TEXT: Education In Terror 
  An AV&V(tm) Mini-Adventure by Jack Herman, (c)1997 
  Illustrations (c)1997 by Jeff Dee 
   
  INTRODUCTION 
  This adventure is designed for 5 characters of level 6-12. Although written as taking 
  place in northeastern Illinois, the GM should feel free to relocate it to wherever his 
  campaign is normally situated. 
  Before the adventure begins, the GM can foreshadow it by dropping hints and rumors in 
  earlier episodes of the campaign. 
  The players may have heard rumors of the Crime Academy, an elite school for super-
  villains. Its existence spoken of only in whispers by the leaders of the Underworld. The 
  GM should expose the players to vague rumors of this institution, but no leads or 
  substantial evidence for them to follow up on. 
  Another rumor concerns several incidents of the theft of quantities of Hyperbium, a 
  mineral with no known practical use or market value that is found only in certain ancient 
  meteor fragments. There have been a few sightings of perpetrators, but none have fit the 
  descriptions of any known super villains. They were Crime Academy students. 
  Finally, there are persistent but unverified sightings of hideous "lobster people" reported 
  in the tabloid press. 
   
  THE MURDER OF CADET FAIRBANKS 
  Early one Wednesday morning the players' superhero team is contacted by the Cook 
  County Sheriff's Police. The heroes are asked to assist them in the investigation of a 
  murder. The victim is 18 year old Johnny Fairbanks, a student of the Winthrope 
  Academy. The Winthrope Academy is a small military school for high-school students 
  located just outside Evanston, Illinois. The boy's body was found just outside the 
  Academy grounds and the manner in which he has been killed suggests that the murderer 
  has super-powers. Fairbanks appears to have been dropped from a great height but the 
  body is located in a spot hundreds of yards away from the nearest tall building. The 
  coroner can attest to the fact that the body has not been moved. 
  
  The players will presumably want to conduct their own investigation. They may travel to 
  the Academy and question the students and faculty. 
  The students at the Academy have very little contact with the outside during the semester. 
  In addition, this is the week of mid-term exams. While all the students are on a strict sign 
  in/sign out system from their dorms (and a 10:30 lights out) under normal conditions, 
  restrictions are enforced even more rigidly during mid-term week in order to discourage 
  cheating. Consequently, all the other students in the Academy (about 200 of them) can be 
  accounted for during the time of the murder. By the coroner's estimation Fairbanks was 
  murdered some time after midnight. 
  Johnny Fairbanks had no known enemies. He was a quiet and polite. There are a few 
  "bad eggs" among the students, but Johnny is not known to have ever run afoul of them. 
  If the players insist, they will be given the names of Kyle Tilton and Burton Kreiger. 
  Questioning those students leads nowhere: they insist they "never bothered the kid". 
  (GM: The truth is that they did not. Fairbanks was purposefully selected at random from 
  those students who had never run afoul of the Crime Students as school bullies). 
  There have been several unexplained disappearances in this general area over the last five 
  years, including a couple of cadets, a teacher, a policeman, local citizens, a missing 
  investigative reporter, and "The Fox", a minor local superhero. Seven missing persons in 
  5 years seems above average for this area, but since there has been no clear pattern to 
  these disappearances the authorities have not seen fit to link them. 
  Almost all of the Academy's faculty lives off the grounds. All of them can be accounted 
  for as well. Only four members of the faculty were spending the night on Academy 
  grounds when Fairbanks was murdered. They are: 
  Eva Lords: Currently the acting headmistress of the Academy, Lords claims that she met 
  with David Johnson in her office at around 8:00 PM concerning that week's science 
  exams. She then spent the next six to eight hours in her office hoing paperwork. She 
  asserts that it is not uncommon for her to work late hours like this. Afterward she retired 
  to her home on the grounds and did not hear or see anything unusual for the rest of the 
  night. 
  James Garrison: A former policeman, "nerves" led to an abrupt end in his law 
  enforcement career. He currently churns out mediocre "shoot 'em up" police thrillers and 
  is in charge of Winthrope Academy security. He claims he went to bed just before 
  midnight. After "lights out" he turned on all the burglar alarms and gave the grounds his 
  usual once-over and found nothing amiss. 
  Dave Johnson: Dave is a Northwestern University grad student and teaching assistant at 
  the Academy. He maintains that he was at Northwestern working on his doctorate thesis 
  until way past midnight. He showed up in his room at the Faculty Dorm at about four in 
  the morning. He will claim to have slept very late this morning and will not have heard of 
  the murders until informed by the police or the players. 
  
  Mary Hellen Shelby: Teaching her art classes at the Academy are a part-time job for 
  her. She also works as a courtroom artist. She says that after spending the evening out 
  alone at a bar she returned to the Academy just after midnight. She noticed nothing 
  untoward except that the burglar alarms were all shut off (they can be turned on from a 
  box in the Faculty dorm). Since Jim Garrison was not around she figured he must still be 
  out on patrol and went to bed. 
  The players should learn all of the above information through conversational interplay 
  with the GM assuming the role of the police, the coroner, the students, the teachers and 
  etc. If they are paying attention the players should immediately notice two things: 
  1) All of the teachers' stories are plausible although they are strangely difficult to 
  substantiate. 
  2) Several glaring inconsistencies arise when all of their stories are put together. 
  This should be enough to arouse the players' suspicions. 
  At this point they will probably want to either begin secretly investigating the four 
  members of the Academy faculty that were present for the murder or they will demand 
  that the police run them all in. The gamemaster should take steps to encourage the former 
  but should the latter result; an attorney working on behalf of the Academy will secure 
  their release within one hour of being taken in. The police say they do not yet have 
  enough evidence to formally bring charges against anyone for this crime. 
   
  THE ACADEMY OF CRIME 
  Assuming the players will want to secretly follow and observe the various suspects they 
  should decide now who they will follow. Inconspicuous movement around the Academy 
  will be impossible while the players are in their superhero costumes. All students and 
  teachers wear Academy uniforms at all times while on the grounds. Spare uniforms can 
  be found in the basement of the Administration building or they can be swiped from any 
  of the dorms. 
  The GM should make a Perception skill check for any of the characters being followed 
  whenever he feels that a player has failed to remain inconspicuous or has blundered while 
  trying to appear "in place" at the Academy. 
  Today, Wednesday, is the final day of mid-term exams. Most cadets that are not actually 
  involved in taking exams are studying at the library or in their dorm room packing for the 
  Spring Break. As no classes are in session many students are out and about, to and from 
  exams, picking up grades, saying goodbye, etc. This makes it much easier to sneak 
  around the usually orderly Academy grounds. 
  
  Rumors about Johnny Fairbanks are just now starting to filter down to the rest of the 
  students. They are shocked. Watching the Faculty during the day will reveal little as no 
  one will do very much other than performing their normal duties, giving tests, etc. 
  Academy Encounters 
  The GM may roll 1d6 whenever the player's investigations need a little spice: 
  1. Strange Clues. The players either come across mysterious "footprints" burned into 
  pavement or grass, as if by acid, or signs that the campus vegetation ahs been gnawed on 
  by some large animal. These clues are mysterious, but don't point to any specific 
  suspects. 
  2. Bullying Cadet. The players encounter Kyle Tilton in his civilain identity. He is a 
  bully, and will find an excuse to give his "fellow students" (the heroes in disguise) a hard 
  time. He won't use his powers, but the players will recognize him when they meet again. 
  3. Flirtatious Cadet. One of the heroes attracts the amorous advances of Darcy Price, or 
  of Michael Horne if the PC is female, in their civilian identity. The student is probably 
  not interested in a serious relationship, and is rather rude about the whole thing. 
  4. Hardnose Teacher. One of the Academy teachers (other than the suspects) gives 
  players a hard time about something. Perhaps the teacher has come across one of the 
  Strange Clues and wants to question the heroes about it. 
  5. Cadet Caught Cheating. The heroes see a big dumb jock (Burton Kreiger in big 
  dumb jock form) getting caught cheating at a test. 
  6. Cadets' Secret Party. This is a chance for the heroes to meet some nice young NPCs 
  socially. The party is in a dorm room, with students on guard to warn of approaching 
  faculty. Optionally, the GM may have one or more Crime Students make a scene at the 
  party, possibly ruining everyone's good time. 
  By eight o'clock in the evening it will appear to the players that all of the students will 
  have left to go home for spring break, unless they have decided to follow one or more of 
  the Crime Students. While the rest of the faculty has gone home the four faculty suspects 
  who were at the Academy during the murder and all of the Crime Students are still on the 
  grounds. As the midnight hour rings in on the clock tower over Grant Hall they all hurry 
  inside. An aerial observer will be able to look down into Grant Hall through the skylight 
  on the roof. Anyone attempting to sneak in after them will have to hurry as the doors will 
  be locked from inside. 
  Inside Grant Hall Lords, Garrison, Johnson, and Shelby will make their entrance into the 
  Lecture Hall - but now they are in costume as Crime Teacher, Diamondstar, Borg and 
  Penumbra respectively. They are followed by the students Michael Horne, Charles Voss, 
  Burton Kreiger, Darcy Price, and Kyle Tilton - likewise costumed as Aeroflat, Chem, 
  
  Triceratops, Sable, and Infra-red. As Crime Teacher steps up to the podium, the 
  players realize that they have located the infamous Crime Academy! 
  Crime Teacher addresses her students. 
  "You have all passed your final exam with honors! The target, carefully selected so as to 
  leave no hint of the Crime Academy's involvement, has been skillfully and efficiently 
  eliminated. Well done! May the training you have received here serve you well as you 
  pursue glorious careers of crime, collecting the metal Hyperbium for our insatiable 
  masters!" The assemblage cheers. 
  "However, there is a problem. Last night's activities have attracted several powerful 
  superheroes to the campus. They are outside at this very moment! And so your Alma 
  Mater needs your help! As Crime Academy Alumni, and for the sake of your school - 
  find them and destroy them!" 
  At this point the heroes may wish to burst into the Lecture Hall and get down to business. 
  If they try to remain in hiding, the GM may force the issue by having one of the students 
  spot one of them, shouting, "There they are!" 
  At the start of the battle only the Crime Students will engage the heroes and probably do 
  pretty poorly. Should the students require drastic need of assistance the Crime Teacher 
  will hit a switch hidden behind the podium, activating five of their training robots! These 
  emerge from crates in the storage room, and circle around to enter the lecture hall from 
  all sides. 
  GM, this is a great opportunity to dig up the character sheets of any old hero that you've 
  been dying to use again. The PCs might even find themselves confronted by their own 
  robotic duplicates! Of course all the robots fight at only 4th level, none have the 
  memories of the original, and their powers may not duplicate the powers of the original 
  exactly. But have fun! 
  Of all else fails, or if they are themselves attacked, Crime Teacher and the others will join 
  in on the combat. By this time the Crime Students and the robots should have softened 
  the players up enough that the faculty will probably have little difficulty in overpowering 
  them. Should the players defy the odds and emerge triumphant, they deserve to give 
  themselves a big round of applause! 
  If the players are victorious and the room is searched they will find a secret trap door 
  behind the speaker's podium. The trap door might also be discovered if an attack goes 
  astray and strikes nearby, or if any of the faculty attempt to retreat through it. This 
  trapdoor is clearly out of place, and merits investigation. If the players open it, proceed to 
  the next section. 
  If the players lose, they will be captured and handed over to the Faculty's true masters. 
  Proceed to thre next section. 
  
   
  THE TERROID FACTOR 
  If the players have managed to defeat the faculty and locate the secret passage beneath 
  the podium then they will emerge in the Steam Tunnel labyrinth where the hatchway is 
  located. Should the players have been defeated they will wake up wrapped from the neck 
  down in the Cocoon Hive. 
  The "egg-casing" material has a Structural Rating of 13. The cocoons are also immune to 
  any power that does Energy damage, and they reflect 1/2 of the damage back on any 
  character that attempts to use such a power on them. Finally, the cocoons absorb one 
  point of power per minute from any living thing held within and prevent any power from 
  being recovered. A cocoon will only drain a character down to 1/4 of their normal power. 
  The rest of the Cocoon Hive is filled with small 6-inch wide spherical objects (eggs) that 
  pulse and emit a soft glow. The room contains about sixty of these as well as other 
  cocoons containing the remains of Professor Arthur Hillbridge (Winthrope Academy's 
  original headmaster), various cadets, teachers, policemen, local busybodies, a missing 
  investigative reporter, and several superheroes. 
  One or more of these victims may still be alive! They are unresponsive, and the players 
  will have to wait until they're free to discover whether any of them still live. 
  Once the heroes awaken an alien-looking creature will enter. It resembles an H.R. Giger 
  portrait of a half-eaten lobster. It will communicate with the players in an alien language 
  using a small electronic translating device, referring to itself as a member of the 
  "Terroid" race. 
  "The true purpose of the Academy of Crime," it explains, "can now be revealed to you. It 
  serves to procure worthy humanoid super-agents to further the Terroid cause. It is vital 
  that fuel be gathered and properly prepared to power the dimensional gateway that will 
  bring in the invading Terroid forces. After that is accomplished, with the aid of our super-
  powered human spies, conquering your divided and inferior world will be a simple 
  matter. Even you social misfits can serve a purpose in the glorious Terroid plan. Your life 
  energies are even now being drained and used to incubate a new generation of technician-
  drones. The complete process takes approximately 24 hours and is increasingly more 
  painful and debilitating as the hours pass by. Within that time the gate shall be 
  completed. You may ponder the impending fate of your race in the last hours of your life. 
  Farewell." 
  It is now up to the players to figure out some method of escape. They have 24 hours to 
  foil the Terroid invasion plans. 
  
  The players will wander about the labyrinthine corridors bumping into Terriods wherever 
  "x"s are located on the map. If they capture a Terriod and Interrogate or Intimidate it 
  using the electronic translator they will learn of the Terroid plan. 
  If the players find themselves free and in the Cocoon Hive they may wish to apply 
  Medical skill to examine the Terroid victims, and to stabilize them if any are found alive. 
  None will be able to be of any help to the players, however. 
  To stop the Terroid Invasion requires locating and destroying either the Gateway or the 
  Fuel Tanks. 
  The Gateway: This is a weird distorted parabolic mirror about twenty feet wide. Its 
  surface seems to exude a misty ether-like gas and the rear side of it is covered with a 
  multitude of electronics the likes of which no human being has ever seen. 
  Unless the players have managed to pry specific instructions out of one of the Terroids, 
  they will have to figure out how to best destroy the gateway. A successful Physics or 
  Optics skill roll will reveal that the mirrored surface is the key. Inflicting 100 points of 
  damage on the mirror will destroy it. That will be the end of the Terroid Invasion! If the 
  players can't figure it out, they can simply wreck the electronic components of the 
  gateway which will only disable it temporarily. The mirror can also be powered from the 
  Terroids' home dimension - if it is left intact, the Terroids will be able to send through 
  another invasion force to set up a new base elsewhere. 
  The Fuel Tanks: Super-Villains trained at the Academy search the world for the rare 
  mineral Hyperbium (deposited on Earth by an intense meteor storm over one hundred 
  million years ago) that the Terroids use for fuel. Here in these tanks the fuel must be 
  properly refined if it is to power the dimensional gateway. 
  Unless the players have managed to pry specific instructions out of one of the Terroids 
  they meet, they will have to figure out how to best destroy the fuel refinery. A successful 
  Geology or Electronics roll will unlock the secret of Hyperbium's usefulness as a power 
  source, and reveal that turning all of the heat units up on the tanks to maximum will cause 
  the fuel inside to burst into flame and explode (destroying Winthorpe Academy and 
  everything in it) in three minutes (12 turns). That will be the end of the Terroid Invasion! 
  If the players can't figure it out, they can simply wreck the refinery which will allow the 
  Terroids time to escape and set up a new base elsewhere. 
  Obviously the ultimate goal of the adventure is to stop the plot of the Terroids. Although 
  after being put through the wringer by the Crime Students, the training robots, the 
  Faculty, the Cocoon Hives and the Terroids (not to mention the cadets' secret parties) the 
  players may decide, and wisely so, that discretion is the better part of valor and beat a 
  hasty retreat from the Winthorpe Academy. If they are not in sufficient shape to return to 
  the Academy soon and face the Terroids (remember, they have less than 24 hours) but 
  they contact the proper authorities in time a massive raid will be staged on the Academy 
  grounds by hundreds of FBI agents and heavily armed SWAT teams. In a desperate battle 
  
  they will avert the Terroid menace just in time. The powers-that-be will, of course, be 
  grateful to the players for alerting them to the danger and for the heroic actions taken in 
  the investigation of the murder of Cadet Fairbanks. 
   
   
   
   NAME: Crime Teacher                 AGE: 27    SEX:female RACE: human 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Eva Lords 
    
    36   EXPERIENCE LEVEL: 10          AFFILIATION: Crime Academy Faculty 
    
     8   Heightened Attack: +10 damage on all attacks 
    
    10   Heightened Senses: 6th Sense 
  
    
    15   Cosmic Awareness 
    
    10   Pet: giant venomous adder, "Lucian" (see separate sheet) 
    
    15   Devitalization Ray Device: 3d10 Entropy damage vs. target's 
  Power, 28" range, 
    
         14 charges. 
   
     1   Teach/12 
   
     1   Locksmith/16 
    
     1   Criminology/12 
     1   Escape Artist/16 
     1   Stealth/17 
  -11  LBS: 120     BASIC HITS: 3   CARRY CAP.: 
  458 
   
   18  STR: 18      BASIC HTH DAMAGE: d6 
   
   18  END: 18      SAVE: 13    HEALING RATE: 1.5 
  per day 
   
   33  AGL: 33      SAVE: 16 
   
   15  INT: 15      SAVE: 12 
   
   15  CHR: 15      SAVE: 12 
   
  =179 TOTAL CP COST  HIT 
  MOD:(1.6)(2.2)(3.4)(1.2)= 14.3616 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(44):__________ 
  POWER(84):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0       0
   
  MOVEMENT RATES: 69" ground 
   WEALTH ROLL: d4   LEGAL STATUS: record, wanted          (SECURITY 
  CLEARANCE= none ) 
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
  
   
   NAME: Lucian                        AGE: -     SEX: male  RACE: adder 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: - 
    
    12   EXPERIENCE LEVEL: 4           AFFILIATION: Crime Teacher's Pet 
    
    10   Poisoned Attack: d10 poison carrier on bite, PR = 0. 
    
     3   Natural Weaponry: Fangs, +1 to hit/+2 damage bite. 
    
     1   Stealth/13 
    
   -15   Physical Handicap: crawls at 1/10 of normal ground movement. 
   -4  LBS: 155     BASIC HITS: 4   CARRY CAP.: 264 
   
   13  STR: 13      BASIC HTH DAMAGE: d6 
   
   12  END: 12      SAVE: 11    HEALING RATE: 1.2 per day 
   
   15  AGL: 15      SAVE: 12 
   
   10  INT: N       SAVE: (10) 
   
   18  FER: 18      SAVE: 13 
   
  =75  TOTAL CP COST  HIT MOD:(1.2)(1.4)(1.6)( 1 )= 2.688 
   
  UNSPENT POINTS: 0   DEVELOPMENT:_________________________ 
  HITS(11):__________ POWER(58):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  OTHER 
   
     0        0       0        0        0     none 
   
  MOVEMENT RATES: 4" ground 
   
   WEALTH ROLL: -    LEGAL STATUS: nonsentient             (SECURITY 
  CLEARANCE= none ) 
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
   
   NAME: Diamondstar                   AGE: 30    SEX: male  RACE: human 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: James Garrison 
    
    32   EXPERIENCE LEVEL: 9           AFFILIATION: Crime Academy Faculty 
    
     6   Natural Weaponry: +2 to hit, +4 damage HTH 
    
  
    36   Chemical Power: Diamond-hard skin, 9 Armor 
    
     8   Flight: 528" per turn, PR = 1 per hour. 
     1   Pistol/13 
     2   Writing/12 
     1   Criminology/11 
    
   -15   Transformation (A): Power Activation, requires a d100 save vs. 
  Endurance 
    6  LBS: 205     BASIC HITS: 5   CARRY CAP.: 
  500/6234 
   
   39  STR: 15/39   BASIC HTH DAMAGE: d8/2d8 
   
   15  END: 15      SAVE: 12    HEALING RATE: 2 
  per day 
   
   15  AGL: 15      SAVE: 12 
   
   12  INT: 12      SAVE: 11 
   
   15  CHR: 15      SAVE: 12 
   
  =173 TOTAL CP COST  HIT MOD:( 3 
  )(1.8)(1.6)(1.1)= 9.504 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(23/48):_______ 
  POWER(57/81):________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     9        9       9        9        0     
  none 
   
  MOVEMENT RATES: 45"/69" ground, 528" flying 
   WEALTH ROLL: d4   LEGAL STATUS:wanted, no record        (SECURITY 
  CLEARANCE= none ) 
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
   
   NAME: 'Borg                         AGE: 21    SEX: male  RACE: human 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Dave Johnson 
    
     4   EXPERIENCE LEVEL: 2           AFFILIATION: Crime Academy Faculty 
    
  
     6   Bionics: Speed Bonus, +198" ground 
    
    15     X-Ray Vision 
    
     4     Immune To Poisons 
    
    15     Radar Sense 
    
     8   Personal Force Field Device: 4 protection vs. Biochemical, 
  Energy, Kinetic & 
    
           Entropy damage. Takes an Acton and 1 charge to activate: 13 
  charges. 
   
     6   Natural Weaponry: +2 to hit/+4 damage HTH. 
   
     1   Claw/12 
    
     1   Electronics/15 
     1   Engineering/15 
     1   Mechanic/15 
   -10   Transformation (A): Power Activation, takes an Action. 
    -5   Vulnerability: Takes 5 damage per turn when in a strong magnetic 
  field. 
   -4  LBS: 155     BASIC HITS: 4   CARRY CAP.: 
  227/1619 
   
   27  STR: 12/27   BASIC HTH DAMAGE: d4/d10 
   
   12  END: 12      SAVE: 11    HEALING RATE: 1.2 
  per day 
   
   12  AGL: 12      SAVE: 11 
   
   30  INT: 18/30   SAVE: 13/15 
   
   12  CHR: 12      SAVE: 11 
   
  =131 TOTAL CPs  HIT 
  MOD:(1.2/2.2)(1.4)(1.3)(1.3/1.7)=14.9 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(12/60):_______ 
  POWER(66/81):________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
    (4)      (4)     (4)      (4)       0   
  poison immunity 
   
  MOVEMENT RATES: 36"/249" ground 
   WEALTH ROLL: d4   LEGAL STATUS: wanted, no record       (SECURITY 
  CLEARANCE= none ) 
  
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
   
   NAME: Penumbra                      AGE: 27    SEX:female RACE: human 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Mary Hellen Shelby 
    
    12   EXPERIENCE LEVEL: 4           AFFILIATION: Crime Academy Faculty 
    
    15   Size Change, Larger: Height x 7, Weight x 343, PR = 2 to grow, 
  Agility x.2 
    
    15   Regeneration: takes an Action, 1 use per turn. Can't regenerate 
  Light damage. 
    
    15   Darkness Control: Maximum area of effect is 17"/100", maximum 
  range is  
    
         45"/63". PR = 2 to create/reshape, takes an Action per turn to 
  maintain,  
    
         takes movement to reshape. 
    
    15   Abusive Power Combination Penalty: Size Change Larger & 
  Regeneration 
   
     2   Art: Drawing, 13/7 
   
     2   Teach/12 
    
     1   Law/11 
  
  -12  LBS: 115/39445  BASIC HITS: 3/789  CARRY: 
  255/87332 
   
   12  STR: 12      BASIC HTH DAMAGE: d6/5d10 
   
   27  END: 27      SAVE: 15    HEALING RATE: 2.4 
  / 631.2 
   
   15  AGL: 15/3    SAVE: 12/6 
   
   12  INT: 12      SAVE: 11 
   
   12  CHR: 12      SAVE: 11 
   
  =143 TOTAL CP COST  HIT 
  MOD:(1.2)(3.4)(1.6/.4)(1.1)=1.795 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(22/1417):_____ 
  POWER(66/57):________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0     
  none 
   
  MOVEMENT RATES: 54"/315" ground 
   WEALTH ROLL: d4   LEGAL STATUS: no record, not wanted   (SECURITY 
  CLEARANCE= none ) 
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
   
   NAME: Infra-Red                     AGE: 20    SEX: male  RACE: 
  human/USA 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Kyle Tilton 
    
     0   EXPERIENCE LEVEL: 1           AFFILIATION: Crime Academy Student 
    
    15   Non-Corporealness: PR=5 per hour, costs movement to shift. 
    
    10   Heightened Senses: Infrared vision, immune to darkness. 
    
     6   Light Control: Infrared laser, d12 Energy attack, 30" range, 
  PR=1 per use. 
    
         Cannot be used to blind. 
  
    0  LBS: 175     BASIC HITS: 4   CARRY CAP.: 
  401 
   
   15  STR: 15      BASIC HTH DAMAGE: d6 
   
   12  END: 12      SAVE: 11    HEALING RATE: 1.2 
  per day 
   
   15  AGL: 15      SAVE: 12 
   
   15  INT: 15      SAVE: 12 
   
   12  CHR: 12      SAVE: 11 
   
  =100 TOTAL CP COST  HIT 
  MOD:(1.4)(1.4)(1.6)(1.2)= 3.7632 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(16):__________ 
  POWER(57):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0     
  non-corporeal 
   
  MOVEMENT RATES: 42" ground or non-corporeal 
  floating. 
   WEALTH ROLL: d4   LEGAL STATUS: no record               (SECURITY 
  CLEARANCE= none ) 
   
   OTHER INFORMATION: Kyle Tilton is a hot-headed bully. He sometimes 
  challenges 
    
   Aeroflat's "authority", but only out of spite. He's not really a team 
  player. 
   
   NAME: Sable                         AGE: 19    SEX:female RACE: 
  human/USA 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Darcy Price 
    
     0   EXPERIENCE LEVEL: 1           AFFILIATION: Crime Academy Student 
    
    12   Heightened Expertise: +4 to hit with all combat. 
    
     4   Auto-Pistol: 6 shots, +3 to hit, d8 damage, 126" range. 
    
     4   Shurikens: 6 shots, +3 to hit, HTH+1 damage, 21" range. 
    
     2   Locksmith/15 
  
   -9  LBS: 130     BASIC HITS: 3   CARRY CAP.: 
  317 
   
   15  STR: 15      BASIC HTH DAMAGE: d6 
   
   15  END: 15      SAVE: 12    HEALING RATE: 1.2 
  per day 
   
   21  AGL: 21      SAVE: 14 
   
   12  INT: 12      SAVE: 11 
   
   24  CHR: 24      SAVE: 14 
   
  =100 TOTAL CP COST  HIT 
  MOD:(1.4)(1.8)(2.2)(1.1)= 6.0984 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(19):__________ 
  POWER(63):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0     
  none 
   
  MOVEMENT RATES: 51" ground 
   WEALTH ROLL: d4   LEGAL STATUS: many minor convictions  (SECURITY 
  CLEARANCE= none ) 
   
   OTHER INFORMATION: Darcy Price's obsession with fur led her to her 
  first break-in 
   at age 14. She has been honing her skills ever since. She is the 
  actual leader of 
   the Crime Students, though it suits her purposes to let "the boys" 
  think they run 
   things. 
   
   NAME: Aeroflat                      AGE: 18    SEX: male  RACE: 
  human/USA 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Michael Horne 
    
     0   EXPERIENCE LEVEL: 1           AFFILIATION: Crime Academy Student 
    
    15   Flight: 990" per turn (225 mph), PR=1 per hour 
    
     9   Natural Weaponry: martial arts training, +3 to hit/+6 damage HTH 
    
     3   Anti-Glare Goggles: immune to blinding attacks and glare defense 
  penalties 
  
   -1  LBS: 170     BASIC HITS: 4   CARRY CAP.: 
  476 
   
   16  STR: 16      BASIC HTH DAMAGE: d6 
   
   15  END: 15      SAVE: 12    HEALING RATE: 1.6 
  per day 
   
   18  AGL: 18      SAVE: 13 
   
   12  INT: 12      SAVE: 11 
   
   12  CHR: 12      SAVE: 11 
   
  =100 TOTAL CP COST  HIT 
  MOD:(1.4)(1.8)(1.1)(1.9)= 5.2668 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(22):__________ 
  POWER(61):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0     
  anti-glare 
   
  MOVEMENT RATES: 49" ground, 990" flying 
   WEALTH ROLL: d4   LEGAL STATUS: no record               (SECURITY 
  CLEARANCE= none ) 
   
   OTHER INFORMATION: Michael Horne is the son of a wealthy aerospace 
  executive. He  
   considers himself the de facto leader of the Crime Students, though 
  any authority 
   he seems to have is due to Sable letting him have it. He has been 
  trained to zero 
   in on flying heroes with ranged attacks, in order to neutralize them. 
   
   NAME: Triceratops                   AGE: 19    SEX: male  RACE: 
  human/USA 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Burton Kreiger 
    
     0   EXPERIENCE LEVEL: 1           AFFILIATION: Crime Academy Student 
    
    12   Armor (A): 3 protection vs. Biochemical, Energy, Kinetic, & 
  Entropy. 
    
     6   Natural Weaponry: claws, horns & spikes, +2 to hit/+4 damage HTH 
    
     6   Body Power: Tail, allows an extra HTH attack per Action, no 
  additional Power 
    
  
         cost, multiple attack penalties do not apply. 
    
     8   Heightened Expertise: +4 to hit with all unarmed combat. 
    
   -15   Transformation: Power Activation, long painful transformation, 
  takes 2 full  
         minutes. 
    8  LBS: 215     BASIC HITS: 5   CARRY CAP.: 
  1712 
   
   24  STR: 24      BASIC HTH DAMAGE: d10 
   
   21  END: 21      SAVE: 14    HEALING RATE: 3 
  per day 
   
    6  AGL:  6      SAVE:  8 
   
    9  INT:  9      SAVE: 10 
   
   15  CHR: 15      SAVE: 12 
   
  =100 TOTAL CP COST  HIT MOD:( 2 )(2.6)( .7)( 1 
  )= 3.64 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(19):__________ 
  POWER(60):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     3        3       3        3        0     
  none 
   
  MOVEMENT RATES: 51" ground 
   WEALTH ROLL: d4   LEGAL STATUS: no record               (SECURITY 
  CLEARANCE= none ) 
   
   OTHER INFORMATION: Burton Kreiger's social skill are as prehistoric as 
  his super- 
   powered form. Sable only barely tolerates him. He's a star offensive 
  lineman on  
   Winthrope Academy's football team, and his arrest is liable to cause 
  an uproar. 
   
   NAME: Chem                          AGE: 17    SEX: male  RACE: 
  human/USA 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: Charles Voss 
    
     0   EXPERIENCE LEVEL: 1           AFFILIATION: Crime Academy Student 
    
    22   Chemical Power: 2d10 Biochemical Damage Field, 1 Action to 
  activate, none 
  
    
         to deactivate. 
    
    12   Heightened Defense: -4 to be hit while conscious and mobile. 
   -3  LBS: 160     BASIC HITS: 3   CARRY CAP.: 
  366 
   
   15  STR: 15      BASIC HTH DAMAGE: d6 
   
   12  END: 12      SAVE: 11   HEALING RATE: 1.2 
  per day 
   
   15  AGL: 15      SAVE: 12 
   
   15  INT: 15      SAVE: 12 
   
   12  CHR: 12      SAVE: 11 
   
  =100 TOTAL CP COST  HIT 
  MOD:(1.4)(1.4)(1.6)(1.2)= 3.7632 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(16):__________ 
  POWER(57):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     0        0       0        0        0     
  damage field 
   
  MOVEMENT RATES: 42" ground 
   WEALTH ROLL: d4   LEGAL STATUS: no record               (SECURITY 
  CLEARANCE= none ) 
   
   OTHER INFORMATION: Charles Voss comes from a wealthy family in the 
  textile industry 
   and got his powers from an accident at one of the factories. His 
  parents know about 
   his "problem", and sent him away to school to keep it secret from 
  their friends.  
   He fell in with the Crime Academy crowd when they caught him using his 
  powers, and 
   he feels as if he's finally found acceptance. But he's not really the 
  criminal 
   type, and he's shocked by the recent murder. If approached cautiously, 
  he may be 
   willing to change sides. 
   
  
   
   
  
   
   
   NAME: Terroid Technician-Drone      AGE: -     SEX: -     RACE: 
  Terroid 
    
   COST: POWERS, SKILLS & WEAKNESSES:  IDENTITY: - 
    
    12   EXPERIENCE LEVEL: 4           AFFILIATION: Terroid Advance Force 
    
    15   Regeneration: Takes an Action, usable once per turn. Can't 
  regenerate damage  
    
           from Sonic attacks. 
    
    12   Armor: 3 protection vs. Biochemical, Energy, Kinetic & Entropy 
  damage. 
    
     6   Natural Weaponry: Pincers, +2 to hit/+4 damage HTH. 
    
     2   Mechanic/13 
    
     1   Interrogation/12 
   
     1   Intimidation/14 
   
     2   Pincers/13 
  
   11  LBS: 230     BASIC HITS: 5   CARRY CAP.: 
  1728 
   
   24  STR: 24      BASIC HTH DAMAGE: d10 
   
   12  END: 12      SAVE: 11    HEALING RATE: 1.5
   
   12  AGL: 12      SAVE: 11 
   
   15  INT: 15      SAVE: 12 
   
   18  CHR: 18      SAVE: 13 
   
  =143 TOTAL CP COST  HIT MOD:( 2 
  )(1.4)(1.3)(1.2)= 4.368 
   
  UNSPENT POINTS: 0   
  DEVELOPMENT:_________________________ 
  HITS(22):__________ 
  POWER(63):___________________________ 
   
                  TOTAL PROTECTION VALUES: 
  KINETIC  ENERGY  BIOCHEM  ENTROPY  PSYCHIC  
  OTHER 
   
     3        3       3        3        3     
  none 
   
  MOVEMENT RATES: 48" ground 
   WEALTH ROLL: d4   LEGAL STATUS: no prior reports        (SECURITY 
  CLEARANCE= none ) 
   
   OTHER 
  INFORMATION:___________________________________________________________
  ______ 
    
   
  _______________________________________________________________________
  ____________ 
   
  Copyright 1997 UNI Games. Advanced Villains & Vigilantes and AV&V are trademarks 
  of 
  UNI Games. All rights reserved. 
   
  
SOURCE: textdata/thevault/Villains & Vigilantes/Extra Material/Villains & Vigilantes Education in Terror.pdf