELMING STRIKE 
   
   
   
  The character can take an extra moment and 
  deliver a devastating blow with a hand-to-hand 
  attack – if he uses his full Phase to attack, he gets 
  +2d6 Killing. END Cost:  6. 
  Overwhelming Strike Cost:  12 
  Character Points (HKA +2d6; Extra 
  Time (Full Phase, -½), Increased 
  Endurance Cost (2x END, -½), 
  Restrainable (-½)) 
  PHYSICAL WILLFORCE 
   
   
   
  The character’s physical strength and 
  resiliency can be used in place of his willpower. 
  The character can buy his Ego up to the same 
  level as his CON for a discount. 
  Physical Willforce Costs:  1 Character 
  Point per +1 EGO (+1 EGO; Can Only 
  be Purchased Up to Amount of His 
  CON (-0), Only for Defending against 
  Fear and Mental Effects (-1)) 
  POWERPUNCH 
   
   
   
  The character’s unarmed attacks are ch’i 
  enhanced and can Stun a target easier, when this 
  ability is used. The character adds 3d6 of damage 
  that does no direct damage, but is added to the 
  damage total for purposes of Stunning. END 
  Cost:  6. 
  Powerpunch Cost:  7 Character Points 
  (HA +3d6, No Normal Defense (Power 
  Defense, +1); HA (-½), No Direct 
  Damage – Only for Purposes of 
  Stunning the Target (-1½), Unarmed 
  Combat Only (-½)) 
  
  DIGITAL HERO #41 
   
  15
  SECOND WIND 
   
   
   
  This Talent allows a character, when almost 
  beaten, to get a sudden burst of energy. 
  Second Wind Cost:  15 Character 
  Points (Healing STUN 3d6+1 
  (Standard Effect: 10 points), Trigger 
  (Takes No Time, Requires a Turn or 
  More to Reset, Triggered when the 
  Character is at 10 STUN or Less; +¼); 
  1 Recoverable Charge (-1¼), Self Only 
  (-½)) 
  SHIELD PIN 
   
   
   
  The character is experienced at making the 
  opponent’s shield useless. He takes a moment 
  and pins the shield, or pulls the shield out of line 
  before the attack. This talent is does not work 
  against Wall Shields. 
  Shield Pin Cost:  7 Character Points 
  (+3 with OCV; Extra Time (Half Phase, 
  -¼), Only to Offset Shield DCV Bonus 
  (-1)) 
  SHIELD MASTERY 
   
   
   
  The character has trained with shields and 
  can utilize them to his advantage to a much 
  greater degree than others. 
  Shield Mastery Cost:  5 Character 
  Points (+2 with DCV; OIF (Shield of 
  Opportunity, -½), Restrainable (-½)) 
  SKILLED STRIKE 
   
   
   
  A character with this talent is able to make 
  truly deadly attacks with his weapon. When he 
  makes a hit roll by more than half, he does an 
  extra +1d6 Killing Damage. This is considered 
  base damage, but can not be added to. The half 
  in this case is rounded down, not in the 
  character’s favor, unlike most other rounding. 
  This is an option for GMs that do not want to use 
  the critical hit rules, but have players that want 
  some sort of bonus on a really successful roll. 
  Skilled Strike Cost:  5 Character 
  Points (HKA +1d6, Reduced Endurance 
  (0 END, +½); Only if Hit Roll is Made 
  by Half (-2), Restrainable (-½), STR 
  Does Not Add (-½)) 
  SPECIAL COMBAT TRAINING 
   
   
   
  The user of this talent has great mastery of 
  hand-to-hand combat and has the ability to shift 
  a portion of his base CV around, as if it came 
  from Combat Skill Levels. Each +1 to OCV is a 
  -1 DCV; each +1 DCV is -1 to OCV; +2 OCV or 
  DCV can reduce damage by 1 DC; +1 DC is a -2 
  to OCV or DCV, or -1 each. 
  Special Combat Training Cost:  8 
  Character Points (+4 with HTH 
  Combat; Must Drop ½ DC, 1 DCV, or 1 
  OCV for Each Increase of ½ DC, 1 
  DCV, or 1 OCV (-1), Can Only Use on 
  a Phase when the Character is Attacking 
  (-½)) 
  SPELL DODGE 
   
   
   
  The character with this talent is very adept at 
  avoiding spells. He has to be concentrating on 
  avoiding the incoming magic, and when he does 
  he gains a +3 DCV versus Spells. This has no 
  effect on any other ranged attack; just spells. 
  Spell Dodge Cost:  7 Character Points 
  (+3 with DCV; Nonpersistent (-¼), 
  versus Spells Only (-1)) 
  SPRINTER  
   
   
   
  The character can run faster than normal. 
  This character gets into a rhythm of running. 
  Once stopped, he needs to rest before he can 
  push himself into this state again. END Cost:  1. 
  Sprinter Cost:  3 Character Points (4x 
  Noncombat on Running; Costs 
  Endurance (-½), Increased Endurance 
  Cost (2x END, -½), Once Stopped 
  Cannot Use this Talent for at Least a 
  Minute (-¼)) 
  WATCHING OUT FOR ME 
   
   
   
  The character is a strong follower of his god, 
  and the god blesses him. Once per day, the 
  character can add 3 to his OCV, DCV, or one 
  Skill Roll. 
  Watching Out For Me Cost:  8 
  Character Points (+3 Overall; 1 Charge 
  (-2), Only When Serving the God’s 
  Purposes (-½)) 
   
   
  
  DIGITAL HERO #41 
   
  16 
  Star*Guard 2640 by Bob Greenwade 
   
   
  In Digital Hero #5, Darren Watts explored 
  the Star*Guard, an interstellar organization 
  dedicated to fighting evil everywhere, focusing 
  on the late 20th and early 21st Centuries. The 
  organization was briefly revisited in Galactic 
  Champions (page 66), showing how a portion of 
  it will look in the 31st Century. 
   
  In both time periods, the power of the Star 
  Staff, the Star*Guard’s main personal weapon, 
  depends mainly on the magical energies that 
  allow superpowers to exist. Likewise, their 
  mental and physical disciplines rely largely on 
  those same energies. Those energies are at an 
  extraordinarily low flow from the years 2020 to 
  3000, but the organization lives on. 
   
  Though focused on the year 2640 (the 
  pivotal year in the Terran Empire era), most of 
  the Star*Guard information here is valid for 
  nearly any time period of the third millennium, 
  including the periods described in Alien Wars 
  and Galactic Federation. 
  The Star*Guard 
   
  From Galactic Champions: 
   
  Approximately one million years ago, on the 
  planet Odrugar deep in what is now Se’ecra 
  territory, an extraordinary being named Gloran 
  was born. Gloran had one of the most powerful 
  minds the Galaxy had ever known, and from a 
  young age he became aware of the insidious 
  nature of evil and the responsibility the strong 
  had to protect the weak. He built a massive 
  computer he called CONTROL, more advanced 
  than any that had ever existed, and with its 
  assistance began to seek out and battle those who 
  would endanger the innocent and cause suffering 
  to other intelligent life forms. 
   
  Gloran fought his war on evil for untold 
  centuries, gathering to his side many allies, until 
  at last his body began to fail him. Refusing to 
  give up his crusade, he had his own brain 
  engrams uploaded directly into the circuits of 
  CONTROL. That way he could continue to assist 
  and advise his followers, who by this time had 
  become an army of hundreds known across space 
  as the Star*Guard. 
   
  The guard adopted as its uniform the 
  battlesuit Gloran wore, and with the aid of 
  CONTROL developed a magnificent weapon 
  known as the Star-Staff, which was feared by 
  evildoers across the Galaxy. The earliest 
  members of the Guard formed a Council of 
  Overseers to manage the group which by the 
  mid-twentieth century (as Earth accounts Time) 
  had thousands of members patrolling the 
  spaceways. The Council began to assign 
  Star*Guards to specific sectors of space, with 
  support teams (called “Marshals”), and bases full 
  of equipment and ships to carry out their 
  missions. Earth’s sector received its first 
  Star*Guard, a Dendrian named Brin Rei Tarn, in 
  1968, and he served there until his death in 1990 
  at the hands of a traitorous former Guardsman 
  named Mordace. 
   
  The first (and to this point only) Human 
  Star*Guard – a Spaniard named Andre Almena – 
  replaced Tarn. Almena was still active in 2009 
  when Mordace led a small army of the Guard’s 
  enemies in a direct assault on Odrugar. That 
  attack decimated the Guard and the Council, and 
  damaged the physical quantum matrix containing 
  CONTROL’s memory circuits. 
   
  Almena and the other survivors did their 
  best to rebuild the organization, but the 
  Star*Guard had barely regained its footing when 
  the defeat of Tyrannon changed the fundamental 
  nature of the Universe in 2020. The Guardsmen 
  found that many of their devices, including many 
  functions of the Star-Staffs, no longer worked. 
  (The Guard had long been aware that a “primal 
  force” underlay Reality and made certain powers 
  possible, but kept this information a closely-
  guarded secret, unknown even to most 
  Guardsmen, for various reasons.) 
   
  With their weapons weakened and 
  CONTROL no more than a powerful computer, 
  the Guard adopted new tactics of secrecy and 
  subtlety. Teaching its members the subtle skills 
  of infiltration and disguise, the Guard 
  transformed itself over the next few decades into 
  a secret underground society, eschewing frontal 
  assaults and well-armed bases for quiet stealth 
  ships, networks of contacts, and missions of 
  subversion from within. They continued to 
  recruit new agents, and were sometimes nearly 
  as effective as before, even if almost no one 
  knew of their existence. The public image of the 
  organization faded into legend and mythology. 
   
  As of 2640, the Star*Guard organization is a 
  small but efficient secret society with about a 
  thousand Guards and three Overseers, still based 
  on Odrugar. One of the Overseers, an Az’arc’a 
  using the name 2-N Violet, joined the Council 
  during the Xenovore War period, and claims to 
  be many thousands of years old and able to see 
  the future. Violet maintains that, despite the 
  steady decline in the Guard’s membership and 
  influence over the past several centuries, it’s 
  very important to the future of the Galaxy that 
  the Guard remain an active force.  
   
  As for Odrugar itself, when the Se’ecra 
  started to inch closer to that world the Overseers 
  transformed the society into a pastoral world of 
  simple farmers at the transition between ATRI 3 
                                                             
  artwork by Darren Bulmer 
  HUMAN 
  STAR*GUARDS 
   
   
   Andre Almena as 
  the only Human 
  Star*Guard up 
  through the 30th 
  Century is not a vital 
  and immutable fact – 
  if the GM wants to 
  run a campaign 
  during the Terran 
  Empire era (or any 
  other period of the 
  third millennium) 
  featuring the 
  Star*Guard, and one 
  or more PCs happens 
  to be Human, that’s 
  perfectly okay. 
   
   
  
  DIGITAL HERO #41 
   
  17
  and ATRI 4. The Odrugarian farmers are aware 
  of the Council’s underground headquarters and 
  other secrets, and actively help to hide them. 
   
  Other than the Odrugarians themselves and 
  the Star*Guard, very few people are aware that 
  Odrugarian society in fact predates all other 
  active societies in the galaxy – even the Malvans 
  and the legendary Elder Worm. 
  STAR*GUARD PACKAGE DEAL 
   
   
  Cost Perks 
   18 Contact:  New Overseers 11- 
  (Extremely Useful, Good 
  Relationship, Organization) 
   
  4 Two Additional Contacts 
   
  4 Environmental Movement: 
  Zero-G Training 
   
   Skills 
   10 +2 with Star-Staff 
   31 Martial Arts:  Odrugarian Staff-
  Fighting (All Maneuvers) plus 
  Use Art with Staff 
   
  2 AK: Milky Way Galaxy 11- 
   
  3 Breakfall 
   
  3 Combat Piloting 
   
  3 Criminology 
   
  2 KS: Odrugarian Staff-Fighting 11- 
   
  2 KS: Sentient Species of the Milky 
  Way Galaxy 12- 
   
  2 KS: Star*Guard History 11- 
   
  3 Systems Operation 
   
  3 WF: Odrugarian Advanced Small 
  Arms, Staffs 
   Val Disadvantage 
   
  5 Distinctive Feature:  Star*Guard 
  Emblem (Easily Concealed) 
   15 Hunted:  Enemies of the New 
  Overseers 11- (As Pow) 
   20 Psychological Limitation:  
  Honorable (Common, Total) 
   15 Social Limitation:  Secret Identity 
  (The Star*Guard is a Secret 
  Society) (Frequently, Major) 
   20 Social Limitation:  Subject to 
  Orders (Very Frequently, Major) 
  Package Cost:  15 
   
  Odrugarian Staff-Fighting 
   
  As old as the Star*Guard are as an 
  organization, the art of Odrugarian Staff-
  Fighting is even older. Its true origin was 
  unknown to any but CONTROL, and even that 
  may have been lost in the 2009 conflict; while it 
  may be recorded elsewhere, nobody connected 
  with the Star*Guard knows where. 
   
  Staff-Fighting was selected as the 
  Star*Guard’s official manual combat technique 
  not only because it uses staffs as a weapon – 
  over a dozen Odrugarian styles qualify on that 
  count – but also because it’s a fast, 
  straightforward, and effective technique designed 
  to end a conflict quickly and with little risk of 
  fatality (either the fighter’s or his opponent’s). 
   
  Currently only a handful of groups and 
  individuals outside the Star*Guard organization 
  are trained in the style. These are allies of the 
  Star*Guard, willingly keeping its records and 
  traditions so even if every Star*Guard is killed 
  and Odrugar is destroyed the organization can 
  resurrect itself. The most notable such groups are 
  the Fassai House of Kovez on Kadrigar, and the 
  keepers of the Yengtao Temple on Earth. 
   
  Despite its name, the primary method of 
  learning the style is with bare hands. The 
  philosophy behind this is that a weapon can be 
  taken away, so a true fighter must learn to work 
  with just his body; the weapon therefore 
  becomes merely an extension of what the fighter 
  can already do. 
   
  ODRUGARIAN STAFF-FIGHTING NOTES 
   
   
  Optional Rules:  The Strike may be either a 
  punch or a kick; the character can make this 
  choice before each attack with the maneuver. If a 
  punch, it takes a location roll of 2d6+1; if a kick, 
  it takes a location roll of 2d6+7; if it is not 
  specified, it takes a location roll of 3d6. The 
  Nerve Strike takes a location roll of 2d6+1. The 
  Choke Hold and Legsweep automatically target 
  the head and legs respectively, without penalty 
  or bonus. The Throw does generalized damage, 
  and so does not take a hit location roll. 
  Special Abilities:  Most experienced staff-
  fighters learn to hit much harder than their base 
  strength would normally allow. This is 
  represented with +2 Damage Classes. 
   
  TOO MANY 
  DISADVANTAGES
   
   
   The Star*Guard 
  Package Deal has 80 
  points worth of 
  Disadvantages – 
  clearly too many for 
  the usual Standard 
  Heroic guidelines of 
  75 base points and 75 
  points in 
  Disadvantages. 
   Even in this low-
  magic era, the 
  Star*Guard are a 
  high-powered, elite 
  organization. Its 
  members should be 
  built at no less than 
  the Powerful Hero 
  level, with 100 base 
  points and 100 points 
  in Disadvantages. If 
  the GM is running a 
  Star*Guard based 
  game, he may even 
  want to consider the 
  PCs “the best of the 
  best of the best” and 
  run them as Very 
  Powerful Heroic 
  characters, with 125 
  base points and 125 
  points in 
  Disadvantages. 
   
   
   
  
  DIGITAL HERO #41 
   
  18 
  ODRUGARIAN STAFF-FIGHTING 
   
   
  Maneuver 
  Phase Pts OCV DCV 
  Damage/Effect 
  Choke  
  ½ 
  4 
  -2 
  +0 
  Grab One Limb; 2d6 NND 
  Disarm 
  ½ 
  4 
  -1 
  +1 
  Disarm; +10 STR to Disarm 
  Legsweep 
  ½ 
  3 
  +2 
  -1 
  Strike +1d6; Target Falls 
  Nerve Strike 
  ½ 
  4 
  -1 
  +1 
  2d6 NND 
  Parry    
  ½ 
  4 
  +2 
  +2 
  Block, Abort 
  Strike   
  ½ 
  4 
  +0 
  +2 
  Strike +2d6 
  Throw  
  ½ 
  3 
  +0 
  +1 
  Strike +v/5, Target Falls 
  Weapon Bind 
  ½ 
  4 
  +1 
  +0 
  Bind, +10 STR 
  Skills 
  Breakfall 
  KS: Odrugarian Staff-Fighting 
  WF: Staff 
  Elements 
  Weapons 
  +1 Use Art with Staff 
   
  Star*Guard Equipment 
   
  Even at their most powerful (that is, during 
  the superheroic periods), the Star*Guard carry a 
  minimum of equipment. The Overseers feel that 
  the less the Guardsmen have to rely on external 
  equipment, the less they can lose their 
  effectiveness by losing that equipment. However, 
  even during the low-magic period of the third 
  millennium the Star*Guard have the following 
  equipment available to them. 
   
  Though most of the rest of the galaxy is at 
  ATRI 11, the Star*Guard have an arsenal well 
  into ATRI 12, and entering ATRI 13 in some 
  areas thanks to some Mandaarians who have 
  served as Marshals since shortly before the 
  Exodus. It guards its most advanced technology 
  very closely for fear it will fall into the wrong 
  hands. 
  STAR STAFF 
   
   
   
  Though not as powerful nor as sophisticated 
  as the models produced during earlier millennia, 
  the Star Staff is nonetheless a formidable 
  weapon. Besides being perfectly balanced for use 
  as a quarterstaff, it can also be used to generate 
  high-frequency energy blasts or protective fields, 
  or to manipulate local gravitons for personal 
  flight. It’s made from a light but nearly 
  impervious metal alloy. 
   
  A Star Staff is specially bonded to its owner 
  so that no one else can use it as anything but a 
  quarterstaff (it’s a Personal Focus for all other 
  functions), and so that, thanks to a recent 
  rediscovery by a Mandaarian Marshal of an old 
  piece of Odrugarian technology, it can instantly 
  teleport back to the user’s hand if it’s taken away 
  from him, though this part of the bond unravels 
  if the Staff is removed from the user for 12 
  seconds or more. 
  Cost Star Staff 
  END 
   30 Star Staff:  Multipower, 45-point 
  Reserve; OIF (-½) 
  0 
   3u 1) Starblast:  EB 6d6, Armor Piercing 
  (+½); OIF (-½) 
  4 
   3u 2) Energy Field:  Force Field (15 
  PD/15 ED), Protect Carried Items; OIF 
  (-½) 
  4 
   2u 3) Flight:  Flight 15”, 4× Noncombat; 
  OIF (-½) 
  3 
   1u 4) Staff Strike:  HA +4d6; HA (-½), 
  OIF (-½) plus Stretching 1”, Reduced 
  Endurance (0 END, +½); Only to 
  Cause Damage (-½), OIF (-½), No 
  Noncombat Stretching (-¼) 
  2 
   20 Star Staff Energy Reserves:  
  Endurance Reserve (200 END, 15 
  REC); OIF (-½), Only in Direct 
  Sunlight (-½) 
  0 
  BATTLE SUIT 
   
   
   
  Though there more powerful armor does 
  now exist, most of it is quite bulky and obvious, 
  whereas the Odrugarian-engineered materials 
  used by the Star*Guard allows their battle armor 
  to be inconspicuous and extremely lightweight. 
   
  Armor (10 PD/10 ED) (30 Active Points); 
  OIF (-½), Real Armor (-¼). Total cost: 17 
  points. 
  TRANSLATOR MATRIX 
   
   
   
  Since a Star*Guard’s duties frequently call 
  for him to travel to worlds where his native 
  language might not be spoken, this device is 
  distributed to all Guardsmen. Its processes are 
  much less than absolutely reliable, however, so 
  all Guardsmen are encouraged to learn as many 
  languages as they can from those spoken in their 
  assigned sector of space. 
  Universal Translator (20 Active 
  Points); IIF (TM Module behind ear, 
  -¼). Total cost: 16 points. 
  OTHER 
  EQUIPMENT 
   
   
   Nearly anything 
  from the personal 
  equipment lists in 
  Terran Empire (pages 
  136-153) or Spacer’s 
  Toolkit (pages 7-36) 
  may be in the arsenal 
  of any individual 
  Star*Guard. The main 
  exceptions are 
  addictive drugs (or 
  any with adverse Side 
  Effects), full military 
  combat armor, and 
  Varanyi technology. 
  
  DIGITAL HERO #41 
   
  19
  Star*Guard Starships 
   
  Typically, Star*Guard are equipped with a 
  variety of starships. Any small or medium-sized 
  civilian ship in Terran Empire, Spacer’s Toolkit, 
  or any other source might be appropriate for a 
  Star*Guard. 
   
  Several models of starship are built 
  specifically for Star*Guard use. Some are built 
  by corporations who also make them (or at least 
  slightly watered-down versions of them) 
  available to the general public; others are built 
  exclusively for the Star*Guard. The two most 
  common models are shown here. 
  Stellar Peace Class Personal 
  Stealth Ship 
   Val CHA Cost Notes 
   
  5 SIZE 
  25 3”×1½”; -5” KB; -3 DCV 
   60 STR 
  25 Lift 100 tons, 12d6 HTH [0] 
   20 DEX 
  30 OCV:  7/DCV:  4 
   22 BODY 
  7  
   12 DEF 
  30  
   
  4 SPD 
  10 Phases:  3, 6, 9, 12 
  Total Characteristic Cost:  127 
  Movement: Flight: 
  40”/640” 
  Cost Power Systems 
  END 
   200 Small Zero Point Energy Generator:  
  Endurance Reserve (500 END, 500 
  REC); OIF Immobile (-1½), Only 
  Powers Electrical Devices (-¼) 
  0 
   100 Backup Power Generator:  Endurance 
  Reserve (250 END, 250 REC); OIF 
  Immobile (-1½), Only Powers Electrical 
  Devices (-¼) 
  0 
   
   Propulsion Systems 
   95 Odrugarian Type 9 Spacewarp Drive:  
  Multipower, 95-point Reserve 
  0 
   2u 1) FTL Mode:  Faster-Than-Light 
  Travel (2 Light Years/Minute); Costs 
  Endurance (-½), Increased Endurance 
  Cost (3x END, -1) 
  15 
   5u 2) STL Mode:  Flight 40”, 16x 
  Noncombat; Costs Endurance (-½), 
  Increased Endurance Cost (2x END, -½)18 
   
  7 Internal Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   -12 Only Flies:  Ground Movement -6” 
  0 
   -2 Only Flies:  Swimming -2” 
  0 
   
   Tactical Systems 
   183 Mark XX Starship Laser:  Multipower, 
  412-point Reserve; OIF Bulky (-1), 
  Real Weapon (-¼) 
  0 
   10 1) Near-Targeting Beam Mode:  RKA 
  10d6, Armor Piercing (+½); OIF Bulky 
  (-1), Real Weapon (-¼) 
  22 
   18u 2) Far-Targeting Beam Mode:  RKA 
  10d6, Armor Piercing (+½), MegaScale 
  (1000 km, Can Be Scaled Down to 
  1km, +1¼); OIF Bulky (-1), Real 
  Weapon (-¼) 
  41 
   9u 3) Near-Targeting Pulse Mode:  RKA 
  8d6, Autofire (3 Shots, +¼), Armor 
  Piercing (+½); OIF Bulky (-1), Real 
  Weapon (-¼) 
  21 
   16u 4) Far-Targeting Pulse Mode:  RKA 
  8d6, Autofire (3 Shots, +¼), Armor 
  Piercing (+½), MegaScale (1000 km, 
  Can Be Scaled Down to 1km, +1¼); 
  OIF Bulky (-1), Real Weapon (-¼) 
  36 
   10u 5) Sustained Beam Mode:  RKA 7d6, 
  Increased Maximum Range (5250”, 
  +¼), Continuous (+1); OIF Bulky (-1), 
  Real Weapon (-¼) 
  24 
   100 Odrugarian Class 2 Displacer Cannon:  
  Multipower, 275-point Reserve; OAF 
  Bulky (-1½), Real Weapon (-¼) 
  0 
   6u 1) Near-Targeting Mode:  RKA 7d6-1, 
  Increased Maximum Range (3750”, 
  +¼), Penetrating (+½); OAF Bulky 
  (-1½), Real Weapon (-¼) 
  17 
   10u 2) Far-Targeting Mode:  RKA 6½d6, 
  Penetrating (+½), MegaScale (1000 km, 
  Can Be Scaled Down to 1km, +1¼); 
  OAF Bulky (-1½), Real Weapon (-¼) 27 
   30 Odrugarian Force Field Generator:  
  Multipower, 120-point Reserve; 
  Increased Endurance Cost (5x END; 
  -2), OIF Bulky (-1) 
  0 
   3u 1) Odrugarian Force Field: Force Field 
  (50 PD/50 ED/20 Mental Defense); 
  Increased Endurance Cost (5x END; 
  -2), OIF Bulky (-1) 
  60 
   1u 2) Stealth Shield:  Invisibility to Sight, 
  Radio and Mental Groups, No Fringe; 
  Increased Endurance Cost (5x END; 
  -2), OIF Bulky (-1), Only When Not 
  Attacking (-½) 
  20 
   18 Displacement Point Defense:  
  Multipower, 45-point Reserve; OIF 
  Bulky (-1), Costs Endurance (-½) 
  0 
   2u 1) Close-In Defense:  Missile 
  Deflection (Any Ranged Attack), Full 
  Range (+1); OIF Bulky (-1), Costs 
  Endurance (-½) 
  4 
   2u 2) Distant Defense:  Missile Deflection 
  (Any Ranged Attack), MegaScale (1km, 
  +¼), Full Range (+1); OIF Bulky (-1), 
  Costs Endurance (-½) 
  4 
   76 Self-Destruct System:  RKA 21d6 
  (Standard Effect: 63 BODY), Trigger 
  (Spoken Authorization, +¼), Explosion 
  (+½); 1 Charge That Never Recovers 
  (-4), Extra Time (1 Minute, -1½), No 
  Range (-½), Real Weapon (-¼) 
  [1nr] 
  THAT’S ONE BIG 
  SELF-DESTRUCT 
  SYSTEM! 
   
   
   The self-destruct 
  systems on 
  Star*Guard starships 
  may seem, at least 
  initially, far out of 
  proportion – using the 
  Standard Effect Rule, 
  they do three times 
  the BODY of the 
  ship, whereas most 
  self-destruct systems 
  do only twice BODY.
   This is to prevent 
  any possible salvage 
  of the ship’s parts or 
  contents, in 
  accordance with the 
  optional “Triple 
  BODY Rule” from 
  The Ultimate Vehicle 
  (pages 11 and 188). 
  As discussed earlier 
  with the Star*Guard’s 
  personal equipment, 
  many parts on their 
  vessels use 
  technology beyond 
  what most of the rest 
  of the galaxy has, and 
  the Council wants to 
  make sure it stays that 
  way. Once the self-
  destruct system has 
  activated, no part of 
  the ship nor anything 
  aboard can offer any 
  substantial help to a 
  would-be reverse 
  engineer. 
   In the case of 
  already-published 
  civilian ships used by 
  Star*Guard, the GM 
  may (at his own 
  discretion) increase 
  the power of the self-
  destruct systems by 
  half. 
   
   
   
  
  DIGITAL HERO #41 
   
  20 
   33 Type C Tractor Beam:  Telekinesis (60 
  STR); OIF Bulky (-1), Real Weapon 
  (-¼), Affects Whole Object (-¼), 
  Limited Arc Of Fire (180o, -¼) 
  9 
   30 Targeting Computer:  Range Skill 
  Levels:  +10 vs. Range Modifier with 
  All Attacks 
  0 
   24 Targeting Computer:  Targeting Skill 
  Levels:  +8 vs. Hit Location modifiers 
  with All Attacks 
  0 
   240 Hull Plating: +80 DEF, Hardened (+¼); 
  Limited Coverage (Hull/Frame Only, 
  -¼) 
  0 
   36 Missile Tracking System:  +18 with 
  Missile Deflection 
  0 
   
   Operations Systems 
   137 Sensor Package:  Variable Power Pool, 
  120-point Reserve, Only for Senses and 
  Communications (-1); OIF Bulky (-1), 
  Costs Endurance (-½) 
  var. 
   112 Long-Range Sensors:  MegaScale (1 
  Lightyear, Can Be Scaled Down to 
  1km, +3¾) for up to 60 Active Points of 
  any Sensor Pool Sense; OIF Bulky (-1) 22 
   18 Long-Range Sensors:  +24 versus 
  Range Modifier for Radio Group; OIF 
  Bulky (-1) 
  0 
   140 Electronic Warfare Systems:  Variable 
  Power Pool, 120-point Reserve; Only 
  for Electronic Warfare (-1), OIF Bulky 
  (-1) 
   20 Flight Package III:  +10 with Flight 
  0 
   20 Navigation Computer III:  +10 with 
  Navigation 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Safe in 
  Cold, Heat, Low Pressure/Vacuum, 
  Radiation; Self-Contained Breathing); 
  Costs Endurance (-½) 
  2 
   
  3 Food Supplies:  Life Support (No Need 
  to Eat), 1 Fuel Charge Lasting 1 Year 
  (+0) 
  [1cc] 
   15 Gravity Plating:  Telekinesis (20 STR), 
  Selective (+½); OIF Bulky (-1), Only to 
  Pull Objects Straight Down to the Floor 
  (-1) 
  4 
   
   Skills/Laboratories 
   19 Criminology 17- 
   19 Cryptography 17- 
   19 Disguise 17- 
   19 Electronics 17- 
   19 Mechanics 17- 
   19 Security Systems 17- 
   60 Additional Laboratories (defined by GM 
  or player)  
  Total Abilities & Equipment Cost:  1903 
  Total Vehicle Cost:  2030 
  Total Cost:  2030/5 = 406 
  Stellar Peace Class Personal 
  Stealth Ship 
  Description: A model of the Star*Guard’s most 
  advanced starship technology, the Stellar Peace 
  stealth ship is also one of the Star*Guard’s most 
  closely-guarded secrets. Each Guardsman is 
  assigned one, operated by either themselves or a 
  piloting Marshal, even if he’s normally assigned 
  to a team of Star*Guard. 
   
  The cornerstone of the ship’s secret 
  technology is the advanced stealth shield, 
  developed centuries ago by the Odrugarians. The 
  shield can operate as either an extremely strong 
  defensive force shield with properties that 
  interfere even with incoming psychic abilities, or 
  an invisibility cloak against visual, radio-based, 
  or even mental scans. In invisibility mode the 
  ship is effectively incommunicado (since both 
  radio and mental communications are 
  neutralized) and unable to fire its weapons 
  (doing so instantly disrupts the field and renders 
  the ship entirely visible), so while it’s usually a 
  good measure the operator needs to be cautious 
  about it. 
   
  The ship’s weapons are also particularly 
  advanced. The laser, though powerful enough to 
  be considered a Type XX laser, is the size of a 
  type VII. The disruptor cannon, an old 
  Odrugarian design (with a few minor 
  Mandaarian refinements) is literally the ship’s 
  “secret weapon,” to be used in extremely dire 
  circumstances. 
   
  Similarly, the ship’s computer systems are 
  somewhat more advanced than those found on 
  the galaxy’s common starships. The independent 
  targeting, missile tracking, sensor, electronic 
  warfare, piloting, and navigation computers, 
  though very basic from a Star*Guard standpoint, 
  all represent what the rest of the galaxy would 
  consider “cutting-edge” technology. 
   
  The warp drive is a solidly ATRI 13 model 
  – meaning it does not suffer from most of the 
  problems with gravity wells suffered by ATRI 
  12 warp drives (see Terran Empire, page 162), 
  allowing the ship to operate at light speed within 
  a star system. Such actions can damage the 
  system’s ecology, however, so this is usually 
  limited to 1.5 times light speed, and almost never 
  done with a ship much larger than a Stellar 
  Peace ship. 
   
  About the size of a modern-day limousine, a 
  Stellar Peace ship can comfortably 
  accommodate two people (a Guardsman and his 
  pilot or guest) for the days-long journeys 
  common to a Star*Guard’s duties. 
   
  
  DIGITAL HERO #41 
   
  21
  Moonlight Cruiser Class Space 
  Yacht 
   Val CHA Cost Notes 
   11 SIZE 
  55 16”×5”, -11” KB; -6 DCV 
   90 STR 
  25 Lift 6.4 ktons; 18d6 [9] 
   15 DEX 
  15 OCV:  5/DCV:  0 
   30 BODY 
  9  
   15 DEF 
  39  
   
  3 SPD 
  5 Phases:  4, 8, 12 
  Total Characteristic Cost:  134 
  Movement: Flight: 
  40”/640” 
   
  Teleport: 
  10”/20” 
  Cost Power Systems 
  END 
   100 Advanced Small Antimatter Generator:  
  Endurance Reserve (250 END, 250 
  REC); OIF Immobile (-1½), Only 
  Powers Electrical Devices (-¼) 
  0 
   40 Backup Power Generator:  Endurance 
  Reserve (100 END, 100 REC); OIF 
  Immobile (-1½), Only Powers Electrical 
  Devices (-¼) 
  0 
   
   Propulsion Systems 
   95 Odrugarian Type 9 Spacewarp Drive:  
  Multipower, 95-point Reserve 
  0 
   2u 1) FTL Mode:  Faster-Than-Light 
  Travel (2 Light Years/Minute); 
  Costs Endurance (-½), Increased 
  Endurance Cost (3x END, -1) 
  15 
   5u 2) STL Mode:  Flight 40”, 16x 
  Noncombat; Costs Endurance (-½), 
  Increased Endurance Cost (2x END, -½)18 
   12 Class Iota Hyperdrive:  Teleportation 
  10”, MegaScale (100 Lightyears, Can 
  Be Scaled Down to 2000 km, +4¼); 
  Extra Time (1 Week for a Full Journey, 
  -4½), Increased Endurance Cost (5x 
  END, -2), Costs Endurance (-½), 
  Requires Gravitational Distortion-Free 
  Zone to Activate (-½) 
  50 
   
  7 Internal Compensation Field:  Force 
  Field (22 PD); OIF Bulky (-1), Only to 
  Protect Occupants against G Force 
  Damage (-1) 
  2 
   
   Tactical Systems 
   80 Mark VIII Starship Laser:  Multipower, 
  180-point Reserve, OIF Bulky (-1), 
  Real Weapon (-¼) 
  0 
   5u 1) Near-Targeting Beam Mode:  RKA 
  6d6, Increased Maximum Range 
  (2250”, +¼); OIF Bulky (-1), Real 
  Weapon (-¼) 
  11 
   8u 2) Far-Targeting Beam Mode:  RKA 
  6d6, MegaScale (100 km, Can Be 
  Scaled Down to 1km, +1); OIF Bulky 
  (-1), Real Weapon (-¼) 
  18 
   5u 3) Near-Targeting Pulse Mode:  RKA 
  5d6, Increased Maximum Range 
  (2350”, +¼), Autofire (3 Shots, +¼); 
  OIF Bulky (-1), Real Weapon (-¼) 
  11 
   7u 4) Far-Targeting Pulse Mode:  RKA 
  5d6, Autofire (3 Shots, +¼), MegaScale 
  (100 km, Can Be Scaled Down 1km, 
  +1); OIF Bulky (-1), Real Weapon (-¼) 17 
   6u 5) Sustained Beam Mode:  RKA 4d6, 
  Increased Maximum Range (3000”, 
  +¼), Continuous (+1); OIF Bulky (-1), 
  Real Weapon (-¼) 
  13 
   14 Elite Point Defense System:  
  Multipower, 34-point Reserve, OIF 
  Bulky (-1), Costs Endurance (-½) 
  0 
   1u 1) Close-In Defense:  Missile 
  Deflection (Bullets & Shrapnel), 
  Ranged (+1); OIF Bulky (-1), Costs 
  Endurance (-½) 
  3 
   1u 2) Distant Defense:  Missile Deflection 
  (Bullets & Shrapnel), MegaScale (1 km, 
  +¼), Ranged (+1); OIF Bulky (-1), 
  Costs Endurance (-½) 
  3 
   100 Type 6 Plasma Cannon:  RKA 10d6, 
  Increased Maximum Range (6550”, 
  +¼), 30 Charges (+¼), Area Of Effect 
  Accurate (One Hex, +½); OIF Bulky (-
  1), Limited Arc of Fire (60o, Only on 
  Same Horizontal Level; -¾), Real 
  Weapon (-¼) 
  [30] 
   33 Type C Tractor Beam:  Telekinesis 
  (60 STR); OIF Bulky (-1), Real 
  Weapon (-¼), Affects Whole Object 
  (-¼), Limited Arc of Fire (180o, -¼) 
  9 
   
  6 Outer Force Field:  Force Field (20 
  PD/20 ED); Increased Endurance Cost 
  (10x END, -4), OIF Bulky (-1), 
  Ablative (BODY Only, -½) 
  40 
   
  4 Hull Force Field:  Force Field (12 
  PD/12 ED); Increased Endurance Cost 
  (10x END, -4), OIF Bulky (-1) 
  20 
   60 Ablative Armor Plating:  +35 DEF; 
  Ablative (BODY Only, -½), Limited 
  Coverage (Hull/Frame Only, -¼) 
  0 
   54 Hull Armor:  +18 DEF, Hardened 
  (+¼); Limited Coverage (Hull/Frame 
  Only, -¼) 
  0 
   16 Missile Tracking System:  +8 with 
  Missile Deflection 
  0 
   108 Self-Destruct System:  RKA 30d6 
  (Standard Effect: 90 BODY), Trigger 
  (Spoken Authorization, +¼), Explosion 
  (+½); 1 Charge That Never Recovers 
  (-4), Extra Time (1 Minute, -1½), No 
  Range (-½), Real Weapon (-¼) 
  [1nr] 
   
   Operations Systems 
   114 Sensor Package:  Variable Power Pool, 
  100-point Reserve, Only for Senses and 
  Communications (-1); OIF Bulky (-1), 
  Costs Endurance (-½) 
  var. 
   93 Long-Range Sensors:  MegaScale (1 
  BASIC 
  CONFIGURATION
   
   
   The lower-powered 
  public version of this 
  vessel has a Small 
  Antimatter Plant, no 
  Spacewarp drive, 
  Defense Package 2, a 
  Basic Point Defense 
  System, no self-
  destruct system, 
  Sensor Package I, no 
  Electronic Warfare, 
  and no laboratories 
  for Criminology, 
  Cryptography, or 
  Demolitions. See 
  pages 158-169 of 
  Terran Empire for 
  descriptions and game 
  mechanics for these 
  systems. 
   
   
  
  DIGITAL HERO #41 
   
  22 
  Lightyear, Can Be Scaled Down to 
  1km, +3¾) for up to 50 Active Points of 
  any Sensor Pool Sense; OIF Bulky (-1) 19 
   15 Long-Range Sensors:  +20 versus 
  Range Modifier for Radio Group; OIF 
  Bulky (-1) 
  0 
   117 Electronic Warfare Systems:  Variable 
  Power Pool, 100-point Reserve; Only 
  for Electronic Warfare (-1), OIF Bulky 
  (-1) 
  var. 
   12 Flight Package III:  +6 with Flight 
  0 
   12 Navigation Computer III:  +6 with 
  Navigation 
  0 
   
   Personnel Systems 
   12 Life Support:  Life Support (Safe in 
  Cold, Heat, Low Pressure/Vacuum, 
  Radiation; Self-Contained Breathing); 
  Costs Endurance (-½) 
  2 
   
  6 Backup Life Support:  Life Support 
  (Safe in Cold, Heat, Low 
  Pressure/Vacuum, Radiation; Self-
  Contained Breathing), 1 Continuing 
  Fuel Charge lasting 1 Month (+0); 
  Only within Affected Area 
  (2½”x1¼” Chamber, -2) 
  [1cc] 
   
  5 Backup Life Support:  1 More 
  Backup Life Support chamber 
  [1cc] 
   
  3 Food Supplies:  Life Support (No 
  Need to Eat), 1 Fuel Charge Lasting 
  1 Year (+0) 
  [1cc] 
   15 Gravity Plating:  Telekinesis (20 STR), 
  Selective (+½); OIF Bulky (-1), Only to 
  Pull Objects Straight Down to the Floor 
  (-1) 
  4 
   
   Skills/Laboratories 
   19 Medical Facility:  Paramedics 17- 
   19 Computer Programming 17- 
   19 Criminology 17- 
   19 Cryptography 17- 
   19 Demolitions 17- 
   19 Electronics 17- 
   19 Weaponsmith 17- 
   60 Other laboratories (defined by GM or 
  player)  
  Total Abilities & Equipment Cost:  1366 
  Total Vehicle Cost:  1500 
  Total Cost:  1500/5 = 300 
   
  Moonlight Cruiser Class Space 
  Yacht 
  Description: The Moonlight Cruiser is a 
  common sight in the galaxy. A popular and well-
  known model of space yacht, its advertising calls 
  it “the yacht for the common man” – and indeed, 
  in its most basic configuration the model is a 
  basic and relatively affordable vessel. 
   
  The Fukamura Corporation, which 
  manufactures the Moonlight Cruiser yachts, 
  actually produces two different versions: the 
  public version with very basic amenities (see 
  sidebar), and a considerably more advanced 
  version it secretly makes for the Star*Guard. The 
  latter is represented by the character sheet shown 
  here – though the more advanced items are so 
  cleverly disguised as lower-tech versions that 
  only an expert engineer (or a Star*Guard) would 
  be able to tell the difference. 
   
  Designed for convenient surface-to-surface 
  travel, the vessel is long and sleek for an 
  aerodynamic ride when in atmosphere. (The GM 
  may apply +2” to the Turn Mode and +2 to 
  Control Rolls to represent this; see “Fine-Tuning 
  Vehicular Movement” on page 23 of The 
  Ultimate Vehicle for details on this rule). Its 
  accommodations include two comfortable suites 
  and ten single cabins, the latter sharing two 
  heads, with each cabin able to comfortably sleep 
  two crew members or passengers. 
   
  STAR*GUARD IN 
  FANTASY HERO 
   
   
   Though it may 
  seem like an odd 
  combination, it should 
  be possible, at least 
  theoretically, to use 
  the Star*Guard in 
  Hero Games’ settings 
  for Fantasy Hero. 
  They’ve been active 
  for about a million 
  years, after all, so 
  they’d be around 
  during the Turakian 
  Age, and even during 
  the war between the 
  Elder Worm and the 
  Malvans. 
   Even a justification 
  for the Star*Guard’s 
  presence is relatively 
  easy. For example, 
  with the rise in power 
  of Kal-Turak, 
  CONTROL (still 
  operating with 
  Gloran’s engrams) 
  could decide that 
  Earth needs someone 
  on the ground there to 
  monitor the situation. 
  After all, once the 
  planet is conquered 
  the lich could very 
  easily turn his 
  attention to the stars. 
  This makes a 
  Star*Guard PC or 
  NPC, or even an 
  entire party of 
  Star*Guard PCs, quite 
  possible. 
   The packages and 
  equipment shown 
  here would be just 
  about right for a game 
  set in the Turakian 
  Age. All that remains 
  is to allow the 
  Star*Guard characters 
  to use magic, and 
  their equipment can 
  be excused as magical 
  in nature rather than 
  technological (at least 
  publicly; the truth of 
  
  DIGITAL HERO #41 
   
  23
  Star*Guard Campaigns 
   
  The use of the Star*Guard in a superhero 
  campaign should be evident from the Digital 
  Hero #5 article (for 20th and 21st century games), 
  and the write-up of the organization in Galactic 
  Champions (for 30th century games). Here are 
  some ideas for using the Star*Guard as a PC 
  organization during the third millennium, listed 
  in chronological order. 
   
  During this period, the Star*Guard work 
  mostly as lone, independent operatives. Each of 
  these campaign ideas assumes that the 
  organization has gathered several Guardsmen 
  into a team to handle some major galactic 
  situation. 
   
  In each case the Star*Guard have one 
  standing order: do what you can to save lives and 
  preserve freedom, but keep your activities and 
  your affiliations secret, even from those you 
  protect. As difficult as this may sound, in reality 
  it often proves to be nearly impossible. 
  2345:  This is the year of the Xenovore 
  Offensive, a pivotal moment in galactic history. 
  With First Magistrate Joseph Krutch less 
  concerned with saving humanity than with 
  furthering his own political goals, the 
  Star*Guard gather a team to slow down the 
  Xenovores, undermine Krutch’s leadership for 
  wiser minds, and presently replace the dictator. 
  2377:  As Operation Future Peace gets under 
  way, the Council of Overseers puts a group of 
  Guardsmen on a ship to ensure Earth’s victory. 
  They’ll have information unavailable to the fleet 
  as a whole, but while they can and must act on 
  this information they’ll be forbidden from 
  revealing it (at least directly) to Earth leadership. 
  2397:  Following the Xenovore War, the former 
  Terran Union is in chaos – what historians would 
  later call the Anarchic Period. With space 
  pirates, remnants of the Xenovore Fleet, and 
  hostile powers such as the Thorgons and the 
  Ackálians around, the Star*Guard gather a team 
  of troubleshooters to make sure Terran space 
  forms a stable government. 
  2548:  As the Galactic War breaks out, a team of 
  Star*Guard are gathered to help the Terran 
  Empire with its war effort. Posing as privateers, 
  they are assigned to disrupt the Thorgon and 
  Ackálian processes, cutting off their supply lines, 
  disrupting their communications, and doing 
  whatever damage they can to the dual invaders. 
  2598:  Following the death of Emperor Kemal in 
  late 2597, various factions struggle for control of 
  the Empire, supporting his son Richard, his 
  daughter Marissa (II), or his nephew Ivan; 
  presently, after Richard’s death, his son 
  (Kemal’s grandson) Antonio takes up the fight; 
  Ivan’s death gives rise to his sister, Elena; and 
  some Senators supporting a Terran Republic also 
  create a faction. This much fighting is sure to 
  lead to innocent casualties, so a team of 
  Star*Guard is dispatched to minimize the 
  collateral damage, and if they can to give support 
  to the most sympathetic faction. 
  2640:  After the death of Mranang’na (the 
  sample character following) at unknown hands, 
  the Council of Overseers decides that the 
  situation in that region of space is too much for 
  just one Star*Guard to handle, and so assigns a 
  small team to the sector. Their first assignment, 
  of course, is to identify their predecessor’s killers 
  and bring them to justice 
  2684:  With Emperor Sigusmund taking the 
  throne over an increasingly despotic Terran 
  Empire as its most vicious and sadistic leader 
  ever – to the point of dissolving the Imperial 
  Senate in this, the third year of his reign – the 
  Council of Overseers takes to heart the efforts of 
  rebel leader Allen Traynor. In Traynor’s 
  movement they find good cause to send as many 
  operatives as they can spare to lend him support. 
  2703:  Following the death of Sigusmund and no 
  way to declare a successor, Terran space once 
  again falls into chaos. Having learned valuable 
  lessons from the Anarchic Period, the 
  Star*Guard engage in a premeditated campaign 
  of misinformation and misdirection against its 
  enemies, and help the new Terran Republic to 
  form. 
  2763:  When the Varanyi forcibly annex several 
  worlds of the Conjoined Civilizations Republic, 
  the Galactic Federation responds, and the 
  Varanyi-Federation war begins. The Council of 
  Overseers decides that the Federation must 
  prevail, so send a team out to guarantee success 
  – with a minimum of suffering on either side. 
  2843:  As the Nibu Gemani begin their invasion 
  of the Milky Way Galaxy, the Star*Guard must 
  organize and mobilize to do their part in 
  protecting the galaxy’s people. This includes the 
  formation of several Star*Guard teams and 
  bases, particularly in the Velarian sector, who 
  must carry out missions of sabotage and 
  subterfuge against the enemy while remaining in 
  the shadows, hidden even from those they’re 
  protecting. 
  the matter is left up to 
  the GM). 
  MRANANG’NA’S 
  MARSHALS 
   
   
   As with any 
  Star*Guard, 
  Mranang’na has a 
  talented team of 
  Marshals to lend her 
  support at her base on 
  Zemnar. They are, in 
  brief: 
   – Kevru Orz, a 
  nomad Zurite who 
  manages and operates 
  the interface with 
  CONTROL. She has a 
  passion for finding 
  and crushing 
  despotism anywhere, 
  and is partially 
  responsible (though 
  not intentionally so) 
  for Mranang’na’s 
  overwhelming 
  caseload. 
   – Darkel 
  Rom’shun, a 
  Mon’dabi who keeps 
  and maintains 
  Mranang’na’s 
  equipment. A former 
  trader in used 
  technology, Darkel is 
  expert at repairing 
  and refurbishing any 
  damaged or worn-out 
  devices. 
   – X!al, a Xenovore 
  of the Flyer caste who 
  acts as Mranang’na’s 
  personal pilot. He is a 
  member of the 
  controversial Kak’n 
  ze-Sâkl!s (“Xenovore 
  Non-Superiority”) 
  movement, and in fact 
  finds anthropophagy 
  (eating of sentient 
  beings) disgusting. 
   – Zorma Regi, a 
  Catavalan who serves 
  as the base physician 
  and surgeon. He has a 
  
  DIGITAL HERO #41 
   
  24 
  Mranang’na 
  Background/History:  Mranang’na is one of the 
  Star*Guard’s most recent recruits. When she was 
  initially contacted, she had just finished her fifth 
  year as a local police officer in Sharlenth, one of 
  Fexao’s largest interplanetary trade centers. 
  During those five years she had received more 
  commendations than most officers earn in twice 
  that time. Many of those were for her adept 
  handling of potentially tense situations, drawing 
  information, biological samples, and other 
  important evidence from suspects without their 
  being the wiser. 
   
  The Council of Overseers contacted 
  Mranang’na and invited her to join their secret 
  organization. Seeing an opportunity to do even 
  more good in the galaxy than she was already, 
  she readily accepted. After her training, she was 
  sent to Zemnar, a world just inside Terran Space 
  near the rimward end of the Ackalian Neutral 
  Zone. 
   
  Personality/Motivation:  Mranang’na feels 
  overwhelmed by her responsibility, somewhat 
  with the sense of being given basic swimming 
  lessons and then told to swim a twenty-mile 
  channel in record time. She has to handle the 
  Empire-versus-rebel conflicts, Ackalian 
  aggression, Xenovore remnants, space pirates, 
  organized crime groups, and a myriad of other 
  problems with no more support from the Council 
  than the team of Marshals assigned to her. 
   
  Despite her trepidation about her 
  assignment, she approaches it with a powerful 
  sense of duty – she considers herself honor-
  bound to make every possible effort in protecting 
  the people under her care. The Star*Guard sense 
  of honor is something she was living out even 
  before she was contacted by the Council, and 
  she’s determined to not disappoint them. 
   
  Quote:  “The people I work for are very 
  interested in seeing this operation shut down – 
  but I’m going to need your help to do it.” 
   
  Powers/Tactics:  Though a relative newcomer to 
  the infiltration and spying game, Mranang’na is 
  catching on quickly. She usually recruits some 
  help from a potentially friendly force, sometimes 
  referring to “the people I work for” but never 
  identifying herself directly as a Star*Guard (at 
  least, not so far). 
   
  Her resources are highly limited, so she 
  often has to content herself with notifying the 
  conventional authorities about a situation, 
  warning potential victims of impending attacks 
  or other disasters, or even doing nothing if the 
  matter is truly beyond her abilities. Often, even if 
  she can’t personally intervene to stop a situation, 
  she’ll go to the site of the matter to gather as 
  much information as she can and pass it on to 
  someone who can correct the problem. 
   
  In a fight, she prefers to use the least deadly 
  available option. In a one-on-one fight, she’ll 
  generally use her hands rather than her staff, only 
  drawing a weapon once it’s clear she’s either 
  outnumbered or outclassed or if her opponent 
  has a weapon. Even in the latter case she might 
  not draw her weapon, instead relying on her Fex 
  claws. In ranged combat she rarely fights to 
  overcome her opponent, instead opting to escape 
  and send someone else to do that job. She’s 
  acutely aware of her limitations, and won’t try to 
  handle a situation herself if she can get help or 
  even turn the situation over entirely to another 
  interested party. 
   
  Campaign Use:  Mranang’na can be a hook to 
  bring the PCs into an adventure. She’s always on 
  the lookout for someone who can help her deal 
  with the region’s problems, and once she 
  encounters the PCs (assuming they’re reasonably 
  competent and trustworthy) they’ll be on her list 
  of contacts. 
   
  If the PCs are government agents, their 
  initial contacts with her may be no more than 
  receiving “anonymous tips” about matters on and 
  around Zemnar. These would deal primarily with 
  criminal matters, particularly piracy, slave 
  trading, and other major organized crime 
  operations. If they work for the rebellion, she 
  may feed them occasional information about 
  Imperial counterinsurgency and other potentially 
  deadly activities. 
   
  She can also serve as justification for a 
  “deus ex machina” rescue, monitoring the PCs’ 
  activities if she knows they’re getting into more 
  trouble than they can handle and either notifying 
  allies if any are nearby, or coming to the rescue 
  personally if she has to. 
   
  Naturally, if the PCs are pirates, criminals, 
  or any other sort of “bad guy,” she’ll be 
  operating against them – though if their criminal 
  activities are a cover for a more law-abiding 
  mission, the Council will give her that 
  information. 
   
  Mranang’na does not Hunt individuals, 
  though naturally she will work as an agent for 
  the Star*Guard against anyone Hunted by the 
  organization. 
   
  Appearance:  Mranang’na is a statuesque 
  female Fex, standing 5’11” in height and 
  weighing between 140 and 145 pounds. She has 
  a strong, athletic figure, and in light of her new 
  job has been working out to enhance her physical 
  abilities even more. Her wardrobe is as varied as 
  possible so she can fit in (or at least appear to fit 
  in) with nearly any crowd. 
   
  knack for working 
  quickly at multiple 
  tasks simultaneously, 
  and for tending to 
  Mranang’na’s wounds 
  so they heal more 
  quickly than they 
  might at the hands of 
  a lesser medic. 
  MRANANG’NA 
  PLOT SEEDS 
   
   
   Following a distress 
  beacon, the PCs 
  discover 
  Mranang’na’s 
  Moonlight Cruiser 
  drifting in 
  hyperspace. She and 
  all of her Marshals are 
  unconscious, but with 
  no physical or 
  chemical signs as to 
  why. Could this be 
  the action of the 
  much-rumored 
  Psindicate? 
   A group of 
  Qedustier insurgents 
  (see Terran Empire, 
  page 29) is preparing 
  rise up to overthrow 
  the planetary 
  government and break 
  all ties to the 
  Mon’dabi Federation. 
  Mranang’na learns of 
  their plans and 
  realizes immediately 
  that this would open 
  Qedusti to Ackálian 
  invasion, severely 
  hampering Terran-
  Mon’dabi trade 
  relations. This is 
  clearly way beyond 
  her ability to handle. 
  With no other 
  Star*Guard close 
  enough to come in 
  time to help, she calls 
  upon the PCs to help 
  her either talk sense 
  into the rebels or, 
  failing that, disrupt 
  their plans enough to 
  let the Mon’dabi and 
  
  DIGITAL HERO #41 
   
  25
  Mranang’na 
   
  local authorities keep 
  the rebellion down. 
  The PCs receive a 
  desperate call for help 
  – using one of their 
  most secret codes  
    
  and/or radio  
    
  frequencies  
    
  (if they  
    
  have  
    
  any). It’s 
    
  sent by  
    
  Mranang’na,  
    
  who has been  
    
  captured by one 
    of their recurring 
    enemies. She has 
    information that  
   could seriously 
  hamper the enemy’s 
  activities, but she can 
  only give it to the PCs 
  if they rescue her. 
   
  25
  
  DIGITAL HERO #41 
   
  26 
  Mranang’na 
   Val CHA Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 [1] 
   15 DEX 
  15 12- OCV:  5/DCV:  5 
   13 CON 
  6 12-  
   11 BODY 
  2 11-  
   13 INT 
  3 12- PER Roll:  12- 
   11 EGO 
  2 11- ECV:  4 
   13 PRE 
  3 12- PRE Attack:  2½d6 
   14 COM 
  2 12-  
   
   
  3 PD 
  0 
   Total:  3 PD (0 rPD) 
   
  3 ED 
  0 
   Total:  3 ED (0 rED) 
   
  4 SPD 
  15 
   Phases:  3, 6, 9, 12 
   
  6 REC 
  0 
   
   26 END 
  0 
   
   26 STUN 
  0 
   
  Total Characteristic Cost:  53 
  Movement: Running: 
  9”/18” 
   
  Leaping: 
  3”/6” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   12 Claws:  HKA 1d6 (2d6 with STR); 
  Reduced Penetration (-¼) 
  1 
   
  6 Swift Runner:  Running +3” (9” total) 
  1 
   
  5 Nightvision 
  0 
   
   Perks 
   18 Contact:  New Overseers (Extremely 
  Useful Skills or Resources, Good 
  Relationship, Organization) 11- 
   
  7 Contact:  Chief of Security at Adamant 
  Station (Major Institutions, Significant 
  Contacts, Very Useful Skills or 
  Resources, Good Relationship) 11- 
   
  4 Contact:  Underground “Fixer” on 
  Venwordien IV (Significant Contacts, 
  Useful Skills or Resources) 11- 
   
   Talents 
   
  4 EM:  Zero G 
   
  3 Lightsleep 
   
   Skills 
   
   Martial Arts:  Odrugarian Staff-Fighting 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Choke 
  -2 
  +0 
  1 Limb, 2d6 
  NND 
   
  4 Disarm 
  -1 
  +1 
  25 STR Disarm 
   
  3 Legsweep 
  +2 
  -1 
  4d6 Strike, 
  Target Falls 
   
  4 Nerve Strike 
  -1 
  +1 
  2d6 NND 
   
  4 Parry 
  +2 
  +2 
  Block, Abort 
   
  4 Strike 
  +0 
  +2 
  5d6 Strike 
   
  3 Throw 
  +0 
  +1 
  3d6 +v/5, 
  Target Falls 
   
  4 Weapon Bind +1 
  +0 
  25 STR Bind 
   
  1 Weapon Element:  Staffs 
   10 +2 with Star-Staff 
   
  2 AK: Milky Way Galaxy 11- 
   
  3 Breakfall 12- 
   
  7 Climbing 14- 
   
  3 Combat Piloting 12- 
   
  3 Concealment 12- 
   
  3 Conversation 12- 
   
  3 Criminology 12- 
   
  3 Cryptography 12- 
   
  2 KS: Odrugarian Staff-Fighting 11- 
   
  2 KS: Sentient Species of the Milky Way 
  Galaxy 11- 
   
  2 KS: Star*Guard History 11- 
   
  3 Security Systems 12- 
   
  3 Sleight Of Hand 12- 
   
  3 Stealth 12- 
   
  2 Systems Operation (Environmental) 12- 
   
  3 WF:  Odrugarian Advanced Small Arms, 
  Staffs 
  Total Powers & Skill Cost:  147 
  Total Cost:  200 
   100+ Disadvantages 
   
  5 Distinctive Features:  Star*Guard Emblem 
  (Easily Concealed) 
   15 Hunted:  Enemies of the New Overseers 
  11- (As Pow, Harshly Punish) 
   
  0 Normal Characteristic Maxima 
   15 Psychological Limitation:  Bound by Duty 
  (Common, Strong) 
   20 Psychological Limitation:  Honorable 
  (Common, Total) 
   10 Psychological Limitation:  Unsure of Her 
  Own Abilities (Common, Moderate) 
   15 Social Limitation:  Secret Identity 
  (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
  Total Disadvantage Points:  200 
   
   
  
  DIGITAL HERO #41 
   
  27
  I Smell a Ratte by John R. Ivicek Jr. 
   
   
  One of the great staples of Golden Age 
  comic books is the larger than life technological 
  wonder running amok and causing all sorts of 
  trouble. Well, fiction mirrors life, and in this 
  case, the technological monstrosity was almost 
  created.  
   
  At the height of World War II, Adolf Hitler 
  was obsessed with the idea that bigger was flat 
  out better. Unlike the Soviet ideal that quantity 
  was its own sort of quality, he pushed on in the 
  creation of massive war machines that stretched 
  the limits of German technological and 
  manufacturing capabilities, and in at least one 
  case, exceeded them by a wide margin. 
   
  The Ratte was a design for a tank the likes 
  of which the world had never seen. Actually, it 
  was a design no one had even conceived of, 
  outside of the comic books. A 1000 ton tank 
  armed with heavy cruiser guns plowing across 
  the battlefield and grinding lesser tanks beneath 
  its astoundingly massive 4 meter wide triple 
  treads. It would have stretched some 35 meters in 
  length, 14 meters in width, and towered some 11 
  meters over the battlefield. Power for this 
  behemoth was to come from either two 24 
  cylinder Submarine engines turning out 8500 hp 
  a piece, or from eight 20 cylinder marine engines 
  churning at 2000 hp each. The 16,000 hp 
  available was supposed to propel this mobile 
  fortress along at 20 km/h. The designed armor fit 
  was staggering at 360mm in the front, 220mm on 
  the sides of the vehicle, and 200 mm in the back. 
  The turret was even more impressive at 360mm 
  on the face, 250mm on the sides and back. For 
  comparison purposes, the American Sherman 
  tank had 76mm of armor on her turret and 51mm 
  on her front. 
   
  Now if you’re going to go through all the 
  trouble of making a mobile battlestation like this, 
  you’d want to arm it appropriately. Again, the 
  dream factory came to the rescue on the Ratte, 
  envisioning twin 283mm cannons in the main 
  turret, with a 128mm cannon mounted in a 
  separate turret for “small targets.” Peppering the 
  top of this moving land mass were no less than 
  eight 20mm anti-aircraft cannons in the form of 
  2 quad-mounted Flak 38 installations. As a last 
  measure, they added two 15mm machine guns. 
   
  Originally designed in 1942 by the Krupp 
  Corporation, and approved by Hitler, all work on 
  the Ratte was stopped in 1943 at the direction of 
  Albert Speer. During the construction, one turret 
  assembly was actually completed and 
  subsequently used as a shore battery in Norway.  
   
  What could this monstrosity have been used 
  for? Well, not much really. Its ground based 
  artillery is impressive, no doubt. But 2 flak 
  mounts would not have prevented the Ratte from 
  being bombed back into the Stone Age. The 
  Germans found this out the hard way when they 
  tried similar anti-aircraft installations on U-boats 
  to little effect. It also would have been easy 
  pickings for partisans and land mines as it would 
  have been unable to use any modern roads in 
  Europe, nigh impossible to maneuver, and 
  generally just more trouble than it was worth. 
   
  But now let’s step back a second and look at 
  this through the rosy lens of gaming. 
   
  It’s a 1000 ton tank for Pete’s sake! If you 
  can’t have some fun with that, well… you don’t 
  know how to have fun! Some simple adventure 
  hooks are presented to go along with this 
  monstrosity, as well as some ideas on how to 
  scale the adventures to varying power levels.
                                                             
  artwork by John R. Ivicek Jr. 
  PLOT HOOKS 
   
   
   Champions 
  (Modern):  There are 
  two easy lead-ins on 
  this one. The first has 
  the heroes in Europe 
  when word comes out 
  that VIPER has 
  managed to unearth 
  the remnants of one of 
  the last Nazi war 
  machines and is 
  currently driving to 
  Berlin to earn a little 
  283mm respect! The 
  other is that the tank 
  is already in the 
  United States, shipped 
  here in pieces at the 
  end of World War II 
  and reassembled for 
  examination by “Top 
  Men.” Hidden in a 
  now neglected 
  hanger, the Ratte is 
  stolen by your villain 
  group du jour to put a 
  hurting on nearby 
  Millennium City! You 
  probably do not need 
  to make any special 
  allowances or changes 
  to the Ratte at the 
  350-point power 
  level. 
   Champions (Golden
  Age):  Well this one is 
  a no-brainer. The 
  Nazis are going to 
  stop D-Day by letting 
  this monster run amok 
  amid the invasion 
  forces! Your heroes 
  have to get there and 
  put this thing out of 
  commission! If your 
  game is based on 250 
  points, you may have 
  to make sure the PCs 
  can find their way to a 
  convenient hatch and 
  crack it open so that 
  they can get to the 
  crew inside. 
   
   
  
  DIGITAL HERO #41 
   
  28 
  Ratte 
   Val CHA Cost Roll Notes 
   12 SIZE 
  60 
   16” x 8”, 400 tons 
   70 STR 
  0 23- 14d6 HTH 
   10 DEX 
  0 11- OCV:  3/DCV:  0 
   
  3 SPD 
  10 
   Phases:  4, 8, 12 
   20 DEF 
  54 
     
   22 BODY 
  0 13-    
   
  Total Characteristics Cost:  124 
  Movement: Running: 
  8”/8” 
   
  Swimming: 
  0”/0” 
  Cost Attributes 
  END 
   
  8 Tracked Movement:  Running +8” (8” 
  Total), 1 Continuing Fuel Charge 
  lasting 6 Hours (+0); No Noncombat 
  Movement (-¼), Limited 
  Maneuverability (Only 2 Turns per 
  Phase at Combat Speed, only 1 Turn 
  per Phase at Noncombat Speed, -¼), 
  Only on Appropriate Terrain (-¼), 
  Side Effects (Always Damages 
  Surface It Rides Over, -¼) 
  [1] 
   -14 Tracks Only:  Running -6” plus 
  Swimming -2” 
  0 
   
   Tactical Systems 
   
   152 Twin 283mm Cannons:  RKA 8d6, 
  Indirect (can arc over intervening 
  obstacles, +¼), +1 Increased STUN 
  Multiplier (+¼), Increased Maximum 
  Range (13,500”, +¼), Armor Piercing 
  (+½), 64 Charges (+½), Explosion (-1 
  DC/2”, +¾), Autofire (2 shots, +1¼); 
  Extra Time (1 Minute, -1½), OIF Bulky 
  (-1), Real Weapon (-¼) 
  [64] 
   115 128mm Cannon:  RKA 7½d6, 
  Indirect (+¼), +1 Increased STUN 
  Multiplier (+¼), 125 Charges (+¾); 
  OIF Bulky (-1), Real Weapon (-¼) [125] 
   78 Flak 38 - Quad 20mm AA mount:  
  RKA 4d6, +1 Increased STUN 
  Multiplier (+¼), Autofire (10 shots, 
  +1), 500 Charges (+1); OIF Bulky 
  (-1), Crew-Served (2 people, -¼), 
  Limited Arc of Fire (Cannot 
  depress below 10 degrees at 11 
  meters elevation, -¼) 
  [500] 
   
  5 Another Flak 38 
  [500] 
   55 Right Side 15mm MG Machine Gun:  
  RKA 3d6, +1 Increased STUN 
  Multiplier (+¼), Autofire (5 shots, 
  +½), 1000 Charges (+1); OIF Bulky 
  (-1), Limited Arc Of Fire (180o, 
  Right Side, -¼) 
  [1000] 
   
  5 Left Side 15mm MG 
  [1000] 
   
  3 Front Defense:  +2 DEF; Limited 
  Coverage (Front 60o, -1) 
   
  6 Really, Really Heavy:  Knockback 
  Resistance -3” 
  0 
   
   Operations Systems 
   
   
  4 Radio: Radio Perception/Transmission 
  (Radio Group); OAF Bulky (-1½), 
  Affected as Hearing Group and Radio 
  (-¼) 
  0 
  Total Systems:  417 
  Total Cost:  541 
   496+ Disadvantages 
   25 Distinctive Features:  Rolling Fortress of 
  DEATH! (Not Concealable, Extreme 
  Fear) 
   20 Physical Limitation:  35 Meters, 1000 
  Tons (All the Time, Greatly Impairing) 
  Total Disadvantages:  541 
  Total Vehicle Cost:  496 / 5 = 99 pts 
   
   
   Pulp Hero:  Same 
  as the Golden Age 
  setup, except it should 
  be run like the movie 
  “The Guns of 
  Navarone.” The 
  heroes are para-
  dropped in before the 
  invasion to the Ratte’s 
  staging area. Once 
  there, they have to 
  sneak into the heavily 
  defended area and 
  into the Ratte itself so 
  that they can sabotage 
  the monstrous war 
  machine before the 
  troops hit the beach. 
  The stats on the Ratte 
  should remain the 
  same, as direct 
  confrontation isn’t the 
  goal here. The mighty 
  Ratte becomes more 
  of a scenic locale for 
  the adventure. 
   Fantasy Hero:  
  Yes, it is possible to 
  drop this into FH. 
  You just need to 
  change all things 
  technological into 
  Magic, and possibly 
  give the new “Metal 
  Beast” a weakness or 
  two for the PCs to 
  exploit. Suggested 
  changes include 
  removing the crew 
  and replacing it with 
  magical servitors or 
  some form of magical 
  intelligence. If you go 
  the later route, in 
  essence creating a 
  massive Golem, it is 
  highly advised that 
  there should be an 
  “easy” way to 
  destroy/stop the Ratte; 
  something akin to 
  removing the plug 
  from the foot of Talos 
  the Bronze man and 
  letting all the “magic” 
  out. 
  
  DIGITAL HERO #41 
   
  29
  How to Lead a Superhero Team by Ross Watson 
   
  A leader is best when people barely 
  know he exists, not so good when 
  people obey and acclaim him, worse 
  when they despise him. But of a good 
  leader who talks little when his work is 
  done, his aim fulfilled, they will say: 
  We did it ourselves. 
  — Lao-Tzu 
   
  One of the staples of comic book superhero 
  teams is a leader – a decisive, inspiring force that 
  drives the team on to succeed against the odds. 
  Cyclops filled this role for the ’80s-era X-Men, 
  and Captain America has been in command of 
  the Avengers for many years. Studying the 
  successes and failures of leaders like these is a 
  good method to prepare oneself for taking on the 
  role of team leader for a superheroic Champions 
  game. 
   
  However, study alone is often not enough 
  (although any superhero team leader should 
  strongly consider reading Aaron Allston’s 
  Champions – there’s a wealth of material 
  within). Here are some tips to help a leader guide 
  his team to victory over even the toughest 
  supervillain. 
  LEADERSHIP AND STYLE 
   
   
   
  It is highly recommended that the 
  players involved in any superhero game 
  get together at some point and discuss 
  how the “team concept” is intended to 
  function – working together, team 
  maneuvers, and leadership itself are all 
  concepts that only really come together 
  when there’s a clear understanding 
  between the people involved (including 
  the GM). 
   
  If the team is undecided about 
  whether having a leader is a good idea 
  or not, the GM can sometimes help 
  things along either with a frank 
  discussion or by demonstration – a 
  friendly NPC superhero team that runs 
  like clockwork, for instance, or a 
  weaker on a point-for-point basis 
  supervillain group that nonetheless is 
  frighteningly efficient due to teamwork 
  and leadership. 
   
  Lesson One:  Analyze! 
  STRENGTHS AND WEAKNESSES 
   
   
   
  As the saying goes, to be forewarned is to be 
  forearmed. As a team leader, one of the most 
  important things to know is what your 
  teammates can and cannot do. Learning the 
  limits of your superteam’s powers can be a long-
  term goal, but a great way to explore your team’s 
  capabilities is through training missions or 
  “danger room”-style encounters. 
   
  One good way to begin is to make a list of 
  what your team’s powers are, how powerful 
  those abilities can become at “full blast,” and 
  what (if any) known susceptibilities/ 
  vulnerabilities your team may have. 
   
  During the Game:  Powers, Vulnerabilities, 
  and Limits all make great fodder for blue-
  booking between adventures. A couple of 
  minutes at the beginning of each session 
  wouldn’t be out of line to briefly ask each team 
  member what they’ve learned about their powers 
  since last game. 
  RESOURCES 
   
   
   
  A good leader is aware of what resources his 
  team can command. The leader should work with 
  his teammates to discover what kinds of 
  resources the team has available. Team resources 
  include: vehicles, bases, computers, contacts, 
  fringe benefits, perks, and so forth. 
   
  During the Game:  Contacts are an excellent 
  place to get information either during or in-
  between adventures. Money is always useful, of 
  course, to get the team into places it couldn’t 
  normally go (like renting tuxes for a high-society 
  party, for instance). Police Powers, naturally, add 
  quite a bit of usefulness for investigations. 
  ENEMIES 
   
   
   
  Who are the team’s main enemies? Hunteds 
  and any “Huntings” belong in this category, as 
  do any recurring villains for the campaign that 
  the team knows about. A good idea for the team 
  leader is to put together as much information as 
  is available on these threats and have it handy for 
  tactics discussions, training sessions, or any 
  crisis-management that crops up during a game 
  session. 
  CURRENT EVENTS 
   
   
   
  It may seem like common sense, but many 
  superhero teams overlook the importance of 
  staying on top of current events! Some teams are 
  well-known for putting at least one member on 
  “monitor duty” at all times to keep an eye on 
  things. A superhero team leader will carefully 
  consider how to keep the team on track – 
  monitor duty is a good place for a character 
  
  DIGITAL HERO #41 
   
  30 
  whose player can’t show up to the game that 
  night or to a dedicated NPC. Some superhero 
  teams may even have dedicated staff that focuses 
  entirely on monitoring the world for trouble. 
   
  A corollary to this concept is to follow up on 
  rumors and do legwork. Most often, characters 
  best suited to investigation would be the best 
  choice for assignment to this task. Nighthawk of 
  the Champions, for example, is the one Defender 
  turns to most often to fulfill this role. 
  Lesson Two:  Train! 
   
  The team leader is the go-to guy for putting 
  his team through some good training and 
  preparing them for encounters they may face in 
  the future. The leader should, ideally, coordinate 
  the schedule and nature of the training – the 
  player who controls the team leader PC should 
  try and work together with the GM to come up 
  with appropriate training scenarios and concepts. 
  WORKING TOGETHER 
   
   
   
  A team that can’t, won’t, or doesn’t know 
  how to work together isn’t much of a team at all. 
  It’s usually not a very good idea to try and figure 
  it out during a life-or-death battle or while trying 
  to save the world. Therefore, it makes sense to 
  do some training with your team.  
   
  Heck, it’s a tried-and-true superhero comics 
  trope – the “danger room” session where every 
  character gets a chance to shine, either with his 
  powers, his skills, or his attitude. Training has 
  several different purposes for a superhero team. 
  As mentioned above, training is a great way to 
  find out the limits and capabilities of your team’s 
  powers. Additionally, training provides an 
  excellent method of learning how to use those 
  powers and abilities for the greater good of the 
  group. Best of all, training gives the leader a 
  chance to test out his ability to coordinate the 
  team in dangerous situations without too much 
  risk or loss of life. 
   
  Training is where superhero teams come up 
  with ways to combine powers, special effects, or 
  anything else to dazzle the public and surprise 
  the villains. Training is also the place to develop 
  any “fastball special”-style maneuvers and team 
  plays, not to mention any battle codes, hand 
  signs, or battle cries (see below). Champions is, 
  again, an excellent resource for team training 
  ideas. The team leader should make an effort to 
  be involved with the training as much as 
  possible. 
   
  Training should, ideally, encompass both 
  combat situations and rescue operations. The key 
  is to keep things interesting for the players and 
  provide means for the team to use their powers 
  and get used to operating as a group rather than 
  as individuals. For the team leader, training is 
  essential to prepare him for being on top of 
  things when the team goes out and handles 
  situations in the real world. 
   
  During the Game:  Training is another issue 
  that is often best reserved for blue-booking 
  between sessions, but many GMs will encourage 
  it (especially “danger room”-style encounters) as 
  long as the training sequence does not take up 
  the entire session. 
  Lesson Three:  Communicate! 
   
  Communication is more than just talking to 
  each other (see sidebar). For any team, and 
  particularly one composed of superheroes, good 
  communication is critical. The team leader takes 
  a central role for this issue. 
  MISSION 
   
   
   
  What is your superhero team’s mission? 
  Some superhero teams have nothing more 
  specific than “to oppose supervillains,” but it is 
  always a good idea if the team members know 
  precisely what the team stands for. A superhero 
  team’s mission statement can be as simple as a 
  motto (i.e., “Let Justice Prevail!”) or as complex 
  as a multi-page document – the team leader 
  should discuss with the other players to find out 
  what is right for his particular team. Champions 
  has an excellent section on “team charters” that 
  covers this idea in greater depth. 
  THE NORMAL WORLD 
   
   
   
  How does your team communicate with the 
  normal world? Is there a hotline from the 
  Mayor’s office? The team leader should consider 
  how and when the superhero team interacts with 
  the normal world – and how the superhero team 
  is contacted in the first place (i.e., do you list 
  your superhero team in the phone book?). 
  PUBLIC RELATIONS 
   
   
   
  Quite often, the leader of a superhero team 
  is also the spokesman – he is the public face and 
  voice for the superhero team. If the team has a 
  bad reputation with the public, the leader needs 
  to work around that – if the team has a good 
  public reputation, the leader should be ready to 
  use it if necessary (for instance, to assist with 
  evacuating the city when the supervillain 
  Watercress creates a massive tidal wave). 
  CONTACTS 
   
   
   
  A team leader would do well to develop and 
  maintain contacts with other superhero teams 
  and important organizations (for example, 
  PRIMUS and UNTIL in the Champions 
  Universe). The importance of contacts as a 
  resource was mentioned above – every so often, 
  a team leader should go down the checklist of 
  contacts and do his best to maintain a good 
  working relationship with them. 
   
  COMMUNICATION 
   
   
   How does your 
  team talk to each 
  other? Some 
  possibilities include: 
   Word Balloons:  
  Basically, you just 
  talk to each other out 
  loud. This works best 
  for new teams just 
  starting out, but it’s 
  also very much in the 
  comic-book style. 
   Radios:  The hot 
  new thing for 
  superhero teams is 
  instant 
  communication. 
  Usually, this is 
  accomplished via 
  earbug or headset 
  radio gear, but some 
  kind of wrist or 
  bracelet-mounted 
  videoscreen 
  transceivers are also 
  becoming common. 
   Mental:  Mind-to-
  mind communication 
  is also often seen in 
  comic books, and 
  superhero teams can 
  use it to great effect. 
  Normally impossible 
  to listen in on, mental 
  communication has a 
  lot of advantages over 
  radio-based systems, 
  but can also make the 
  team vulnerable to 
  mental attacks. 
   Battle Codes:  
  Some superteams use 
  special “languages” of 
  battle codes to call out 
  directions in combat 
  or “team plays” that 
  indicate what will 
  happen next in the 
  phase. A battle code 
  is usually secure (in 
  that few enemies will 
  know what is being 
  said) and has the 
  advantage of being  
  
  DIGITAL HERO #41 
   
  31
  Lesson Four:  Plan! 
   
  A good leader takes the time to lay out a 
  plan of action. Planning, however, is best used as 
  a group activity. Making plans all on your own 
  can end up with no one but yourself 
  understanding what to do when the time comes. 
  CONTINGENCIES 
   
   
   
  Thinking ahead is the hallmark of a good 
  leader. What will you do if your base is attacked 
  by VIPER? What happens when one of your 
  teammates’ DNPCs is kidnapped? Even if all 
  you can think of is a few obvious steps, any plan 
  is better than no plan. 
  COMBAT 
   
   
   
  Combat situations call for more specific 
  plans – a good place to start is to come up with 
  some simple plans for facing one singularly 
  strong opponent and for a group of more 
  numerous (and less individually powerful) 
  enemies. This method ensures that your 
  superhero team has a ready response whether 
  they’re facing a horde of agents or Mechanon 
  himself. No one can guarantee the success of 
  your plan, of course. If the team at least looks 
  like it knows what its doing, that’s a good thing! 
   
  During the Game:  Make up a combat 
  checklist of things for your team to do on Phase 
  12 – some really good choices for the checklist 
  are any skill, power, or similar ability that tends 
  to be easily forgotten. Here’s an example 
  checklist: 
  COMBAT CHECKLIST 
   
   
  � Make sure all teammates turn on 
  defensive powers (force field, force 
  wall, armor, etc.) 
  � Make sure teammates with Analyze 
  Combat and Find Weakness make the 
  appropriate rolls if possible. 
  � Spread out to limit the effectiveness 
  of Area Of Effect attacks. 
   
  There are two more issues that often 
  confront superhero teams during combat. The 
  first is when members of the team are 
  temporarily taken out of play by being stunned, 
  flashed, or entangled. A good leader should try 
  and compensate for these weaknesses so that he 
  doesn’t freeze up in the heat of a fight. Knowing 
  when to fall back is the second issue – few 
  heroes like to cut and run, but there is definitely 
  a point in any fight where it is more 
  advantageous to pull back and recover rather 
  than fight to the last man. The team leader is 
  responsible for recognizing that moment and 
  calling for the retreat should it become 
  necessary. An excellent resource for developing 
  team maneuvers and tactics can be found in 
  Champions under the “Superteams” chapter. 
  Lesson Five:  Coordinate! 
   
  Another word for leader is “Coordinator.” 
  To coordinate means to keep in good order – to 
  harmonize. This lesson is perhaps the most 
  important of them all, for without any 
  coordination, a team is just a ship without a 
  rudder. 
   
  Trust is the first step in coordination – the 
  team members must be able to trust that the 
  leader knows what he’s doing and that he’s 
  looking to keep the team’s mission foremost in 
  his mind (see above for the goal of the team and 
  the mission statement). Trust requires integrity – 
  the team leader must follow through on all 
  promises and do what he says he is going to do 
  as much as possible. 
   
  Trust also requires that the leader lead. A 
  leader can always delegate, of course, but 
  nothing builds trust like a leader who never 
  shirks his own share of the responsibilities and 
  pitches in alongside the other members of the 
  team wherever possible. This lesson is not 
  intended to make leaders into “mother hens,” nor 
  to encourage micromanagement – simply to 
  emphasize that a good leader keeps himself 
  involved rather than removed. 
   
  Always remember that other characters on 
  the team have skills and abilities different than 
  the leader’s – there will be many times that the 
  team members will be the experts on the scene. 
  Thus, it is vital that a leader listen to his 
  teammates and respect their opinions, even if he 
  does not agree with them himself. 
   
  During the Game:  Be ready with a 
  replacement if you can’t attend the session or if 
  your character is unavailable for some reason. 
  Nominate a second in command (or, if you wish, 
  come up with an entire “chain of command”), so 
  that the team has someone to take over for you. 
  A useful thing to remember is a lesson 
  taught by the US Army’s Leadership 
  Handbook for Commissioned Officers: 
  “Never give an order you are certain 
  will not be obeyed.” 
   
  The leader’s role on the team has an even 
  more important aspect than making the team 
  efficient – the leader must make sure that all the 
  players are having fun! Organizing a group of 
  gamers can often be compared to “herding cats.” 
  It’s difficult to put one’s own agenda aside and 
  take orders from another character – to give up 
  the spotlight – even if it means that the group as 
  a whole will be more successful. A good leader 
  for a superhero game needs to be an expert at 
  shining the spotlight on everyone and 
  maneuvering the situation so that every player 
  gets a turn at being the star for a scene or two 
  every game. 
  very stylish (it “feels”
  more like a comic 
  book when the team 
  leader calls out “Okay 
  Protectors, let’s give 
  ’em the Ham On 
  Rye!”, and every 
  member of the team 
  knows what that 
  means.) Battle codes 
  are best represented 
  with a few points in a 
  “Battle Codes” 
  Language Skill 
  possessed by all 
  members of the team.
  MAKING A PLAN 
   
   
   Some suggestions 
  to help making a plan 
  go more smoothly: 
  • Gather the team 
  together to discuss the 
  issue. 
  • Explain the 
  situation at hand – 
  make sure to clearly 
  define the goal or 
  desired result. 
  • If no one can think 
  of anything, come up 
  with a suggested plan 
  of action and ask for 
  opinions (remember 
  that any plan is better 
  than no plan). 
  • Keep the plan as 
  simple and flexible as 
  possible. 
  • Keep in mind that if 
  the plan falls apart 
  (and it usually will!), 
  the leader must trust 
  in his teammates to 
  remember the goal 
  and act according to 
  their own initiative. 
   
   
  
  DIGITAL HERO #41 
   
  32 
  The Leader Character Sheet 
   
  Team leaders are not usually the most 
  powerful member of the team – but they are 
  usually among the most impressive. The 
  following section discusses various ways to 
  make a character sheet reflect a character’s 
  ability to lead his superhero team. 
  USEFUL CHARACTERISTICS 
   
   
   
  Leaders don’t have to be photogenic, but it 
  helps – so consider some points in Comeliness. 
  Probably the most important Characteristic for a 
  leader, however, is Presence – both to make 
  Presence Attacks and to defend against them (no 
  one respects a cowardly leader!). A decent 
  Intelligence score is also a big bonus (especially 
  for tactician characters). 
  USEFUL PERKS 
   
   
   
  Many perks can particularly useful to team 
  leaders. Some examples include: 
  • 
  Computer Link 
  • 
  Contacts 
  • 
  Favors 
  • 
  Military Rank 
  • 
  Reputation 
  USEFUL SKILLS 
   
   
  • 
  KS: Superhero Teams 
   
  This Knowledge Skill is useful to “keep 
  up with the Joneses” and to get some insight 
  on how other teams operate – not to mention 
  up-to-date information on the team rosters. 
  • 
  Oratory 
   
  Team leaders are often (but not always) 
  the team spokesman as well. In any case, 
  Oratory is a good skill for leaders to have, as 
  it also helps out with all Presence Attacks. 
  • 
  Persuasion 
   
  Another skill useful for the “team 
  spokesman” role. 
  • 
  PS: Team Leader 
   
  This Professional Skill covers all the 
  minutiae of running a team – making up 
  duty rosters, organizing training schedules, 
  and so forth. This skill is also useful for any 
  incidental “team leader information” checks 
  that may come up, especially regarding the 
  team’s NPC staff, base, etc. 
  • 
  Tactics 
   
  If your team leader is meant to be a 
  good leader in combat situations, Tactics is 
  definitely a necessary skill. 
  • 
  Teamwork 
   
  Another “must have” skill for team 
  leaders, the ability to coordinate attacks with 
  other team members is crucial, even if it’s 
  rarely used. 
  TEAM LEADER POWERS 
   
   
   
  The following are a selection of sample 
  powers that build upon the team leader’s ability 
  to direct his teammates. 
  • 
  Tactician 
   
  This power represents a leader who can 
  shout commands to his team (often by using 
  battle codes, i.e., “Maneuver Black-Ten!”) 
  and improve their ability to fight in combat. 
  Tactician:  +2 Combat Skill Levels (All 
  Combat), Ranged (+½), Useable 
  Simultaneously (up to eight people at 
  once, +1); Incantations (-¼), Requires a 
  Tactics Roll (-½). Active Cost: 40. Real 
  Cost: 23 
  • 
  Inspirational Mein 
   
  This power represents a hero who can 
  motivate his team just by being there (i.e., 
  “We can’t let him down!”). Often, this 
  power includes a Requires a Reputation Roll 
  Limitation.  
  Inspirational Mien:  +10 PRE, Ranged 
  (+½), Useable Simultaneously (up to 
  eight people at once, +1); Only for 
  Defense (-1) plus Succor CON 2d6, 
  Useable Simultaneously (up to eight 
  people at once, +1) plus Succor STUN 
  2d6, Useable Simultaneously (up to 
  eight people at once, +1) Active Cost: 
  65. Real Cost: 45 
  • 
  Battle Cry 
   
  The team leader shouts something 
  encouraging (usually the team’s motto or a 
  well-known rallying call, i.e., “Revengers 
  Reassemble!”), and the team leaps into 
  action with startling speed. 
  Battle Cry:  +6 Lighting Reflexes for 
  All Actions, Ranged (+½), Useable 
  Simultaneously (up to eight people at 
  once, +1); Incantations (-¼), Requires a 
  PRE Roll (-½). Active Cost: 22. Real 
  Cost: 15 
   
  
  DIGITAL HERO #41 
   
  33
  HOW NOT TO LEAD A 
  SUPERHERO TEAM 
   
   
   
  There are several ways for a team 
  leader Player Character to mess things 
  up – and most of them are pretty easy – 
  so here are some common pitfalls to try 
  and avoid. (It should go without saying 
  that any real superhero team leader will 
  seek to never be identified with any of 
  these examples!) 
  Be as Autocratic as Possible 
   
  In short, make all decisions on your 
  own without consideration for anyone 
  else’s goals or desires. Yours is the only 
  will that matters. This point is one that 
  Dr. Destroyer often uses, but he’s 
  powerful enough to get away with it. 
  And, y’know, evil. 
  Never Listen to Anyone 
   
  Who cares what anyone else has to 
  say? As if what they think matters. 
  Make sure to make this plain as publicly 
  as you can that the opinions of your 
  teammates have no impact on any 
  decision you make. Consultation of any 
  kind is simply a waste of time. 
  Hog the Spotlight 
   
  Hey, you’re the leader, right? That 
  means there’s only one place for the 
  spotlight! Whatever your lackeys – er, 
  fellow teammates – are up to isn’t that 
  important anyway. 
  Arbitrarily Set Policy 
   
  A leader doesn’t have to have a 
  good reason for his decisions, right? 
  Just make something up off the top of 
  your head. Who are they to question 
  your authority? 
   
   
  
  DIGITAL HERO #41 
   
  34 
  But, I Thought They Were Good Guys…? 
  by John R. Ivicek Jr. 
   
   
  One of the classic great comic book plots is 
  the idea of the disguised villain. Since the 
  Golden Age of comics, it’s been a part of the 
  genre to engage in misdirection. We can divide 
  them into two main types for simplicity’s sake: 
   
  1)  The villains masquerade as their enemy. 
  In this, the villains either have powers similar to 
  the heroes, or they can fake it. They get dressed 
  up like the heroes and go around committing 
  crimes and saying things like “Hey Kid! Make 
  sure you tell the cops that Defender stole your 
  milk money!” Then it is up to the heroes to 
  convince local law enforcement (and possibly 
  other superhero teams as well) that they are, in 
  fact, innocent so that they can track down the 
  evil-doers and expose their nefarious plot. This 
  was a mainstay of the Golden Age and you can 
  still see it today in comic book arcs like the 
  recent Crime Syndicate of America story in 
  Justice League of America. It does, however, 
  require that your villains are almost mirror 
  images of the heroes, or maybe their evil 
  duplicates from another dimension. 
   
  2) The villains masquerade as heroes. Not 
  as any existing ones, but as a new group out to 
  save the world. This one is more subtle and 
  requires a lot of setup work on the GM’s part. 
  However, it has the potential for a lot more 
  depth in terms of campaign complexity. Marvel 
  Comics more or less defined this idea with their 
  comic book Thunderbolts. 
  The first step in using this kind of plot is to 
  figure out which villains you want to use (ideally 
  preexisting, with some history with the PCs), and 
  what they hope to achieve from this ploy (see the 
  sidebar for more). Next, start figuring out what 
  changes (if any) you need to make to the powers 
  of the villains so that they can function as “good 
  guys.” Team selection is very important on 
  several levels at this point. Not only do their 
  powers factor into their ease of conversion, but 
  so do their personalities, psychology, and goals. 
  For example, the Crowns of Krim would scoff at 
  the very idea of playing dress-up, and the aura of 
  Dark Seraph alone makes it an unworkable 
  concept. It’s difficult to convince the world 
  you’re a good guy when you have a tangible aura 
  of evil after all. The Ultimates can be a problem 
  because Blackstar has grey skin and Radium is 
  encased in a sealed suit. It’s not unworkable, but 
  you have to come up with genre-consistent ways 
  to make any changes work. 
   
  The goal is misdirection. Yes, ultimately the 
  PCs should figure out that the new super-team on 
  the block is actually their old nemeses just in 
  time to save the world, but if they figure it out 
  too early, it’s not really any fun for anyone. 
  Conversely, if you make it too difficult (they had 
  their minds swapped into completely different 
  bodies with new brain patterns and powers and 
  no way to tell at all…), well that’s no fun either. 
   
  This is the sort of plot that should be 
  introduced gradually and over time. Have the 
  heroes meet the villains and (hopefully) defeat 
  them early on in their careers. Perhaps they 
  become a semi-recurring group that manages to 
  get away more often than they get caught. 
  Whatever relationship they have with the PCs, it 
  should not be a case of, “Who are they again?” 
  when the unmasking occurs. By the time you are 
  ready to introduce the new “heroes,” make sure 
  that the PCs still remember the villains, but they 
  haven’t seen them for a while. They should be 
  pretty far off the PCs’ radar, but still memorable, 
  when they appear in their new personas. Setting 
  this up is the work of multiple game sessions and 
  should not be rushed. 
   
  For our example, we’re going to use the War 
  Machine from Conquerors, Killers and Crooks 
  pages 39-48. We have a five-member team of 
  bad guys, all built on 350 points. We’re going to 
  give them all anywhere from 1-5 extra points, 
  but they won’t be in powers, it’ll be in things 
  like Acting and applicable Knowledge Skills 
  needed to pull off the deception. Just to make 
  sure the heroes don’t latch on to the number of 
  new “heroes,” we’re also going to take one 
  Shadow Army Soldier and give him some gear to 
  make the new team a little bigger. Try to keep 
  the original mentality of a given villain firmly in 
  mind when making any changes.  
   
                                                             
  artwork by D.T. Butchino 
  SO WHAT DO 
  THEY WANT? 
   
   
   Figuring out what 
  your villains hope to 
  gain from this turn as 
  good guys is the first 
  question you should 
  really answer. It 
  might be access to 
  classified files, 
  locations, or 
  equipment. Maybe 
  it’s simply money (if 
  they’re the ones 
  guarding the armored 
  car, it’s a lot easier to 
  steal, after all). 
  Maybe it’s revenge; 
  now that they are the 
  good guys, perhaps 
  they frame the heroes 
  and then publicly 
  lament about how sad 
  it is when heroes fall 
  and how they’ll do 
  their duty to bring in 
  these former icons… 
  with a heavy heart, of 
  course. 
   The goals should be 
  specific to the team in 
  question. In our 
  example team, the 
  Tech Knights, one 
  possible goal is to 
  gain access to military 
  level research and 
  information through 
  the links they hope to 
  gain as “Official 
  Good Guys.” This 
  serves the overall 
  purpose of keeping 
  their boss, the 
  Warlord, ahead of the 
  game and on target 
  for his ultimate goal 
  of world domination. 
   
  
  DIGITAL HERO #41 
   
  35
   
  To illustrate how easy this can be to pull off, 
  we’re just going to use two books to remake the 
  War Machine into the Tech Knights, your new 
  superhero team. We have Conquerors, Killers, 
  and Crooks for the base stats of The War 
  Machine and Gadgets and Gear for their new 
  toys. Following are the general guidelines used 
  in the conversion. All page numbers after the 
  initial CKC reference are the pages for the items 
  in Gadgets and Gear. 
   
  Warbird (CKC39):  Now called N-Forcer. 
  Removed his wings, wrist rockets, and wing 
  razors. His role is still as leader, but now he is a 
  gadget-using martial artist detective. Added the 
  following items from Gadgets and Gear: Strong 
  Jet Pack (GG106), Energy Net (GG45), Strong 
  Blaster Staff (GG23), Crime Scene Analyzer 
  (GG115); and the Skills Acting and KS: Police 
  Procedures. 
   
  Warcry (CKC41):  Now called Decibel. 
  Unchanged except for the addition of the Acting 
  skill. His principal changes will be in his 
  costume. 
   
  Warhead (CKC43):  Now called Bulwark. 
  Removed his Arty is Your Friend Multipower, 
  and Palm Blasters. Added Power Armor Strength 
  Augmentation (GG82), Weak Vari-Beam 
  (GG83), Weak Power Armor Battery (GG78), 
  some additional PD/ED bought through his new 
  suit, and the skill Acting. 
   
  Warmonger (CKC45):  Now called Lady 
  Psi. Unchanged except for the addition of the 
  Acting skill. Her principal changes will be in her 
  costume. 
   
  Warpath (CKC47):  Now called Artemis. 
  She swaps out the Broadhead arrow slot for a 4 
  charge version of the Strong Boomerang Grabber 
  arrow (GG38) and adds the Acting skill. 
   
  Shadow Soldier (CKC50):  Now called 
  Mad Jack. One of them is added to the team so 
  that the numbers will not instantly be 
  recognizable as the War Machine. All normal 
  equipment removed. Gets the Acting Skill, 
  Halloween Arsenal Multipower (GG53) and a 
  Flight Platform (GG105). 
   
  So that’s the basic idea behind the 
  conversion, let’s see what it gets us. Below are 
  the sheets for our new team, the Tech Knights. 
  It should be noted that each background is the 
  one they have memorized until it is second 
  nature to them now. They are presented more as 
  “sketches” than as full backgrounds. Any 
  details that could be verified such as first 
  appearances, news clippings, back stories, etc, 
  should be covered by the GM so that the ruse 
  doesn’t fall apart at the first sign of 
  investigation. i.e.: If they say that their first 
  appearance as a team was stopping GRAB in a 
  crime, then that should really be their first 
  appearance. However, it should also be the first 
  tip that something might be off. In N-Forcer’s 
  case, perhaps one of his old Air Force 
  “buddies” keeps getting the years they served 
  together wrong, maybe his social worker refers 
  to him by the wrong name and looks 
  momentarily afraid…. 
  SO WHERE DO 
  WE GO FROM 
  HERE? 
   
   
   Now that you have 
  insinuated the villains 
  into your campaign as 
  the new heroes on the 
  block, what next? The 
  War Machine as 
  presented below 
  represents them at the 
  beginning of their 
  stint as heroes. It will 
  take some time for 
  them to achieve their 
  goals (see the other 
  sidebar), so they will 
  be in these new 
  personas for a while. 
   What happens if 
  some of them start to 
  like it? From the 
  sketches below, 
  Bulwark seems the 
  most likely, though 
  N-Forcer is also in the 
  running. Maybe both 
  of them bury the 
  hatchet and decide to 
  truly go legit. Then 
  they need the heroes 
  help to stop the rest of 
  the group (possibly 
  backed up by the 
  Warlord himself) 
  before they get away 
  with all of the 
  information they have 
  been collecting. It’s 
  up to the GM, and this 
  possibility should be 
  based more on how 
  they interact with the 
  world and other 
  heroes as opposed to a 
  hard fast call in this 
  article. Maybe 
  Artemis is the one to 
  go to the heroes. In 
  the end, it’s up to the 
  GM. 
   
  
  DIGITAL HERO #41 
   
  36 
  N-Forcer 
  Background/History:  Jack Knight is the child 
  of parents wronged by the vile actions of VIPER. 
  At age 5, the man who would one day don the 
  gleaming armor of N-Forcer, was a ward of the 
  state and bounced from one foster home to the 
  next. It began to look as if he was headed for a 
  dark path himself, but fate had other plans. As he 
  began to hit the section of the list reserved for 
  “children with issues,” Jack got lucky. His new 
  family was used to discipline cases, in fact his 
  new “father” Tom was used to instilling 
  discipline in the most unruly of our nations 
  youth. He did it daily as a Drill Instructor for the 
  United States Marine Corps. 
   
  At first, it was all resentment and anger on 
  both sides, but one night Jack got saved from a 
  truly horrific beating by the skills of this hard-
  bitten marine. Jack had wised off to the wrong 
  gang, and Tom made sure he lived to tell about 
  it. In another quirk of fate, the gang was a local 
  VIPER recruiting front, the Steel Serpents. But it 
  wasn’t without a price. In the ensuing melee, 
  Tom had his leg broken in no less than 4 places. 
  This didn’t stop him from mopping up the block 
  with the remains of the gang, though. 
   
  Impressed and a little intimidated, Jack 
  decided to see what Tom and his family really 
  had to offer. He was hesitant and untrusting at 
  first, but over time, both sides gave a little and 
  Tom’s proudest moment was watching Jack take 
  his oath of service in the elite Air Force rescue 
  branch. Jack would have contented himself with 
  a hearty feeling of gratitude and a fond 
  remembrance for this new life, but fate again 
  stepped in to change his plans. 
   
  The gang that Tom had crushed had not 
  forgotten. Licking its wounds and lying low for a 
  while, it waited five years before eliminating 
  Tom and his entire family in a grizzly murder 
  spree. Contacted by his former social worker, 
  Jack was devastated. He wanted to set things 
  right. He also wanted revenge. All of his training 
  and dedication were mere shadows to the 
  dedication he poured into training himself for his 
  new role as the protector of the nation’s streets.  
   
  His debut was the dismantling of the gang, 
  the local VIPER cell, and the single-handed 
  apprehension of the Nest Leader of Cincinnati. 
   
  Personality/Motivation:  N-Forcer is a gung-ho, 
  forthright kind of guy. He is dedicated to 
  keeping normal people safe from the predators 
  that surround them on a daily basis. In some 
  ways, he’s pretty one-dimensional. Almost the 
  archetypical leader, one would just as easily 
  expect to see him save a baby and the Flag at the 
  same time during a battle. 
   
  Quote:  “Let’s do this one by the numbers 
  people; innocent lives hang in the balance!” 
   
  Powers/Tactics:  N-Forcer is an armored martial 
  artist and detective. He seems to lead as naturally 
  as most people breathe, and his knowledge of 
  tactics and teamwork is always apparent. He has 
  a wide array of technical toys to work with. He’ll 
  usually try to take an opponent out of the fight 
  quickly with his net gun. If nothing else, it 
  usually serves as a momentary distraction so that 
  one of the others can deliver a coup de grace. If 
  forced into close quarters, he’ll use his staff and 
  more of his esoteric maneuvers such as the flying 
  throw. He likes to foster the impression that he is 
  a ground-bound martial artist, only to surprise an 
  opponent with his flight pack. 
   
  Appearance:  N-Forcer stands 5’10” in his 
  armor. He is clad from head to toe in an 
  armoplast battlesuit. The under-suit is grey with 
  white plates covering the chest, groin, and 
  forearms. N-Forcer is picked out in grey on the 
  left breast. His helmet is the reverse of most of 
  the suit, with a white shell and grey raised eye 
  covers and a strengthening band down the center. 
  He also wears white swashbuckler style boots. 
  Holstered on his right hip is his golden net gun:  
  a boxy, snub-nosed weapon with an integrated 
  scope. Attached by magnetic clamps to his left 
  bracer is his energy staff in collapsed form. 
  Around his waist he wears a utility belt of leather 
  with a large “N,” grey on a white background, as 
  the buckle. His crime scene analyzer is a series 
  of innocuous looking utility belt “detecting 
  gadgets” that look like monocle magnifiers, 
  dusting kits, etc. 
  
  DIGITAL HERO #41 
   
  37
  N-Forcer 
   Val CHA Cost Roll Notes 
   20 STR 
  10 12- Lift 400 kg; 4d6 HTH [2] 
   20 DEX 
  30 13- OCV:  7/DCV:  7 
   20 CON 
  20 13-  
   12 BODY 
  4 12-  
   15 INT 
  5 12- PER Roll:  12- 
   12 EGO 
  4 11- ECV:  4 
   18 PRE 
  8 12- PRE Attack:  3½d6 
   10 COM 
  0 11-  
   
   
  8 PD 
  4 
   Total:  20 PD (12 rPD) 
   
  8 ED 
  4 
   Total:  20 ED (12 rED) 
   
  5 SPD 
  20 
   Phases:  3, 5, 8, 10, 12 
   
  8 REC 
  0 
   
   40 END 
  0 
   
   37 STUN 
  5 
   
   
  Total Characteristics Cost:  114 
  Movement: Running: 
  7”/14” 
   
  Flight: 
  20”/40” 
   
  Leaping: 
  4”/8” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   22 Blaster Staff:  Multipower, 45-point 
  Reserve; OAF (-1) 
  0 
   1u  1) Staff:  HA 4d6 (8d6 with STR); 
  OAF (-1), HA (-½) plus Stretching 1”, 
  Reduced Endurance (0 END, +½);  
   
   OAF (-1), Only to Cause Damage (-½),  
   
   Always Direct (-¼), No Noncombat 
  Stretching (-¼), No Velocity Damage 
  (-¼) 
  2  
   2u  2) Blaster:  EB 9d6; OAF (-1), 10 
  Charges (-¼) 
  [10] 
   17 Energy Net:  Entangle 4d6, 4 DEF, 
  Area Of Effect (One Hex, +½); 1 
  Recoverable Charge (-1¼), OAF (-1), 
  Range Based On Strength (-¼) 
  [1rc]  
   24 Bulletproof Armor:  Armor (12 PD/12 
  ED); OIF (-½) 
  0  
   27 Jet Pack:  Flight 20”, 1 Continuing 
  Fuel Charge Lasting 2 Hours (Difficult 
  to Obtain; Specially-Refined Jet Fuel, 
  +0); OIF (-½) 
  [1cc]  
   
  2 Fast Runner:  Running +1” (7” Total) 
  1  
   
  3 Nightsight Helmet:  Ultraviolet 
  Perception (Sight Group); OIF (-½) 
  0  
   
  7 Helmet Radio:  High Range Radio 
  Perception (Radio Group); OIF (-½), 
  Affected as Hearing and Radio (-¼) 
  0  
   17 Crime Scene Analyzer:  Criminology 
  18-; IIF (-¼) 
  0 
   
   Perks 
   
   
  5 Membership:  Commander of the War 
  Machine 
   
   Skills
   
   Martial Arts:  Commando Training and 
  Warbird Fighting 
   
   Maneuver 
  OCV DCV Notes 
   
  4  Boxing Cross +0 
  +2 
  6d6 Strike 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  35 STR Escape 
   
  4 Karate Chop 
  -2 
  +0 
  HKA 1d6+1 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   
  5  Flying Dodge — 
  +4 
  Dodge, Abort, 
  FMove 
   
  5  Flying Grab 
  -2 
  -1 
  2 Limbs, 30 
  STR, FMove 
   
  5  Flying Throw -1 
  -2 
  2 Limbs, 4d6 + 
  v/5, Throw, 
  FMove 
   
  5  Passing Disarm -1 
  -1 
  30 STR Disarm, 
  FMove 
   
  5  Passing Strike +1 
  +0 
  4d6 + v/5, 
  FMove 
   
  1  Use Art with Staff 
   16 +2 with All Combat  
   
  8 +4 with Flight  
   
  3 Acting 13-  
   
  3 Combat Piloting 13-  
   
  2 AK: Africa 11-  
   
  2 KS: Military History 11-  
   
  2 KS: Police Procedures 11-  
   
  2 KS: Superheros 11-  
   
  2 KS: Supervillains 11-  
   
  2 KS: The Warlord & His Organization 11-  
   
  2 Navigation (Air) 12-  
   
  3 Paramedics 12-  
   
  3 Stealth 13-  
   
  7 Tactics 14-  
   
  3 Teamwork 13-  
   
  3 TF: Combat Aircraft, Helicopters, Large 
  Planes, Small Planes  
   
  2 WF: Common Martial Arts Melee 
  Total Skills & Powers:  238 
  Total Cost:  352 
   200+ Disadvantages 
   20 Hunted:  The Champions 8- (Mo Pow, 
  NCI) 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   10 Psychological Limitation:  Looks After 
  His Men Before Himself (Common, 
  Moderate) 
   15 Psychological Limitation:  Loyal to the 
  Warlord (Common, Strong) 
   20 Psychological Limitation:  Revels in 
  Violence and Combat (Very Common, 
  Strong) 
   15 Reputation:  Superpowered Lieutenant of 
  the Warlord 11- (Extreme) 
  
  DIGITAL HERO #41 
   
  38 
  N-Forcer 
   
  5 Rivalry:  Warhead (Professional, As Pow, 
  Seek to Outdo, Rival Aware)  
   15 Social Limitation:  Secret Identity [Paul 
  Avery] (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   
  2 Experience Points 
  Total Disadvantages:  352 
  
  DIGITAL HERO #41 
   
  39
  Decibel 
  Background/History:  Bob Sycamore grew up 
  as the all-American kid. He did well in school, 
  played football well enough to get some 
  attention from recruiters, and sang in both his 
  church choir and a local grunge band, the 
  Demented. On top of all that, he was a good kid. 
  When he was asked what his plans were for 
  college, he announced that he wanted to join the 
  service first. He said he felt that this country had 
  done a lot of good by him, and he felt that he 
  needed to even the score a bit. 
   
  His stint in the service was a repeat of 
  everything that had come before. He worked 
  hard, he listened to his superiors, and he 
  excelled. Bob had just completed his third year 
  and was starting to look forward to the new 
  challenges ahead of him once he mustered out.  
   
  But Bob was sidetracked prematurely. 
  Volunteering to help out with a special project to 
  develop sonic weapons for the military as a non-
  lethal means of securing areas, Bob was in the 
  wrong place at the wrong time.  
   
  As the explosion cleared, the medics were 
  shocked to find Bob still alive, even if just 
  barely. Out of 14 people on the project, he was 
  the only one to make it. The project was quietly 
  closed and Bob discovered that the explosion of 
  the amplisonic cannon had made some major 
  changes in him. First off, his singing voice was 
  gone. He could only warble off key now 
  (something that annoys Warcry no end as he is 
  quite an accomplished singer) and his vocal 
  chords seemed to harness the energy of the 
  destroyed cannon.  
   
  With parts of his life now on hold, he just 
  turned a new page and when he saw N-Forcer in 
  trouble against some villains, he pitched in and 
  the two started the nucleus of what would 
  become the Tech-Knights. 
   
  Personality/Motivation:  Decibel is a team 
  player who always tries his best to take out the 
  opposition with the minimum force required. In 
  quieter moments, he laments the loss of his 
  singing voice, but he puts on a brave face since 
  there is still a job to be done and the villains 
  don’t care about his singing anyway. 
   
  Quote:  “This’ll sort of be like a lullaby. I’m 
  going to sing, you’re going to pass out.” 
   
  Powers/Tactics:  Decibel has been restricted to 
  slots 1, 2, 3, and 5 from his multipower while 
  playing the hero. If things look desperate or the 
  group is going to be uncovered, all bets are off. 
  His sonic powers are formidable and varied. His 
  usual gambit is to use his shattering attack to 
  remove guns or prominent foci. After that, he 
  usually uses his focused blast until his opponent 
  drops. If confronting a lot of agent types, the 
  Vertigo attack is a given as long as he isn’t going 
  to disable his own team by doing it. 
   
  Appearance:  Decibel stands 6’1” and is clad in 
  a head to toe purple bodysock of armor-weave. 
  He has a visible grillwork attachment over his 
  mouth which screams out “Grab me, I’m a 
  focus!” but which does absolutely nothing other 
  than glint metallically. White gloves and low-
  heeled boots complete his rather Spartan attire. 
  
  DIGITAL HERO #41 
   
  40 
  Decibel 
  
  DIGITAL HERO #41 
   
  41
  Decibel 
   Val CHA Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   20 DEX 
  30 13- OCV:  7/DCV:  7 
   18 CON 
  16 13-  
   13 BODY 
  6 12-  
   13 INT 
  3 12- PER Roll:  12- 
   10 EGO 
  0 11- ECV:  3 
   15 PRE 
  5 12- PRE Attack:  3d6 
   12 COM 
  1 11-  
   
   
  6 PD 
  3 
   Total:  18 PD (12 rPD) 
   10 ED 
  6 
   Total:  22 ED (12 rED) 
   
  5 SPD 
  20 
   Phases:  3, 5, 8, 10, 12 
   
  7 REC 
  0 
   
   60 END 
  12 
   
   35 STUN 
  5 
   
  Total Characteristics Cost:  119 
  Movement: Running: 
  9”/18” 
   
  Leaping: 
  3”/6” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   87 Sonic Implants:  Multipower, 87-point 
  Reserve 
  0 
   7u  1) Sonic Boom:  EB 10d6, Explosion 
  (-+½) 
  7 
   7u  2) Focused Sonic Boom:  EB 12d6, 
  Reduced Endurance (½ END, +¼) 
  3 
   4u  3) Shattering Shout:  RKA 5d6; Only 
  versus Rigid Non-Living Targets (-1) 
  7 
   7u  4) Sonic Liquefication:  RKA 4d6, 
  Reduced Endurance (½ END, +¼) 
  3 
   7u  5) Vertigo Induction:  Drain DEX 3d6, 
  Personal Immunity (+¼), Area Of 
  Effect (8” Radius, +1¼) 
  7 
   24 Bulletproof Costume: Armor (12 
  PD/12 ED); OIF (-½) 
  0  
   
  8 Sonic Tolerance:  Hearing Group 
  Flash Defense (8 points) 
  0  
   
  6 Fleet-Footed:  Running +3” (9” Total) 
  1 
   
  3 Nightsight Mask Lenses:  Ultraviolet 
  Perception (Sight Group); OIF (-½) 
  0  
   
  6 Mask Radio: Radio Perception/ 
  Transmission (Radio Group); OIF (-½), 
  Affected as Hearing and Radio (-¼) 
  0  
   
   Perks 
   
   
  4   Membership:  Member of the War 
  Machine 
   
   Talents 
   
   
  3  Perfect Pitch 
   
   Skills
   
   Martial Arts: Commando Training 
   
   Maneuver 
  OCV DCV Notes 
   
  3 Akido Throw +0 
  +1 
  3d6 + v/5, 
  Throw 
   
  4  Boxing Cross +0 
  +2 
  5d6 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  30 STR Escape 
   
  4  Hold 
  -1 
  -1 
  Grab 3 Limbs, 
  25 STR 
   
  4 Judo Disarm 
  -1 
  +1 
  25 STR Disarm 
   
  4 Karate Chop 
  -2 
  +0 
  HKA 1d6+1 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   
  6 +2 with Sonic Implants Multipower  
   
  3 Acting 12-  
   
  1 AK: Europe 8-  
   
  2 KS: Military History 11-  
   
  2 KS: Superheroes 11-  
   
  2 KS: Supervillains 11-  
   
  3 Mimicry 12-  
   
  2 PS: Singing 11-  
   
  2 PS: Soldier 11-  
   
  3 Stealth 13-  
   
  3 Tactics 12-  
   
  3 Teamwork 13-  
   
  3 Ventriloquism 12 
  Total Skills & Powers:  234 
  Total Cost:  353 
   200+ Disadvantages 
   
  5 Distinctive Features:  Unique Geiger 
  Counter and Metal Detector Signature 
  (Not Concealable, Unusual Senses) 
   20 Hunted:  The Champions 8- (Mo Pow, 
  NCI) 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   15 Psychological Limitation:  Loyal to the 
  Warlord (Common, Strong) 
   20 Psychological Limitation:  Showoff, 
  Loves to Use His Powers (Very Common, 
  Strong) 
   10 Psychological Limitation:  Vengeful 
  (Uncommon, Strong) 
   15 Reputation:  Superpowered Soldier of the 
  Warlord 11- (Extreme) 
   15 Social Limitation:  Secret Identity 
  [Franklin “Frank” Robinson] (Frequently, 
  Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   
  3 Experience Points 
  Total Disadvantages:  353 
   
   
  
  DIGITAL HERO #41 
   
  42 
  Bulwark 
  Background/History:  John Kincaid was born a 
  statistic. The child of a crack dependant mother, 
  John was born “developmentally impaired.” 
  What this meant in reality was that his limbs 
  were withered, his birth weight was exceedingly 
  low, and it was feared that his intellect would 
  never develop properly. 
   
  As he grew up, his life was one of struggle 
  and adversity. He had been removed from his 
  parents’ care and lived with his grandmother. 
  She had done her best to nurture the brain of the 
  child in the shattered body, but it seemed that 
  the doctor’s fears had been confirmed and John 
  was well below average. But not in everything. 
  He was passionate about airplanes. He knew 
  every major design firm by name and could 
  rattle off call letters and aircraft names for 
  hours without making a mistake. He told his 
  grandma that someday, he’d be the one flying. 
  His grandma would smile and agree saying, 
  “Yes John, someday you’ll show them all that 
  you can really fly.” 
   
  His life should have continued normally, but 
  in his teens, John started getting chronic 
  migraines. The kind that leave you curled up in a 
  dark quiet room in a little whimpering ball 
  praying that the pain will end or that you’ll just 
  pass out. In his more lucid moments, he’d 
  explain that he thought the pain was an idea 
  trying to get out of his head. Strangely enough, 
  there seemed to be something to this as his 
  grades in school improved vastly and not only 
  did he catch up with his classmates, he passed 
  them by jumping ahead a grade.  
   
  One morning the pain from his migraines 
  was so great that he couldn’t go to school. His 
  grandma fretted as this continued over the next 
  week and John just lay in bed whimpering and 
  moaning. Nothing seemed to work. None of his 
  expensive prescriptions or home remedies had 
  any effect. The pain finally ended five days later. 
  John spent the entire weekend in his room 
  drawing. 
   
  The result was the Bulwark battlesuit, 
  something he refined in college and as he began 
  his graduate work. But battlesuits have a 
  tendency to attract all sorts of attention, even 
  when they only exist on paper. In this case, 
  VIPER figured another backup to the Dragon 
  program couldn’t hurt. 
   
  Encountering a fully operational suit put a 
  crimp in their plans. Over the years since that 
  day, John has upgraded the suit to its current 
  levels. Strangely, it’s the only supertech thing he 
  can design. In all other regards, he makes a 
  decent airplane designer, but not even a great 
  one. He’s just proud that his one contribution has 
  allowed him to live an entirely new life and to 
  help others. 
  Personality/Motivation:  Of all the Tech 
  Knights, Bulwark is the most changed from his 
  usual role in the War Machine. He has gone from 
  being the support blaster to the front line brick. 
  It’s a role he loathed at first. He hated the bright 
  armor, the giant size of it, and being subordinate 
  to Warbird yet again. But a strange thing 
  happened. As he got used to the suit and its 
  capabilities, he’s come to revel in his new power. 
  He can lift 100 tons without breaking a sweat 
  and his speed means he can go toe to toe with 
  most other bricks and stand a good chance of 
  knocking them off their game with a fast first 
  strike. He also has a lot of versatility because of 
  his martial arts and more than one opponent has 
  been sure he had the upper hand only to be 
  thrown to the ground and then knocked out with 
  a coup de grace. Against other opponents, his 
  strong melee skills usually mean a one shot 
  knockout. In fact, Bulwark loves his new suit so 
  much, he’s become almost the perfect team 
  player. Almost. He still interjects the odd 
  comment or insult towards N-Forcer during non-
  combat situations. But he tries to keep it “in the 
  family” when no one outside the team would 
  hear it. 
   
  Quote:  “Where do you want me to throw the 
  crane boss?” 
   
  Powers/Tactics:  Bulwark is amazingly agile 
  and quick for a “typical brick.” His speed and 
  reflexes are even better than the team’s martial 
  artist. Combined with his own pugilistic skills, 
  this makes him a wrecking machine on the 
  battlefield. His defenses are solid, if not 
  spectacular. Bulwark knows he can soak up 
  normal energy beams all day long, but military 
  grade weaponry like machine guns are a 
  potential problem. Between his speed and flight 
  though, he can usually get to the problem and 
  eliminate it before it becomes an issue. He still 
  retains some of his original role of support in the 
  form of his vari-beam. If the team confronts an 
  opponent with a known weakness, it’s Bulwark’s 
  job to attune the beam and let fly early in the 
  fight. 
   
  Appearance:  Bulwark is 6’7” tall in his armor, 
  though careful scrutiny will reveal that his head 
  looks “wrong,” like it’s supposed to be on a guy 
  a lot smaller. The armor itself is bright and 
  flashy, designed to attract attention away from 
  his teammates since it is also the best designed to 
  soak up damage. A bright red undersuit is 
  covered with Gold plates or armor and a 
  matching helmet. The visor of the helmet and the 
  iris of his chest mounted vari-beam both glow 
  with an incandescent sapphire light. 
  
  DIGITAL HERO #41 
   
  43
  Bulwark 
  
  DIGITAL HERO #41 
   
  44 
  Bulwark 
   Val CHA Cost Roll Notes 
  20/60 STR 
  10 21- 100 tons, 12d6 HTH [2] 
   
  23 DEX 
  39 14- OCV:  8/DCV:  8 
   
  20 CON 
  20 12-  
   
  15 BODY 10 11-  
   
  13 INT 
  3 12- PER Roll:  12-/15- 
   
  10 EGO 
  0 12- ECV:  3 
   
  20 PRE 
  10 13- PRE Attack:  4d6 
   
  10 COM 
  0 12-  
   
   
  10 PD 
  6 
   Total:  31 PD (12 rPD) 
   
  8 ED 
  4 
   Total:  29 ED (12 rED) 
   
  5 SPD 
  17 
   Phases:  3, 5, 8, 10, 12 
   
  8 REC 
  0 
   
   
  40 END 
  0 
   
   
  35 STUN 
  0 
   
  Total Characteristics Cost:  119 
  Movement: Running: 
  9”/18” 
   
  Flight: 
  15”/30” 
   
  Leaping: 
  12”/24” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   20 Powered Armor Strength Augmentation:  
  +40 STR; OIF (-½), No Figured 
  Characteristics (-½) 
  4 
   40 Powered Armor Vari-Beam Projector:  
  EB 8d6, Variable Special Effects (Any 
  SFX, +½); OIF (-½) 
  6 
   24 Bulletproof Costume:  Armor (12 
  PD/12 ED); OIF (-½) 
  0 
   12 Reinforced Padding:  +9 PD; OIF (-½) 
  plus +9 ED; OIF (-½) 
  0 
   25 Jetpack:  Flight 15”, Reduced 
  Endurance (½ END, +¼); OIF (-½) 
  1  
   11 Enhanced Flight Mode:  Flight +11”; 
  8 Charges (-½), OIF (-½) 
  [8]  
   
  3 Nightsight Mask Lenses:  Ultraviolet 
  Perception (Sight Group); OIF (-½) 
  0 
   
  6 Mask Radio: Radio Perception/ 
  Transmission (Radio Group); OIF (-½), 
  Affected as Hearing and Radio (-¼) 
  0 
   13 Powered Armor Battery:  Endurance 
  Reserve (100 END, 10 REC); OIF (-½) 0 
   
  6 Good Eyes:  +3 PER with Sight Group 
  0 
   
   Perks 
   
   
  4 Membership:  Member of the War 
  Machine 
   
   Skills
   
   Martial Arts: Commando Training 
   
   Maneuver 
  OCV DCV Notes 
   
  3 Akido Throw +0 
  +1 
  12d6 + v/5, 
  Throw 
   
  4  Boxing Cross +0 
  +2 
  14d6 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  75 STR Escape 
   
  4  Hold 
  -1 
  -1 
  Grab 3 Limbs, 
  70 STR 
   
  4 Judo Disarm 
  -1 
  +1 
  70 STR Disarm 
   
  4 Karate Chop 
  -2 
  +0 
  HKA 1d6+1 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   12 +4 with Arty Is Your Friend Multipower  
   
  3 Acting 13- 
   
  3 Combat Piloting 14-  
   
  2 KS: History of Aviation 11-  
   
  2 KS: Military History 11-  
   
  2 KS: The Military/Mercenary/Terrorist 
  World 11-  
   
  2 KS: Superheroes 11-  
   
  2 KS: Supervillains 11-  
   
  2 Navigation (Air) 12-  
   
  3 Stealth 14-  
   
  3 Tactics 12-  
   
  3 Teamwork 14- 
  Total Skills & Powers:  234 
  Total Cost:  353 
   200+ Disadvantages 
   20 Hunted:  The Champions 8- (Mo Pow, 
  NCI) 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   10 Psychological Limitation:  Arrogant Jerk 
  (Common, Moderate) 
   15 Psychological Limitation:  Loyal to the 
  Warlord (Common, Strong) 
   15 Psychological Limitation:  Womanizer 
  (Common, Strong) 
   15 Reputation:  Superpowered Soldier of the 
  Warlord 11- (Extreme) 
   10 Rivalry:  Warbird (Professional, Superior 
  Position, Seek to Outdo, Rival Aware) 
   15 Social Limitation:  Secret Identity [Arthur 
  “Arty” Weist] (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   
  3 Experience Points 
  Total Disadvantages:  353 
   
   
  
  DIGITAL HERO #41 
   
  45
  Lady Psi 
  Background/History:  Patricia Brown grew up 
  as a normal, healthy, and completely average 
  suburban kid. Of course, that all changed the day 
  her mutant powers began to manifest at puberty. 
  Suddenly she found she could release the power 
  of someone’s id to wrack them with doubt and 
  pain freezing them into immobility or knocking 
  them out cold if she pushed long enough. She 
  could also take control of another’s mind and get 
  them to do as she wished. It was unnerving and, 
  unfortunately, it was also noticed. 
   
  On the run from the law, Patricia might have 
  ended up on the wrong side of the tracks for 
  good, but a chance meeting with Decibel 
  changed her life for the better. The Tech Knights 
  took her in and gave her a Psi-Modulator tiara to 
  keep her powers under control. Since then, she 
  has been glad to do her part to help others who 
  might be in need. 
   
  (This is as much as Sandra was willing to 
  learn. Anything more complex she tries to hide 
  behind a veneer of shyness. Unfortunately, she 
  just doesn’t care and thinks this whole idea is the 
  height of idiocy. She’s most likely to slip 
  character, though when she is trying, she is very 
  convincing as the neophyte/rescued heroine 
  trying to do good.) 
   
  Personality/Motivation:  Lady Psi is the least 
  happy about this charade. She has to curtail the 
  use of her main power and work at greatly 
  reduced level of effectiveness. She also has to 
  stick to more conventional commands when 
  using her mind control and her coldhearted 
  disdain for others is making this a potential 
  problem. It is probably only a matter of time 
  before she just lashes out at an opponent with her 
  full powers. Almost more annoying to her is the 
  need for “quips.” She hates them and so far just 
  uses the one she was assigned. Again and again 
  and again…. 
   
  Quote:  “A mind is a terrible thing to waste… 
  let me borrow yours.” 
   
  Powers/Tactics:  Lady Psi is the team’s 
  mentalist, and in that role she has had to curtail 
  the use of her anger power to certain situations. 
  In general, this has forced her to be more 
  inventive with her Mind Control and use it at the 
  reduced level for lesser effects. Her “Tortures of 
  the Mind” has been renamed as “The Assault of 
  the Id” and she relies on it as her main attack 
  now. Her melee prowess has come as a surprise 
  to more than one opponent who thought they 
  would simply deck the mentalist and take her out 
  of the fight only to find themselves in a 
  complicated arm lock. 
   
  Appearance:  Lady Psi stands 5’4”. She is clad 
  in a head to toe royal blue bodystocking with 
  white gloves and high-heeled boots. Her eyes 
  glow green from inside her fully concealing 
  mask. A tiara with a faintly glowing gem in its 
  center rests on her brow and like Decibel’s 
  grillwork, does absolutely nothing. Long brown 
  hair (a wig) cascades from the top of her costume 
  and falls to about the middle of her back.  
  
  DIGITAL HERO #41 
   
  46 
  Lady Psi 
  
  DIGITAL HERO #41 
   
  47
  Lady Psi 
   Val CHA Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   18 DEX 
  24 13- OCV:  6/DCV:  6 
   18 CON 
  16 13-  
   10 BODY 
  0 11-  
   20 INT 
  10 13- PER Roll:  13- 
   23 EGO 
  26 14- ECV:  8 
   15 PRE 
  5 12- PRE Attack:  3½d6 
   14 COM 
  2 12-  
   
   
  6 PD 
  3 
   Total:  18 PD (12 rPD) 
   
  8 ED 
  4 
   Total:  20 ED (12 rED) 
   
  5 SPD 
  22 
   Phases:  3, 5, 8, 10, 12 
   
  7 REC 
  0 
   
   36 END 
  0 
   
   30 STUN 
  3 
   
  Total Characteristics Cost:  120 
  Movement: Running: 
  6”/12” 
   
  Leaping: 
  3”/6” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   50 Mental Domination:  Mind Control 8d6, 
  Reduced Endurance (½ END, +¼) 
  2 
   22 Anger Management:  Mind Control 
  +6d6, Reduced Endurance (0 END, +½); 
  Only to Control/Inflict Anger and the 
  Desire to Do Violence (-1) 
  0 
   45 The Assault of the Id:  Ego Attack 2d6, 
  Reduced Endurance (½ END, +¼), 
  Continuous (+1) 
  2 
   
   24 Bulletproof Costume:  Armor (12 PD/12 
  ED); OIF (-½) 
  0  
   
  3 Nightsight Mask Lenses:  Ultraviolet 
  Perception (Sight Group); OIF (-½) 
  0  
   
  6 Mask Radio: Radio Perception/ 
  Transmission (Radio Group); OIF (-½), 
  Affected as Hearing and Radio (-¼) 
  0 
   
   Talents 
   
  15   Combat Sense 13- 
  20   Danger Sense (Self Only, Out of Combat) 
  13-  
   
   Perks 
   
  4   Membership:  Member of the War 
  Machine 
   
   Skills
   
   Martial Arts:  Commando Training 
   
   Maneuver 
  OCV DCV Notes 
   
  4  Boxing Cross +0 
  +2 
  5d6 Strike 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  30 STR Escape 
   
  4  Hold 
  -1 
  -1 
  Grab 3 Limbs, 
  25 STR 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   
   
  3 Acting 12-  
   
  2 KS: Asian History & Culture 11-  
   
  3 KS: Military History 13-  
   
  3 KS: Superheroes 13-  
   
  3 KS: Supervillains 13-  
   
  1 PS: Soldier 8-  
   
  3 Stealth 13-  
   
  3 Tactics 13-  
   
  3 Teamwork 13- 
  Total Skills & Powers:  210 
  Total Cost:  353 
   200+ Disadvantages 
   10 Distinctive Features:  Mutant (Not 
  Concealable, Major, Unusual Senses) 
   20 Hunted:  The Champions 8- (Mo Pow, 
  NCI) 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   10 Psychological Limitation:  Coldhearted 
  and Humorless (Common, Moderate) 
   15 Psychological Limitation:  Disdain for 
  Others (Common, Strong) 
   15 Psychological Limitation:  Loyal to the 
  Warlord (Common, Strong) 
   15 Reputation:  Superpowered Soldier of the 
  Warlord 11- (Extreme) 
   15 Social Limitation:  Secret Identity [Sandra 
  Chiang] (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   
  3 Experience Points 
  Total Disadvantages:  353 
   
   
  
  DIGITAL HERO #41 
   
  48 
  Artemis 
  Background/History:  Mary Cassidy was born 
  competitive. She raced her twin and managed to 
  be born first by minutes. That heralded her 
  attitude for the rest of her life. Mary didn’t crawl 
  when she could walk, or walk when she could 
  run. She was the first to speak, the first to walk, 
  and as she reminds her sister Sally to this day, 
  the first one potty-trained. 
   
  In high school she found her niche in one of 
  the “weird sport” gym classes. The teacher 
  handed out bows, and as in everything else, 
  Mary had to be the best. At first, she was more 
  like the worst, but as the days went on, she 
  practiced at home until by the end of the two 
  weeks, she was clearly the best shot in the 
  school, never mind her class. She also 
  discovered to her surprise that she loved it. It 
  was all skill, all finesse.  
   
  Mary stuck with archery as a hobby all 
  through her life and it was in her senior year of 
  college that she added a new wrinkle. A mugger 
  had been assaulting young women on her 
  campus. It might have been just one of those 
  things that happens to other people, but then her 
  sister was attacked while visiting Mary one 
  weekend. After Sally left, Mary decided that she 
  was going to bring the guy in since the campus 
  security didn’t seem to be able to find the 
  perpetrator. 
   
  It was a near thing, the mugger got too close 
  and all her skill with a bow was pretty useless 
  when he was right in her face, but a well placed 
  knee gave her enough time to take him down and 
  then to call security to find the trussed up 
  mugger. Mary had discovered something she 
  liked more than just shooting.  
   
  Her entry into the costumed world only 
  occurred after several more years of training with 
  her chosen weapon and some bare-knuckle work 
  as well. When she first arrived, many thought 
  she was an old archer in a new costume because 
  she was so professional and methodical. But this 
  came from her realizing that while she is a 
  phenomenal shot with a bow, some of her 
  adversaries throw tanks for fun. When the Tech 
  Knights offered her membership, she jumped at 
  the chance. It was good to have someone to 
  watch your back, especially when they shared a 
  similar attitude to the work. 
   
  Personality/Motivation:  Artemis is the 
  consummate professional. She is businesslike 
  and efficient in combat to the point that she is 
  almost a machine. There are new rules to this 
  contest, but Artemis just sees it as a new 
  challenge. It can be a lot harder to disable than to 
  kill after all, and since as far as she’s concerned, 
  she’s the best, then this is just another way for 
  her to show her superiority. 
   
  Quote:  “I just put an arrow down the barrel of 
  that gun. You sure you still want to pull the 
  trigger, big guy?” 
   
  Powers/Tactics:  Artemis is almost inhumanly 
  fast, and is used to getting the first shot in most 
  combats. She’ll usually try to get the most out of 
  that first shot and hit the enemy group with an 
  area-affecting attack before things get close. 
  After that, she’ll move around the combat like a 
  true hunter, picking her targets and the 
  appropriate arrow for the job. If she encounters 
  someone who is giving the team a problem, 
  she’ll let her teammates keep them busy while 
  she looks for weaknesses in their defense. If she 
  can get it, she’ll go for 2 Phases of Find 
  Weakness to ensure that her shot is a finisher. 
  She’ll only use the chisel point arrows against 
  inanimate objects or enemy foci.  
   
  Appearance:  Artemis stands 5’11”. She wears a 
  hunter green armored body stocking with white 
  low heeled boots, a white full head mask that has 
  a golden targeting monocle over her left eye and 
  allows a mane of blonde hair (a wig) to spill 
  from a top knot to her shoulders. On her left arm 
  is a white archery brace that runs all the way up 
  to her shoulder. On her right hand is an archery 
  glove that covers her thumb, index, and middle 
  fingers and ends at her wrist. Her quiver is 
  leather and secured to her waist by a white belt, 
  and her weapon is a modern compound longbow. 
  
  DIGITAL HERO #41 
   
  49
  Artemis 
  
  DIGITAL HERO #41 
   
  50 
  Artemis 
   Val CHA Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   25 DEX 
  45 14- OCV:  8/DCV:  8 
   15 CON 
  10 12-  
   10 BODY 
  0 11-  
   15 INT 
  5 12- PER Roll:  12-/15- 
   15 EGO 
  10 12- ECV:  5 
   18 PRE 
  8 13- PRE Attack:  3½d6 
   18 COM 
  4 12-  
   
   10 PD 
  7 
   Total:  22 PD (12 rPD) 
   10 ED 
  7 
   Total:  22 ED (12 rED) 
   
  5 SPD 
  15 
   Phases:  3, 5, 8, 10, 12 
   10 REC 
  8 
   
   30 END 
  0 
   
   45 STUN 
  19 
   
  Total Characteristics Cost:  143 
  Movement: Running: 
  12”/24” 
   
  Leaping: 
  3”/6” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   30 Bow and Arrows: Multipower, 60-point 
  Reserve; OAF (-1) 
  0 
   1u 1) Boomerang Grabber Arrow:  
  Telekinesis (30 STR); OAF (-1), 4 
  Charges (-1), Only Works on Objects 
  Small Enough to be Grabbed by the 
  Pincer on the Arrow (-½), Affects 
  Whole Object (-¼) 
  [4] 
   1u  2) Chisel-Point Arrow:  RKA 2d6, 
  Armor Piercing (+½); 4 Charges (-1), 
  OAF (-1) 
  [4] 
   2u  3) Taser Arrow:  EB 12d6, STUN Only; 
  4 Charges (-1), OAF (-1) 
  [4] 
   2u  4) Glue Arrow:  Entangle 4d6, 4 DEF, 
  Sticky (+½); 4 Charges (-1), OAF (-1) [4] 
   2u  5) Flare Arrow:  Sight and Hearing 
  Groups Flash 11d6; 4 Charges (-1), 
  OAF (-1) 
  [4] 
   2u  6) Smoke Arrow:  Darkness to Sight 
  Group 6” Radius; OAF (-1), 4 
  Continuing Charges (Removed by High 
  Winds or Rain) Lasting 1 Turn (-½) [4cc]  
   2u  7) Explosion Arrow:  EB 8d6, 
  Explosion (+¼); 4 Charges (-1), OAF 
  (-1) 
  [4] 
   2u  8) Knockout Gas Arrow:  EB 4d6, Area 
  Of Effect (4” Radius, +1), No Normal 
  Defense (Self-Contained Breathing, 
  +1); 4 Charges (-1), OAF (-1) 
  [4] 
   30 Uncanny Accuracy:  Find Weakness 
  13- with Bow and Arrows Multipower 
  0  
   24 Bulletproof Costume:  Armor (12 PD/12 
  ED); OIF (-½) 
  0  
   12 Fleet Footed:  Running +6” (12” Total) 1  
   
  3 Nightsight Mask Lenses:  Ultraviolet 
  Perception (Sight Group); OIF (-½) 
  0  
   
  6 Good Eyes:  +3 PER with Sight Group 
  0  
   
  6 Mask Radio: Radio Perception/ 
  Transmission (Radio Group); OIF (-½), 
  Affected as Hearing and Radio (-¼) 
  0 
   
   Perks
   
  4 Membership:  Member of the War 
  Machine 
   
   Skills
   
   Martial Arts: Commando Training 
   
   Maneuver 
  OCV DCV Notes 
   
  3 Akido Throw +0 
  +1 
  3d6 + v/5, 
  Throw 
   
  4  Boxing Cross +0 
  +2 
  5d6 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  30 STR Escape 
   
  4  Hold 
  -1 
  -1 
  Grab 3 Limbs, 
  25 STR 
   
  4 Judo Disarm 
  -1 
  +1 
  25 STR Disarm 
   
  4 Karate Chop 
  -2 
  +0 
  HKA 1d6+1 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   15 +5 with Bow and Arrows Multipower  
   
  3 Acting 13-  
   
  2 KS: Amerind Myths & Legends 11-  
   
  3 KS: Competition Archery 12-  
   
  2 KS: Military History 11-  
   
  1 KS: The Military/Mercenary/Terrorist 
  World 8-  
   
  2 KS: Superheroes 11-  
   
  2 KS: Supervillains 11-  
   
  2 PS: Bowyer 11-  
   
  3 Stealth 14-  
   
  3 Tactics 12-  
   
  3 Teamwork 14-  
   
  3 Tracking 12- 
  Total Skills & Powers:  210 
  Total Cost:  353 
   200+ Disadvantages 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   20 Hunted:  The Champions 8- (Mo Pow, 
  NCI) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   20 Psychological Limitation:  Must Be the 
  Best, Won’t Settle For Second Place 
  (Very Common, Strong) 
   15 Psychological Limitation:  Loyal to the 
  Warlord (Common, Strong) 
   15 Psychological Limitation:  Overconfidence 
  (Very Common, Moderate) 
   15 Reputation:  Superpowered Soldier of the 
  Warlord 11- (Extreme) 
   15 Social Limitation:  Secret Identity [Danica 
  Two Bears] (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   
  3 Experience Points 
  Total Disadvantages:  353 
  
  DIGITAL HERO #41 
   
  51
  Mad Jack 
  Background/History:  Bobby Baker was always 
  a wiseacre. In school he was the class clown, at 
  family functions, he was the center of attention. 
  It seemed that no matter the situation he had a 
  quip, a prank, or a story that could lighten any 
  mood. And it seemingly worked on anyone. You 
  just couldn’t be sad or angry when Bobby was 
  around. 
   
  That ended the day Bobby innocently tried 
  to cheer up a guy he saw in a restaurant talking 
  heatedly with a few buddies. He figured a little 
  laughter would defuse the situation, and went 
  over doing one of his many bizarre, some might 
  say silly, walks. 
   
  However it appeared that mobsters don’t 
  like a guy walking funny unless they’re the cause 
  of it. Bobby was beaten near to death and cut up 
  with a straight razor that froze his face in a rictus 
  grin. “Now you’ll always keep smilin’, 
  Chuckles,” one of the mobsters had said as he 
  performed the grisly deed. 
   
  Bobby recuperated, and somewhere his 
  mind snapped just a little. He realized that his 
  error was that he hadn’t been spectacular 
  enough. He needed to go beyond the norm of 
  comedy into…dare he even think it? SUPER-
  COMEDY! Somewhere that night, a lone bat 
  smacked into a library window, but that doesn’t 
  concern us. Mad Jack was born, and he was 
  ready to party! 
   
  After his first few solo jaunts, a small bit of 
  sanity returned, and Mad Jack realized that he 
  needed some backup or someone was going to 
  just beat him silly again someday. So he camped 
  out on the doorstep of the Tech Knights until 
  they grudgingly decided to give him a trial run. 
  It’s been smooth sailing so far, as long as they 
  can put up with the jokes. 
   
  Personality/Motivation:  Mad Jack is in over 
  his head, and he knows it. While he has a lot of 
  options due to his bag of tricks, he is nowhere 
  near as competent as the rest of the team. The 
  Warlord foresaw this and as a cover for Mad 
  Jack, he is the group’s wisecracking member. 
  Fortunately, the trooper selected was already 
  known as the biggest prankster in the Shadow 
  Army. He was in danger of being “asked to 
  leave” which usually means a long walk off a 
  short pier with cement shoes, but this 
  opportunity has become his salvation. Now he 
  just has to survive as a superhero…. 
   
  Quote:  “Um… hey, look, it’s the Goodrich 
  blimp!” *BLAMMO* “Idiot… everyone knows 
  Goodrich doesn’t have a blimp.” 
   
  Powers/Tactics:  Mad Jack is the ultimate team 
  player. His role is to use his flight disk to move 
  around the fight and pitch in where he’ll do the 
  most good. Because he is not as capable as the 
  other members, he’s been given a wide array of 
  options, many of them area effect in nature to 
  reduce the need for him to be perfectly precise. 
  His usual opening move is to yell out “Wiley-
  Pete!” military slang for white phosphorous, and 
  then lob his Area Of Effect Flash at the enemy. 
  After that, he works to support the rest of the 
  group to the best of his ability. His versatility has 
  enabled him to be Johnny on the spot a couple of 
  times already, and his confidence is growing. 
   
  Appearance:  Mad Jack looks the role of the 
  demented prankster. He stands about 5’9”, 
  dressed in a dark green armored jumpsuit with 
  light green sleeves. There is brown piping where 
  the sleeves meet the jumpsuit. Around his waist 
  is a broad red leather belt with a large yellow 
  stylized “M” as the belt buckle. A yellow wide-
  brimmed hat rests on his head and he wears a 
  cartoonish mask of an extreme rictus grin. The 
  mask however is flesh colored and moves mostly 
  like his face, so at casual inspection, it looks as if 
  this is his actual face. Yellow boots and gloves 
  complete the ensemble. His bag of tricks is a 
  large satchel that he wears slung across his chest 
  with the bag resting against his right hip. It is a 
  large brown bag; the strap has a yellow buckle 
  that is usually resting at about mid-chest. The 
  bag is also secured by Velcro-style stays at the 
  hip to keep it from flopping all over the place. 
  His flight disk is about two feet in diameter, 
  maybe an inch thick and metallic grey in color. 
  
  DIGITAL HERO #41 
   
  52 
  Mad Jack 
   Val CHA Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   15 DEX 
  15 12- OCV:  5/DCV:  5 
   14 CON 
  8 12-  
   12 BODY 
  4 11-  
   10 INT 
  0 11- PER Roll:  11- 
   10 EGO 
  0 11- ECV:  3 
   15 PRE 
  5 12- PRE Attack:  3d6 
   10 COM 
  0 11-  
   
   
  4 PD 
  1 
   Total:  16 PD (12 rPD) 
   
  4 ED 
  1 
   Total:  16 ED (12 rED) 
   
  3 SPD 
  5 
   Phases:  4, 8, 12 
   
  6 REC 
  0 
   
   28 END 
  0 
   
   30 STUN 
  3 
   
  Total Characteristics Cost:  47 
  Movement: Running: 
  6”/12” 
   
  Flight: 
  10”/20” 
   
  Leaping: 
  3”/6” 
   
  Swimming: 
  2”/4” 
  Cost Powers 
  END 
   34 Halloween Arsenal:  Multipower, 60-
  point Reserve; OIF (Multiple OAFs, -
  ½), Range Based on Strength (-¼) 
  0 
   2u 1) Jack O’ Lantern Grenades:  EB 8d6, 
  Explosion (+½); OAF (-1), 8 Charges (-
  ½), Range Based on Strength (-¼) 
  [8] 
   2u 2) Skull Grenades:  RKA 2d6, Armor 
  Piercing (+½), Explosion (+½); OAF (-
  1), 8 Charges (-½), Range Based on 
  Strength (-¼) 
  [8] 
   3u 3) Black Cat Bomb:  Darkness to Sight 
  Group 6” Radius, 8 Continuing Charges 
  Lasting 1 Turn Each (+0); OAF (-1), 
  Range Based on Strength (-¼) 
  [8cc] 
   2u 4) Devil’s Pitchfork Darts:  EB 6d6, No 
  Normal Defense (rPD Covering the 
  Entire Body, +1); OAF (-1), 8 Charges 
  (-½), Range Based on Strength (-¼) 
  [8] 
   2u 5) Jack O’ Lantern Bolos:  Entangle 
  5d6, 4 DEF, Entangle and Character 
  Both Take Damage (+¼); OAF (-1), 8 
  Charges (-½), Cannot Form Barriers (-
  ¼), Range Based on Strength (-¼) 
  [8] 
   1u 6) Vesperang:  EB 8d6; 1 Recoverable 
  Charge (-1¼), OAF (-1), Range Based 
  on Strength (-¼) 
  [1rc] 
   2u 7) Banshee Bomb:  EB 4d6, No Normal 
  Defense (Hearing Group Flash Defense, 
  +1), Area Of Effect (4” Radius, +1); 
  OAF (-1), 8 Charges (-½), Range Based 
  on Strength (-¼) 
  [8] 
   2u 8) Witch’s Candle Grenade:  Sight and 
  Hearing Groups Flash 5d6, Area Of 
  Effect (3” Radius, +1); OAF (-1), 8 
  Charges (-½), Range Based on 
  Strength (-¼) 
  [8] 
   2u 9) Phantom Gas Grenade:  EB 4d6, No 
  Normal Defense (Self-Contained 
  Breathing, +1), Area Of Effect (4” 
  Radius, +1); OAF (-1), 8 Charges (-½), 
  Range Based on Strength (-¼) 
  [8] 
   25 Flight Disk:  Flight 10”, Reduced 
  Endurance (0 END, +½), Usable as 
  Attack (Does Not Work Against 
  Targets Who Have Their Own Flight or 
  Gravity Manipulation Powers, +1); 
  OAF (-1) 
  0  
   24 Bulletproof Armor:  Armor (12 PD/12 
  ED); OIF (-½) 
  0  
   
  4 Radio Headset: Radio Perception/ 
  Transmission (Radio Group); OAF (-1), 
  Affected as Hearing and Radio (-¼) 
  0 
   
   Perks
   
  1 Membership:  Private in the Shadow Army 
   
   Skills
   
   Martial Arts: Commando Training 
   
   Maneuver 
  OCV DCV Notes 
   
  4  Boxing Cross +0 
  +2 
  5d6 
   
  4  Choke 
  -2 
  +0 
  Grab 1 Limb, 
  2d6 NND 
   
  4  Escape 
  +0 
  +0 
  30 STR Escape 
   
  4  Hold 
  -1 
  -1 
  Grab 3 Limbs, 
  25 STR 
   
  4  Kung Fu Block +2 
  +2 
  Block, Abort 
   
  6 +2 with Firearms  
   
  3 +1 with Halloween Arsenal  
   
  3 Acting 12-  
   
  3 Combat Piloting 12-  
   
  1 KS: Military History 8-  
   
  2 KS: The Militar/Mercenary/Terrorist 
  World 11-  
   
  2 PS: Soldier 11-  
   
  3 Security Systems 11-  
   
  3 Stealth 12-  
   
  3 Streetwise 12-  
   
  3 Systems Operation 11-  
   
  3 Tactics 11-  
   
  8 WF: Blades, Common Melee Weapons, 
  Common Missile Weapons, Small Arms, 
  Boomerangs and Throwing Clubs, 
  Thrown Chain & Rope Weapons 
  Total Skills & Powers:  170 
  Total Cost:  216 
   200+ Disadvantages 
   
  5 Distinctive Features:  Mad Jack Uniform 
  and Rictus Grin (Easily Concealed) 
   20 Hunted:  UNTIL 8- (Mo Pow, NCI) 
   10 Hunted:  The Warlord 8- (Mo Pow, NCI, 
  Watching) 
   
  0 Normal Characteristic Maxima  
   15 Psychological Limitation:  Mischievous 
  (Common, Strong) 
   
  
  DIGITAL HERO #41 
   
  53
   15 Psychological Limitation:  Violent and 
  Ruthless (Common, Strong) 
   15 Social Limitation:  Secret Identity 
  (Frequently, Major) 
   20 Social Limitation:  Subject to Orders 
  (Very Frequently, Major) 
   16 Experience Points 
  Total Disadvantages:  216 
   
  Mad Jack 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  53
  
  DIGITAL HERO #41 
   
  54 
  Cinematic Martial Arts by Michael Surbrook 
   
  Three Cinematic Martial Artists 
  in Search of a Campaign 
   
  One doesn’t have to be running a martial 
  arts-based campaign to introduce a martial arts-
  based character (or even a character who simply 
  practices a form of martial arts as a pastime). 
  Often, it can be used to distinguish the character 
  in some way, to mark them and allow them to 
  stand out from the crowd. It can also be a useful 
  bit of “color” and can be used as a springboard 
  for the GM to launch a new adventure – one in 
  which the character’s knowledge of the martial 
  arts can allow him to shine for a few gaming 
  sessions.   
   
  Korosas 
                                                             
  artwork by Darren Bulmer 
   
  This article presents three Cinematic Martial 
  Artists, as defined on pages 7-8 of Ninja Hero. 
  They are built on a 100- to 150-point base, and 
  are all subject to the Normal Characteristic 
  Maxima Limitation. The 100-point base 
  character has not paid for any of his weapons and 
  armor, while the 150-point base characters have. 
   
  The characters are, in order of point totals:  
  Korosas (199 points), a lizardman chieftain 
  designed to be used in Epic and High fantasy 
  settings; The Blue Scorpion (250 points), a pulp- 
  or Golden-Age masked avenger/super hero; and 
  Danny 33, a cyberpunk street samurai from the 
  author’s own Kazei 5 setting. 
  
  DIGITAL HERO #41 
   
  55
  Korosas 
  Background/History:  The Gray Marshes are 
  known to be a damp and dreary place, inhabited 
  by fell beasts of all sizes and description. The 
  Marshes are also home to an ancient race of 
  lizardmen, who live in small tribes scattered 
  throughout the region. There, they make their 
  villages, hunt for fish and other animals, and 
  occasionally make war on either each other or 
  some of the larger swamp inhabitants (such as 
  behemoths and mud wyrms). 
   
  Korosas is the chief of one of these tribes. 
  Originally just another warrior, he grew 
  dissatisfied with the old chief’s ways and 
  challenged him for right to lead the tribe. After 
  a long and brutal fight (the old chief may have 
  been ill-fit to lead but he wasn’t ill-fit to fight), 
  Korosas stood over the chief’s corpse. Since 
  then he’s been the largely undisputed leader of 
  his tribe, directing them in both war and peace, 
  and struggling to make them foremost among 
  the tribes of the Gray Marshes. 
   
  Personality/Motivation:  The average 
  lizardman is thought of as little more than a 
  savage, interested only in the violence of the 
  hunt and battle. Korosas, on the other hand, 
  possesses loftier goals. Long ago he decided the 
  most important thing in life was the survival of 
  the tribe, for without the tribe (as a whole) the 
  might of an individual warrior meant nothing. 
  Thus, virtually every decision he makes as chief 
  is made after carefully weighing he benefits for 
  the tribe. This also means he tends to talk before 
  fighting, either to his people or to a potential 
  enemy, in the hopes of staving off any 
  unnecessary confrontations. This has led to 
  Korosas as being thought of as a “weak” chief, 
  both by his own warriors any by outsiders. 
   
  As Korosas feels the tribe comes first in all 
  things, this means that as chief, his wants and 
  needs come second to the tribe’s needs. He tends 
  to act to outside threats personally, whether it is 
  a swamp monster or an invading tribe. More than 
  once he has single-handedly attacked an intruder 
  and is known to personally answer challenges 
  from outside villages and chiefs. 
   
  Quote:  “I will not send someone else to do 
  anything I can see to myself. To do otherwise 
  would show I am unworthy of leading my tribe.” 
   
  Powers/Tactics:  Korosas, like almost all the 
  lizardmen of the Gray Marshes, practices a 
  martial art known as Verrkess. It is a fairly 
  simple and straightforward grappling style, used 
  to settle one-on-one disputes and combats, and 
  was never intended for open warfare. Korosas, as 
  chief, uses Verrkess to keep his more rebellious 
  subjects in line, inviting any who question his 
  actions and decisions too aggressively to meet 
  him in the village center. 
   
  Normally Korosas fights armed, starting 
  with a flint-headed spear in one hand and his 
  wicker and hide shield strapped to the other. He 
  will use the spear to keep a foe at bay, usually 
  jabbing at any openings or weak spots, before 
  finally hurling the spear and drawing his axe. If 
  going to war, Korosas will carry his long spear 
  and several shorter javelins, throwing them at 
  notable or prominent enemies. In close or single 
  combat Korosas will use Elbow and Knee 
  Strikes in an attempt to disable an enemy, 
  following up with a Throw or Trip to get them to 
  the ground and at his mercy. Armlocks and 
  Chokes are used to restrain and/or defeat 
  someone Korosas would rather not kill. 
   
  Campaign Use:  Korosas is meant to be used in 
  fantasy settings, specifically Epic Fantasy, High 
  Fantasy, and Swords And Sorcery settings. He 
  could be used as an alien gladiator in a Star Hero 
  setting or as an unusual form of opponent in a 
  Ninja Hero video game campaign. You can use 
  him simply as a foe who must be defeated or as a 
  potential ally for the PCs (who still must be met 
  in personal combat before he will aid the 
  players). 
   
  To make Korosas more powerful, increase 
  his DEX to 18 or 20, his CON to 23, his BODY 
  to 16, and his SPD to 4. Add a Damage Class or 
  two to his martial arts and maybe a few new 
  maneuvers. Give him some Damage Reduction 
  and some extra Running. For a really powerful 
  (i.e. video game) version of Korosas, add in 
  things like Danger Sense, Damage Resistance 
  (beyond what he has already), Defense 
  Maneuver, and attacks with such Advantages as 
  Autofire and Double Knockback. 
   
  As chief, Korosas cannot and will not 
  personally Hunt the PCs. If a group of PCs 
  manage to enrage him enough to make him come 
  for them, then he will do so at the head of a troop 
  of lizardman warriors, and will pursue them until 
  they either leave the Gray Marshes or cross into 
  another tribe’s territory. 
   
  Appearance:  Korosas is a humanoid lizard 
  standing some seven feet in height with a well-
  muscled build. His scaled skin is pale white 
  along the throat and chest, darkening to a deep 
  greenish-black along his back and down his 
  spine. He normally wears a jerkin of mud wyrm 
  hide over his torso, with a belt at his waist for his 
  axe. Around his neck are the teeth of numerous 
  swamp predators strung on a thin strip of leather. 
  
  DIGITAL HERO #41 
   
  56 
  Korosas 
   Val Char Cost Roll Notes 
   28 STR 
  26 15- 1200 kg; 5½d6 HTH [3] 
   14 DEX 
  12 12- OCV:  5/DCV:  5 
   20 CON 
  20 13-  
   14 BODY 
  8 12-  
   11 INT 
  2 11- PER Roll 11- 
   13 EGO 
  6 12- ECV:  4 
   18 PRE 
  8 13- PRE Attack:  2 ½d6 
   10 COM 
  0 11-  
   
   
  9 PD 
  3 
   Total:  9 PD (1 rPD) 
   
  6 ED 
  2 
   Total:  6 ED (1 rED) 
   
  3 SPD 
  6 
   Phases:  4, 8, 12 
   10 REC 
  0 
   
   40 END 
  0 
   
   38 STUN 
  0 
   
  Total Characteristics Cost:  93 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  5½”/11” 
   
   
  Swimming: 4”/8” 
  Cost Powers 
  END 
   
  8 Claws:  HKA ½d6 (1d6+1 with STR); 
  Reduced Penetration (-¼) 
  1 
   10 Teeth:  HKA ½d6 (1d6+1 with STR) 
  1 
   
  5 Fearless:  +10 PRE; Only to Protect 
  Against Presence Attacks (-1) 
  0 
   
  1 Scaled Hide:  Damage Resistance (1 
  PD/1 ED) 
  0 
   
  2 Seven Feet Tall:  Knockback 
  Resistance -1” 
  0 
   
  2 Brother to Alligators:  Swimming +2” 
  (4” total) 
  1 
   
  5 Tail:  Extra Limb, Inherent (+¼); 
  Limited Manipulation (-¼) 
  0 
   
   Perks 
   
  3 Fringe Benefit:  Chief of His Tribe 
   
   Skills 
   
   Martial Arts:  Verrkess 
   
   Maneuver 
  OCV DCV Notes 
   
  3 Armlock 
  +0 
  +1 
  One Limb, 38 
  STR  
   
  4 Choke 
  -2 
  +0 
  One Limb; 2d6 
  NND (2) 
   
  3 Elbow/Knee 
  +1 
  +0 
  7½d6 Strike 
   
      Strike 
   
  3 Escape 
  +0 
  +0 
  43 STR Escape 
   
  3 Throw 
  +0 
  +1 
  5½d6 +v/5, 
  Target Falls 
   
  3 Trip 
  +2 
  -1 
  6½d6 Strike, 
  Target Falls 
   
   10 +2 with Hand-To-Hand Combat 
   
  6 +2 with Verrkess 
   
   
  5 The Voice of Experience:  +1 with 
  Intellect Skills 
   
  2 AK:  Swamp 11- 
   
  5 Breakfall 13- 
   
  3 Swamp Craft:  Concealment 13-; Self Only 
  (-½), Only In Home Environment (-1) 
   
  2 KS:  Local Tribes 11- 
   
  2 KS:  Swamp Wildlife 11- 
   
  3 Oratory 13- 
   
  3 Swamp Craft:  Stealth 14-; Only in Home 
  Environment (-1) 
   
  1 Survival (Marsh) 11- 
   
  3 Tactics 11- 
   
  2 Weaponsmith (Spears and Polearms) 11- 
   
  4 WF:  Axe, Club, Shield, Spear, Thrown 
  Spear 
  Total Powers & Skills Cost:  106 
  Total Cost:  199 
   100+ Disadvantages 
   10 Distinctive Features:  Style (Not 
  Concealable, Detectable By Large Group) 
   15 Hunted:  The Tribe and Fellow Warriors 
  14- (As Pow, NCI, Watching) 
   
  5 Psychological Limitation:  Code of Honor 
  (Common, Strong) 
   20 Psychological Limitation:  Puts the Tribe 
  Before Himself (Very Common, Strong) 
   10 Reputation:  Chief Who Would Rather 
  Talk Than Fight, 11- 
   15 Social Limitation:  Subject to the Tenets 
  of Chiefdom (Frequently, Major) 
   24 Experience Points 
  Total Disadvantage Points:  199
   
  EQUIPMENT CARRIED 
   
   
  Weapons 
  Name 
  OCV 
  Damage 
  STUNx 
  Notes 
  Bronze Axe 
  0 
  2d6 
  0 
  M, 1½H 
  Flint Spear 
  0 
  1½d6 
  0 
  L, 1½H, Set, Can Be Thrown 
  Armor 
   
  Name of Armor 
  DEF 
  Location 
  Hide Jerkin 
  3 
  9-14 
  Shield 
  Type of Shield 
  DCV 
  HA 
  BODY 
   DEF 
  Wicker and Hide 
  +2 
  N/A 
  4 
  2 
   
  
  DIGITAL HERO #41 
   
  57
  The Blue Scorpion 
  Background/History:  Growing up in San 
  Francisco, Kyle Whelan had only one goal in life 
  – to be a police officer like his father. He worked 
  hard both in school and at home, training his 
  mind and his body, and eventually graduated the 
  police academy with top honors. 
   
  Once on the streets, Kyle proved himself to 
  be a model officer. He made sure to know 
  everyone who lived on his beat, and applied the 
  law equally and fairly to the citizens under his 
  protection, regardless of their race. Although this 
  didn’t exactly endear him to some of his fellow 
  officers, he did manage to win some friends in 
  the normally insular society of Chinatown. 
   
  Kyle’s attempts to bring the law to 
  Chinatown didn’t exactly go over very well with 
  the local Triads. They quickly found that the 
  usual methods of dealing with nosy police 
  officers – bribes, opium, and prostitutes, didn’t 
  work with Kyle, who simply arrested the Triad’s 
  agents. Seeing their profit margin slip, and not 
  wanting Kyle’s presence and influence to create 
  any unwanted ideas among the populace of 
  Chinatown, a few Triad leaders decided the time 
  had come for extreme measures – Kyle had to 
  disappear. 
   
  Luring Kyle into an ambush was easy, 
  requiring little more than an exchange of cash 
  with some of San Francisco’s less-than-honest 
  men in blue. Actually doing Kyle in was another 
  matter. He was an excellent shot, and could back 
  up his marksmanship with well-honed boxing 
  skills, which proved to be a match for the 
  gangsters’ kung fu training. Although the Triad’s 
  agents eventually overpowered Kyle (a sword 
  stroke cutting off his left arm at the elbow in the 
  process) they lost several men to both bullets and 
  punches. 
   
  With their target down, the Triad tossed 
  Kyle’s body into the Bay, figuring he’d sink and 
  never be found. If not, then the sharks would get 
  him, and if he did wash ashore somewhere, well, 
  he’d serve as a grim reminder of the power and 
  influence of Chinatown’s Triads. 
   
  But Kyle did none of these things. Instead, 
  his body was recovered by an aged Chinese man 
  by the name of Shing Peng, who bandaged the 
  young officer’s wounds and slowly nursed him 
  back to health. Once Kyle was well enough, 
  Shing explained what had happened. 
   
  When Kyle finally recovered his senses it 
  was to find his life in virtual ruin. Not only had 
  the Triads taken his left arm, they had also 
  effectively taken his old life. Everyone – his 
  family, his friends, fellow officers on the force, 
  thought him to be dead. After much thought and 
  long talks with Shing, Kyle decided this was for 
  the best. He would remain “dead” to both the 
  Triads and the world at large. Instead, he would 
  work with Shing to repair his body and once his 
  training was completed, he’d rise again, to join 
  the ranks of the masked adventurers and 
  avengers, and continue his former crusade to 
  cleanup San Francisco and the Chinatown 
  district. 
   
  After over a year of working with Shing 
  Peng, learning T'an T'ui kung fu to supplement 
  his boxing skills, finding ways to compensate for 
  his missing arm, and developing weapons to 
  assist him in his war on crime, Kyle returned to 
  Chinatown as “The Blue Scorpion” doing unto 
  the Triads as they had done unto him. 
   
  Personality/Motivation:  As a police officer, 
  Kyle tried to give everyone the benefit of the 
  doubt and treated everyone equally. He didn’t 
  make automatic assumptions due to factors of 
  race or nationality, and often these tactics paid 
  off. It won him friends among the people of 
  Chinatown, as well as other minorities, and 
  earned the ire of those with less enlightened 
  views. As the Blue Scorpion, Kyle has become 
  more aware of the darker side of man, and now 
  realizes that a pleasant façade can hide a brutal 
  interior. This had made him less trusting of 
  strangers, and less likely to take any claims at 
  face value. He will try to find the facts behind 
  any story before deciding on a course of action. 
  However, once he does act, he won’t hold back, 
  seeking to eliminate any foes as quickly as 
  possible. 
   
  Quote:  “In the back-alleys of Chinatown there’s 
  no justice. There’s just me.” 
   
  Powers/Tactics:  A gifted athlete before the 
  Triad ambush, Kyle now trains constantly to 
  bring himself up to his original form. In fact, 
  although he doesn’t realize it, in many ways he’s 
  passed his old self, and is now stronger and 
  faster than ever before. His training with Shing 
  Peng, who himself is a master of T'an T'ui kung 
  fu, has been a prime factor in his recovery as 
  well as his continued improvement. 
   
  Aside from his fighting skills, Kyle has also 
  uses several pieces of equipment to help him in 
  his war on crime. The first of these is the chain 
  whip he’s dubbed “The Scorpion’s Sting.” Not 
  only does it allow him to strike foes at range, but 
  he can spin it overhead, striking a group of 
  opponents quickly. Along with the Sting, Kyle 
  also carries his old service pistol. As he has only 
  one arm, he keeps the pistol secured to his belt 
  by a length of line, thus virtually eliminating any 
  change of his dropping and losing it. In addition, 
  Kyle also keeps both flash and smoke bombs in 
  his utility belt, using them to distract and confuse 
  foes and pursuers. 
   
  Along with his body, Kyle has trained his 
  mind, using his cover as a private detective to 
  learn more about criminal investigation. Right  
  
  DIGITAL HERO #41 
   
  58 
  The Blue Scorpion 
    
  58 
  
  DIGITAL HERO #41 
   
  59
  The Blue Scorpion 
   Val Char Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   18 DEX 
  24 13- OCV:  6/DCV:  6 
   16 CON 
  12 12-  
   12 BODY 
  4 11-  
   18 INT 
  8 13- PER Roll 13- 
   16 EGO 
  12 12- ECV:  5 
   18 PRE 
  8 13- PRE Attack:  3½d6 
   14 COM 
  2 12-  
   
   
  8 PD 
  5 
   Total:  11 PD (3 rPD) 
   
  7 ED 
  4 
   Total:  10 ED (3 rED) 
   
  4 SPD 
  12 
   Phases:  3, 6, 9, 12 
   
  6 REC 
  0 
   
   32 END 
  0 
   
   30 STUN 
  2 
   
  Total Characteristics Cost:  98 
  Movement: Running: 
  8”/16” 
   
   
  Leaping: 
  6”/12” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   13 Utility Belt:  Multipower; 20-point 
  Reserve, OIF (-½) 
   1u 1) Colt Police Positive:  RKA 1d6+1; 
  6 Charges (-¾), OAF (-1), Beam (-¼), 
  Real Weapon (-¼) 
  [6] 
   1u 2) Flash Grenade:  Sight Group Flash 
  2d6, Area Of Effect, Nonselective (1” 
  Radius, +¾); 4 Charges (-1), OAF (-1) [4] 
   1u 3) Smoke Grenade:  Darkness to Sight 
  Group, 1” Radius; 4 Charges (-1), 
  OAF (-1), Limited Effect (Normal 
  Sight Only, -¼) 
  [4] 
   17 The Scorpion’s Sting:  HA +4d6, 
  Reduced Endurance (0 END, +½); 
  OAF (-1), HA (-½) plus Stretching 
  +2”, Reduced Endurance (0 END, 
  +½); OAF (-1), Always Direct (-¼), 
  No Noncombat Stretching (-¼), 
  Only to Cause Damage (-½), No 
  Velocity Damage (-¼) 
  0 
   13 Spinning Chain-Whip:  HA +4d6, 
  Area Of Effect, Nonselective (2” 
  Radius, +¾), Personal Immunity 
  (+¼): Extra Time (Full Phase; -½) 
  OAF (-1), HA (-½) 
  4 
   
  4 Leather Body Armor:  Armor (3 PD/3 
  ED); Activation Roll or Locations 9-
  13 (-1), OIF (-½) 
  0 
   
  4 Fleet Of Foot:  Running +2” (8” Total) 2 
   
  2 Acrobatic Movement:  Leaping +3” 
  (6” Total); Requires an Acrobatics 
  Roll (-½) 
  1 
   -1 Poor Swimmer:  Swimming -1” 
  1 
   
   Perks 
   
  3 Contact:  Old Friend on the Force 11- 
  (Useful, Limited to Normal Identity) 
   
  2 Fringe Benefit:  Private Investigator's 
  License 
   
   Talents 
   
  3 Resistance 
   
   Skills 
   
   Martial Arts:  Boxing and T'an T'ui Kung 
  Fu 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Arm Sweep 
  +2 
  +2 
  Block, Abort 
   
      Block 
   
  4 Cross/Front 
  +0 
  +2 
  6d6 Strike 
   
       Kick 
   
  4 Disarm 
  -1 
  +1 
  30 STR Disarm 
   
  3 Footsweep 
  +2 
  -1 
  5d6 Strike, 
  Target Falls 
   
  5 Hook/Side 
  -2 
  +1 
  8d6 Strike 
   
      Kick 
   
  3 Jab 
  +2 
  +1 
  4d6 Strike 
   
  4 +1 Damage Class (already added in) 
   
  1 Use Art with Chain-Whip 
   
   10 +2 with Hand-to-Hand Combat 
   
  4 +2 OCV with Colt Police Pistol 
   
  3 +1 with Acrobatics, Breakfall, and 
  Climbing 
   
   
  3 Acrobatics 13- 
   
  3 Breakfall 13- 
   
  1 Bureaucratics 8- 
   
  2 CK:  San Francisco 11- 
   
  2 CK:  San Francisco’s Chinatown 11- 
   
  3 Climbing 13- 
   
  1 Conversation 8- 
   
  5 Deduction 14- 
   
  1 KS:  Boxing 8- 
   
  2 KS:  Criminal Law 11- 
   
  1 KS:  T’an T’ui Kung Fu 8- 
   
  2 KS:  San Francisco Underworld 11- 
   
  1 Language: Cantonese (basic conversation, 
  English native) 
   
  1 Mechanics 8- 
   
  1 PS:  Ex-Police Officer 8- 
   
  2 PS: Private Investigator 11- 
   
  3 Shadowing 13- 
   
  3 Stealth 13- 
   
  3 Streetwise 12- 
   
  3 WF:  Chain-Whip, Nightstick, Pistol 
  Total Powers & Skills Cost:  152 
  Total Cost:  250 
   150+ Disadvantages 
   10 Distinctive Features:  Style (Not 
  Concealable, Detectable By Large Group) 
   10 DNPC:  Shing Peng 11- (Less Pow)  
   20 Hunted:  San Francisco Triads (Mo Pow, 
  NCI, Limited Area, Kill) 11- 
  
  DIGITAL HERO #41 
   
  60 
   15 Physical Limitation:  One Arm 
  (Frequently, Greatly) 
   20 Psychological Limitation:  Justice, Not 
  Law (Very Common, Strong) 
   10 Reputation:  Vigilante Who Pulls No 
  Punches (Among San Francisco Triads) 
  14- 
   15 Social Limitation:  Secret ID [Kyle 
  Whelan] (Frequently, Major) 
  Total Disadvantage Points:  250 
   
  now he still has a “brute force” approach to his 
  crimefighting, but in time he can be expected to 
  add such skills as Lockpicking and Criminology 
  to his repertoire. 
   
  In a fight Kyle will often draw his gun first, 
  trusting his marksmanship more than his martial 
  skills. However, in tight quarters, he will holster 
  his pistol and engage his foes in hand-to-hand 
  combat. If attacked with hand-to-hand weapons, 
  he will use the Scorpion’s sting to disarm or 
  disable foes, spinning it over his head to try and 
  gain some breathing room if surrounded and 
  outnumbered. 
   
  Campaign Use:  The Blue Scorpion is meant to 
  be a mixture of two classic martial arts 
  archetypes – the maimed fighter and the 
  “American from the Orient.” In addition, he’s 
  also an archetypal pulp-era styled crimefighter 
  who wears a mask to hide identity and carries a 
  gun (and who has no qualms about using it). He 
  is meant to be used in a high-powered Justice 
  Inc. game or very early era Dark Champions 
  settings. If you replace his revolver with 
  something non-lethal, like a small grappling gun, 
  then he easily fits right into the average Golden 
  Age setting. 
   
  If you need to make Blue Scorpion more 
  powerful, bump his STR and DEX up to 20, 
  increase his CON to 18, add another Damage 
  Class or two, and give him better defenses – 
  either Combat Luck or Damage Reduction. If 
  you need to downpower the Blue Scorpion, drop 
  his CON and EGO to 15, remove his Spinning 
  Chain-Whip power, his extra Damage Class, his 
  Resistance, and his +1 with select Agility Skills. 
   
  The Blue Scorpion will readily Hunt any 
  criminal who attracts his attention, which means 
  he could quite easily end up Hunting a PC – 
  either as result of a criminal frame up, or due to a 
  good-old case of comic book mistaken identity. 
   
  Appearance:  The Blue Scorpion stands 5’10” 
  in height, with a lean and muscular build. He has 
  blue eyes and dirty blond hair he keeps cropped 
  short. His costume consists of brown boots, dark 
  blue trousers, a dark blue shirt, a brown glove on 
  his remaining hand, thick brown leather armor 
  covering his torso, and a blue domino mask. The 
  utility belt is a standard policeman's belt in 
  black, with a holster for his pistol and loops for 
  the Scorpion’s Sting. 
   
  
  DIGITAL HERO #41 
   
  61
  Danny 33 
  Background/History:  There aren’t a lot of 
  options for those growing up in 2030s Neo York. 
  You can join the military (and be sent overseas 
  to serve in what is left of Africa or war-torn 
  China), take a menial service job (and between 
  the domestic cyberdroids and the synthetic 
  humans, there are precious few of those), 
  become just another corporate wageslave, or 
  simply opt out and run across the Willamsburg 
  Bridge to Brooklyn, Queens and the Neo York 
  Zero Law Enforcement Zone (where you have no 
  power, no heat, no running water, and no future). 
  Or, you try staying where you are and work 
  around the system. 
   
  Born Daniel Torres, Danny 33 took just such 
  an option. Early on in life, he decided he wanted 
  to be his own man and control his own destiny. 
  He’d seen what being another corporate cog had 
  done to both his father and mother, turning them 
  into virtually numb drones whose only thought 
  was how to better serve the company (and thus 
  avoid being terminated in favor of a more willing 
  worker), and he wanted none of it. So, taking his 
  name from the street on which he lived, Danny 
  made a new life for himself as a solo operative, 
  a.k.a. a “street samurai.” 
   
  Now Danny 33 lives and works in the 
  shadows of the major multinational corporations 
  he so despises. He’s used the money he’s made 
  so far to buy himself a better body, and even has 
  a new cyberarm to replace the one lost to a high-
  caliber bullet. It may not be the best choice of 
  lifestyles, but at least he’s in charge of it. 
   
  Personality/Motivation:  Although he desires to 
  “be his own man,” Danny 33 recognizes the need 
  to be a dependable and honorable street samurai, 
  which requires he submit to the will of others 
  from time to time. But he also knows that as a 
  samurai he is only selling his services, not 
  himself, and while corporate clients may hire his 
  skills they are not buying him outright. Thus, he 
  asks only those questions that pertain to the 
  mission at hand and doesn’t ponder the “what 
  ifs” about the missions he is sent on or the 
  people who send him. His personal code also 
  means he stays loyal for the duration of the job, 
  dedicating himself wholly to the mission until 
  the mission is over (or the mission is obviously a 
  failure – Danny doesn’t do suicide missions). 
   
  Even if he doesn’t care much for the 
  multinationals that virtually run Neo York, 
  Danny 33 still loves his hometown. On the other 
  hand, the Neo York Zero Law Enforcement Zone 
  (a.k.a. “The Zone”) is a place he’d rather not 
  have to deal with. He likes Neo York’s clean 
  chrome and bright neon, and finds the Zone to be 
  too chaotic, too confused, and too primitive for 
  his tastes. But, even so, he has nothing against 
  people living in the Zone. As he figures it, it’s 
  their choice, and if someone hires him to get 
  them into the Zone, he’ll work just as hard to do 
  so as if he was hired to get them out. 
   
  If Danny can be said to have a goal in life, it 
  is to be someone. Not just another cog in the 
  machine, but to be a bigger and better cog, or 
  even someone who runs the machine. Naturally, 
  it’s not an easy task, especially for a street-
  runner like himself, but it’s something to shoot 
  for. Thus, Danny has begun to try and make 
  more contact with the local business scene in an 
  effort to get his name around, making it so 
  people will come to him with jobs, instead of his 
  having to go to the local fixer for work. 
   
  Quote:  “My price? I’m not for sale. But my 
  combat skills are. Two thousand UNA dollars.” 
   
  Powers/Tactics:  As with virtually all street 
  samurai, Danny 33 has trained for both armed 
  and unarmed combat. He backs up these skills 
  with assorted cybernetic implants, such as razor-
  sharp blades implanted in his forearms, polarized 
  filters for his eyes, a fully-cybernetic right arm 
  (used to hold his Mac-10 steady when firing it 
  full auto), and an Adrenal Pump. When 
  activated, this latter item flood’s Danny’s 
  bloodstream with synthetic adrenaline and other 
  stimulants, boosting his strength, reaction time, 
  and overall stamina. However, use of the Pump 
  does take a toll on the body, and fatigue poisons 
  can leave Danny feeling faint and/or virtually 
  unconscious once the Pump’s effects wear off. 
   
  When it comes to ranged combat, Danny 
  uses an Ingram Mac-10, and old, but still reliable 
  submachine gun. He also carries a Colt 
  M1911A1, an even older style of automatic 
  pistol, but one known for its reliability and 
  stopping power. The fact both the Ingram and the 
  Colt share the same ammunition doesn’t hurt 
  either. Normally he’ll carry the Ingram and keep 
  the Colt as a backup, but if outnumbered or 
  outgunned, he will use both at once, to maximize 
  his firepower. 
   
  For hand-to-hand combat, Danny practices 
  an eclectic style known generally as 
  “Streetfighting.” It is a mix of various popular 
  martial arts forms, specifically judo, karate, kung 
  fu, and tae kwon do, borrowing select techniques 
  from each, and discarding the rest. The style 
  concentrates primarily on direct combat 
  applications and effective, proven techniques, 
  stripping everything down to its bare bones. 
  Obviously influenced by the tenets of Jeet Kune 
  Do, it is a popular style among many American 
  street samurai. Danny’s version of Streetfighting 
  attempts to be complete as possible, without 
  being redundant or focusing on techniques of 
  limited use. Designed to end a fight as soon as 
  possible, Danny uses the style to do just that, 
  Blocking initial attacks until he can close and use 
  Elbow/Knee Smashes and Punches to put his 
  
  DIGITAL HERO #41 
   
  62 
  Danny 33 
   
   
   
  
  DIGITAL HERO #41 
   
  63
  Danny 33 
   Val Char Cost Roll Notes 
   15 STR 
  5 12- Lift 200 kg; 3d6 HTH [1] 
   16 DEX 
  18 12- OCV:  5/DCV: 5 
   15 CON 
  10 12-  
   12 BODY 
  4 11-  
   14 INT 
  4 12- PER Roll: 12- 
   11 EGO 
  2 11- ECV:  4 
   15 PRE 
  5 12- PRE Attack:  3d6 
   14 COM 
  2 12-  
   
   
  7 PD 
  4 
   Total:  16 PD (9 rPD) 
   
  6 ED 
  3 
   Total:  15 ED (9 rED) 
   
  4 SPD 
  14 
   Phases: 3, 6, 9, 12 
   
  7 REC 
  2 
   
   30 END 
  0 
   
   30 STUN 
  2 
   
  Total Characteristics Cost:  75 
  Movement: Running: 
  6”/12” 
   
   
  Leaping: 
  3”/6” 
   
   
  Swimming: 2”/4” 
  Cost Powers 
  END 
   12 Cyberarm:  +10 STR, Reduced 
  Endurance (0 END, +½); No Figured 
  Characteristics (-½), Only When 
  Using Right Arm (-¼), Restrainable 
  (-¼) plus Armor (6 PD/6 ED); 
  Activation Roll 10- or Locations 6-9 
  (-1¼), Armor Only Protects Right 
  Arm (-1) 
  0 
   
  7 Flare Filters:  Sight Group Flash 
  Defense (7 points) 
  0 
   
  4 Cyber Eyes:  IR Perception (Sight 
  Group); Restrainable (-¼)  
  0 
   11 Adrenal Pump:  Aid STR, DEX, END, 
  STUN 2d6, Standard Effect (-0), 
  Variable Effect (+1); 4 Boostable 
  Charges (-¾), Restrainable (-¼), Self 
  Only (-½), Side Effects (4d6 STUN 
  Drain once Aid wears off, -1) 
  [4] 
   
   Equipment 
   
  7 Razors:  HKA 1d6; No Knockback 
  (-¼), Reduced Penetration (-¼), No 
  STR Bonus (-½), Real Weapon (-¼) 
  1 
   
  8 Throwing Knives:  HKA ½d6 
  (1d6+1 with STR), Reduced 
  Endurance (0 END, +½); OAF (-1), 
  Real Weapon (-¼), STR Minimum 4 
  (-¼) plus Ranged (+½) for HKA 
  ½d6; OAF (-1), 4 Recoverable 
  Charges (-½), Range Based On STR 
  (-¼) 
  0 
   21 Ingram MAC-10:  RKA 2d6-1, 
  Autofire (5 shots, +½), Increased 
  STUN Modifier (+¼), 4 Clips of 32 
  Charges (+½); OAF (-1), Beam (-¼), 
  Real Weapon (-¼), STR Minimum 12 
  (-½) plus +1 OCV; OAF (-1) 
  [32] 
   12 M1911A1:  RKA 2d6-1, Increased 
  STUN Modifier (+¼); 4 Clips of 7 
  Charges (-0), Beam (-¼), OAF (-1), 
  Real Weapon (-¼), STR Minimum 9 
  (-½) plus +1 OCV; OAF (-1) 
  [7] 
   10 Armored Vest:  Armor (9 PD/9 ED); 
  Activation Roll 10- or Locations 10-13 
  (-1¼), OIF (-½) 
  0 
   
   Perks 
   
  4 Contact:  Fixer (Useful) 11- 
   
   Skills 
   
   Martial Arts:  “Streetfighting” 
   
   Maneuver 
  OCV DCV Notes 
   
  4 Block 
  +2 
  +2 
  Block, Abort 
   
  4 Disarm 
  -1 
  +1 
  25 STR Disarm 
   
  4 Dodge 
  — 
  +5 
  Dodge, Abort 
   
  4 Elbow/Knee 
  +2 
  +0 
  5d6 Strike 
   
      Smash 
   
  4 Escape 
  +0 
  +0 
  30 STR Escape 
   
  3 Legsweep 
  +2 
  +1 
  4d6 Strike, 
  Target Falls 
   
  4 Punch/Snap 
  +0 
  +2 
  5d6 Strike 
   
      Kick 
   
  5 Side Kick 
  -2 
  +1 
  7d6 Strike 
   
      Roundhouse 
   
  3 Throw 
  +0 
  +1 
  3d6 + v/5, 
  Target Falls 
   
  3 Use Art with Clubs, Knives, Razors 
   16 +2 with Combat 
   
  5 +1 with Agility Skills 
   
  3 Acrobatics 12- 
   
  5 Breakfall 13- 
   
  2 CK:  Neo York 11- 
   
  3 Climbing 12- 
   
  1 KS:  Assorted Martial Arts 8- 
   
  2 KS:  Cybertechnology 11- 
   
  2 KS:  Neo York Underworld 11- 
   
  3 Paramedic 12- 
   
  2 PS:  Street Samurai 11- 
   
  3 Shadowing 12- 
   
  3 Stealth 12- 
   
  5 Streetwise 13- 
   10 Two-Weapon Fighting (Ranged) 
   
  5 WF:  Common Melee Weapons, Small 
  Arms, Thrown Knife 
  Total Powers & Skills Cost:  200 
  Total Cost:  275 
   150+ Disadvantages 
   
  5 Distinctive Features:  Chromed (Easily 
  Concealable) 
   
  5 Distinctive Features:  Extensive Tattoos 
  on His Upper Body (Easily Concealable) 
   
  5 Hunted:  Neo York Police Department, 
  Inc. 8- (Mo Pow, NCI, Limited Area, 
  Watching) 
   20 Normal Characteristic Maxima 
  
  DIGITAL HERO #41 
   
  64 
   10 Psychological Limitation:  Dislike for the 
  Multinational Corporations (Common, 
  Moderate) 
   15 Psychological Limitation:  Professional 
  Code (Common, Strong) 
   15 Psychological Limitation:  Wants to “Be 
  His Own Man” (Common, Strong) 
   
  5 Rivalry:  Other Street Samurai for a 
  Larger Share of the “Pie” (Professional) 
   45 Experience Points 
  Total Disadvantage Points:  275 
  opponent down. Danny won’t hesitate to use a 
  weapon if he can, especially if his foe is so 
  armed, and will usually try to Block and Disarm 
  before closing. 
   
  Campaign Use:  Danny 33 sits on the border 
  between such low-end cyberpunk settings as 
  William Gibson’s Neuromancer and the much 
  more high-powered world of Masamune 
  Shirow’s Ghost in the Shell. Naturally, he’s 
  meant to be used in high-end Cyber Hero 
  campaigns, and is packed with quite a bit of 
  cybernetics, although he has nowhere near the 
  sort of systems seen in some cyberpunk 
  characters, such as the cyborgs in the Nemesis 
  series of films. 
   
  To make Danny more powerful raise his 
  STR and DEX to 18 or 20, his CON to 18, and 
  add a few points to INT, EGO, and PRE. Give 
  him a second Ingram MAC-10 (or a second Colt 
  1911A1), and possibly some Armor defined as 
  implanted subdermal plates. To downpower 
  Danny, remove his Two-Weapon Fighting, 
  Adrenal Pump, Throwing Knives, and Razors. 
   
  As Danny tends to work as security for those 
  who hire him, he’s not likely to Hunt a PC, 
  although he may cross their path while on a 
  mission, which might just bring him and a group 
  of PCs at cross ends. 
   
  Appearance:  Danny is of mixed parentage, 
  with skin a light tan color and dark brown eyes, 
  He stands about 5’9”, with a very fit build, and 
  trains constantly. He shaves his head, exposing 
  the multiple tattoos of various geometric patterns 
  that cover his scalp and upper body. He normally 
  wears combat boots, fatigue pants, an equipment 
  belt, and his armored vest, leaving his chest and 
  upper body otherwise bare. Danny’s cyberarm is 
  of brushed steel, while his eyes are covered with 
  reflective silver flare filters. 
   
   
  
SOURCE: textdata/thevault/Hero Games/Digital HERO/Digital Hero 41.pdf