TEXT: DEVIL’S WORKSHOP
  M
  &
  M
   
  S
  u
  p
  e
  r
  l
  i
  n
  k
   
  S
  o
  u
  r
  c
  e
  b
  o
  o
  k
  w
  r
  i
  t
  t
  e
  n
   
  b
  y
   
  L
  e
  e
   
  H
  a
  m
  m
  o
  c
  k
  LPJ9958
  
  Written by
  Lee Hammock
  Editing
  Wendy Holler
  Graphic Design,
  Layout & Logo:
  Louis Porter, Jr. Design
  Cover & Interior
  Art
  Ryan Bodenheim 
  Devil’s Workshop was created by Louis Porter, Jr.
  Design, Inc.
  Louis Porter, Jr Design
  350 NW 87th Terrace
  Plantation, FL 33324
  HavenGod@lpjdesign.com
  www.lpjdesign.com
  Devil’s Workshop, Image Portfolio, Devil’s
  Workshop Logo, Image Portfolio and Louis Porter,
  Jr. Design Logo are Trademarks of Louis Porter, Jr.
  Design. Copyright 2002 Louis Porter, Jr. Design,
  Inc. All Rights Reserved.
  Mutants & Masterminds, M&M Superlink, and the
  M&M Superlink logo are Trademarks of Green
  Ronin Publishing and are used with permission.
  Hero Points, Power Points, and Villain Points are
  Product Identity of Green Ronin Publishing and
  are used with permission. Requires the Mutants &
  Masterminds RPG by Green Ronin Publishing For
  Use."
  All text on pages 3 - 50 is Open Game Content as
  defined by the Open Gaming License. See page 51
  for more information.
  HEADQUARTERS & HIDEOUTS
  
  Page 3
  Devil’s Workshop
  headquarters & Hideouts
  advanced feature.  Advanced feature must be taken
  separately for each type of feature; taking advanced
  hangar has no effect on docks or libraries.  
  The skills each feature grants a bonus to are listed
  below.
  Advanced Feature
  Skills
  Armory
  Repair (weapons and
  armor only)
  Computer
  Computers
  Demolitions Lab
  Demolitions
  Dock
  Repair (boats only)
  Garage
  Repair (ground vehicles
  only)
  Hangar
  Repair (air/space vehicles
  only)
  Infirmary
  Medicine
  Laboratory
  Science (one of choice)
  Library
  Knowledge (one of choice)
  Workshop
  Craft (one of choice)
  Advisor
  Your headquarters has some vast reservoir of infor-
  mation on a specific set of subjects, such as the
  spirits of ancient scholars or a vast inter-dimensional
  computer.  When this feature is selected choose three
  Knowledge or Science skills for the Advisor to know
  about, in which the Advisor has a skill bonus equal
  to double the power level of the headquarters.  Once
  per session you may ask the Advisor a question
  which it answers to the best of its ability.  This
  feature may be selected multiple times, allowing 3
  more topics with each selection or another use per
  session.  
  Animal Quarters
  A headquarters with this feature has facilities
  specially built for the care, feeding, and housing of
  animals.  This includes large stalls, cages, roosts,
  veterinary tools, and anything else used to take care
  of animal occupants.  The animal quarters can hold
  one creature of large size per power level of the
  headquarters, but taking this feature additional times
  will double this number.  
  Astral Wards
  The headquarters is warded against travelers from the
  astral realm, making it difficult for them to travel or
  see inside the headquarters.  Any astral traveler
  wishing to enter the headquarters must make a power
  check, DC 10+ the power level of the headquarters,
  to be able to see into or enter the protected headquar-
  ters.  
  Astral Trap
  Storage Facility
  You may only select this feature if one of the charac-
  ters using the headquarters has the Astral Trap power
  (see Power Corrupted).  This feature allows a char-
  acter with the Astral Trap power to store trapped
  astral essences in a special container in the headquar-
  ters, allowing the Astral Trap character to free up
  their limited number of slots for trapped astral
  essences by transferring them the storage facility.  As
  a full round action the Astral Trap character can
  place the object containing the astral essence into the
  storage facility, at which point the astral essence is
  transferred from the Astral Trap object to the storage
  facility.  All the normal rules for the Astral Trap still
  apply while the astral essence is in the storage
  facility.  The storage facility can hold one astral
  essence per power level of the headquarters.  
  Automated Features
  This feature equips the headquarters with a number
  of systems that activate automatically given a set of
  parameters.  Each time this feature is selected the
  owners of the headquarters gain one automated
  feature per power level of the headquarters.  Each
  automated feature will automatically activate one
  headquarters feature or power the headquarters is
  equipped with when a certain set of parameters is
  met, such as when the base is under attack or suffers
  explosive decompression.  The parameters of the
  activation must be able to be described in one
  sentence, such as “Activate the healing power if
  anyone injured enters this room.”   The parameters
  may only be based on things happening in the
  vicinity of the base, so you cannot have an auto-
  Introduction
  Headquarters.  Hideouts.  Lairs.  Labs.  Be they
  caves, mansions, space stations, or extra dimen-
  sional hidey holes, bases of operation have long
  been a staple of superhero stories.  The best such
  places were as much characters as the heroes and
  villains of the tale, taking on a personality, style,
  and feel of their own.  A hideout spoke volumes
  about its inhabitants, from the trophies kept there
  to the location of the hideout, important facets of
  the owner could be discerned.  All in all, headquar-
  ters are much more than places to simply hang
  your cape and mask.  
  This book contains additional rules for creating
  headquarters, new rules for trainable skills and
  feats, and the details on a number of headquarters
  including history, abilities, inhabitants and maps.
  Also included is an adventure to demonstrate how
  to use one of these locations in your campaign.  
  Chapter 1 : New
  Headquarters
  Features
  Characters can gain additional features for their
  headquarters by paying one power point per addi-
  tional feature.  All the features below may be
  added to headquarters as per the normal rules.  
  Advanced Feature
  If a headquarters already has an armory, computer,
  demolitions lab, dock, garage, hangar, infirmary,
  laboratory, library, or workshop feature, this
  feature can be added to improve the quality of the
  feature.  Advanced features add a +2 bonus to any
  skill checks made within the advanced feature
  involving the intended purpose of the advanced
  feature, such as receiving a +2 bonus to Medicine
  skill checks for advanced infirmaries or receiving a
  +2 bonus to Repair checks on airplanes in an
  advanced hangar.  This feature may be taken up to
  five times for each advanced feature, granting a
  maximum of a +10 bonus to characters using the
  
  headquarters & Hideouts
  mated feature to teleport characters out of danger
  while they are fighting a villain on another continent.
  If the activated power or feature requires a skill
  check or attack roll the automated system is assumed
  to have a skill bonus or attack bonus equal to half the
  power level of the headquarters.  Automated features
  can only activate a given power once per round if the
  power has an action of full or less.  Powers with a
  longer action require their normal time.  This
  includes such devices as automated medical bays and
  magical sanctums that automatically summon
  defenders when invaded.  
  Civilian
  Appearance
  Headquarters with this feature are equipped with
  sliding walls, hidden compartments and other such
  devices that, when engaged, allow the building to
  appear perfectly normal both inside and out.  As a
  full action one of the residents of the headquarters
  can change the exterior appearance, the interior
  appearance, or both.  While the concealment devices
  are engaged it requires a Spot or Search check, DC
  20+ the power level of the headquarters, to notice
  there is something amiss.  
  Criminal Database
  This feature represents a large collection of data on
  criminals, super villains and other miscreants housed
  within the headquarters.  Using this feature charac-
  ters can quickly track down the criminal history of
  many nefarious individuals, requiring a Computers
  check against a DC based on the profile of the target
  of the search, listed on the table below, minus the
  power level of the headquarters.  This database will
  contain relevant information such as criminal history,
  prison terms, last known address, known accom-
  plices, etc.  This information will not always be up to
  date or even accurate, but often provides a place to
  start and one or two clues.  
  Criminal Profile
  DC
  Unimportant thug or very secretive 
  super villain
  30
  Career criminal, low level super villain
  20
  Criminal boss, average super villain
  15
  Criminal overlord, worldwide super villain 10
  Danger Sensor
  Array
  Headquarters with this feature have some manner of
  sensors that automatically detect major threats to the
  surrounding region, such as earthquakes, forest fires,
  or bank heists.  Whether this is by satellite images,
  listening to radio and TV broadcasts, or thousands of
  spying magical spirits, this system will detect impor-
  tant natural disasters or criminal behavior within ten
  miles per HQ power level.  Purchasing this feature
  more than once doubles the range of the array for
  each time purchased.  
  Deathtrap
  No self respecting super villain should be caught
  dead without at least one of these in his hideout.
  Deathtraps are overly ornate ways to execute pris-
  oners that, while seldom effective, overflow with
  style and panache.  The specifics of the deathtrap are
  up to the creator, but escaping generally requires a
  skill or power check requiring a full action against
  DC 20+ the power level of the HQ.  If the prisoner
  does not escape after an amount of time chosen by
  the deathtrap creator, the prisoner must make a
  Damage save DC 15+ the HQ’s power level each
  round as they are slowly killed by the deathtrap.  All
  deathtraps are automated; the super villain can leave
  at any time, arrogantly assured of the imminent
  demise of his enemies.  
  Demolitions Lab
  This laboratory is equipped for the creation and
  defusing of explosive devices.  It contains raw mate-
  rials and the tools necessary to carry out these tasks,
  and the entire room is heavily reinforced in case of
  accidental explosions.  The walls of the demolition
  lab have double the hardness of the walls of the rest
  of the headquarters.  
  Devil’s Workshop
  Page 4
  Dimensional Alarm
  The headquarters is equipped with some manner of
  device that detects disturbances in the time/space
  continuum.  This means anything entering the base
  using Teleport, Summon, Personal Dimensional,
  Time Travel, or similar powers is immediately
  detected.
  Dimensional Gate
  If the residents of the headquarters have ready
  access to another dimension, such as the
  Dimensional Travel power or Personal Dimension,
  they may purchase this headquarters feature.  This
  feature is a permanent portal to a specific dimen-
  sion that is easily traversable by anyone stepping
  through the gateway.  The destination dimension of
  the gateway can only be changed by someone with
  dimension traveling abilities and it can only be
  changed to dimensions the person setting the
  controls can reach themselves.  Once activated the
  portal remains open until actively closed and
  works in both directions.
  Dimensional Prison
  A step beyond common jail cells, dimensional
  prisons are small dimensional pockets where pris-
  oners can be incarcerated.  The prison dimension is
  entered through a portal, taking no special abilities
  to activate or travel through.  Beings trapped in the
  dimensional prison do not notice the passage of
  time, do not age, and do not starve or dehydrate.
  A dimensional prison can hold one prisoner per
  power level of the headquarters.  Placing a pris-
  oner into or removing a prisoner from a dimen-
  sional prison requires one hour of properly cali-
  brating controls.  
  Beings trapped in a dimensional prison can only
  escape through outside assistance, such as dimen-
  sional travelers or someone breaking into the head-
  quarters.  Prisoners with dimensional travel abili-
  ties of their own may escape at the gamemaster’s
  discretion.  
  
  Page 5
  Devil’s Workshop
  headquarters & Hideouts
  Dimensional
  Storage
  Headquarters with this feat have the ultimate
  closet.  This feature is a portal to a small dimen-
  sion where items can be stored for later retrieval.
  The capacity of the dimension is practically unlim-
  ited.  The portal to the dimensional storage area
  can only be opened once per day per power level
  of the headquarters.  
  Drones
  Your headquarters is inhabited by a fleet of small
  maintenance and cleaning units.  These can be
  anything from small automated cleaning robots to
  a legion of dedicated cobbler gnomes. These
  drones are considered 1st level minions but have
  no skills beyond Craft, Profession and Repair
  skills.  The number of drones present is equal to
  the power level of the headquarters x100.  They
  have no powers to speak of either and will not
  engage in combat.  They can be used to keep
  watch on the headquarters.  
  Environmental
  Controls
  Creatures with a variety of different environmental
  needs are able to survive within a headquarters
  with this feature.  Each room of the headquarters
  may be sealed off and the environment of that
  room changed to meet a number of different needs,
  such as flooding rooms for aquatic creatures or
  changing the dominate gas in a room to methane
  for methane breathers.  Generally changing a
  room’s environment takes one minute and can be
  done from the room affected or from any major
  computer terminals in the headquarters.  
  This feature can also be used to make a room
  deadly to its inhabitants, such as removing all the
  oxygen from a room.  Generally such efforts inflict
  damage as per normal for the Suffocation power
  with a power rank equal to the power level of the
  headquarters.  
  Environmental Suit
  The headquarters comes equipped with some type of
  suit or equipment that allows the inhabitants to
  temporarily survive hostile environments, such as the
  intense heat in a volcano or the vacuum of space.
  The headquarters has one suit per power level and
  they are can be tailored to fit any size or shape char-
  acter.  These suits require one minute to put on and
  provide the wearer with one Immunity feat per power
  level of the headquarters.  These suits only have
  power for six hours of continuous operation, after
  which they must be returned to the headquarters to
  be recharged.  
  Escape Tunnels
  The area surrounding a headquarters with this feature
  is riddled with escape tunnels, allowing easy escape
  from the headquarters from a number of locations.
  The headquarters has one escape tunnel per power
  level and these tunnels pass either underground or
  through nearby buildings, ending up to one mile
  away per power level.  The exits to these escape
  tunnels are hidden, requiring a Search check, DC
  20+ the headquarters power level,  to locate.  
  Extra Capacity
  A headquarters with this feature is larger on the
  inside than the outside, possessing a dimensional
  anomaly that makes their volume larger than it
  should be for the size of the headquarters.  This
  allows the headquarters to have twice as many rooms
  and hold twice as much stuff as a normal building of
  its size.  The feature may be taken multiple times,
  each time doubling the interior size of the headquar-
  ters.  
  If using the Headquarters as a Character rules from
  chapter 3 this allows the headquarters character to
  have one less level of Growth than would be
  normally required to carry the headquarters.  This
  feature takes up no space.  
  Gadget Lab
  This feature may only be taken if one of the charac-
  ters based out of the headquarters has the Gadget
  power.  This lab allows characters to change powers
  with the Gadget power without becoming fatigued,
  but doing so requires one hour of tinkering in the lab.  
  Intelligence
  A headquarters with this feature has some type of
  intelligent entity living inside it, such as an artificial
  intelligence computer or ancient spiritual advisors.
  The entity has a power level equal to one levee
  below the headquarters’ power level, but it cannot
  leave the headquarters.  Most examples of this
  feature will be immovable constructs or incorporeal
  spirits.  The Intelligence’s powers, if any, cannot be
  accessed outside the base by the Relay power.  The
  Intelligence is effectively a sidekick that cannot leave
  the headquarters.  
  Having this feature us different from having a head-
  quarters that is a character, as described in chapter 2.
  Instead this feature represents having an inanimate
  headquarters with some kind of resident sentient
  creature built into it, such as an intelligent computer
  program or a ghost.  The headquarters itself has no
  special means of locomotion or interactivity because
  of this feature.  
  Interstellar
  Transmitter
  This feature represents an ability to communicate
  across interstellar distances instantaneously.  Such
  communication has a range of one light year per
  power level of the headquarters and the transmitter
  can only communicate with similarly equipped
  installations.  
  Landmark
  The headquarters is well known and well thought of
  by those who live in the vicinity.  Nearby residents
  will try to protect the headquarters if they can and
  think well of those who defend it from attacks.
  Headquarters with this feature are often built within
  historical monuments, famous buildings, or natural
  wonders.  The downside of this feature is that if the
  characters do significant damage to their headquar-
  
  headquarters & Hideouts
  ters, or by their presence cause others to do signifi-
  cant damage, the local population may turn against
  them.  
  This feature takes up no space.  
  Physical Impediment
  The headquarters is surrounded by some sort of
  physical barrier that makes it difficult to reach, such
  as a moat, high wall, or steep cliff.  Defeating this
  barrier requires an appropriate skill check (Swim for
  moats, Climb for walls, etc.), DC 20+ the headquar-
  ters’ power level, or an appropriate power, such as
  flying over a moat or wall.  A second headquarters’
  feature may be used to make the barrier damage
  inflicting as well for items, such as a lava filled moat
  or a wall of thorns.  Characters coming into contact
  with such barriers must make a Damage save, DC
  15+ the headquarters’ power level. 
  This feature takes up no space.  
  Power Magnifier
  This feature represents some type of device that
  allows one of the characters based out of the head-
  quarters to increase the power rank of one of the
  character’s powers.  When this feature is selected the
  power and power source it magnifies must be
  chosen, and this power must be a power possessed
  by one of the characters based out of the headquar-
  ters. The selected power and power source may not
  be changed later without some type of Herculean
  effort on the part of the owners of the headquarters.
  To use the magnifier a character with the appropriate
  power and power source must come into physical
  contact with the magnifier and spend a full round
  action calibrating the magnifier.  As long as the char-
  acter remains in contact with the magnifier he may
  boost the power rank of the designated power by the
  power level of the base.  At the gamemaster’s discre-
  tion this boost may raise the characters power rank
  above the normal power rank limits.  When the char-
  acter stops using the magnifier he must spend a hero
  point or become fatigued.  
  Examples of power magnifiers are magic crystals
  that heighten magical abilities, large focusing lenses
  for focusing Energy Blast, or special helmets that
  expand sensory powers.  
  Remote Control
  Array
  Using this feature, characters in the headquarters can
  operate any vehicles based out of that headquarters
  through remote control.  The vehicle may be used as
  normal, but the character driving the vehicle through
  the remote control system suffers a -5 penalty to all
  Drive and Pilot checks.  Characters with the
  Datalink, Transmission, or Computer Projection
  powers may ignore this penalty.   
  Safe
  This feature represents a reinforced, lockable
  container located in the headquarters.  The safe has
  an interior space of up to one 5-foot square per
  power level of the base.  Picking the lock on the safe
  requires an Open Locks check, DC 20+ the power
  level of the headquarters.  The safe has a hardness
  equal to double the power level of the headquarters.  
  Satellite Locations
  Your headquarters has several smaller, separate loca-
  tions with similar features that can be used when
  needed.  Each time this feature is taken you receive a
  secondary headquarters, but the secondary headquar-
  ters has half the power level of your primary head-
  quarters.  The satellite locations can be located in
  any location your gamemaster deems appropriate.  
  This feature takes up no space.  
  Targeting Computer
  All attack powers or features built into the headquar-
  ters that are manned by characters inside the head-
  quarters receive a +1 bonus to attack rolls.  
  Training Facility
  Your headquarters has a training facility suitable for
  training for four skills or feats, as per the Trainable
  Devil’s Workshop
  Page 6
  Skills and Feats rules (see below).  
  Translocational
  Headquarters with this feature are special abnor-
  malities that exist in multiple locations at once.
  The headquarters may exist simultaneously at up to
  one location per power rank.  The headquarters
  may be interacted with normally at each location
  and has the same appearance at each location.
  Characters interacting with the outside world,
  including leaving the headquarters, may mentally
  specify which location of the headquarters they
  seek to interact with.  
  This feature may be taken a second time to have
  the exterior appearance of the headquarters differ
  in each instance it appears to blend in with its
  surroundings.  
  This feature takes up no space.  
  Headquarters
  Flaws
  Extra headquarters features can be selected by
  taking headquarters flaws, each flaw allowing one
  feature to be added to the headquarters.  
  Dangerous
  Location 
  The location of a headquarters with this feature is
  innately dangerous, even to those who use the
  headquarters.  This includes areas like inside
  volcanoes, deep space, or similar locations.
  Anyone exposed to the hostile environment around
  the base must make a Damage save, DC 15+ the
  power level of the headquarters, or be affected by a
  specific attack power, such as Suffocation or
  Vacuum.  Also while the headquarters itself is
  immune to the surrounding environment, if any of
  the walls of the headquarters are pierced the head-
  quarters will be affected by the surrounding hostile
  environment, such as lava flowing through a hole
  in the headquarters outer wall.  
  
  Page 7
  Devil’s Workshop
  headquarters & Hideouts
  Medium-Sized
  Ductwork 
  The duct work, plumbing, and other similar
  passageways in your headquarters are all large
  enough for a medium-sized creature to crawl
  through without difficulty.  These passage ways
  connect all the rooms of your headquarters,
  allowing infiltrators to easily move about your
  headquarters without being seen.  
  Dependent 
  Your headquarters depends on an unusual fuel to
  sustain itself, such as a space station kept in orbit
  by psychic energy or an extra dimensional space
  that requires large infusions of mystic energy to
  keep the dimension stable.  This energy must
  continually gathered by equipment in the head-
  quarters, but it requires 10 hours a week of calibra-
  tion to keep the headquarters functional.  If the
  calibration is missed for one week the power level
  of the headquarters is reduced by one until the
  calibration is performed.  If the power level of the
  headquarters reaches 0 the headquarters is
  destroyed.  The calibration requires advanced
  knowledge of the headquarters and cannot be done
  by minions without gamemaster approval.  
  Terrifying:
  Headquarters with this flaw are regarded with fear
  and repulsion by those who live in the vicinity.
  They will not willingly go near it and have no love
  for the structure.  If given the chance, such as the
  owner of the hideout being away or a rabble-rouser
  whipping up an angry mob, the locals will attempt
  to destroy the headquarters.  They will take no
  steps to defend the headquarters and will aid those
  who come to destroy it.  Heroes with good reputa-
  tions who have such headquarters are likely to
  suffer if anyone knows where they live and
  possibly be forced by the locals to seek better
  accommodations.  
  Unpopular:
  While Terrifying headquarters spur on those
  nearby to attempt to destroy it, headquarters with this
  feature instead simply inspire derision and mockery.
  Headquarters with this feature are the subject of
  public ridicule due to ugliness of architecture,
  production of bad smells, or because it is the home
  of a particularly repugnant character.  Unpopular
  headquarters will be avoided by most people and
  heroes known to be based out of them are likely to
  be heavily mocked for their poor choice of real
  estate.
  Weak Structure: 
  The entirety of a headquarters with this flaw has half
  the hardness of a normal headquarters, which is
  equal to half the power level of the headquarters.
  This flaw cannot be taken with Reinforced Structure
  feature.  
  Chapter 2:
  Headquarters
  as
  Characters
  Sometimes superhero headquarters are themselves
  living beings or mobile constructs.  Generally it us
  assumed headquarters are inanimate objects or
  objects with limited locomotion, such as jet thrusters,
  and no limbs to speak of.  Even headquarters that are
  made of living material, such as tree fortress or giant
  underwater clams, do not have the same type of loco-
  motive abilities that an actual character does.
  Headquarters with the Intelligence feature have a
  sentient being living within it, but the headquarters is
  still a building, a large boat, or similar object.  
  To create a headquarters that can move and interact
  like a character, such as a building that can transform
  into a robot when called upon or a headquarters built
  in the back of a giant star turtle, one of the characters
  who will own the headquarters much purchase the
  following feat.  
  Headquarters
  Character
  Your headquarters is a mobile, sentient creature that
  can interact with the world in the same fashion as a
  normal character.
  Prerequisite: Headquarters feat
  Benefit: Your headquarters is treated as a character
  that carries the headquarters along with it.  Your
  headquarters character is created in the same fashion
  as a sidekick using Table 4-4: Sidekicks to determine
  the level of the headquarters character based on the
  highest Leadership score amongst the owners of the
  headquarters.  Headquarters characters cannot be
  higher level than one level below the character who
  owns the headquarters.  The headquarters character
  has a number of features equal to its own power level
  instead of the power level of the highest level char-
  acter amongst those who own the headquarters.  The
  headquarters character must have one level of
  Growth with the Permanent extra per feature to hold
  the headquarters, unless the features chosen are noted
  as taking up no space.  Headquarters flaws are not
  counted in this total.  If the owners wish the head-
  quarters to have fewer features than its maximum it
  may, thereby reducing the levels of Growth needed
  to carry the headquarters.  Powers purchased by the
  headquarters character have a power level limit equal
  to his level.  
  Alternately instead of Growth the game master may
  allow the headquarters character to purchase levels of
  Dimensional Shunt or Pocket Dimension to represent
  storing the headquarters in an extra dimensional
  space instead of carrying it around all the time.
  For each wound the headquarters character suffers
  one random feature of the headquarters becomes
  non-functional until the wound is healed.  
  Example: The Peacekeepers build a giant robot to
  serve as their headquarters with one of the
  Peacekeepers, purchasing both the Headquarters and
  Headquarters Character feat.  The purchasing char-
  acter, Law Dog, is 10th level and has a leadership
  score of 18.  This means the headquarters is created
  
  headquarters & Hideouts
  as a 9th level character (the headquarters cannot be
  higher in level than one level below the character
  who owns it) in addition to having 9 headquarters
  features (equal to the headquarter character’s power
  level). Law Dog builds the headquarters character,
  the Courthouse, as a 9th level character with 9 levels
  of Growth to carry the 9 headquarters features that
  take up space.  The rest of the Courthouse’s power
  points are spent on purchasing ability scores, feats,
  skills, and other powers.  
  Once the headquarters character is created it behaves
  normally both as a character and a headquarters.  It
  may be a powerful ally the heroes can call on in
  times of need, but it’s still going to be large enough
  to be awfully inconvenient to take everywhere.  Also
  with the majority of its power points stuck in the
  Growth power it will have few other abilities,
  making it little more than a physical power house in
  combat.  Heroes may take their headquarters with
  them on particularly challenging missions, but it’s
  not the sort of thing you want to take with you every-
  where you go.  
  Headquarters that are inorganic in nature, such as
  transforming buildings, should purchase the appro-
  priate immunities for construct characters.  
  There are several examples of headquarters charac-
  ters in chapter 4.  
  Chapter 3:
  Optional
  Rules
  This chapter provides optional rules that function in
  conjunction with headquarters, but may not fit into
  all campaigns.  
  Trainable Feats
  and Skills
  Using well equipped training facilities located in a
  hero’s headquarters he may temporarily change what
  feats and skills he access to by going through an
  intense training regime, such as preparing for a
  mission involving bomb disposal by going through a
  crash course in demolitions.  Undergoing such
  training requires time, a properly equipped headquar-
  ters and power points spent on trainable skills or
  trainable feats.
  To make use of trainable abilities a character must
  spend power points to purchase a pool of feats and
  skill points that may be changed using training.
  Trainable feat slots cost 3 power points and 2 train-
  able skill point slots cost 3 power points (assuming a
  one power point per skill rank base cost for skills).
  Once these slots are purchased they remain empty
  until the character undergoes some sort of training to
  fill the slots with specific feats or skills.  
  Training requires a training facility headquarters
  feature and a second feature depending on the skill
  being trained, such as a Computer for the Computers
  skill.  Combat feats and most physical skills gener-
  ally require a training facility and a gym or combat
  simulator.  Training also requires an instructor who
  has the skill or feat or some type of informational
  resource, such as a library of books on the topic
  being trained, though a teacher improves the effec-
  tiveness of the training.  
  One day of training allows the character to learn one
  feat or two ranks of skills.  For each day of training
  the character must make an Intelligence check, DC
  10, to learn the feats or skills being taught.  If the
  character has a teacher he receives a +2 bonus to this
  check.  If the check is successful the character learns
  the feat or skill and retains the knowledge for one
  day per point by which the Intelligence check was
  successful.  After that time the knowledge fade and
  the character’s trainable feats and skills return to
  being empty slots.  If the Intelligence check fails the
  character may try again the next day.  
  Instead of keeping track of when each trainable skill
  rank goes away use the highest number rolled for
  that skill.  Trainable skill ranks cannot be used to
  break level limits for skills.  
  Devil’s Workshop
  Page 8
  The following feats cannot be trained: Connected,
  Coverup*, Fame, Headquarters, Infamy, Mentor*,
  Minions, Sidekick, all Super Feats, Where is the
  Body?*
  *Feats are from Power Corrupted
  Example: Brainchild has 2 trainable feats (costing
  him 6 power points) and 6 trainable skill ranks
  (costing him 9 power points).  His team has to
  infiltrate a super villain lair and hack into the
  computer system, so Brainchild goes into the
  training facility to brush up on his stealth skills.
  He decides to try and use his 6 trainable skill
  ranks to gain 3 ranks in each Hide and Move
  Silently and use his trainable feats to gain Talented
  (Hide and Move Silently) along with Skill Focus
  (Hide).  For a teacher Brainchild relies on his
  teammate the Gray Wanderer, who has both skills
  and both feats involved.  
  On the first day of training Brainchild concentrate
  on 2 ranks of Hide, making an Intelligence check,
  DC 10.  He gets an 18, meaning he gains 2 ranks
  of Hide for the next 8 days (10-18).  On the second
  day he trains for 1 rank of Hide and 1 rank of
  Move Silently, making his second Intelligence
  check with a 21, meaning his Hide and Move
  Silently ranks last for 11 days (21-10) since this
  roll beats his first roll.  On the third day of skill
  training Brainchild trains for 2 ranks of Move
  Silently, making his Intelligence check with a 14.
  This means his Hide and Move Silently ranks last
  11 days from the second day of training since
  21was the highest Intelligence check for both skills
  and it was made on the second day.  
  On the fourth day Brainchild trains for the
  Talented (Hide and Move Silently) and makes
  another Intelligence check, getting a 19.  This
  gives him 9 days to use Talented (Hide and Move
  Silently) before it goes away.  On the fifth and last
  day of training Brainchild trains for Skill Focus
  (Hide) and fails his Intelligence check, meaning he
  must take another day of training to learn this feat.
  Having already spent five days in the training
  
  Page 9
  Devil’s Workshop
  headquarters & Hideouts
  facility Brainchild thinks that is enough and leaves
  with his team for the mission.
  For the next 8 days he has 3 ranks of both Hide
  and Move Silently and has the Talented (Hide and
  Move Silently) feat for 8 days as well.  
  Chapter 4:
  Example
  Headquarters
  This chapter contains detailed example headquar-
  ters, including information on their histories,
  owners, and headquarters features.  
  Domus Arcane
  of the Lady
  Magistra
  The Domus Arcane was created several centuries
  ago by the first Lady Magistra, an Italian sorceress
  who spent much of her time fighting against other-
  dimensional assaults on our world.  To his end the
  original Lady Magistra created a fortress that could
  exist in several places on Earth simultaneously,
  allowing her to quickly react to incursions and
  always have the resources of her library close at
  hand.  When the first Lady Magistra grew too old
  to carry on the duty of ensuring that other dimen-
  sions did not encroach she passed the mantle on to
  her daughter, a process that repeated for hundreds
  of years as the eldest daughter of each generation
  took up the fight against evil.
  The Domus Arcane was originally built on a hill-
  side outside Rome, but it has since been absorbed
  into that city as the city expanded.  Officially the
  Domus Arcane is a historic landmark,
  masquerading as a monastery, but no one is
  allowed inside due to structural problems.  The
  Magistra line has a long standing friendly relation-
  ship with the Italian government for services
  rendered over the centuries, so both the police and
  government officials turn a blind eye to the building
  and a blind ear to questions about its history.
  Unfortunately this pointed silence has lead
  conspiracy theorists to the building, who claim it is
  everything from an alien cover-up to the home of a
  sorceress who fights demons, which is mostly
  correct.  The building attracts hundreds of visitors
  each year who stand outside and hope to catch a
  glimpse of strange happenings within, but as of yet
  none have seen anything.  After a tourist disappeared
  inside five years ago, never to be seen again (or at
  least that’s how the story goes) no one has tried to
  enter the building.
  Inside are a series of laboratories, libraries, doorways
  to other worlds and storerooms, none of which
  contain any type of advanced technology.  The
  building is conspicuously larger on the inside than
  the outside, and it is easy to get lost if one does not
  know the layout of the building.  Luckily it has
  several permanent inhabitants, led by the golem
  Marcus, who keep the place tidy and organized.
  Lady Magistras through history have had a habit of
  not returning home for months at a time, so the staff
  of the Domus Arcane have learned to be autonomous
  in the master’s absence.  The apprentice of the
  current Lady Magistra, Candice Magistra from
  America, has taken up permanent residence in the
  Domus Arcane and she only occasionally accompa-
  nies her teacher on missions, so she is forced to
  spend most of her time in the Domus Arcane.  
  Much of the efforts of all who carried the name Lady
  Magistra were against a demon known Telbax the
  Horrible, a creature from a hellish dimension of war
  and hatred that sought to expand his rule to other,
  more fertile worlds.  Each time he has been turned
  back by the Lady Magistra and her allies, and for this
  those of the Magistra line had earned the undying
  hatred of Telbax the Horrible.  He has tried every-
  thing from mortal assassins to blackmail using entire
  dimensions held hostage, but for centuries he could
  not come out ahead.  Six months ago Telbax the
  Horrible finally managed to penetrate the defenses of
  the Domus Arcane, managing to sneak himself and
  several minions inside before the enchantments on
  the Domus stopped him.  The Lady Magistra was
  alerted to the event by Candice, but not before
  Telbax and his minions had destroyed much of the
  staff and polluted the Domus with their arcane
  powers.  Lady Magistra forced them out with some
  help from a few mystic allies and the Earth Guard,
  but the headquarters was tainted and has yet to be
  completely purified.  Unfortunately due the deep tie
  between the line of Lady Magistra and the Domus
  Arcane, Lady Magistra has begun showing signs of
  demonic infestation, causing Candice and Marcus all
  kinds of worry.  
  History:
  The Domus Arcane was originally built as part of a
  joint operation between the Knights Templar and the
  Magistra family in order to hide holy relics from the
  Church, figuring right under their nose would be the
  best place to do so.  To avoid undue attention
  Templars only returned to the Domus to remove
  relics to other hiding places and over two centuries
  all the relics were moved to their own hiding places
  outside the reach of the Church and the Magistra
  family assumed full control of the building.  Already
  protected by numerous wards and spells, they
  increased the power of the Domus Arcane, eventually
  allowing one to travel to far corners of the globe or
  even other worlds by stepping through a doorway.  
  Roughly every thirty years a new Lady Magistra has
  taken possession of the Domus, and each has left her
  touch on the decorations and feel of the place.  In its
  day the Domus has served as a hospital for those
  wounded in battle against the Dreckel Invasion, as a
  safe house for mystic refugees from mortal authori-
  ties and as a safe haven for diplomatic meetings.
  Until six months ago the defenses of the Domus
  Arcane had never been breached, but now the Domus
  is threatened by lingering demonic infestation.
  While it is not the first time that the Domus Arcane
  has faced destruction, it is the first time the Lady
  Magistra has not been assured of saving it.  
  
  headquarters & Hideouts
  Locale:
  While it was originally built outside Rome, the
  Domus Arcane has since been absorbed by the
  steadily expanding city and now lies in one of the
  outer suburbs of Rome.  The neighborhood around it
  is a quite residential neighborhood with a small
  tourist trade catering to those conspiracy nuts that
  come to see the No Entrance Monastery.  The Lady
  Magistra and Candice are occasionally seen by the
  locals, most of whom assume they live somewhere in
  the area.  The magical inhabitants of the Domus
  sometimes sneak outside, but most are not seen by
  the neighbors.  The few that are seen are usually
  explained away as being products of a drunken
  stupor.  
  Because of the surrounding neighborhood Lady
  Magistra has looked into moving the Domus some-
  where else where fewer innocents will be threatened.
  Most attacks on the Domus come from the inside,
  such as creatures trying to break through its dimen-
  sional portal, but even in such cases if a creature
  were to escape into the city it would be very difficult
  to find and capture.  Thus far Lady Magistra has not
  found a sight with the suitable dimensional reso-
  nance.  
  Inhabitants:
  The Domus Arcane has at times held dozens of
  inhabitants thanks to its dimension warping abilities,
  currently the only living inhabitants of the Domus
  are the current Lady Magistra and Candice Magistra,
  her apprentice.  The Domus has numerous constructs
  that live on the Domus and serve as its staff, but
  none of these are actual living beings and most are of
  only limited intelligence. 
  Lady Magistra
  The current Lady Magistra, Julia Magistra, has been
  carrying the title for almost forty five years, starting
  as a teenager and now being over sixty years old.
  She has carried the mantle of Lady Magistra for
  longer than most, and now blames herself for the
  corruption that has infected her and the Domus
  Arcane.  Lady Magistra feels that if she had turned
  over the mantle earlier maybe someone with more
  vigor and vitality could have stopped the invasion of
  Telbax the Horrible.  
  Julia Magistra assumed the title of Lady Magistra
  from her mother in the early 1960s, spending her
  early years traveling around the world learning all
  she could of magic and mysticism.  During those
  early days she developed quite a reputation as a
  crime fighter around the world and become a favorite
  in her home of Italy, but as she grew older she spent
  less time on this plane and more time on other
  dimensions securing the safety of her home dimen-
  sion.  Over the decades she transformed from a spell-
  flinging wizard to a magically empowered diplomat,
  age slowing her hand so she instead began to fight
  with guile and diplomacy.  These tactics were mostly
  successful, but eventually the old enemy of the
  Magistra line, Telbax the Horrible, took advantage of
  her new tactics and staged a vicious assault on the
  Domus Arcane while Lady Magistra was negotiating
  a peace conference between two warring dimensions.
  Lady Magistra was able to return in time to stop the
  destruction of the Domus Arcane, but it was already
  infected by demonic energies by the time she arrived
  and because she her magics were deeply tied to the
  magics that built the Domus, Lady Magistra became
  infected as well.  
  Now Lady Magistra struggles to find a cure for both
  herself and the Domus Arcane before the taint is able
  to spread.  Lady Magistra has thus far been unsuc-
  cessful and has begun calling in every magical ally
  she has in an attempt to find a cure.  Despite Candice
  Magistra not having finished her apprenticeship Lady
  Magistra sends her into the world to find rare ingre-
  dients and lost rituals that may help.  Over time Lady
  Magistra has noticed her own behavior changing
  under the influence of the demonic taint, such as
  becoming more easily angered and having less
  concern when Candice is out on dangerous missions.
  Lady Magistra hopes that she can find her cure
  before the demonic taint takes her completely, and
  Devil’s Workshop
  Page 10
  has sworn that, if possible, she will end her own
  life before that happens.  
  Lady Magistra is an expert on all matters arcane
  with few peers in this world, though her combat
  abilities have atrophied over time.  She is often
  consulted by other wizards, such as the Pender
  family of Eldritch Hill and Ms. Mystic, and in her
  early days she teamed up with numerous heroes.
  She fought Nucleus of the Sentinels back in his
  villain days, but is content to let his secrets stay
  buried as long as he stays on the path of good.
  Lady Magistra prefers aiding heroes through
  advice, knowledge and wisdom rather than whip-
  ping spells about, finding that people learn more
  when they solve their own problems.  
  Quote: “My dear, it is not a matter of numbers
  and war.  It is a matter of understanding.”
  Personality: Lady Magistra reminds most people
  of their grandmother; maternal, caring and a
  woman slightly out of her time.  Lady Magistra is
  stubborn and sometimes condescending, but this is
  born of years of being right as opposed to arro-
  gance.  She is unfailingly polite, even to her
  enemies, thinking that such behavior may speed
  their conversion from evil.  Lady Magistra would
  always rather turn a force of evil to a force of good
  than destroy it.  
  Powers & Tactics: Whenever possible Lady
  Magistra avoids combat, her body no longer
  having long since passed its prime.  When she
  does expect violence she uses her Force Field spell
  beforehand and mainly relies on Energy Blast and
  Illusion in combat.  If pressed she usually tries to
  flee using Dimensional Travel, but not before
  using Healing on her allies.  Lady Magistra tries to
  instead play a support role in battles by healing
  and aiding her allies instead of attacking directly.  
  Appearance: An elderly woman with a full head
  of white hair and a rail straight stature, it does not
  seem that the body of Lady Magistra should be
  able to hold the intensity of her spirit.  She usually
  wears ornate robes with numerous layers and
  
  Page 11
  Devil’s Workshop
  headquarters & Hideouts
  pockets, most of which are full of mystic ingredi-
  ents.  When out of sight she often makes use of a
  wheelchair, but never shows what she sees as a
  sign of weakness in public.    
  Campaign Use: Lady Magistra functions well as a
  mystic advisor to the heroes, a source of adven-
  tures in finding a cure for the demonic infestation
  of the Domus Arcane, and a possible villain if her
  condition is not cured.  She is not a combat power-
  house directly, but if she gets the drop on the
  heroes or is able to call in mystical backup she can
  be quite a threat.  She has a number of allies on
  other planes.  
  Villain Option: If the demonic infection is not
  cured within a year or so Lady Magistra will begin
  acting more and more evil, completely disre-
  garding her plan of ending her own life eventually.
  She will instead become bent on gathering an army
  of extra-planar creatures and conquering the world,
  squashing any mystically inclined heroes first.  In
  such a situation she could easily become one of the
  major super villains in the world.  
  Lady Magistra: PL 18; Init +0; Defense 14 (14
  flat-footed); Spd 30 ft.; Atk +9 melee (-1S, punch),
  +10 ranged(+18L, Energy Blast); SV Dmg -1, Fort
  -1, Ref +0, Will +23; Str 8, Dex 10, Con 8, Int 20,
  Wis 20, Cha 18 
  Skills: Diplomacy +12, Knowledge (Other
  Dimensions) +23, Knowledge (Mystical Lore) +23 
  Feats: Assessment, Headquarters, Sidekick
  (Marcus the Golem)
  Powers: Amazing Save +18, (Willpower; Source:
  Mystical; Cost 18pp), Sorcery +18 (Telekinesis,
  Force Field, ESP, Illusion, Energy Blast (Light),
  Healing, Dimensional Travel; Source: Mystical;
  Cost: 126pp), Super-Intelligence +12 (Extras:
  Reality Anchor, Reality Perception Source:
  Training; Cost: 48pp)
  Weakness: None
  Equipment: None
  Candice
  Magistra
  The niece of the current Lady Magistra, sixteen year
  old Candice has spent most of her life as a normal
  kid living in America but has spent the last year
  learning she has a much bigger future ahead of her.
  While initially dismissive of the Lady Magistra,
  considering it all hogwash, she has since come to
  respect what her family’s heritage stands for and is
  eager to become a part of it.  While Candice may not
  have mastered her magical talents yet she makes up
  for these deficiencies by borrowing magical items
  from the Domus Arcane, not always with Aunt
  Magistra’s permission.  
  Candice’s first experiences at the Domus Arcane
  were exciting and interesting with little that caused
  her fear, but since the invasion by Telbax the
  Horrible she has been increasing uncomfortable in
  the Domus Arcane.  The place has been subtly
  changing since the infection, but no one seems to
  notice it but Candice.  Candice is also more and
  more worried about her aunt, who she can tell is
  slowly slipping away. Afraid that she might have to
  kill her own aunt, Candice has dedicated all her time
  to finding a cure for the infection.  Thus far she has
  not been successful, but her travels have taken her to
  every corner of the globe and introduced her to many
  heroes, including the Sentinels and Jack of Shadows.
  Her primary partner in these missions is Marcus the
  golem, who slips out when possible to aid Candice
  but is usually stuck keeping the Domus Arcane neat,
  organized and as infection free as possible.  
  While Candice spent most of her life as a carefree
  kid and young adult concerned mainly with school
  and socializing, she has become a determined
  sorceress that is developing quite a reputation.
  Those mystic heroes who know of the Magistra
  heritage, such as Ms. Mystic, feel that the tradition is
  in good hands.  Unfortunately with all of Candice’s
  activity some super villains have begun putting the
  pieces together and suspecting that Lady Magistra is
  under the weather.  A few of these villains, such as
  the Alchemist, have already begun plotting an assault
  on the Domus Arcane, just waiting for the right
  moment when Candice and Marcus are both gone.  
  Quote: “Look, I may be new at this, but I’m fairly
  certain ichor, tentacles and big multi-retina eyes
  mean its evil.”
  Personality: While she is often sarcastic and flippant
  sounding, nothing can dissuade Candice Magistra
  from her goal once she sets her mind to it.  Friendly
  and outgoing to other heroes, she has more than a bit
  of hero worship left in her when running into popular
  heroes and teams like the Sentinels.  Unlike her Aunt
  Candice prefers jumping into problems with both
  feet and spells blazing, which often gets her into
  trouble if she bites off more than she can chew.  
  Powers & Tactics: Despite her lack of mastery over
  the arcane arts, Candice Magistra is always ready for
  a fight and jumps into them readily.  She uses Force
  Field and Invisibility for defensive purposes and
  attacks using Energy Blast, though if outnumbered
  she often creates allies using Animation.  She has a
  good innate sense of tactics and is very creative with
  her powers, often using them in unintended ways.
  She has a large bag of mystical goodies to pull from,
  allowing her to easily use a variety of powers.  
  Appearance: Candice Magistra is an attractive
  sixteen year old of Italian descent who favors t-shirts
  and jeans for just about any occasion.  She has a set
  or robes her aunt gave her but she only wears them
  around the Domus Arcane.  When in the field
  Candice always carries a backpack full of magical
  items she’s “borrowed” from the Domus Arcane and
  she wears a large gold medallion, the Amulet of
  Portia Magistra, which grants her protection from
  many attacks.  
  Campaign Use: Always looking for allies and to
  meet other superheroes, Candice Magistra can easily
  encounter most hero groups while out looking for a
  cure for her aunt.  She may well recruit heroes into
  the search for a cure, or possibly get them involved
  in trouble she stirred up by not looking before she
  
  headquarters & Hideouts
  leaped.  Candice always has the best intentions, so
  hopefully heroes can overlook her brash nature to
  help her.  She can be a ready tool to get heroes
  involved in mystical incidents randomly, such as they
  just happen to be the first superheroes she can find
  after accidentally unleashing a demon.  
  Villain Option: As a villain Candice Magistra has
  stolen everything she can use from the Domus
  Arcane and set out on a career of villainy.  Using her
  magic powers, she steals anything of value she finds
  interesting, from cars to jewelry.  While not being
  overtly violent, she has few qualms with lighting
  security guards who get in her way on fire.  
  Candice Magistra: PL 9; Init +3; Defense 19 (16
  flat-footed); Spd 30 ft.; Atk +4 melee (+0S, punch),
  +7 ranged (+6L, Energy Blast ); SV Dmg +5, Fort
  +5, Ref +9, Will +10; Str 10, Dex 16, Con 12, Int 14,
  Wis 18, Cha 16 
  Skills: Bluff +7, Drive +7, Knowledge (Mystical
  Lore) +6, Taunt +7
  Feats: Attractive, Iron Will, Lightning Reflexes
  Powers: Gadgets +9 (Source; Mystical; Cost: 9pp),
  Sorcery +6 (Element Control, Force Field, Telepathy,
  Invisibility, Energy Blast (Fire), Animation, Flight;
  Source: Mystical; Cost: 42pp)
  Weakness: None
  Equipment: Amulet of Portia Magistra (Amazing
  Save +4 (Willpower; Extras: Damage, Fortitude,
  Reflexes; Flaws; Device; Source: Mystical; Cost:
  12pp)
  Marcus the
  Golem
  Marcus the Golem began his long life as a small
  animated chess piece owned by Julia Magistra long
  before she became Lady Magistra.  Part of a magical
  set, Marcus was a knight and the cherished favorite
  of Julia as a child.  As she grew older she always
  kept Marcus, though the rest of the chess set eventu-
  ally lost its magic.  When she learned enough magics
  she created a new, larger body for Marcus, this one
  that of a two foot tall humanoid and also increased
  his intelligence.  These upgrades continued for over
  thirty years until Marcus was in his current state,
  thought of a eight foot tall, four feet wide stone
  humanoid capable of lifting entire buildings.
  Although he began with only the most basic of
  thought processes, now Marcus has the intelligence
  and emotional capacity of a human being.  He cares
  deeply for Lady Magistra and would willingly sacri-
  fice his existence for her life given the chance.
  Because of this dedication the infection of the
  Domus and Lady Magistra Marcus sees as a personal
  failure, and thus he has dedicated all the time he can
  spare from keeping the Domus Arcane in order to
  finding a way to cure the infection.  To this end he
  often helps Candice Magistra, who he also cares for
  a great deal and works hard to keep out of trouble.
  Due to Candice’s style of charging into trouble
  straight on Marcus often finds his hands full with her
  and constantly tries to get her to calm down and
  think before acting.  So far he has not bee successful,
  but Candice still likes the gentle stone giant despite
  his attempts to lecture her.
  Marcus does not like fighting, preferring the role of a
  butler or companion to that of a body guard, but
  when his friends are threatened he fights with ruth-
  less efficiency.  While not adept at dealing with most
  humans, he can be surprisingly gentle when dealing
  with animals and children.  Unfortunately few of
  either are present in the Domus Arcane.  
  Quote: “This is your one chase to stop.  I will not
  abide such behavior towards Mistress Magistra.” 
  Personality: Somewhat robotic on the surface,
  Marcus is normally a very polite, polite and attentive
  servant and guard, rarely speaking in anger or in
  raised voices.  Knowing his great strength he prefers
  to talk out problem instead of violence because he
  can easily kill many creatures with a single punch.
  His dedication to both Lady Magistra and Candice
  are complete and will not allow either of them to
  come to harm, or even be spoken rudely to.  
  Devil’s Workshop
  Page 12
  Powers & Tactics: Marcus’s tactics are not
  complicated.  He normally pounds the largest
  target he can find until the target stops causing
  trouble or someone tells him to stop.  If
  surrounded he favors using Shockwave.  Due to
  his resistance to damage and magic Marcus often
  interposes himself between Candice and Lady
  Magistra, using his stone body as a shield.  
  Appearance: Eight feet tall and four feet wide,
  Marcus is a very large crudely carved stone figure.
  He is clearly not human and his body is hard and
  angular looking.  Most of the stone is clean cut and
  smooth, but he does carry a few broken and
  chipped spots from battles of old.  Marcus’s glow
  green normally, but if angered they change to red.  
  Campaign Use: Marcus functions largely as a
  deterrent from heroes trying to cause trouble in the
  Domus Arcane or make life difficult for Candice
  Magistra.  Marcus is one tough cookie, and will
  likely give many heroes a ruin for their money in a
  straight fight, especially if he has Lady Magistra
  backing him up.  
  Villain Option: Instead of being a peaceful
  servant and guardian Marcus has also been
  infected by the demon taint and has turned
  completely evil.  He now waits in the Domus
  Arcane for the moment to strike, killing Lady
  Magistra and Candice so he can prepare the way
  for Telbax the Horrible.  In such a case he will be
  alert to strangers in the Domus and try to keep his
  plans a secret, but if this is not possible he will
  simply kill anyone who gets in his way.  
  Marcus the Golem: PL 17; Init +2; Defense 16
  (14 flat-footed); Spd 30 ft.; Atk +20 melee (+22S,
  punch); SV Dmg +7, Fort +7, Ref +2, Will +4; Str
  20, Dex 14, Con 20, Int 12, Wis 18, Cha 12  
  Skills: Diplomacy +4, Knowledge (Chess) +9,
  Knowledge (Mystical Lore) +4, Profession (Butler)
  +6, Sense Motive +4
  Feats: Darkvision, Great Fortitude, Immunity
  (Aging, Critical Hits, Disease, Energy (Heat,
  
  Page 13
  Devil’s Workshop
  headquarters & Hideouts
  Cold), Exhaustion, Poison, Pressure, Starvation,
  Suffocation), Power Attack, Stunning Attack,
  Toughness
  Powers: Power Resistance +17, (Mystical; Source:
  Mystical; Cost: 17pp), Super-Strength +17
  (Extras: Protection, Shockwave; Source: Mystical;
  Cost: 102pp)
  Weakness: Susceptible (If anyone challenges him
  to a game of chess he has to play and cannot stop
  until the game is over)
  Equipment: None
  The Staff
  The housekeeping and security staff of the Domus
  Arcane are made up entirely of constructs, most of
  which are golems or homunculi.  These constructs
  constantly flitter around the Domus, cleaning and
  making sure everything is straight.  Some have
  begun misbehaving since the demonic taint was
  introduced, but there have been no serious events
  yet.  
  Housekeeping Homunculi (135): PL 1; Init +2;
  Defense 13 (11 flat-footed); Spd 30 ft.; Atk +1
  melee (+0S, punch); SV Dmg +0, Fort +0, Ref +2,
  Will -1; Str 10, Dex 14, Con 10, Int 8, Wis 8, Cha
  6 
  Skills: Profession (Of Choice) +3, Search +3
  Feats: Immunity (Age, Poison)
  Powers: Flight +1 (Flaws: Wings; Source:
  Mystical; Cost: 1pp)
  Weakness: None
  Equipment: None
  Greater Homunculi (13): PL 2; Init +2; Defense
  14 (12 flat-footed); Spd 30 ft.; Atk +2 melee (+0S,
  punch); SV Dmg +0, Fort +0, Ref +2, Will +0; Str
  10, Dex 14, Con 10, Int 10, Wis 10, Cha 8 
  Skills: Profession (Of Choice) +4, Search +4
  Feats: Immunity (Age, Disease, Poison)
  Powers: Flight +2 (Flaws: Wings; Source: Mystical;
  Cost: 2pp)
  Weakness: None
  Equipment: None
  Greatest Homunculi (7): PL 3; Init +2; Defense 15
  (12 flat-footed); Spd 30 ft.; Atk +2 melee (+2L,
  claws); SV Dmg +1, Fort +1, Ref +2, Will +0; Str
  10, Dex 16, Con 12, Int 10, Wis 10, Cha 8 
  Skills: Knowledge (Mystical Lore) +1, Profession
  (Of Choice) +4, Search +4
  Feats: Immunity (Age, Disease, Exhaustion, Poison,
  Suffocation)
  Powers: Flight +3 (Flaws: Wings; Source: Mystical;
  Cost: 3pp), Natural Weaponry +2 (Source: Mystical;
  Cost: 4pp)
  Weakness: None
  Equipment: None
  Lesser Golems(4): PL 4; Init +1; Defense 14 (13
  flat-footed); Spd 30 ft.; Atk +8 melee (+8S, punch);
  SV Dmg +5, Fort +5, Ref +1, Will -2; Str 20, Dex
  12, Con 20, Int 6, Wis 6, Cha 6  
  Skills: -
  Feats: Immunity (Aging, Critical Hits, Disease,
  Exhaustion, Poison, Pressure, Starvation,
  Suffocation), Improved Grapple, Improved Pin
  Powers: Super Strength +3 (Extras: Protection;
  Source: Mystical; Cost: 15pp)
  Weakness: None
  Equipment: None
  Greater Golems(4): PL5; Init +1; Defense 15 (14
  flat-footed); Spd 30 ft.; Atk +9 melee (+9S, punch);
  SV Dmg +5, Fort +5, Ref +1, Will -1; Str 20, Dex
  12, Con 20, Int 8, Wis 8, Cha 7
  Skills: -
  Feats: Immunity (Aging, Critical Hits, Disease,
  Exhaustion, Poison, Pressure, Starvation,
  Suffocation), Improved Grapple, Improved Pin
  Powers: Super Strength +4 (Extras: Protection;
  Source: Mystical; Cost: 20pp)
  Weakness: None
  Equipment: None
  Greatest Golems(2): PL6; Init +1; Defense 15 (14
  flat-footed); Spd 30 ft.; Atk +10 melee (+9S, punch);
  SV Dmg +5, Fort +5, Ref +1, Will +0; Str 20, Dex
  13, Con 20, Int 10, Wis 10, Cha 8
  Skills: -
  Feats: Immunity (Aging, Critical Hits, Disease,
  Exhaustion, Poison, Pressure, Starvation,
  Suffocation), Improved Grapple, Improved Pin,
  Power Attack
  Powers: Super Strength +5 (Extras: Protection;
  Source: Mystical; Cost: 25pp)
  Weakness: None
  Equipment: None
  Features: Astral Ward, Concealed, Dimensional
  Alarm, Dimensional Gate, Dimensional Prison,
  Dimensional Storage, Extra Capacityx3, Gadget Lab,
  Infirmary, Laboratory, Library, Living Space, Power
  System, Security System, Staff, Workshop, 
  Hardness: 18
  Important Rooms: 
  Portal Room: One of the most important rooms in
  the Domus, the portal rooms contains the
  Dimensional Gate used to access other dimensions.
  Lady Magistra can use the portal easily, but Candice
  must spontaneously cast Dimensional Travel.  The
  portal is normally kept closed, but if Candice or
  Lady Magistra are making regular trips to a specific
  dimension they often leave it open but station several
  servant golems in the room.  
  
  headquarters & Hideouts
  Library: The library of the Domus Arcane was one
  of the most complete libraries of the arcane arts in
  the world, but unfortunately many of the books were
  destroyed during the invasion by Telbax the Horrible.
  Candice has been working on collecting new books
  for the library during her travels, but has had little
  luck so far.  
  Power Crystal: The power crystal is the source of
  the magical energy that keeps the dimensional anom-
  alies in the Domus Arcane functioning, though it is
  also the certain of the demon taint in the Domus.  If
  it could be replaced with a suitable power source
  much of the taint from the Domus would be
  removed, but thus far such an item has not been
  found.  
  Adventure Seeds:
  The demonic taint present in the Domus Arcane has
  begun leeching outside the building, affecting the
  nearby populace.  Crime rates have soared and there
  is danger of the whole city turning evil.  The heroes
  must help contain the violence, stop the leak and
  possibly move the Domus Arcane before something
  terrible happens.  
  Candice Magistra comes to heroes for help because
  Marcus the Golem has been captured by minions of
  Telbax the Horrible and he must be freed before
  Telbax destroys him.  Taking on an enemy that
  captured Marcus is no small feat.  
  Candice Magistra makes a deal with a sorcerer to
  trade one of the items stored in the Domus Arcane, a
  wizard of a former Lady Magistra, for a book that
  may include hints for a cure for the demonic infec-
  tion.  Now Candice Magistra just needs to sneak the
  item out of the Domus, because it is of such a power
  neither Lady Magistra nor Marcus are willing to let it
  fall into the wrong hands.  The heroes could be asked
  to help by Candice, or possibly asked my Marcus to
  retrieve the wand before Lady Magistra notices it is
  missing.  
  Sentinel Mansion
  History:
  One of the oldest buildings in New York City still in
  use, Sentinel Mansion was constructed by a Dexter
  Bruce, an early colonial business leader and friend of
  many of the Founding Fathers.  Sentinel Mansion
  served a colonial command station during the
  Revolutionary War and has been home to numerous
  presidents in its time.  The mansion has been passed
  down from father to son or daughter for over two
  hundred years, each member of the family working
  to make sure the structure was still sound, the
  fixtures were up to date and the decorations kept up
  with the times.  Despite its age the building is in
  excellent condition and has a security system rivaling
  those found on military installations.
  Which is good because the Sentinel Mansion has
  almost become a military installation.  The latest
  member of the Bruce family, Dexter Bruce III, has
  offered the home to the United Nations super team
  the Sentinels until their own base is finished, which
  is expected to take several years.  The Sentinels
  accepted the offer graciously, and in the six months
  since taking up residence in the mansion it has been
  attacked three times by super villains looking to get
  revenge on the heroes.  Despite the damage to his
  ancestral estate Dexter Bruce III is happy to have the
  heroes in his home and it has made him quite the
  item during the latest social season.  
  The mansion has a large staff of servants and mainte-
  nance staff, but its longest resident claims seniority
  over all of them.  Sentinel Mansion is haunted by the
  spirit of Nigel Brush, a colonial soldier that was one
  of the super-powered soldiers in the colonial army.
  Nigel died defending the mansion from a British
  soldier possessed of amazing strength and resilience,
  but because of his sacrifice the mansion survived.
  Nigel continues to patrol the grounds of the mansion
  has been instrumental in warning then Sentinels of
  impending attack each time they are under threat.
  The Sentinels do not completely understand who the
  helpful ghost figure is, but they are looking into it.  
  Devil’s Workshop
  Page 14
  Locale:
  There is some debate as to whether the Sentinel
  Mansion is technically in Westchester or New York
  City, but according to the Bruce family it will
  always be in New York City.  The region
  surrounding the Sentinel Mansion is mainly made
  up of similarly large and old houses owned by the
  old money of the region, but since the Sentinels
  moved in a number of these places have been sold
  to younger owners.  The old money residents of
  the area seem to think the Sentinels make annoying
  neighbors, while the new younger crowd moving
  into the vacated homes seems to think the excite-
  ment of having the Sentinels nearby is worth the
  danger.
  The mansion sits on a twenty acre plot of land
  owned by the Bruce family, all of which is care-
  fully manicured gardens, fountains and fitness
  facilities.  After the numerous battles on the
  grounds a special team of gardeners has been
  called in who specialize in cleaning up after super-
  powered battles.  The mansion can easily be
  reached by car and has its own helipad 
  Inhabitants: 
  The Sentinels
  The Sentinels are an elite team of international
  superheroes backed by the United Nations.  Under
  the command of the UN Security Council, the
  Sentinels are sent to any global crisis where their
  powers may make a difference, with most of their
  mission being humanitarian, diplomatic, or combat
  missions directed against super villains.  The
  Sentinels are rarely deployed against conventional
  forces, the UN not wanting to encourage the esca-
  lation of conflict by introducing super-powered
  beings to such a situation.  
  Founded in 1973, the Sentinel’s roster has
  changed, grown and shrunk overtime.  During the
  Cold War it was alternately boycotted by both the
  United States and Russia, but since the fall of the
  Iron Curtain such events have become rare.
  
  Page 15
  Devil’s Workshop
  headquarters & Hideouts
  Membership in the Sentinels is by invitation only
  and the screening process for those wishing to join
  is rigorous.  Only heroes of a specific type are
  selected for the Sentinels: photogenic, patriotic
  heroes who know how to take orders, how to kiss
  babies, and how to shut up when required.  This
  has led some heroes to dismiss the Sentinels as
  nothing but UN lackeys or tools of the establish-
  ment, but few can argue with the track record.  
  The current Sentinel roster consists of six
  members, but its reserves list has over one hundred
  heroes on it that can be called on in an emergency.
  The Sentinels make a practice of calling up
  reserves that have powers related to their current
  mission, but rarely call up more than two or three
  reserve members at a time.  New members of the
  full time team are always drawn from the reserves.  
  Center 
  Center’s real name is a closely guarded secret, but
  this has done little to stop her homeland of China
  from using her at every public relations event
  imaginable.  The official story is that Center spent
  most of her life in a monastery in northern China
  learning of hereditary duty as the carrier of the
  Bow of Yi, an archer hero from early Chinese
  mythology.  Yi is the founder of the line that would
  eventually give birth to Center, and all members of
  that family have been archers of unearthly skill.
  They put this skill to use protecting the people of
  China from foreign invaders, monsters and politi-
  cians, only recently stopping a long time feud with
  the Communist government of China.  The Yi
  family is not known out of the few villages that
  surround their ancestral holdings, but despite this
  provincial environment they are well schooled in
  philosophy and history, though mostly only in
  regards to China.  
  Center entered the global superhero scene when
  she helped the Sentinels battle Subodai Khan, the
  ancestor of Genghis Khan who sought to raise the
  Mongol Horde of old as an undead army.  During
  the ensuing battle, during which almost every
  Sentinel reservist was called into service, she took
  down Subodai Khan himself with an arrow shot from
  two miles away.  After that battle she became a
  reservist, but her membership was controversial due
  to her family’s long standing disagreement with
  Communist China.  Eventually in exchange for aid to
  the people living around the Yi monastery after a
  devastating flood Center agreed to officially serve
  Communist China.  A short time after this she was
  promoted to the full time Sentinel team, but many
  whispered this was only because China put all their
  political weight behind getting her on the team since
  China had never had a citizen on the full time team.  
  Despite this gray cloud of doubt over her member-
  ship Center has proved herself a valued member of
  the team and the primary ranged combatant.  While
  the Colonial continues to lead the team, Center has
  become his foremost advisor, her years of training,
  meditation and schooling providing her a wide
  variety of advice and metaphors for nearly any situa-
  tion.  She often confounds Red Bear with her convo-
  luted advice.  
  Quote: “Just as a mother would protect her only
  child at the risk of her own life; even so, cultivate a
  boundless heart towards all beings. Let your
  thoughts of boundless love pervade the whole
  world.”
  Personality: Calm and serene, Center rarely shows
  emotions and usually only those of a positive nature,
  such as joy or love.  She is selfless and honest to the
  extreme, finding the entire concept of falsehood an
  anathema.  Her only negative trait is a strong streak
  of pride concerning her skill with a bow and the fact
  the Heavenly Emperor chose her so long ago, but she
  has recognized this fault and tries to keep it under
  control.  Center usually only speaks when necessary,
  but necessary according to her own opinion.  She has
  a habit of leaving useless questions unanswered.
  When she does speak she tends to so in extended
  metaphors or stories, all of which have a moral in the
  end.  
  Powers & Tactics: Ranged combat is where Center
  is most effective and she attempts to stay away from
  her enemies as much as possible, sometimes even
  resorting to having Walker carry her around a battle
  field.  Once Center begins firing she can easily elimi-
  nate large numbers of troops, firing arrows in quick
  succession into masses of enemies (the Area,
  Multifire and Selective extras), clearing a battle field
  with startling quickness.  Against single opponents
  she often uses her Snare power to slow the enemy
  down, allowing her to easily maneuver around him
  and the giving a stationary target for the Sentinels to
  engage.  
  Appearance: Appearing like a Chinese woman in
  her early thirties, Center wears her long black hair
  tied back in a braid.  When on duty she prefers
  wearing a robe-like outfit similar to those Shaolin
  Monks wear, which has is made of a super dense
  artificial fabric, granting her protection from many
  forms of attack.  She also wears large quivers on her
  back and hip.  She wears a sturdy leather and metal
  glove on her right hand for drawing the string of the
  Bow of Yi, such its power that she cannot draw it
  without the glove.  Otherwise the energy field around
  the bow will damage her hand.  When not on a
  mission she wears very basic clothes similar to those
  worn by the Chinese citizens who lived around her
  ancestral monastery, occasionally wearing the white
  and blue Sentinel uniform when attending diplomatic
  events.  
  Campaign Use: As part of the Sentinels Center
  provides a voice of reason and calm, and she can
  easily do that for any group of heroes.  Her power in
  range combat is immense and she can be a great aid
  to any group of heroes fighting a vast army of foes.
  She, like the rest of the Sentinels can also provide a
  force to rein your heroes in if they become too
  dangerous.  Any hero active in northern China is
  likely to be investigated by Center sooner or later.  
  Villain Option: As a villain Center turns her back on
  her family and China, instead becoming a freelance
  assassin and mercenary for hire.  Few heroes can
  take a direct hit from the Bow of Yi, making her
  
  headquarters & Hideouts
  services much in demand.  In such a case the
  Heavenly Emperor may empower a new agent,
  possibly one of the player characters, to take the
  Bow of Yi from Center and find someone worthy to
  carry it.  
  Center: PL 18; Init +14; Defense 30 (30 flat-footed);
  Spd 30 ft.; Atk +11 melee (+1S, punch), +21
  ranged(+17L/17L, Bow of Yi with Energy Field
  (Chi) ); SV Dmg +4 Fort +6, Ref +12, Will +7; Str
  14, Dex 20, Con 18, Int 16, Wis 20, Cha 20
  Skills: Acrobatics +8,  Balance +10, Climb +5,
  Diplomacy +10, Language (English), Knowledge
  (Chinese History) +8
  Feats: Attack Focus (Bow of Yi), Blindsight,
  Evasion, Fame, Great Fortitude, Immunity (Age),
  Improved Initiative, Iron Will, Lightning Reflexes,
  Multishot, Point Blank Shot, Quick Draw, Rapid
  Shot, Toughness
  Powers: Combat Sense +10 (Source: Training; Cost:
  10pp). Super Dexterity +5 (Source: Training; Cost:
  20pp)
  Weakness: None
  Equipment: Bow of Yi (Weapon +17 (Lethal
  damage; Power Stunt: Penetrating Attack, Snare;
  Extras: Area, Autofire, Energy Field (Chi), Ghost
  Touch, Range: Sight, Selective; Flaws: Restricted
  (Energy Field, Ghost Touch and the Range: Sight
  extras only work with specially prepared arrows,
  requiring a one hour ritual to prepare each arrow.
  She normally carries three dozen specially prepared
  arrows.  This limited supply of arrows means she
  cannot use Area along with Energy Field, Ghost
  Touch and Range: Sight), Device (Using the bow
  requires a specially made glove, otherwise the user
  takes damage from the Energy Field extra each time
  the bow is fired); Source: Mystic; Cost: 87)
  Sentinel Uniform (Armor +9 (Feats(all with the
  Device Flaw): Darkvision, Radio Broadcast, Radio
  Hearing; Source: Super-Science; Cost: 12pp)
  Charlotte Morsa,
  Butler
  The Morsa line has had a long, proud tradition of
  serving as butlers to members of the Scottish
  nobility, but when Charlotte’s father had no male
  heirs he despaired the family tradition would end
  because no woman could be a butler.  Angered by
  her father and eager to prove him wrong Charlotte
  dedicated to being the world’s best butler, and since
  has served with distinction amongst some of the
  more forward thinking members of the British aris-
  tocracy.  Two years ago Dexter Bruce hired her for
  an outrageous amount of money to prepare his
  mansion for the Sentinels and remain on as the head
  butler after their arrival.  Despite the rather uncouth
  nature of both her boss and her charges, Charlotte
  has performed her duties admirably, though that stiff
  upper lip is often difficult to keep around Red Bear.  
  Charlotte oversees all the staff of Sentinel Mansion,
  which numbers in the hundreds.  She tries to handle
  as much of the estate’s business as she can person-
  ally, and often micromanages the other staff to the
  point of exasperation.  Charlotte is a perfectionist in
  all things and will not see the Mansion in anything
  but tip top shape.  She has taken Walker and Red
  Bear to task several times for tracking mud into the
  house, though tends to be far more respectful when
  speaking to Nucleus, the Spartan and Dexter Bruce.
  While Charlotte has done her best not to make any
  friends amongst the inhabitants of the mansion for
  fear of impropriety, she and the Colonial have devel-
  oped the beginnings of a friendship with some hint of
  romantic interest.  
  Quote: “Now Mr. Red Bear, what is that on your
  boots and all over my carpet?  Yes, blood.  Do you
  know how hard blood is to get out of a hand woven
  Persian rug?”
  Personality: Demand, stubborn, and direct, Charlotte
  Morsa does not take guff from anyone.
  Unintimidated by superpowers and super villains, she
  goes about her duties with a single mindedness that
  borders on insane.  During the second attack on
  Sentinel Mansion she yelled at the attack super
  Devil’s Workshop
  Page 16
  villains to “Take this silliness outside!” with such
  gusto some of them did take the fight outside.
  While alone and off duty she softens up somewhat
  and can often be found listening to classical music.  
  Powers & Tactics: Charlotte has no combat
  powers to speak of, but has a strong voice and
  often cows others into submission.  If actually
  attacked she is likely to yell at the attacker in
  indignation and eventually go find the Sentinels,
  after making sure any violence is to be conducted
  outside the mansion.  
  Appearance: An attractive, red-haired woman in
  her late thirties, Charlotte always wears a black
  suit with pants when she is in the mansion.  Only
  when off duty and away from the mansion does
  she wear more relaxed clothes, but considering she
  has never taken a vacation this does not happen
  often.  Charlotte keeps her hair tied back in a bun
  normally and usually wears glasses, though has
  been trying out contact lenses of late.  
  Campaign Use: Charlotte Morsa is the demanding
  den mother of the Sentinels, always fussing about
  how dirty they are and checking to make sure they
  are eating well.  She serves mainly as an endearing
  annoyance and someone who may occasionally
  need to be helped out of trouble.  If the heroes are
  reserve members of the Sentinels they may be
  asked to help Charlotte with all manner of
  mundane tasks, such as carrying a truckload of
  groceries home, that can be made all the more
  interesting with a few super villains taking advan-
  tage of the situation.  In such a case the heroes
  better not spill anything or there will be hell to pay
  when Charlotte finds out.  
  Villain Option: At her heart Charlotte is a good
  person, so making her a villain may take some
  effort.  She could be in league with Dexter Bruce,
  working to lull the Sentinels into a false sense of
  security for his final strike.  In such a case any
  relationship with the Colonial is likely to be a ruse
  so she can get close enough to poison him or
  commit some other dastardly deed.  
  
  Page 17
  Devil’s Workshop
  headquarters & Hideouts
  Charlotte Morsa: PL 6; Init +1; Defense 13 (12
  flat-footed); Spd 30 ft.; Atk +3 melee (+S1,
  punch); SV Dmg +1 Fort +1, Ref +1, Will +6; Str
  12, Dex 12, Con 12, Int 14, Wis 18, Cha 18 
  Skills: Bluff +16, Diplomacy +16, Drive +7,
  Intimidate +16, Profession (Butler) +13, Taunt +16
  Feats: Indomitable Will, Iron Will, Skill Focus
  (Butler)
  Powers: Super-Charisma +6 (Extras: Intimidating
  Presence; Source: Training; Cost: 18pp)
  Weakness: -
  Equipment: -
  The Colonial 
  The exact date of the Colonial’s birth and even his
  real name have been lost to both history and his
  memory.  What is known is that the Colonial
  began his life a low ranking member of British
  nobility who came to the North American colonies
  during the Revolutionary War to help the colonists
  fight what he thought was a just war against an
  oppressive government.  Despite never actually
  raising an arm against British troops (though he
  did fight many battles against Hessian merce-
  naries), the Colonial’s title was revoked and his
  fortune lost.  He spent the rest of his days in the
  colonies, building a new life there after the war.
  His death is also shrouded in mystery because if he
  ever did die, it didn’t seem to take.  
  The Colonial has shown up each time a British
  holding has struggled for independence, though he
  has never raised a hand in violence against British
  troops.  He served as an unofficial bodyguard for
  Gandhi and has often been seen in Australia and
  Hong Kong. His agenda has long been bringing
  liberty to those who desire it and in recent decades
  his efforts have become international.  Anywhere
  people struggle against an unjust government the
  Colonial eventually shows up.  This has given
  something of a rabble-rousers reputation in some
  circles, particularly in areas of the UN, but the
  governments he has fought against have always
  eventually been condemned far and wide and over-
  thrown, including such nations as South Africa.
  While the Colonial prefers peaceful means to bring
  about such changes, he is not above violence when
  pressed.  
  For many years the Colonial served as a reserve
  member of the Sentinels due to his diplomatic and
  political skills and was often called in to help
  mediate disputes during international disputes.  Three
  years ago, after a battle with a group of tribal rebels
  who had gained access to advanced power armor
  suits in central Africa, the Colonial was promoted to
  the full time Sentinels team, having finally proved
  his usefulness in a combat situation.  A year after that
  he assumed leadership team of the team after the old
  team leader, the White Knight, was killed in action.
  Since assuming command the Colonial has put more
  effort than past leaders into solving problems peace-
  fully, to mixed results.  While his actions have won
  him supporters in the UN, it has worried some heroes
  that the Sentinels no longer have a strong leader.
  Recently controversy has surrounded the Colonial
  because of his limited support for the United States
  efforts in Afghanistan and Iraq.  While has helped
  diplomatic and humanitarian pursuits, the Colonial
  did not fight in either country.  This has brought
  rebukes from some American leaders and led to a
  drastic reduction in the Colonial’s popularity in
  America.  
  Quote: “You should put that down and start talking.
  Otherwise Red Bear will get angry, and we all know
  how that ends.”
  Personality: Always polite, chivalrous and witty, the
  Colonial strives to be a gentleman in all things.  He
  is not found of ambushes and deception in combat,
  but has come to realize it is an unfortunate necessity
  sometimes.  The Colonial never curses or speaks of
  sex and similar topics he does not feel are suitable
  for public discussion.  He is very much a man of a
  past age, but has stopped trying to make sense of the
  age he is in.  He just accepts the way things and tries
  to lead through example.  
  Powers & Tactics: When alone in combat the
  Colonial usually tries to close for melee combat
  using his saber since his flintlock takes a long time to
  reload.  While the Colonial is quite resilient in
  combat, he is not a powerhouse and prefers to talk or
  intimidate his way out of fights.  Against most super
  villains he can hold his own, but against powerful
  threats he is often overmatched.
  With the Sentinels, Colonial acts as the team leader,
  using both his Leadership and Inspire feats on his
  teammates.  When doing so he often uses his flint-
  lock and avoids entering close combat to give him a
  better handle on the entire battle situation.  
  Appearance: When on a mission the Colonial
  dresses in a Revolutionary War era officer’s uniform
  complete with long coat and saber in a baldric.  He
  also wears a tri-corner hat and knee high boots,
  leading some to call him a dandy (he does forgo the
  wig though).   The uniform is brown, white and
  black, giving him a muted appearance over all,
  though for special occasions he has pulled out a red,
  white and blue version of the same outfit.  The
  Colonial looks to be in his early forties with graying
  short hair, but his age is obviously much more than
  forty.  
  Campaign Use: In a world full of superheroes that
  punch first and may ask some questions later, the
  Colonial is a rare breed of superhero who tries to talk
  out situations before resorting to violence, even if
  that talking is just an intimidation attempt.  He can
  provide an excellent counterpoint to heroes who try
  and solve all their problems with violence.  Also the
  heroes may be asked to be body guards for the
  Colonial on one of his diplomatic missions if the
  other full time Sentinels are busy.  
  Villain Option: Instead for fighting for the freedom
  of Britain’s colonial holdings the Colonial worked to
  keep them part of the British Empire, using every
  means at his disposal to do so.  In this case he is the
  
  headquarters & Hideouts
  worst example of patriotism, willing to go to any
  lengths to do what he feels is right for his country.
  Although disavowed by Britain he keeps up his
  crusade, sure the Queen will thank him one day.  
  The Colonial: PL 18; Init +10; Defense 30 (20 flat-
  footed); Spd 30 ft.; Atk +15 melee (+20L, saber ),
  +15 ranged (+15L, flintlock); SV Dmg +10, Fort
  +10, Ref +10, Will +9; Str 20, Dex 20, Con 20, Int
  16, Wis 18, Cha 20 
  Skills: Bluff +21, Diplomacy +21, Gather
  Information +19, Intimidate +21, Sense Motive +10
  Feats: Assessment, Attractive, Fame, Immunity
  (Age), Inspire, Leadership, True Sight
  Powers: Super-Charisma +18 (Extras: Intimidating
  Presence; Source: Mystical; Cost: 54pp), Super
  Constitution +5 (Extras: Super-Dexterity, Super-
  Strength; Extras: Protection; Source: Training; Cost:
  55pp)
  Weakness: None
  Equipment: Saber (Weapon +10 (Source: Mystical;
  Cost: 10pp), Flintlock Pistol (Weapon +15(Extras:
  Penetrating Attack; Flaws: Slow; Source: Mystical;
  Cost: 15pp)
  Dexter Bruce III
  To most Dexter Bruce III is just the latest in a long
  line of rich Bruce’s who have spent much of their
  fortune supporting altruistic causes.  Dexter Bruce
  and his family remained out of the social limelight
  for much of their history, buying up real estate and
  making donations but doing it all with a level of
  anonymity that bordered on paranoia.  Everyone
  assumed Dexter’s father William Bruce was simple a
  recluse in the manner of Howard Hughes, but the
  truth is far stranger than that.
  Dexter Bruce III is Dexter Bruce the first, having
  survived all these years by faking his death every so
  often and fabricating a new identity as his own son.
  This trickery has been going on for over two hundred
  years, after Dexter Bruce found an alchemical
  formula for immortality.  Dexter Bruce is one of the
  foremost alchemists in the world, able to easily turn
  lead into gold (the source of his vast wealth).  Bruce
  built his family mansion because he found that the
  grounds it was built on would be the center of a plan-
  etary alignment in 2006 that would allow him to
  channel vast amounts of magical power and become
  easily the most powerful wizard on the planet if his
  preparations were correct.  Immortality giving him a
  long term view, Dexter set this plan into motion in
  1760 and soon his plans will come to fruition.  
  In the mean time Dexter has been taking other steps
  to cement his plan’s success.  One of the alchemical
  rituals Dexter perfected is the ability to draw forth
  from a living body that person’s true essence, which
  when imbibed gives Dexter all that person’s special
  powers or abilities.  He has spent the last few
  centuries tracking down and killing superheroes and
  villains, draining their essences and storing the
  corpses beneath his basement in a large catacomb
  complex.  Dexter can use the powers of these indi-
  viduals, but may only do so as long as the corpse of
  the original owner of the house is intact in his cata-
  combs.  If someone were to destroy the catacombs
  Dexter would quickly become powerless.  
  Dexter invited the Sentinels to his home in the hopes
  of adding their powers to his collection shortly
  before his transformation in 2006.  The current full
  time team roster is the first in two decades to not
  include a mind reader or telepath, either of whom
  might have discovered Dexter’s plan.  Dexter has
  thus far been able to keep his plans secret from the
  Sentinels and the UN, waiting for the right moment
  when he can lay an ambush that will defeat all the
  Sentinels and give him their powers.  Dexter is most
  concerned with the Spartan due to the fact his power
  comes from his armor and may not be drainable, and
  Nomad due to his ability to easily destroy the cata-
  combs if Dexter’s weakness was ever found.  To
  avoid giving anything away Dexter spends most of
  his time away from the mansion, often hiring super
  villains to attack the mansion so he can test the
  powers of the Sentinels.  
  Devil’s Workshop
  Page 18
  Quote: “Please, call me Dexter or better yet Dex.
  Mr. Bruce was my father.”
  Personality: Slick, charming and good looking,
  Dexter Bruce is the consummate con man with
  centuries of experience.  Always ready with a hand
  shake, a smile and a few stock tips is comes across
  as a good natured sleaze with too much money for
  his own good.  When he drops this façade he is a
  coldly calculating killer who places no value on
  the lives of others except as tools to be used.  The
  change between the two is startling and almost
  instantaneous.  
  Powers & Tactics:  Dexter avoids combat with
  words when possible, knowing that one slip up that
  reveals his real power will lead to his downfall.  If
  forced to fight he will do so with no mercy,
  knowing that the surest way to recover from such a
  situation is kill all witnesses.  Dexter can use most
  commonplace powers using his Mimic power up to
  power level 15, and can access Energy Blast,
  Protection and Flight at power level 20.  He
  usually relies on his Mimic power rather than
  sorcery due to the fact it is more powerful.  
  When Dexter decides to take down the Sentinels
  he will try and do so using poisons, deathtraps and
  similar methods instead of combating them
  directly.  Any direct combat is likely to be done
  through hired super villains rather than by Dexter
  directly.  He really doesn’t like getting his hands
  dirty.
  Appearance:  Always decked out in the finest
  suits with immaculate hair and watches that cost
  more than most cars, Dexter Bruce is always in
  style.  More often than not Dexter is involved in
  establishing fashion trends rather than following
  them.  Dexter is a Caucasian man in his early thir-
  ties and has deeply tanned skin and dark brown
  hair.  Despite the threats a man of his wealth faces
  Dexter suffers no bodyguards, and the Sentinels
  are always willing to rescue their landlord if called
  upon.
  
  Page 19
  Devil’s Workshop
  headquarters & Hideouts
  Campaign Use:  Dexter Bruce is very much a
  wolf in sheep’s clothing, hosting one of the most
  powerful superhero groups in the world in his
  house while plotting their downfall.  Dexter Bruce
  is in an excellent position to take out the Sentinels
  once he does strike, opening up an opportunity for
  the heroes to come in and save the day.  Defeating
  Dexter Bruce with the powers of the Sentinels at
  his disposal will be a difficult trick.  
  Hero Option: If Dexter Bruce is not a villain, he
  is instead simply an immortal with eccentric inter-
  ests who has loaned the Sentinels his home.  In
  this case the catacombs are not a place where
  corpses are stored, but a magical stasis prison
  super villains are kept after being captured, a
  feature that the Sentinels would find very useful.
  While Dexter Bruce would skill keep his powers a
  secret, he is likely to use them whenever the
  Sentinels or the Mansion are directly threatened.  
  Dexter Bruce: PL 20; Init +5; Defense 25 (20 flat-
  footed); Spd 30 ft.; Atk +12 melee (+2S, punch),
  +15 ranged (+20L, mimicked energy blast); SV
  Dmg +13 Fort +13, Ref +15, Will +14; Str 14, Dex
  20, Con 16, Int 20, Wis 18, Cha 20
  Skills: Bluff +23, Knowledge (Alchemy) +18,
  Knowledge (Super powered Beings) +18,
  Profession (Philanthropist) +18
  Feats: Immunity (Age), Detect (Super powered
  beings)
  Powers: Amazing Save +10 (Will; Extras:
  Damage, Fortitude, Will; Flaw: Cannot use while
  in contact with salt; Source: Mystic; Cost: 30pp),
  Jack of All Trades +10 (Source: Training; Cost:
  50pp), Sorcery +10 (Mind Control, Neutralize,
  ESP, Illusion, Drain, Shapeshift, Teleportation;
  Extras: Gadgets; Flaws: Restricted – Material
  Ward (Salt); Source: Mystical; Cost: 70pp), Mimic
  +20 (Powers; Extras: Additional Attributes
  (Feats), All Attributes, Expanded Powersx3,
  Range: Special (Can only mimic people he has
  drained alchemically and stored in the cata-
  combs); Flaws: Restricted (can only mimic powers
  from people he has alchemically drained and stored
  in the catacombs), Device (must wear special neck-
  lace mystically connecting him to the catacombs),
  Restricted (if the catacombs are destroyed he cannot
  use this power until he drains new victims); Cost:
  100pp)
  Weakness: Beast Foe (these penalties apply when
  dealing with Red Bear and Red Bear does not like
  Dexter Bruce), Unusual Metabolism (Must dine on
  the alchemically drained essences of his victims)
  Equipment: -
  Nomad 
  Aamil al-Ard realized early on in his he was not a
  normal child.  Like many children Aamil made
  fortresses out of stone, earth and wood but he did so
  without using his hands.  Aamil thought this meant
  there was something wrong with him and avoided
  using his powers until he was twelve when he saved
  his family’s house from a flood caused by torrential
  spring rains, erecting a barrier of stone around the
  house to block the raging waters.  Afterward Aamil
  was drafted into a government operated training
  program for Iranian youth who showed evidence of
  having special powers.  Not having the basis for
  technological heroes that other nations possessed,
  Iran instead sought to develop their own super
  powered individuals through training every mutation
  or mystically powered hero they could find.  
  Most of the individuals recruited into the program
  drew their powers from mystic sources, with most
  having powers of a divine nature.  Aamil became
  ostracized because his powers were not strictly
  divine in origin, making him an outsider within the
  government program.  This drove Aamil further from
  his allegiance to the Ayatollah and his government.
  While he kept his dissent quite for the most part, his
  instructors could tell his heart was not in learning
  more of his powers to better serve Iran.  So when the
  call went out ten years ago for new recruits for the
  Sentinels the Ayatollah determined that Aamil should
  go, keeping those whose loyalty was assured close to
  home.  
  Since joining the Sentinels reserve list Aamil has
  barely returned home, seeing almost constant deploy-
  ment in areas threatened by floods or landslides.  Of
  all the reservists he had served the most time on
  active duty, eventually being transferred to the full
  time team because he was full time in all but name
  already.  Under the name of Nomad he is the newest
  member of the full time team, having been on the
  team for less than a year.  In this time he has proved
  his abilities many times, but he is not the combat
  veteran the other Sentinels are.  His specialty still
  lies in humanitarian missions and greatly prefers
  such assignments to combat missions.  
  Aamil travels home to see his family once a year, but
  other than that avoids Iran in fear of becoming a
  political tool.  While loyal to his people and Allah,
  he does not feel that the current leadership of his
  nation is best for the Iranian people and does not
  want to take any actions to support that government.
  Instead of actively working against it though he
  instead remains conspicuously silent, fearing for the
  safety of his family.  
  Quote: “Now don’t move.  I’ll get this building off
  you in a minute.”
  Personality: Eager and ready, Nomad is full of wary
  enthusiasm.  He always strives to do a good job and
  prove that he belongs on the Sentinels, but he is also
  careful not to attract too much attention to his activi-
  ties.  He rarely speaks except when spoken too and
  has only just gotten used to giving his opinion on
  Sentinel operations.  He almost always defers to the
  other members of the Sentinel team, especially in
  combat.  On humanitarian mission he becomes more
  confident and forceful, feeling more at home in such
  an environment.  
  Powers & Tactics:  Avoiding melee combat when-
  ever possible, Nomad prefers to sew confusion and
  assist his teammates using his powers than engage
  foes directly.  Normally he uses Elemental Snare to
  hold foes in place while the other Sentinels attack.
  When pressed he normally tries to block attacks
  using Deflection while trying to escape underground
  
  headquarters & Hideouts
  using Elemental Movement.  He often creates
  animated rock men using Create elemental to run
  interference himself, using them to keep opponents
  busy while the other Sentinels are busy elsewhere.  
  Appearance: Nomad is a man of Arabian descent in
  his late twenties who always wears a Sentinel
  uniform when in the field.  His hair is always shorn
  close to his head and he is continually clean shaven.
  When not in the field he wears normal street clothes,
  preferring to blend in as much as possible.  
  Campaign Use: Of all the Sentinels, Nomad is the
  least interested in combat.  Instead he prefers human-
  itarian missions where his powers can be put to use
  saving people rather than hurting him.  If the heroes
  have powers that may be similarly useful they may
  be asked to accompany Nomad on a mission to save
  victims of natural disasters, such as floods and the
  like.  Nomad will definitely need help if he runs into
  super villain interference while on such a mission.  
  Villain Option: Instead of joining the Iranian
  government’s superpower program Nomad goes it
  alone, becoming an international thief and super
  villain for hire in order to try and support his family.
  He specializes in destroying subterranean superhero
  bases, which could spell trouble if the heroes have
  such a base.  
  Nomad: PL 16; Init +1; Defense 17 (16 flat-footed);
  Spd 30 ft.; Atk +7 melee (+1S, punch), +6
  ranged(+15S, elemental blast, ); SV Dmg +7, Fort
  +7, Ref +1, Will +9; Str 14, Dex 12, Con 16, Int 12,
  Wis 16, Cha 12 
  Skills: Climb +6, Language (English, Russian),
  Medicine +11, Search +10, Spot +10, Survival +10,
  Swim +6
  Feats: Endurance, Heroic Surge, Iron Will, Power
  Immunity, Track
  Powers: Amazing Save +4 (Damage; Extras: Will,
  Fortitude; Source: Mutation; Cost: 12pp), Element
  Control +16 (Earth) (Power Stunts: Create Element,
  Elemental Blast, Elemental Snare; Extras: Create
  Elemental, Elemental Movement, Deflection, Shape
  Element; Source: Mutation; Cost: 102pp)
  Weakness: None
  Equipment: Sentinel Uniform (Armor +9 (Feats (all
  with Device flaw): Darkvision, Radio Broadcast,
  Radio Hearing; Source: Super-Science; Cost: 12pp)
  Nigel Brush, Ghost
  Nigel Brush was a well meaning patriot in the days
  of the Revolutionary War who joined the Continental
  Army in the early days of the conflict.  Originally
  from Tennessee, he had always been a crack shot and
  had an amazing knack for combat in all its forms,
  from firearms to tomahawks.  Once he entered his
  first battle his latent mutations kicked into high gear,
  accelerating his strength and dexterity to superhuman
  levels, allowing him to take on a whole British regi-
  ment single handedly.  After this battle Nigel was
  assigned to be the bodyguard of Alexander Hamilton
  and later George Washington himself.  Nigel never
  became famous despite his important charges, prefer-
  ring to remain anonymous so would be assassins did
  not see him coming.  
  After a short time as Washington’s bodyguard Nigel
  met his end fighting a British super soldier, the
  Knight Marshal.  Both combatants died in the
  conflict, which happened directly in front of the
  newly constructed Bruce Mansion (later Sentinel
  Mansion).  Nigel’s spirit was not able to pass onto
  the next world due to the spirits trapped in the cata-
  combs beneath the mansion, whose number have
  only grown in time.  Nigel’s spirit stayed in this
  world, haunting the Bruce family estate until this
  day, trying to get someone to understand him and
  free the spirits beneath the mansion.  Nigel had met
  the Colonial back during the Revolutionary War so
  he has renewed his efforts of late, hoping his old
  comrade will recognize him.  
  Dexter Bruce knows about Nigel Brush and has tried
  to have him exorcised several times.  Dexter does not
  realize the extent to which Nigel poses a threat and
  Devil’s Workshop
  Page 20
  has decided that the ghost doesn’t really hurt
  anyone, so it might as well stay.  
  Quote: “…help...them…under…”
  Personality: Several hundred years of being dead
  has confused Nigel and he often forgets that he is
  not still fighting the Revolutionary War.  He also
  has trouble remembering how to communicate
  with living people, often stuttering or speaking
  incoherently before finally getting his point across.
  Nigel is a dedicated patriot and cannot stand the
  evil that goes on beneath Sentinel Mansion.  He
  will do everything in his power to try and stop
  Dexter Bruce’s scheme, but so far he has been able
  to do little more than scare the cooking staff.  
  Powers & Tactics:  Nigel is the Sentinel
  Mansion’s Intelligence feature, meaning he cannot
  leave the premises.  Because of his permanent
  Incorporeal state Nigel does not have much ability
  to interact with the physical world.  If faced with a
  ghostly foe he will try and close for melee combat
  as quickly as possible, using his knife and toma-
  hawk in combination.  When dealing with
  intruders or other undesirables Nigel uses his Fear
  power to frighten them in to leaving.  
  Appearance: Nigel spends most of his time invis-
  ible, but when he does make himself visible he
  looks like a Revolutionary War era scout,
  completely with buckskin clothes and a fur cap.
  He always carries a large knife and tomahawk on
  his belt.  His clothes appear bloody and torn and
  Nigel always looks tired.  Nigel himself looks like
  a Caucasian man in his mid twenties with several
  scars on his face.  He might have been handsome
  had his features not made him look constantly
  angry.  
  Campaign Use: Assuming Sentinel Mansion is
  being used in your campaign; Nigel provides an
  excellent plot hook to get the heroes involved in
  the events that occur there.  If the heroes are able
  to learn from Nigel Dexter Bruce’s true plan they
  may be able to thwart it, but the Sentinels are not
  
  Page 21
  Devil’s Workshop
  headquarters & Hideouts
  likely to believe the word of a supposed ghost over
  than of their host.  To this end Nigel can lead the
  heroes down to the catacombs so they can acquire
  the proof they need.  
  Villain Option: In stead of a helpful spirit trying
  to avert a great evil Nigel Brush is instead an evil
  spirit raging eternally for what he saw as a death
  that came too soon.  Nigel now stalks the halls of
  Sentinel Mansion looking to punish the living for
  simply being alive while he is dead.  In this case
  you may wish to remove his Float extra from
  Incorporeal and add Ghost Touch.
  Nigel Brush: PL 19; Init +4; Defense 34 (22 flat-
  footed); Spd 30 ft.; Atk +15 melee (+22L, toma-
  hawk or knife ), +15 ranged (+22L, tomahawk);
  SV Dmg +13, Fort +13, Ref +12, Will +2; Str 18,
  Dex 18, Con 20, Int 12, Wis 14, Cha 12  
  Skills: Intimidate +20, Taunt +8, Spot +8
  Feats: Ambidexterity, Darkvision, Durability, Iron
  Will, See Invisible, Two Weapon Fighting 
  Powers: Incorporeal +18 (Extras: Immunity
  (Aging, Critical Hits, Disease, Energy (Heat, Cold,
  Electricity, Gravity, Kinetic, Magnetic, Radiation,
  Sonic, Vibration, Exhaustion, Poison, Pressure,
  Starvation, Suffocation), Invisible, Float; Flaws:
  Permanent; Source: Mystical; Cost: 52pp), Super
  Strength +8 (Extras: Protection, Super-Dexterity,
  Super-Constitution; Source: Mutation; Cost: 88pp) 
  Weakness: Disturbing
  Equipment: Tomahawk (Weapon +10(Power
  stunt: Ranged or melee weapon; Extra: Mighty
  Ranged Weapon; Source: Mystical; Cost: 22pp)),
  Knife (Weapon +10 (Source: Mystical; Cost:
  10pp)
  Nucleus
  Iapo Taitasi was born on a little island in the South
  Pacific that no one outside if the island inhabitants
  had ever bothered with until the creation of the
  atomic bomb.  Several uninhabited atolls where
  located near the tropical island and both the United
  States and Britain tested several atomic bombs on
  these atolls.  While studies done before the tests
  showed that the bomb blasts would not affect Iapo’s
  people, the research was done before scientists had a
  proper understanding of the environmental effects the
  bombs would have on the surrounding population,
  small though it was.  Iapo was only eight when the
  tests began, but by the time he as fifteen he had
  drank enough irradiated water to drastically alter his
  physiology.  Iapo found that he could control and
  reshape objects near him, but these mutant powers
  were not understood by his village and he as soon
  kicked out for being a demon.  
  Angry and alone Iapo left his home island and even-
  tually encountered a group of American military
  scientists studying the effects of the test bombs.  In
  trying to escape them Iapo used his powers, piquing
  the curiosity of the scientists even more.  Iapo spent
  the next several weeks avoiding capture by the
  United States military, a process that helped him
  hone his powers and develop a strong hatred of the
  United States.  Eventually Iapo was corned and
  expected capture, but then he was rescued by the
  super villain Dr. Atomic who saw the opportunity to
  recruit a powerful ally.  Under Dr. Atomic’s tutelage
  Iapo learned to control his power and of the world
  beyond his islands, but all through the eyes of a
  super villain.  Taking the name Neutron Lad he
  became Dr. Atomic’s sidekick and the two became
  one of the premiere villain duos of the late fifties and
  sixties.  
  For fifteen years Iapo blamed the United States for
  his lot in life and for polluting his homeland and
  struck against American interests whenever he can.
  In 1971 Dr. Atomic and Neutron Lad planned their
  greatest feat, detonating an atomic bomb within
  Washington D.C.  Their plot was discovered by the
  Sentinel team of that day and the Sentinels tried to
  stop the plot, but were soundly defeated by Dr.
  Atomic and Neutron Lad.  In the minutes before the
  bomb was to explode the only Sentinel conscious
  was White Knight, and through appealing to what
  remained of Iapo’s conscience and saying that this
  deed was very similar to the ones that happened to
  Iapo’s home, White Knight managed to convince
  Iapo to stop the bomb and subdue Dr. Atomic.
  Surprised by the treachery, Dr. Atomic and Nucleus
  fought a devastating battle that ended with Iapo shut-
  ting down the nuclear reactions in the bomb just as it
  was about to explode, which he followed up by
  turning Dr. Atomic to stone.  The statue of Dr.
  Atomic remains in the Sentinel trophy room as a
  reminder that not all battles can be won with
  strength.
  After the conflict Iapo was arrested and stood trial
  for his crimes, Iapo realizing he had become a villain
  like those who poisoned his home island.  Iapo was
  sentenced to life in prison but his sentence was
  commuted in exchange for services rendered in the
  following years to the United States government,
  such as shutting down nuclear power plants about to
  melt down and defusing nuclear bombs.  Eventually
  he adopted the new name Nucleus and joined the
  Sentinel reserves at the request of White Knight.  He
  proved himself many times over his ten years as a
  reservist, becoming a powerhouse the Sentinels could
  call on when needed.  One of White Knights last acts
  before his death was promoting Nucleus to the full
  time team, none of which except for Colonial know
  of his villainous past.  
  Since joining the full time Nucleus has joined the
  Spartan as being one of the two heavy hitters on the
  team with a variety of powers at his disposal.  More
  than any other Sentinel he can bring to bear a wide
  variety of powers, often catching super villains off
  guard with the number of powers at his command.
  Nucleus and the Spartan are by far the most experi-
  enced members of the team, but Nucleus rarely talks
  of his past for fear of revealing his checkered past.
  Instead he makes vague comments about getting
  around a lot as a youth.  Despite this concealment he
  is well liked on the team and plays something of a
  father figure to the younger members of the team.  
  Quote: “Patience.  I’ve seen this before, many years
  ago.  A simple molecular rearrangement should stop
  
  headquarters & Hideouts
  the device.”
  Personality: Nucleus does hit best to be upbeat and
  cheery, but rarely feels so on the inside.  Thinking
  superheroes are supposed to be happy people he tries
  to play that part, but in private is far more reserved
  and quiet.  Despite being a dedicated hero for many
  years he feels immense guilt at his days as a villain
  and constantly works to undue the damage he did.
  This often drives him to spend his time away from
  his teammates.
  Powers & Tactics:  Knowing his atomic force field
  can withstand most attacks; Nucleus often charges
  into close combat and uses his Energy Blast power at
  point blank range.  Against inorganic targets he
  favors Disintegration.  Due to his limited mobility
  Nucleus sometimes is unable to close for melee, in
  which case he sticks to using his Energy Blast and
  forms a squad of metal soldiers using Create Object
  and Animation.  Nucleus knows he is one of the
  more resilient members of the Sentinel’s, equaled
  only by the Spartan, so he makes a habit of drawing
  fire when possible.  
  Appearance: Nucleus appears to be a middle aged
  man of South Pacific decent who has long braided
  hair and a number of tribal tattoos.  Luckily during
  his super villain days as Neutron Lad he wore a full
  face mask, enabling him to go now without a mask
  without causing controversy.  Nucleus wears an unar-
  mored version of the Sentinel uniform while on duty;
  the armor plating was found to interfere with his
  atomic force field and so was removed from his suit.
  When not in the field Nucleus prefers conservatively
  cut suits for formal occasions or a simple pair of
  khaki pants when relaxing.  
  Campaign Use: Nucleus, along with Spartan, is one
  of the biggest hitters the Sentinels have and he can
  provide quite a challenge to most groups of heroes.
  Possibly the best use of him though is in a
  conspiracy theory capacity if the heroes get wind of
  his shady past.  Investigating Nucleus’s past could
  turn up all matter of dirty secrets and the heroes must
  decide in the end if release such information to the
  public is ultimately a good idea.  
  Villain Option: If Iapo never gave up super villainy
  he would probably still change his name (who wants
  to be a middle aged Neutron Lad), but instead of
  joining the ranks of the Sentinels he would continue
  his anti-American rampage.  In this case Nucleus
  would probably be one of the most hunted super
  villains in the world with numerous super teams
  always in his tail.  
  Nucleus: PL 19; Init +2; Defense 19 (17 flat-footed);
  Spd 30 ft.; Atk +9 melee (+S, ), +9 ranged (+18L,
  Atomic Mastery Energy Blast); SV Dmg +5, Fort +5,
  Ref +4, Will +7; Str 14, Dex 14, Con 16, Int 16, Wis
  16, Cha 10
  Skills: Bluff +6, Demolitions +9, Innuendo +9,
  Intimidate +8, Science (Atomic Theory) +7
  Feats: Fame, Iron Will, Penetrating Vision, See
  Invisible, True Sight
  Powers: Amazing Save +2 (Will; Extras: Damage,
  Fortitude, Reflex; Source: Mutation; Cost: 8pp),
  Atomic Mastery +18 (Extras: Transmutation; Power
  Stunts: Animation; Source: Mutation; Cost: 184pp)
  Weakness: Quirk (Hide super villain past)
  Equipment: Sentinel Communicator (Radio Hearing
  (Flaw: Device), Radio Broadcast (Flaw: Device)
  Cost: 2pp)
  Red Bear 
  Cestmir Rostov was an adolescent during the turbu-
  lent 1980s in Russia, coming into adulthood just as
  the Iron Curtain fell.  In the heady nationalism and
  optimism of the time he joined the Russian Army,
  hoping to help keep his motherland safe and help
  keep Russia strong.  Unfortunately the years that
  followed did not live up to Cestmir’s dreams and he
  became depressed and despondent, remaining in the
  military because he knew nothing else.  He grew
  derelict in his duties and was eventually transferred
  to a listening post in Siberia that was a leftover from
  the Cold War, now little more than a shed and some
  old radios.  
  Devil’s Workshop
  Page 22
  Cestmir spent most of his time at the listening post
  drunk, and one time while relieving himself after a
  night of drinking he was attacked by a huge red
  furred bear, escaping from the creature but only
  after receiving severe bite and claw injuries.
  Cestmir managed to get back to the listening post
  and take the one snowmobile they had to the
  nearest hospital, collapsing from blood loss as
  soon as he arrived.  Cestmir survived, but only
  barely.  He spent three months in the hospital, but
  the injuries only needed a week to heal, leaving no
  scars.  The rest of the time was spent examining
  Cestmir as he began to undergo a painful transfor-
  mation.  Cestmir’s strength and natural healing
  ability increased dramatically, but his body also
  became covered with a thick layer of red fur.  His
  teeth became all incisors and his hands bore claws,
  similar to those of a bear.  Eventually Cestmir was
  transferred to the Russia super-powered being
  program, formerly run by the KGB, where it was
  determined that Cestmir had been infected with
  lycanthropy (a common problem in rural areas of
  Russia).  Cestmir had a natural resistance to the
  disease though, transforming into a man-beast state
  permanently instead of becoming a man that turns
  into a beast during certain lunar phases.  Cestmir
  served out the rest of his military term as a super
  powered agent of the Russian government,
  spending most of his time fighting super villains
  that operated on Russian soil.  
  Few super villains from other nations came to
  Russia to cause trouble, but the country had plenty
  of home grown super villains.  Along with his
  comrades in the Watch Force, the Russian govern-
  mental superhero team, Cestmir fought such
  villains as Baba Yaga, the Red Guard and Old Man
  Winter.  Adopting the name the Red Bear, Cestmir
  became one of the most popular superheroes in
  Russian, largely for his appeal for acting much like
  an everyday person, often sneaking out of the
  Watch Force base to go drinking in Moscow.
  Despite occasionally breaking the rules of Watch
  Force, Cestmir cleaned up his life drastically since
  becoming a member.  His performance within
  
  Page 23
  Devil’s Workshop
  headquarters & Hideouts
  Watch Force was so exemplary that he was eventu-
  ally assigned to the Sentinels as a reservist to
  represent Russia.  During an immense battle with a
  fleet of invading aliens trying to steal earth’s
  supply of uranium Red Bear destroyed the alien
  flagship by ripping one of the engines off.  This
  deed, combined with his excellent service record
  earned him a place on the full time Sentinels team
  once a spot opened up.  
  Cestmir has never found the bear that infected him
  with lycanthrope, but he has spent a great deal of
  effort looking.  
  Quote: “I’ll bet you break before I do.”
  Personality: Very much a normal guy who
  happened to get superpowers, Red Bear loves
  sports, Russian food, and vodka.  Always ready to
  laugh or fight, Red Bear is a creature of great
  emotion who throws himself completely into what-
  ever he is doing.  His boisterous personality often
  runs counter to those of his teammates, leading
  Red Bear to try harder to get them excited.  Never
  willing to admit defeat, Red Bear often mocks his
  opponents during combat, especially if their
  powers are similar to his.   
  Powers & Tactics:  Red Bear always closes for
  melee combat immediately with the strongest foe
  he can find.  Red Bear does not hold back in
  combat and loves a challenge, always looking for
  the opponent who will test his skills the most.
  Unfortunately Red Bear has limited mobility and
  no ranged attacks, though he does often pick up
  random bits of debris and throw them at enemies.
  When attacked by a particularly maneuverable
  enemy Red Bear often becomes frustrated and
  begins making stupid decisions in an attempt to
  defeat his foe.  When working with the other
  Sentinels this does not often occur and the other
  Sentinels are well aware of Red Bears penchant for
  fighting the biggest bad guy he can find.  
  Appearance: Looking like a cross between a red
  furred bear and a human, Red Bear is almost nine
  feet tall and has a chest four feet across.  Covered
  in a layer of short, red fur and possessed of canine
  teeth and sharp claws. He has a fearsome animal
  visage.  Red Bear wears clothes out of habit when
  amongst normal people, but in combat usually wears
  little more than a well designed loincloth.  Red Bear
  is largely immune to most inclement weather condi-
  tions and sees little point to wearing clothes.  
  Campaign Use: The everyday hero of the Sentinels,
  Red Bear is the one the heroes are most likely to run
  into outside of official meetings with the Sentinels.
  He frequents bars in whatever area he happens to be
  in, providing a good encounter for the heroes
  between adventures.  Also because of his wandering
  habits he provides an easy, low key way to contact
  the Sentinels.  Any hero that impresses Red Bear
  with his strength or tenacity is likely to get an invita-
  tion to join the Sentinels as a reserve member.  
  Villain Option: Instead of using his powers for the
  good of Russia, Cestmir decides to make a fortune
  with them.  He enters the service of a Russian mob
  boss and soon becomes his top enforcer, even able to
  chase off local superheroes when they get too nosy.
  He also goes abroad to protect the mob bosses opera-
  tions in other countries; possibly encounter the
  heroes while doing so.  
  Red Bear: PL 17; Init +3; Defense 18 (15 flat-
  footed); Spd 30 ft.; Atk +15 melee (+22L, natural
  weapon); SV Dmg +5 Fort +5, Ref +3, Will +2; Str
  20, Dex 16, Con 20, Int 10, Wis 14, Cha 16 
  Skills: Diplomacy +7, Drive +5, Intimidate +24,
  Language (English), Medicine +6
  Feats: Darkvision, Fame, Power Attack, Scent,
  Ultra-Hearing
  Powers: Natural Weapon +2 (Source: Mystical;
  Cost: 4pp); Super Strength +15 (Extras: Protection,
  Source: Mystical; Cost: 90pp), Threshold +10
  (Extras: Regeneration, Unstunnable; Source:
  Mystical; Cost: 60pp)
  Weakness: -
  Equipment: -
  Sarah Dasshin,
  Sentinel Liaison
  Officer
  Assigned to the Sentinels by the United Nations,
  Sarah Dasshin is charged with making sure the
  Sentinels don’t cause too much property damage,
  don’t controversy too often and remain attentive to
  the directives of the UN Security Council.  Sarah has
  been in the employ of the UN for over ten years,
  working primarily in public relations and aid organi-
  zation.  The position of the Sentinel Liaison Officer
  has long been thought something of a joke assign-
  ment due to the strong leaders that end up at the head
  of the Sentinel roster, and Sarah received the assign-
  ment as something of a punishment for not
  producing the desired results in an international anti-
  land mine ad campaign.  
  Since becoming Sentinel Liaison Officer Sarah has
  spent most of her time assuaging the fears of the
  neighbors, arranging for repairs to the mansion, and
  getting hit on by Red Bear.  She has tried to get the
  Colonial to accept the fact she is their link to the UN,
  but he has yet to do more than acknowledge her pres-
  ence.  While she doesn’t want to seem overbearing,
  the Sentinels have a habit of going off on personal
  missions without warning and causing drastic
  amounts of damage when they enter combat, so
  Sarah is hoping to get them to be a little more
  cognizant of their responsibilities.  
  Quote:  “Do you have any idea how much all this
  stuff costs?”
  Personality: Strictly by the books and business-like
  on the surface, Sarah Dasshin is ready to throw the
  book out whenever things don’t go as planned.
  Despite trying to instill a little more discipline into
  the Sentinels, Sarah realizes the business of super-
  heroes does not follow a schedule or time clock, but
  this does not stop her from trying to get things a little
  better organized.  Sarah is always polite and subdued
  unless she has been forced off her schedule or plans,
  at which point she often becomes frazzled but still
  remains effective in her duties.  
  
  headquarters & Hideouts
  Powers & Tactics:  Having no powers to speak of,
  Sarah avoids combat and usually uses her Sentinel
  Communicator to call for help whenever she is near a
  fight.  When threatened she normally tries to talk her
  way out of the situation or hide until the Sentinels
  show up.  Walker is almost always the first to arrive
  when Sarah calls, and her first duty in such situations
  is to carry Sarah to safety.  
  Appearance: Sarah Dasshin is a woman in her early
  thirties of mixed Asian decent who favors well made
  suits, usually gray or blue in color.  She never wears
  skirts, preferring pants.  Her black hair is normally
  worn long and is always well cared for.  Sarah is
  rarely seen without a briefcase, cell phone and tablet
  computer.  
  Campaign Use: If the heroes wish to join the
  Sentinels sooner or later they will have to talk to
  Sarah Dasshin.  Also any official interaction between
  the heroes and the Sentinels, such as teaming up or
  sharing information on super villains will probably
  require a legal arrangement brokered by Sarah
  Dasshin.  Sarah Dasshin does not function well as a
  person to be rescued because if she is ever threatened
  the Sentinels are soon to be there anyway, but if they
  arrive and think the heroes are attack Sarah there
  could be interesting repercussions.  
  Villain Option: Due to her mostly normal abilities
  Sarah Dasshin does not make a very effective villain,
  but if she secretly betrayed the Sentinels she could
  provide a very interesting enemy.  In such a case she
  could inform the group’s enemies as their weak-
  nesses and location, arranging for ambush after
  ambush to hit the Sentinels.  Due to the trust the
  Sentinels place in Sarah it would be difficult for
  outsiders to implicate her in the attacks, forcing the
  heroes to find hard evidence to back up their case.  
  Sarah Dasshin: PL 6; Init +1; Defense 13 (12 flat-
  footed); Spd 30 ft.; Atk +2 melee (+0S, punch), +3
  ranged (+6L, sidearm); SV Dmg +1 Fort +1, Ref +1,
  Will +4; Str 10, Dex 12, Con 12, Int 18, Wis 18, Cha
  18
  Skills: Bluff +10, Diplomacy +10, Gather
  Information +10, Intimidate +10, Knowledge (UUN)
  +10, Profession (Public Relations) +10
  Feats: Assessment, Connected,
  Powers: -
  Weakness: -
  Equipment: Armored Suit (Armor +4 (Source:
  Super Science; Cost: 4pp), Laptop (Super-
  Intelligence +4(Extras: Datalink; Flaws: Duration:
  Concentration, Action: Half; Source: Super-Science;
  Cost: 4pp), Sidearm (Weapon +6(Source: Super
  Science; Cost: 6pp), Sentinel Communicator (Feats
  (both with the device flaw): Radio Broadcast, Radio
  Hearing; Cost: 2pp) 
  Samuel Nimui,
  Gardner
  Samuel Nimui grew up in Afghanistan, first under
  the control of the Russians, then the Taliban, during
  which time Samuel fled the country.  Samuel was
  born with a special gift: he could make plants grow
  at an amazing rate, a power that he had been forced
  to use under threats against his family by poppy
  growers in Afghanistan.  When the Taliban took
  control they cracked down drastically on the poppy
  growers and went after Samuel for helping them.
  Samuel was able to escape to the United States,
  eventually going to college and earning a degree in
  agriculture.  While Samuel initially worked for
  farmers helping their crops grow, after a running
  battle between the Sentinels and some super villains
  through a field he was tending he learned his powers
  were very effective at cleaning up the wide spread
  destruction left behind by superhero battles.  To this
  end he recruited a business partner Simon Lamont,
  an architect with the mystic ability to repair damage
  to buildings, and started Collateral Damage Repair,
  Inc., or CDR.  CDR now has offices in most major
  cities in North America and Europe and has contracts
  with several nations to provide clean up services
  after superpower battles.  
  Devil’s Workshop
  Page 24
  For a truly immense sum of money Samuel has
  been talked into resuming field work and tending
  the grounds of the Sentinel Mansion.  He has only
  held the position for a few months but has already
  carried out drastic reconstruction of the well
  tended grounds twice.  Samuel has become a
  friend of Red Bear, Walker and Center, with
  Walker pushing to get him on the Sentinels
  reserves list.  Samuel isn’t really interested in such
  adventure, preferring the simple life of a gardener
  and business man.  Samuel has a wife and two kids
  who live a short distance away, but he sees them
  only rarely.  He doesn’t want to tip off any super
  villains to their connection, fearing they may be
  kidnapped to get at the Sentinels.        
  Samuel has detected the catacombs beneath
  Sentinel Mansion, but believes Dexter Bruce’s
  explanation that they are merely his family burial
  grounds.  Samuel has no idea of Dexter Bruce’s
  plans, but has recently been added to the list of
  people Dexter wishes to capture.  Currently
  Samuel is the first target Dexter will take down,
  thinking he will be an easy target and his plant
  powers may be useful in fighting the Sentinels.  
  Quote:  “Do you know how long it takes to get
  prize winning roses like this back in good condi-
  tion?  Next time watch where you throw the Gray
  Devil!”
  Personality: A man who is extremely happy with
  his lot in life, Samuel is not looking for adventure,
  wealth or fame.  Instead he takes his pleasure is a
  well groomed field or a first class flower bed.  He
  is a savvy businessman and if his family is ever
  threatened he will fight tooth and nail to protect
  them, but most of the time he is very relaxed and
  easy going.  He does occasionally get angry at the
  Sentinels for tearing up the grounds if he feels it
  was done without need.  
  Powers & Tactics:  Having little training or
  interest in combat, Samuel avoids it all cost.  He
  uses his Plant Stride power to camouflage himself
  in undergrowth, fleeing at the first opportunity to
  
  Page 25
  Devil’s Workshop
  headquarters & Hideouts
  find the Sentinels.  If his family is threatened he
  will actually try and use his powers to defend
  them, but he is not very good at doing so due to
  lack of practice or training.  
  Appearance: A man of mixed Arabian and
  African descent in his mid-forties, Samuel is a
  handsome man who usually wears khaki pants and
  a khaki button up shirt with the CDR logo on the
  breast.  He often wears a straw hat during the
  summer months and wears a large pair of boots
  that seem continually dirty.  Samuel has a large,
  bushy mustache that he always keeps carefully
  trimmed.  
  Campaign Use: Samuel works well as a support
  character that could conceivably show up to clean
  up after any mess the characters make.  He could
  eventually be hired to keep the grounds of the
  heroes’ headquarters in shape.  CDR can provide a
  wide variety of interesting characters, as many of
  their employees have superpowers.  
  Villain Option: As a villain Samuel could be
  working with Dexter Bruce against the Sentinels,
  helping conceal the evil plot against them and
  assisting in their capture when the time comes.  In
  such case it is probably a good idea to boost him
  up a few power levels because his powers would
  be little more than an inconvenience to the
  Sentinels currently.  Alternately CDR could be a
  super villain front organization used to get infor-
  mation on the inner workings of superhero bases.  
  Samuel Nimui: PL 6; Init +1; Defense 12 (11 flat-
  footed); Spd 30 ft.; Atk +3 melee (+2S, punch);
  SV Dmg +2 Fort +2, Ref +1, Will +2; Str 14, Dex
  12, Con 14, Int 14, Wis 14, Cha 12
  Skills: Profession (Businessman) +8, Profession
  (Gardening) +11, Search +5, Spot +5
  Feats: Skill Focus (Gardening)
  Powers: Plant Control +6 (Extras: Plant Sense,
  Plant Stride; Source: Mutation; Cost: 24pp) 
  Weakness: - 
  Equipment: -
  The Spartan 
  Nickolas Siannas had a pretty normal life in Greece
  up until his twentieth birthday.  He was the child of
  middle class parents, both of whom were college
  professors, and Nickolas grew up always with his
  nose buried in a book.  He left home at nineteen to
  attend the University of Thessalonik, majoring in
  archaeology.  During an instructional archaeological
  dig in Macedonia Nickolas found what he initially
  thought to be the remains of a ceremonial suit of
  armor, but was surprised when the foot he had
  unearthed began moving shortly thereafter. Minutes
  later after more debris had been cleared away the suit
  of armor, battered and badly in need of cleaning,
  broke forth from the ground containing it.  After
  staring at a stunned Nickolas for a few seconds the
  suit pushed him to he ground, narrowly saving him
  from a pair of energy blasts from the sky above.  
  The suit of armor suddenly took the sky to combat
  the two humanoid figures why had attacked
  Nickolas, fighting them using a combination of fiery
  energy blasts and force fields.  After a few seconds
  the two creatures were defeated, their unconscious
  bodies disappearing in a flash of light and the armor
  returning to stand before Nickolas.  The armor began
  speaking to Nickolas in ancient Greek, but it took
  him several minutes to recover sufficiently to actu-
  ally remember his studies and respond.  Nickolas had
  now entered a world far more exciting than he had
  ever expected.
  The armor, calling itself Gold, claimed to be the
  creation of an alien being named Krisichik who had
  crashed on earth three thousand years previous and
  taken on the role of the god Hephaestus in order to
  acclimate more easily with humans.  Unfortunately
  Krisichik was a wanted criminal amongst his people
  for sharing technology with lesser species and they
  eventually found his hideout on earth.  In the
  following battle Krisichik was killed and Gold and
  his fellow robot defenders were imprisoned or
  destroyed.  Unfortunately as part of their design the
  robots could not function without the imprint of a
  living being’s brain waves to organize their unfath-
  omably complex positronic brains, meaning they
  could not escape their rocky prison until someone
  dug them up.  The creatures who had attack Nickolas
  were of Krisichik’s race, left in cryogenic storage on
  earth to make sure none of his devices made it into
  human hands.  To fight them Gold had to imprint on
  someone’s brain, so he chose Nickolas.  Now the two
  were inextricable tied, Gold not able to function
  more than a few miles distant from Gold.
  Unsurprisingly the Greek army took an intense
  interest in Gold and Nickolas, putting them both
  through an intensive series of tests.  It was found that
  much of Gold’s electronic nervous system had burnt
  out during the first battle, leaving his physical abili-
  ties impaired.  Not wanting to become useless, Gold
  instructed the Greek scientists how to modify his
  body to accept a pilot who could move for Gold,
  wearing him like a suit of armor.  While the army
  was initially resistant to putting a civilian in charge
  of their new secret weapon, due to the brain wave
  imprint Gold would not function except when in
  proximity to Gold.  After two years of training,
  modifications and repairs Nickolas and Gold became
  Greece’s first high-tech superhero (they had several
  mystic and mutant superheroes), operating under the
  guise of the Spartan, harkening back to the warrior
  city of ancient Greece.
  That was thirty years ago and the Spartan ha become
  one of the premiere power armor warriors in the
  world.  In addition to a cutting edge armament, alien
  alloys and technology, Spartan has been around
  longer than most superheroes, giving him years of
  experience to draw on.  Nickolas has gone from
  being a naïve college student to a veteran warrior
  who has seen other dimensions, distant planets and
  traveled through time.  While not a leader, he and
  Gold put a great deal of experience in the hands of
  the Sentinels.  
  The Spartan first joined the Sentinels as a reserve
  member twenty years ago, spending five years on the
  reserve list before becoming a full time member.  He
  
  headquarters & Hideouts
  is considered by many to be the stable center of the
  group, having been a member longer than any
  current member of the full time team.  Some are
  concerned that Nickolas’s age will end the career of
  the Spartan in the near future, but Gold and Nickolas
  have been working on a means to imprint the brain
  waves of Gold’s primary mechanic, Frederick
  Assikas, on Gold so he may carry on the mantle of
  the Spartan.  
  Quote: “I’ve seen this before.  You aren’t going to
  win.  Others better than you have tried.”
  Personality: An old, experienced soldier in the war
  against super villainy, Spartan is has a calm, profes-
  sional demeanor that puts others at ease.  In combat
  he is normally collected and cool, following orders
  quickly and efficiently, but has certain issues that
  shake lose his emotional control.  He cannot stand to
  see children threatened or treachery, both of which
  often send him off into a screaming rage.  Most of
  the time he is a model member of the Sentinels, but
  his anger has become something of a legend, some-
  thing that super villains fear.  Outside of combat
  Spartan is often cold and distant.  He has seen many
  other heroes come and go in his day, and he has
  trouble making friends after seeing so many of his
  comrades die.
  Gold on the other hand is surprisingly friendly and
  outgoing, often nudging Nickolas into socializing or
  even perusing romantic interests.  The two are excel-
  lent foils for each other, but this does often cause
  some bickering between them.  
  Powers & Tactics:  Few weapons have been able to
  breach Gold’s alien armor plating, which has gotten
  the Spartan in the habit of making himself a target to
  protect his less resilient allies.  The Spartan normally
  charges into every battle using Flight and attacking
  whatever targets present themselves with his Energy
  Blast or other weapon systems.  While Spartan is no
  slouch in hand to hand combat, he prefers blasting
  his enemies from a distance.  Due to the many
  protective measure built into the armor, including
  mental and sensory shielding, Spartan is a very diffi-
  cult enemy to stop or even slow down.  
  Appearance: The Spartan armor looks like a gold
  suit of humanoid armor two and a half meters tall,
  vaguely reminiscent in design of a Greek Hoplite.
  The armor has some dents and dings in it due the fact
  the Greek’s can cannot fashion new pieces of Gold’s
  alien armor plating, but the armor is normally kept
  well shined and clean otherwise.  The visor on the
  helmet of the armor reveals an inky blackness that
  completely hides Nickolas’s face.  The armor’s
  powers, such as flight and energy blast have no
  obvious external sources, though the suit’s plasma
  attacks originate from its hands.  
  Nickolas looks like a middle aged Greek man who
  has seen a lot of action in his day.  He often looks
  tired, but even when exhausted he has an air of
  watchfulness as he is always alert for threats.  He has
  an air of responsibility and experience that often
  leads other heroes to seek his advice, despite his
  often standoffish nature.  
  Campaign Use: The Spartan makes an excellent
  mentor or ally hero for most campaigns, having
  many years of experience to draw from when
  advising less seasoned heroes.  As a member of the
  Sentinels he can provide back up or an example to
  look up to for other heroes.  Also if one of the heroes
  proves himself particularly skilled to the Spartan
  Nickolas may change his choice of successor.  
  Villain Option: Instead of being a benevolent being,
  Gold was a machine of evil who duped the Greeks
  into repairing him.  Now he keeps Nickolas trapped
  inside him, never letting the human out except for
  biological needs.  Gold spends his time committing
  wonton acts of destruction, having no interesting
  wealth or power.  Maybe those aliens who impris-
  oned him had the right idea.
  The Spartan: PL 18; Init +6; Defense 18 (16 flat-
  footed); Spd 30 ft., 75 ft. flying; Atk +10 melee
  (+16S, punch), +11 ranged (+15L, energy blast); SV
  Dmg +6, Fort +6, Ref +6, Will +10; Str 12, Dex 14,
  Con 14, Int 18, Wis 18, Cha 12
  Skills: Language (English, Italian), Knowledge
  Devil’s Workshop
  Page 26
  (Greek History) +10, Knowledge (Super villains)
  +12, Repair +14, Science (Robotics) +14
  Feats: Aerial Combat, Fame, Improved Initiative,
  Iron Will
  Powers: Amazing Save +4 (Will) (Extras:
  Damage, Fortitude, Reflexes; Source: Training;
  Cost: 16pp)
  Weakness: Quirk (Defend Children and Avenge
  Treachery)
  Equipment: Gold Power Suit +15 (Armor, Energy
  Blast (Plasma), Flight, Gadget, Mental Protection,
  Sensory Protection, Super Strength; Power Stunts:
  Dazzle, Deflection, Lifting x2, Snare, Space-Flight,
  Super-Flight; Feats (all with the Device flaw):
  Darkvision, Penetrating Vision, Photographic
  Memory, Radio Broadcast, Radio Hearing, Ultra
  Hearing; Extras: Immunity (Critical Hits, Disease,
  Energy (Cold, Datalink, Electricity, Gravity, Heat,
  Magnetic, Kinetic, Radiation, Sonic), Exhaustion,
  Poison, Pressure, Suffocation); Flaws: Device;
  Source: Super-Science; Cost: 155pp)
  The Staff
  Besides Charlotte Morsa, Sarah Dasshin and
  Samuel Nimui over two hundred staff work in
  Sentinel Mansion.  Most are either security or
  service staff.  Security is mainly there to stop
  break-ins, fans, and supporting the Sentinels in
  battles on the premises.  All the security staff are
  professional soldiers, most of which are from
  America, though there is a contingent of Russian
  and Greek soldiers as a favor to the Spartan and
  Red Bear.  These soldiers are well equipped and
  well trained, but are not ready to go toe to toe with
  most super villains.  
  The staff is mostly housekeepers, cooks, gardeners
  and similar staff who see to the every day opera-
  tions of the mansion.  If there is an attack on the
  mansion these individuals are trained to head to
  specific bunker rooms far from possible targets of
  attack, though more than a little panic usually
  
  Page 27
  Devil’s Workshop
  headquarters & Hideouts
  makes such evacuation situations less than
  peaceful.
  Housekeeping Staff (200): PL 1; Init +0; Defense
  11 (11 flat-footed); Spd 30 ft.; Atk +1 melee (+0S,
  punch); SV Dmg +1, Fort +1, Ref +0, Will +1; Str
  10, Dex 10, Con 12, Int 12, Wis 12, Cha 10  
  Skills: Profession (Of Choice) +5
  Feats: None
  Powers: None
  Weakness: None
  Equipment: None
  Security Soldiers (20): PL 2; Init +1; Defense 13
  (12 flat-footed); Spd 30 ft.; Atk +3 melee (+1S,
  punch), +3 ranged (+5L, assault rifle); SV Dmg
  +1, Fort +1, Ref +0, Will +1; Str 12, Dex 12, Con
  12, Int 12, Wis 12, Cha 10  
  Skills: Spot +3, Profession (Soldier) +3
  Feats: None
  Powers: None
  Weakness: None
  Equipment: Assault Rifle (Weapon +5 (Power
  Source: Super-Science; Cost: 5pp), Flak Vest
  (Armor +1 (Source: Super-Science; Cost: 1pp)
  Experienced Security Soldiers (11): PL 3; Init
  +1; Defense 14 (13 flat-footed); Spd 30 ft.; Atk +4
  melee (+1S, punch), +4 ranged (+5L, assault rifle);
  SV Dmg +3, Fort +1, Ref +0, Will +1; Str 12, Dex
  12, Con 14, Int 12, Wis 12, Cha 10  
  Skills: Drive +3, Spot +3, Profession (Soldier) +3
  Feats: Point Blank Shot, Toughness
  Powers: None
  Weakness: None
  Equipment: Assault Rifle (Weapon +5 (Power
  Source: Super-Science; Cost: 5pp), Flak Vest
  w/plates (Armor +3 (Source: Super-Science; Cost:
  3pp)
  Veteran Security Soldiers (6): PL 4; Init +2;
  Defense 15 (14 flat-footed); Spd 30 ft.; Atk +5 melee
  (+1S, punch), +6 ranged (+5L, assault rifle); SV
  Dmg +4, Fort +2, Ref +1, Will +1; Str 12, Dex 14,
  Con 14, Int 12, Wis 12, Cha 10  
  Skills: Drive +4, Medicine +2, Spot +3, Profession
  (Soldier) +3
  Feats: Point Blank Shot, Rapid Shot, Toughness
  Powers: None
  Weakness: None
  Equipment: Assault Rifle (Weapon +5 (Extras:
  Multishot; Source: Super-Science; Cost: 5pp), Flak
  Vest w/plates (Armor +3(Source: Super-Science;
  Cost: 3pp)
  Elite Security Soldiers (5): PL 5; Init +2; Defense
  15 (14 flat-footed); Spd 30 ft.; Atk +5 melee (+2S,
  punch), +7 ranged (+5L, assault rifle); SV Dmg +4,
  Fort +4, Ref +1, Will +1; Str 14, Dex 14, Con 14, Int
  12, Wis 12, Cha 10  
  Skills: Drive +4, Intimidate +1, Medicine +4, Spot
  +3, Profession (Soldier) +3
  Feats: Attack Focus (Assault Rifle), Endurance,
  Great Fortitude, Multi-Shot, Point Blank Shot, Rapid
  Shot, Toughness
  Powers: None
  Weakness: None
  Equipment: Assault Rifle (Weapon +5 (Extras:
  Multishot; Source: Super-Science; Cost: 5pp), Kevlar
  Bodysuit (Armor +5(Source: Super-Science; Cost:
  5pp), Sensor Goggles (Feats (All with Device flaw):
  Darkvision, True Sight)
  Louis Renard, Captain of Security: PL 6; Init +2;
  Defense 15 (14 flat-footed); Spd 30 ft.; Atk +5 melee
  (+2S, punch), +7 ranged (+5L, assault rifle); SV
  Dmg +4, Fort +4, Ref +1, Will +2; Str 14, Dex 14,
  Con 14, Int 14, Wis 14, Cha 12 
  Skills: Diplomacy +6, Drive +4, Intimidate +5,
  Medicine +5, Spot +4, Profession (Soldier) +4, Sense
  Motive +6
  Feats: Attack Focus (Assault Rifle), Endurance,
  Great Fortitude, Multi-Shot, Point Blank Shot, Rapid
  Shot, Toughness
  Powers: None
  Weakness: None
  Equipment: Assault Rifle (Weapon +5 (Extras:
  Multishot; Source: Super-Science; Cost: 5pp), Kevlar
  Bodysuit (Armor +5(Source: Super-Science; Cost:
  5pp), Sensor Goggles (Feats (All with Device flaw):
  Darkvision, True Sight)
  Walker 
  Valerie Sotter was famous long before gaining her
  superpowers.  Australia’s premiere long-distance
  runner with several gold medals under her belt, she
  was a role model to young women across Australia.
  She was never even suspected of using performance
  enhancing drugs and led a scandal free personal life
  that made her easy to admire.  Unfortunate all of her
  accomplishments were called into doubt one Sunday
  afternoon while she was running through the deserts
  of Queensland on a training run and she suddenly
  accelerated to several times the speed of sound.
  When Valerie finally stopped she was on the other
  side of the continent with little understanding of how
  she got there.  She was soon found and returned
  home by the Dreaming Eye, a powerful sorcerer
  superhero who spends much of his time in the
  outback.  Valeria turned herself into the Australian
  Department for Superhuman Affairs (ADSA) so her
  powers could be studied and hopefully understood.
  Unfortunately though the press got wind of her
  powers and within days she was widely condemned
  for competing in the Olympics with superpowers,
  something the IOC had banned shortly after War
  World II.  Valerie’s powers were found to be a form
  of super-speed, but how exactly she achieved this
  
  headquarters & Hideouts
  increased speed was not discovered.  Only years later
  Valerie discovered that she was able to partially slip
  into the Dream Time when running above a certain
  speed, enabling her to interact with this reality in a
  different, faster manner.  Unfortunately knowledge of
  her powers led to all of Valerie’s Olympic medals to
  be revoked, which severely affected her self-confi-
  dence and left her without a place in the world.
  Having lost her previous occupation as a professional
  athlete Valeria signed up with the ADSA and went
  through several years of training before entering the
  field as member of the Australian Army’s Tactical
  Assault Group, which in recent years has become a
  predominantly super-being unit.  Under the name of
  Walker, an inside joke since her powers only worked
  while she ran, Valerie acted as the lead scout for the
  unit.  She served with the Tactical Assault Group for
  three years before becoming a Sentinel reservist after
  helping the Sentinels deal with a sea monster
  attacking New Zealand (most of the current Tactical
  Assault Group are reservists).  She was called up to
  full time service four years later after the full time
  Speedster, Asphalt Devil, was paralyzed from the
  neck down while fighting Subodai Khan and his
  undead army.  
  Since joining the Sentinels Walker has become the
  heart of the time, acting as a middle ground amongst
  the different opinions of the team.  She is good
  friend with the team and is very popular amongst the
  reserve members and is popular with the public at
  large, largely because they do not know her secret
  identity as she has taken great pains to hide it,
  including being assigned a Sentinel hologram
  projector.  In her private life Valerie is till reviled as
  being a cheater, but that doesn’t bother as much now
  that she is able to don the mask of Walker and do
  some good.  
  Quote: “Just let me get up to speed and I’ll handle
  this.”
  Personality: Always ready with a laugh and a smile,
  Walker is the most overly personable member of the
  Sentinels.  She shares some of the common man
  appeal of Red Bear, but her militant protection of her
  secret identity keeps her from reaching the same
  level of popularity.  Walker is more openly emotional
  that most of the other Sentinels, but she is far more
  in touch with her feelings than the rest of them.
  Walker is usually the person who settles inter-group
  disputes, though her skills in do so are based on
  emotional relationships, making her diplomatic abili-
  ties less than keen.  Walker revels in her powers and
  love traveling at high speed and often goes for long
  runs around the world when not busy.  
  Powers & Tactics:  Walker avoids direct combat,
  preferring a scouting role when working with the
  Sentinels.  If the Sentinels have to find a specific
  object, such as a bomb or hostage, Walker always
  does quick search of the region while using
  Incorporeal, usually finding the object of her search
  within a few seconds.  When forced into combat she
  uses her Move-By Attack and her high speed to
  strike an enemy using Mach One Punch and then
  move out of his range.  When overmatched Walker
  usually flees to seek help unless her doing so would
  leave others in the lurch, often carrying teammates to
  evacuate them from a losing battle.  She often uses
  her speed to help Center move around the battlefield
  quickly, and the two together make a devastating and
  hard to catch team.  
  Appearance: Walker is a trim and fit Caucasian
  woman in her late thirties who has a runner’s
  physique.  She has short blonde hair and is deeply
  tanned, having spent many years running in the
  deserts of Australia.  When on duty she wears a
  Sentinel uniform with a full face visor always in
  place and she carries a hologram projector to cover
  up the uniform if she must conceal herself but still
  expects trouble.  When off duty she wears normal
  street clothes, sometimes using the hologram
  projector to avoid the anger some feel towards her
  for what they see as cheating.  
  Campaign Use: If the Sentinels are ever defeated
  and the heroes called up to help, Walker is likely to
  be the person delivering the message.  She has also
  been known to recruit allies in the middle of a battle,
  Devil’s Workshop
  Page 28
  carrying heroes to the combat if need be.  This is
  an excellent way to begin an adventure in media
  res with the heroes instantly jumping into a fight
  helping the Sentinels.  
  Villain Option: Instead of joining the ADSA
  Valerie decides to get her revenge on all those who
  said she was a cheater because of her powers,
  becoming a super villain who targets professional
  athletes and those around them.  She will usually
  kidnap such individuals and hide them away in
  remote corners of the world to starve or die of
  exposure, leaving it up for the heroes to act before
  this can happen.  Given her powers Walker is a
  very difficult individual to stop.  
  Walker: PL 17; Init +19; Defense 35 (16 flat-
  footed); Spd 105 ft.(Sprint speed 3,440,220 ft., or
  656 miles per round); Atk +10 melee (+17S,
  mach-one punch); SV Dmg +5, Fort +5, Ref +19,
  Will +3; Str 14, Dex 18, Con 20, Int 12, Wis 16,
  Cha 18  
  Skills: Bluff +7, Diplomacy +6, Gather
  Information +6, Search +6, Survival +6
  Feats: Fame, Identity Change (Flaw: Device),
  Move-by Attack
  Powers: Super-Speed +15 (Power Stunts: Water
  Run, Whirlwind; Extras: Deflection, Incorporeal,
  Mach One Punch, Share Speed; Flaws: Action:
  Full) 
  Weakness: -
  Equipment: Sentinel Uniform (Armor +9 (Feat
  (all with Device flaw): Darkvision, Radio
  Broadcast, Radio Hearing; Source: Super-Science;
  Cost: 12pp)
  Features: Combat Simulator, Communications,
  Computer, Danger Sensor Array, Defense Systems,
  Fire Prevention System, Garage, Hangar,
  Infirmary, Intelligence, Laboratory, Landmark,
  Library, Living Space, Pool, Power System,
  Reinforced Structure, Security System, Staff,
  Workshop
  
  Page 29
  Devil’s Workshop
  headquarters & Hideouts
  Hardness: 30
  Important Rooms: 
  Trophy Room: A large hall at the center of the
  mansion serves as a trophy room dedicated to
  defeated enemies and past members of the
  Sentinels.  All fifty six Sentinels who have died in
  the line of duty have statues in this hall while the
  walls are adorned with gadgets and costumes taken
  from enemies or from Sentinel allies of days past.
  All the gadgets and devices stored here have been
  rendered inert by the Spartan.  After the foyer this
  is the first room guests enter in the Mansion and it
  is quite an intimidating place.
  Library: Few of the Sentinels make use of Dexter
  Bruce’s library, and if they did they would notice a
  startling number of occult books inside.  Any char-
  acter may notice this with a Spot or Search check,
  DC 20.  If confronted Dexter claims they are just a
  hobby and will mark the character that made the
  discovery for immediate removal.  
  Basement: Wine, emergency supplies and random
  family heirlooms are the only things stored in the
  basement of the mansion, meaning only handful of
  the staff and Dexter Bruce regularly go down
  there.  Behind one of the wine racks (only Dexter
  Bruce is allowed to touch the wine officially,
  though Red Bear sometimes ignores this) is a
  secret passage that leads down into the catacombs.
  Finding this door requires a Search check, DC 30.
  Catacombs: From the secret door in the basement
  a rough hewn tunnel leads down two hundred feet
  to a natural cave formation Dexter Bruce has used
  to store the bodies of his victims.  There are a few
  glowing magical stones illuminating the cata-
  combs, but the area is still very dark and all the
  corpses give the place a very creepy appearance.
  Those drained by Dexter Bruce so he can use their
  powers decompose very slowly, meaning there are
  many corpses in middling stages of decay.  Luckily
  the draining processes stops from creating the
  normal stink associated with corpses.  
  Adventure Seeds:
  The most compelling adventure seed is to remove the
  Sentinels listed above and put the characters in their
  place, allowing them to deal with eventual betrayal
  of Dexter Bruce.  This works best as a long term
  plotline in which the characters spend some time in
  the mansion, possibly have a few encounters with
  Nigel Brush, and then possibly get hints of Dexter
  Bruce is up to right before he strikes.  Alternately the
  characters can be members of the Sentinels reserve
  team who learn of Dexter Bruce’s activities, either
  afterwards or beforehand, and work to save the
  Sentinels from his clutches.  This may be more diffi-
  cult because the Sentinels are unlikely to accept
  Dexter Bruce’s guilt easily.
  There are numerous members of the mansion staff
  who may become targets of super villains trying to
  strike back at the Sentinels.  Such villains may
  kidnap staff members while committing other acts of
  evil, hoping to distract the Sentinels.  In such cases if
  the heroes are reserve Sentinels they may be asked to
  help rescue the staff member or save the world,
  depending on the situation. 
  Nigel Bruce survived his encounter with the Knight
  Marshal as a ghost, meaning the Knight Marshal may
  have survived as well.  While the Sentinels are out
  on a mission the characters receive a panicked call
  from Sarah Dasshin that the ghost of Sentinel
  Mansion has turned evil and been attacking staffers,
  asking the characters to come save the day.  When
  the characters arrive they find Nigel Brush trying to
  fight off the Knight Marshal and an army of enslaved
  spirits of British soldier, driven on by the strange
  power of Dexter Bruce’s catacombs.  
  Shadow Cave,
  home to the Jack
  of Shadows
  History: 
  The Shadow Cave originally was a naturally formed
  cave beneath the Pender Estate, north of the super-
  naturally supercharged town of Eldritch Hill.  The
  Pender Estate was a large parcel of undeveloped land
  owned by the Pender family, some of the founding
  inhabitants of Eldritch Hill, and it had not ever been
  home to any type of surface construction.  Left
  completely untouched above ground, making it
  something of a hideaway for local teens looking to
  avoid adult supervision, it attracted little attention
  despite its location close to the budding city.  Even
  today only one private road runs through the surface
  of the Pender Estates, which now officially as a
  private nature preserve.  Some stories occasionally
  surface about strange events occurring on the Pender
  Estates, such as animal sacrifices and satanic cults.
  These stories are generally dismissed as the products
  of over active imaginations, but police patrols around
  the edges of the Pender Estate are never done alone.
  While the surface of the Pender Estate is interesting
  through rumors and hearsay, the subterranean region
  is where the truly interesting part lies.  At the center
  of the Pender Estate, beneath a section of the private
  road leading through it, is a large natural cave
  network formed by underground streams millions of
  years ago.  Shortly after the founding of Eldritch Hill
  in the 1790s the Pender family found these caves and
  through their own arcane heritage, as all the original
  settlers of Eldritch Hill were said to be wizards or
  witches, found the caves to be a place of immense
  magical power.  Their research learned that millennia
  ago primitives shamans had imprisoned a creature of
  immense evil in the caves and its essence, while
  contained, still leaked out in small quantities to the
  surrounding area.  The Pender family sealed the
  caves off and kept any other wizard from abusing
  their power, thinking the caves and their power too
  much a temptation for others to resist.  
  Over the years since the founding of Eldritch Hill the
  Pender’s became well known as its defenders; fight
  off first demons and criminals and later the more
  modern breed of super villain.  Each generation of
  wizard took up this cause anew, fighting from the
  shadows to protect the city while trying to keep its
  magical nature hidden from both its inhabitants and
  
  headquarters & Hideouts
  outsiders.  They were successful for the most part,
  though Eldritch Hill did develop something of a
  reputation as place where strange things happen.
  Unfortunately though this long history of heroism
  changed courses drastically thirty years ago.
  Ceilia Pender, one of the most powerful fire wizards
  the Pender family had ever known, defeated a dark
  wizard named Galegi the Foul, but before being
  banished to an extra-dimensional prison Galegi
  cursed Ceilia, saying her children would never have
  the ability to wield magic as long as he was impris-
  oned.  This came to pass five years later when
  Ceilia’s son Patrick was born with no innate magical
  talent: instead he had an intensely powerful resist-
  ance to all magic.  Ceilia had no other children and
  no siblings, so it was expected by the family that the
  legacy of the Pender family as the magical defenders
  of Eldritch Hill was over.  
  Luckily Patrick didn’t give in that easily.  Being
  extremely stubborn and intelligent, he decided he
  would still protect Eldritch Hill, but wouldn’t rely on
  magic.  Instead he uses gadgets, intense physical
  training and a number of vehicles to carry out his
  duties, calling himself Shadow Jack.  He has since
  moved into the caves beneath the Pender Estates,
  thinking that the best way to protect them from
  outside interference.  Also his innate resistance to
  magic makes him immune to the dark energies
  flowing out of the evil creature captured there, which
  Patrick has nicknamed Bob.  The evil from before
  time is not amused.  
  Locale:
  The Shadow Cave is located beneath the Pender
  Estates, 10 miles north of Eldritch Hill (or whatever
  city suits your campaign setting).  The Pender
  Estates are composed of several hundred acres of
  heavy woodland surrounded by a high fence with
  numerous “Keep Out” signs posted.  There is one
  road bisecting the Estates that runs directly over the
  Shadow Cave.  In fact the main entrance from the
  Shadow Cave feeds out onto this road from a
  concealed entrance on a nearby hill.  No one is
  allowed into the Estates but a few local teens sneak
  in occasionally.  The rumors about occult activities
  were true in the past as either the Pender family or
  their enemies performed rituals in the area, but none
  have occurred for several years.
  Under the ground of the Pender Estates there is a
  length underground cavern system, but only a small
  portion of it is used by The Jack of Shadows.  The
  Shadow Cave has been sealed off from the rest of the
  caves by steel plating, keeping unexpected visitors
  out.  There are several underwater rivers in the area,
  one of which the Shadow Cave uses as a fresh water
  supply.  Some strange carvings and primitive paint-
  ings were found in some areas of the cave system,
  but whoever made them is thought to have died long
  ago.
  Inhabitants:
  The only inhabitants of the Shadow Cave are The
  Jack of Shadows, Patrick Pender, and his occasional
  partner Umbra.  Few others even know of it, most of
  those who doing being members of the Pender family
  or heroes Jack of Shadows has come to trust.  Jack of
  Shadows only shows heroes his hideout if he has
  known them for at least a year and he never takes
  magic using heroes there for fear Bob will influence
  them.  
  The Jack of
  Shadows
  The only member of the Pender family to be born
  without magical abilities, Patrick Pender has made
  up for his lack of arcane power with an intense regi-
  ment of physical training and a vat array of high-tech
  gadgets and vehicles.  From a young age he prepared
  to take over the defense of Eldritch Hill from his
  mother and he will fight to his dying breath to avoid
  letting the family legacy falter.  He has been an
  active hero in the Eldritch Hill area and the
  surrounding region for five years but has little repu-
  tation amongst superheroes in general.  He prefers to
  keep a low profile so only that his closest allies and
  Devil’s Workshop
  Page 30
  most hated enemies know that he even exists for
  sure. 
  Trying to keep up appearances, Patrick tries to
  configure his gadgets and vehicles to give the
  appearance of being magical in nature, hoping his
  family history will lead villains to the conclusion
  he is a wizard as well.  If this trick works he often
  gains a tactical advantage against enemies who
  plan on fighting a magician and instead get a
  gadget wielding martial artist.  With the assistance
  of Umbra, his sometimes partner and lover, the
  Jack of Shadows can easily keep up the
  masquerade of being a powerful sorcerer.  
  The only regular ally the Jack of Shadows has
  outside his family, most of whom are retired is
  Umbra, a mutant he met while tracking down a
  vampire in Eldritch hill three years ago.  Umbra
  has little memories of her early years and has spent
  most of her life on the streets of large cities, only
  coming to Eldritch Hill three years ago.  Since
  their meeting and subsequent romantic interactions
  the two have had a stormy off and on relationship
  as Umbra is used to caring for no one but herself
  while Patrick tries to only care about his mission.
  They work together well when required, but they
  spend most of the rest of the time bickering.  
  Quote: “I don’t think you know who you’re
  dealing with.  You’re obviously new in Eldritch
  Hill.”
  Personality: Single minded and driven, the Jack of
  Shadows has dedicated his life to keeping up the
  family tradition of protecting Eldritch Hill and
  keeping Bob in check.  To most he comes across as
  grim and serious, but when among friends this is
  punctuated by a very random and dry sense of
  humor.  When particularly pressed in combat he
  often breaks character, dropping the powerful
  wizard act to openly mock his foes.  Despite these
  displays of humor he is extremely serious about his
  duty and would willingly sacrifice his life for the
  people of Eldritch Hill without a second thought.  
  Powers & Tactics:  
  
  Page 31
  Devil’s Workshop
  headquarters & Hideouts
  Appearance: An attractive young man of twenty
  five, the Greek heritage of his family is easily
  apparent in his olive skin and dark hair.  Almost
  exactly six feet tall and muscular, he cuts a fine
  figure, but rarely displays it.  Instead he normally
  wears a flowing cloak and clothes, making it very
  difficult for his enemies to get an idea of exactly
  where his body is at any given time.  He has a
  circular scar on his chest that he was born with
  that is thought to be related to the curse that
  removed his magical talents.  
  Campaign Use: Jack of Shadows makes an excel-
  lent ally to the player characters if they are of a
  mystical nature, having great knowledge in that
  area but not practicing magic himself.  If the
  gamemaster wishes to run a magic themed
  campaign the city of Eldritch Hill is an excellent
  place to do so, having been founded by wizards
  and around which are trapped several creatures of
  great evil such as Bob.  In such a setting the Jack
  of Shadows can provide a veritable font of local
  information.  
  Villain Option: The Jack of Shadows may have
  overestimated his own willpower and resistance to
  magic, slowly falling under the sway of Bob.  In
  this case the Jack of Shadows will slowly become
  a villain, working to free Bob from his contain-
  ment.  Umbra will also fall prey to such evil
  tendencies, remaining his sidekick.  The heroes
  best stop the Jack of Shadows before he unleashes
  an ancient terror the likes of which the world has
  not see in millennia.  
  The Jack of Shadows: PL 13; Init +4; Defense 20
  (20 flat-footed); Spd 30 ft.; Atk +11 melee (+4S,
  punch), +11 melee (+10L, Multi-Club); SV Dmg
  +7 Fort +7, Ref +6, Will +7; Str 18, Dex 18, Con
  20, Int 14 Wis 20, Cha 14
  Skills: Drive +10, Hide +12, Intimidate +10, Move
  Silently +12, Pilot +9
  Feats: Accurate Attack, Assessment, Attractive,
  Connected, Dodge, Expertise, Great Fortitude,
  Headquarters, Iron Will, Lightning Reflexes, Power
  Attack, Sidekick (Umbra), Toughness
  Powers: Combat Sense +4 (Source: Training; Cost:
  4pp), Gadget +10 (Source: Super-Science; Cost:
  10pp), Jack of all Trades +5 (Source: Training; Cost:
  25pp), Power Resistance +13 (Mystic powers only;
  Source: Mystical; Cost: 13pp)
  Weakness: None
  Equipment: Jack of Shadows Costume (Armor +8
  (Extra: Immunity (Disease, Energy (Electricity, Heat,
  Cold, Radiation), Poison, Pressure, Suffocation);
  Source: Super-Science; Cost 16pp); Blending +10
  (Source: Super-Science; Cost: 10pp), Darkvision
  (Device Flaw)), Multi-Club (Weapon +6 (Lethal
  Damage; Power Stunts: Fatigue, Snare; Source:
  Super-Science; Cost: 10pp)
  Umbra
  Umbra does not consider herself Jack of Shadows
  sidekick, seeing their cooperation as more of a part-
  nership.  From the outside the two seem enemies as
  often as allies, verbally sparring even in the midst of
  combat.  The people of Eldritch Hill have come to
  understand the two sometimes work together, but
  have given up trying to understand the specifics of
  the relationship.  Umbra and Jack of Shadows seem
  to have done the same thing.
  Umbra has only limited memories of her childhood,
  which she thinks she spent in a government mutant
  training facility, but the details are sketchy.  She
  escaped from this facility shortly after entering
  adolescence, living on the streets since then.  She
  eventually ended up in Eldritch Hill after hitchhiking
  there to help a fellow mutant who helped her escape
  the government facility.  Unfortunately when she
  arrived her friend was dead, but she did help the Jack
  of Shadows catch his killer.  The two have shared
  romantic feelings since then and often work together,
  but such endeavors never go peacefully.  They both
  have their way of doing things and neither are partic-
  ularly flexible.  
  Quote: “Do I look like a sidekick?  Why do I even
  help you with this stuff Jack?”
  Personality: Stubborn and willful, Umbra is use to
  being able to only rely on herself and has severe
  problems trusting others.  She hates bullies and
  always tries to help people in need of assistance,
  often sticking her nose where it doesn’t belong.
  Generous to a fault, she places little value on money
  or property.  Unfortunately she has little patience for
  those who don’t see the world exactly as she does,
  leading to problems with the Jack of Shadows
  amongst other people.  
  Powers & Tactics:  Umbra avoids straight up fights
  when possible, preferring to use her Darkness
  Mastery power to set up ambushes.  Before striking
  she often uses her powers to extinguish light sources,
  giving her the advantage due to her Darkvision
  super-feat.  When in combat she favors using her
  Energy Blast power at range, from behind cover if
  available.  Despite her natural resilience and armor
  she goes to great lengths to avoid being injured in
  combat.  When working with Jack of Shadows she
  uses her powers to conceal the both of them,
  allowing Jack to get into melee combat easily while
  she supports him at range, using Precise Shot if
  necessary.  
  Appearance: Umbra’s features are those of someone
  from India or Pakistan, but she is not sure of her true
  ancestry.  She has long black hair and light brown
  skin, enabling her to easily disappear in shadows.
  Even in direct lighting she seems abnormally dark, as
  if the shadows she casts are blacker than normal
  shadows.  When on duty she wears a customized suit
  of armor given to her by the Jack of Shadows which
  looks very similar in design to his own suit.  When
  not on duty she prefers basic but trendy clothes,
  happy to be not living on the street but not flaunting
  what wealth she has.  
  Campaign Use: If you are using the Jack of
  Shadows in your campaign Umbra serves well as a
  counter point to his severity, presenting a raucous
  voice of opposition.  On her own she works well as a
  
  headquarters & Hideouts
  street level superhero that could be present in most
  cities, particularly those with a dark urban landscape.
  Maybe she never gave up her hitchhiking days and
  continues to travel the country looking for exciting
  things to do.  
  Villain Option: If Jack of Shadows goes bad and
  Umbra does not die fighting him, she has most likely
  gone as bad as he.  With her powers Umbra easily
  transitions to being a darkness oriented villain,
  spreading panic with her attempts to release Bob and
  possible block out the ever painful sun, even if only
  for a short time.  
  Umbra: PL 12; Init +5; Defense 21 (16 flat-footed);
  Spd 30 ft.; Atk +6 melee (+1S, punch), +11 ranged
  (+12L, energy blast); SV Dmg +2 Fort +2, Ref +7,
  Will +2; Str 12, Dex 20, Con 14, Int 16, Wis 14, Cha
  16 
  Skills: Bluff +10, Gather Information +9, Hide +11,
  Intimidate +7, Move Silently +11, Spot +8
  Feats: Accurate Attack, Attack Focus (Energy Blast),
  Attractive, Darkvision, Evasion, Lightning Reflexes,
  Point Blank Shot, Precise Shot, Scent
  Powers: Darkness Mastery +12 (Extra: Energy
  Blast; Source: Mutation; Cost: 48pp), Protection +4
  (Flaw: Doesn’t work in sunlight; Source: Mutation;
  Cost: 4pp)
  Weakness: Susceptible (Sunlight)
  Equipment: Modified version of Jack of Shadows
  costume (Armor +8 (Extra: Immunity (Disease,
  Energy (Electricity, Heat, Cold, Radiation), Poison,
  Pressure, Suffocation); Source: Super-Science; Cost
  16pp))
  Features: Computer, Concealment, Escape Tunnels,
  Garage, Infirmary, Living Space, Power System,
  Security System
  Powers: Absorb Knowledge +13 (Power Stunts:
  Multiple Source x13; Source: Super Science; Cost
  39pp), Comprehend +13 (Source: Super-Science;
  Cost: 26pp), Datalink (Source: Super-Science; Cost
  26pp), Relay +13 (Power Stunt: Multiple Relays;
  Flaw: Device (Multiscanner); Source: Super-
  Science; Cost: 26pp); Transmission +13 (Power
  Stunts: Selected Jamming; Extras: Encrypt Signal,
  Sensor Jamming; Source: Super-Science; Cost:
  78pp) 
  Hardness: 13
  Important Rooms:
  Legacy Room: Amongst the living quarters is a
  large well lit room used to contain the relics and
  costumes of past members of the Pender family.
  This room contains several ancient relics and books
  of lore, but they have all been locked away for secu-
  rity reasons and Jack of Shadows does not bother
  with them.  The costumes range from eighteenth
  century finery to twentieth century fedoras and
  trench coats.  
  Ancient Prison: Beneath the lowest level of the
  Shadow Cave is the section of the cave where Bob
  was imprisoned ages ago.  The walls of this room are
  covered in glowing runes and none of the Pender
  family has ever allowed these runes to be disturbed.
  There is only one door to this room from the Shadow
  Cave and it is heavily locked, requiring a DC 40
  Open Locks check to pick.  
  Adventure Seeds:
  Bob begins pushing against his prison with all his
  might.  This has little affect on the Jack of Shadows,
  but the teenagers who occasionally sneak into the
  Pender Estates are not so lucky.  Several of these
  kids begin manifesting darkness-oriented super-
  powers and drastic behavior changes, but the Jack of
  Shadows cannot track them all done alone, especially
  if one of them has gone to the heroes’ home town.  
  The Shadow Cave is under assault by a legion of
  cultists trying to release Bob from his prison, leading
  the Jack of Shadows to summon all the allies he has
  to defend his own headquarters.  While the cultists
  are not individually powerful for the most part there
  are hundreds of them, and their leaders may wield
  Devil’s Workshop
  Page 32
  dark mystic forces.
  After a fight with the Jack of Shadows Umbra
  leaves the Shadow Cave for a few days, and when
  she returns he is missing along with some of the
  costumes from the Legacy Room.  They have been
  stolen by an ancient enemy of the Pender family,
  possibly even Galegi the Foul himself.  Umbra
  asks the heroes to help her rescue the Jack of
  Shadows from his captor.  
  Sky-Watch, home
  of the Earth
  Guard
  Long ago, before life on Earth had advanced
  beyond single-celled organisms, the planet was
  used as a prison world by a confederation of
  dozens of alien races that controlled the
  surrounding region of space.  The confederation’s
  name would be unpronounceable by humans and
  the name translated roughly to “Unity Peace.”  The
  creatures that were imprisoned on earth were
  unspeakable horrors that were leftovers from the
  universe that existed before the big bang.
  Powerful beyond comprehension and with a
  thought process that caused madness in other
  races, these ancient evils, called the Unspoken
  First, were imprisoned using science and magic of
  such power that now it is only a dream of wizards
  and scientists (one of them is imprisoned just north
  of Eldritch Hill).  The confederation that created
  the prison wiped itself out in a civil war several
  millennia ago, its member races reverting back to
  their primitive past selves and now live amongst
  the ruins of a civilization that ruled the stars.  The
  only remaining functional piece of their once great
  civilization is the fortress they built above Earth to
  ensure the Unspoken First did not escape their
  prisons. 
  This fortress, built in an asteroid in one of earth’s
  Lagrange points was crewed by a rotating staff of
  soldiers, scientists and mystics from all of the
  confederation’s member races.  Unfortunately
  
  Page 33
  Devil’s Workshop
  headquarters & Hideouts
  during the civil war that ended the confederation
  most members of the fortresses staff went back to
  their homeworlds to fight in the war, leaving a soul
  Denebian named Judagja to man the station alone,
  such was his dedication to his duty.  While Judagja
  watched the earth alone his people went to war and
  the confederation fell apart, leaving Judagja to
  keep tabs on the Unspoken First.  He remained at
  his post for thousands of years, and eventually
  starting to lose his mind after being alone for so
  long.  Jadagja was overjoyed when humans devel-
  oped on earth and he tried to make contact with
  them regularly every few centuries, but his strange
  appearance led humans to fear him.  Still the pres-
  ence of intelligent life on the planet gave him
  something to pay attention to, but also worried him
  because he feared these primitive creatures may
  unintentionally release the Unspoken First.  
  And eventually that was exactly what happened.
  In 2003 a group of sorcerers in Russia tried to
  release one of the Unspoken First trapped near
  Moscow using a powerful ritual and a deep core
  oil drill.  The sorcerers were members of a cult
  who had been contacted subconsciously by the
  Unspoken First they were trying to release, and the
  power they had gained under its tutelage was not
  inconsequential.  Knowing he could not face them
  alone, Judagja selected five humans from the
  population of earth he thought would help him.
  He meant to select six, but he ended up missing
  the last human and got a dog instead, but liking
  dogs Jadagja thought the dog would work just as
  well.  Using ancient technology built into the
  station in case of emergency he bathed all six in a
  form of cosmic radiation that immediately instilled
  them with superpowers, but Jadagja had forgotten
  to ask permission before doing so.  Now he had
  some very angry and confused humans on his
  hands and one dog that could tear apart tanks but
  was poorly house trained.  After a quick explana-
  tion, some arguing, an instructional video and a
  quick combat course the group went down to earth
  along with Jadagja to stop the sorcerers, engaging
  them in a large scale battle.
  The battle took several hours to complete and ended
  up severely wounding many of Jadagja’s new allies,
  but in the end the cult was defeated and their powers
  stripped.  Due to some unforeseen side effects
  involving earth based DNA and the cosmic radiation,
  Jadagja could not remove the powers from the six
  earthlings.  Instead he suggested they become super-
  heroes, as Jadagja had seen superheroes in the many
  news reports he had been watching for the last half
  century.  After failed attempts to live normal lives the
  group agreed to Jadagja’s idea and returned to the
  fortress, which they dubbed Sky-Watch.  The group
  began calling itself the Earth Guard after the aliens
  originally assigned to Sky-Watch.  Over the next few
  weeks they became one of the most popular super-
  hero teams on the planet, largely for the fact they
  were normal people only a few weeks ago and had a
  common man appeal.  When Jadagja had selected
  them he chose humans with few living relatives, so
  most of the Earth Guard has little use for secret iden-
  tities though they do use superhero names in order to
  sound more impressive.  
  The Earth Guard has been operation for almost a
  year now and has earned a reputation for enthusiasm
  and power, if not always common sense.  They have
  been joined recently by Preshin, a Centauri alien
  whose race was formerly a member of the alien
  confederation that build Sky-Watch.  Preshin’s
  family had kept the old stories of earth alive and as
  soon as their mystic powers were capable they sent
  Preshin to earth to help keep the Unspoken First
  imprisoned.  Now Preshin fights alongside Jadagja
  and the Earth Guard against what ever evils threaten
  Earth and its people.  
  History:
  Sky-Watch was built by the Jadagja’s alien confeder-
  ation in a hollowed out asteroid that had high iron
  amounts of iron that was towed into place from the
  asteroid belt outside Jupiter (the planet whose
  destruction created the asteroid belt was destroyed in
  the battle to imprison the Unspoken First).  Several
  large caves were bored into the asteroid and several
  external structures, creating sufficient space to hold
  over one hundred inhabitants and the supplies to
  support them for years on end.  Several smaller aster-
  oids were placed around Sky-Watch in case there
  was ever a need to build more other satellite bases or
  expand the structures on Sky-Watch.  This process
  only took a few days to achieve and Sky-Watch ran
  without issue for countless thousands of years, until
  the alien confederation that created it was rocked
  with civil war.  
  Soon only Jadagja was left to keep the station oper-
  ating, and due to the immense size of the station this
  is not a task he could accomplish alone despite all
  the advanced technologies built into Sky-Watch.
  Over time Jadagja was forced to shut down more and
  more sections of the station, eventually leaving only
  10% of the original station’s systems operational.
  The sections of the station without power are mostly
  uninhabitable, having long ago been exposed to the
  vacuum of space after a bulk head or force-field
  failed.  More recently with the help of the Earth
  Guard Jadagja has been trying to reclaim this
  sections, but it is a tedious process due to the fact the
  Earth Guard has little familiarity with the technolo-
  gies involved.  
  Only since the creation of the Earth Guard has Sky-
  Watch been anything else other than a home and
  listening post for Jadagja.  Since the Earth Guard
  came on board they have tried to make arrangements
  with the United Nations to get some scientists
  onboard to study the technology on Sky Watch and
  possibly convert the asteroid base into an interna-
  tional space station, using all the currently uninhabit-
  able sections of the station.  Jadagja is not
  completely comfortable with this idea, fearful that
  the humans may learn the knowledge they gain from
  Sky-Watch to immoral ends or somehow try to
  remove him from the station.  Thus far Jadagja trusts
  the judgment of the Earth Guard, but he is constantly
  alert whenever visitors come onboard.  Unfortunately
  the Earth’s Guards interaction with the United
  Nations has caused some dissension with the
  Sentinels since some news outlets have claimed the
  
  headquarters & Hideouts
  Earth Guard seeks to supplant the Sentinels as the
  official UN super team.  This is not true, but it has
  not eased relations between the two groups.  
  Locale:
  Sky-Watch is permanently located in one of the
  Lagrange points where the gravitational pull between
  the Earth and the Moon is in balance, allowing Sky-
  Watch to stay in the same position with little adjust-
  ment.  This means that Sky-Watch is surrounded by
  empty space for hundreds of thousands of miles in all
  directions, its only neighbors being the Moon and the
  Earth.  Sky-Watch currently sits outside the orbital
  range of most terrestrial spacecraft, meaning most
  visitors rely in the station’s teleportation system, but
  Jadagja is always annoyed by this because he is the
  only person who knows how to operate the controls.
  Attempts to instruct the Earth Guard thus far have
  failed.
  There are numerous other asteroids and bits of
  random space debris in the area around Sky-Watch,
  must of which was involved in the construction of
  Sky-Watch or has fallen into the Lagrange point and
  never fallen out.  While most of this debris is harm-
  less, the Earth Guard recently battled an alien crea-
  ture whose cocoon had come to rest near Sky-Watch.
  Ever since Jadagja has begun having the Earth Guard
  investigate and catalog all the debris.   
  Inhabitants:
  The Earth Guard
  The Earth Guard is fairly new as super teams go,
  having less than a year of experience under their belt.
  Despite the immense power at their finger tips, the
  Earth Guard often has trouble comprehending their
  power and rarely thinks large scale.  Instead they
  tend to deal with problems in a very direct and
  simple manner, such as simply pounding super
  villains into the ground.  This directness and lack of
  pretension has won them many fans, but also has
  played havoc on the areas they have visited.  The
  Earth Guard tends to leave a larger than normal
  swath of destruction in their wake, much to Jadagja’s
  dismay, though they are working on it.  
  Usually the Earth Guard as a team work to combat
  natural disasters and global super villain operations,
  but individually they often tackle street crime and
  small-time super villains.  While usually greatly
  outclassing such opponents, all of the Earth Guard
  sees it as a way of paying back the communities that
  raised them.  All of the Earth Guard have a strong
  fan base in their hometowns, which is where they
  spend most of their time when off duty.  
  Army
  While his official superhero name is Army of One,
  everyone called Frank Drusden Army.  The default
  leader of the Earth Guard, Frank was a career soldier
  in the United States Marines for many years and uses
  that experience in leading the Earth Guard, though
  sometimes his motivational techniques don’t go over
  well.  While Frank had been out of service for
  several years before joining the Earth Guard his mili-
  tary bearing and mindset had not changed, which
  when combined with the lack of military discipline
  amongst the rest of the Earth Guard, makes him a
  rather abrasive leader at times.  This is not helped by
  the fact Frank is a Marine, yet everyone calls him
  Army.  
  Frank is the oldest of the Earth Guard and assumes a
  leader positions in even non-combat situations, but
  outside of life or death situations Frank can be very
  paternal towards his comrades.  Frank sees the Earth
  Guard as a group of kids who need a stern hand, and
  Jadagja certainly is not that hand.  Since the arrival
  of Preshin, Frank has begun counting on him as the
  second in command, valuing both his combat experi-
  ence and raw charisma.  When off duty Frank spends
  time with Bull and Rufus more so than any other
  members of the team.  When on earth Frank still
  lives in his small apartment in Chicago, having little
  family and few friends to speak of besides old
  Marine buddies.  Frank is a lonely man who loves
  being part of the Earth Guard for the companionship
  and meaning it brings to his life, but he would never
  Devil’s Workshop
  Page 34
  admit that to anyone, especially himself.  
  Quote: “Mindwarp, distraction.  Bull, get the
  leader.  Rufus, follow him.  Friction, find the bomb.
  Iron Princess, general havoc.  Preshin, get the
  hostages.  Earth Guard, let’s do some damage!”
  Personality: A military man in every aspect of his
  life, Army favors strict precision and efficiency in
  everything he does.  While in combat Army is a
  stone faced warrior, betraying no emotion at all.
  Outside of combat his demeanor changes little, but
  enough socializing can eventually get him to open
  up.  Like many of the Earth Guard he prefers
  common pleasures, like drinking with friends and
  watching football.  Despite his steely attitude
  Army cares deeply for his comrades and he never
  leaves a man behind.  
  Powers & Tactics: Army’s main offensive ability
  is creating large number of clones using
  Duplication and attacking targets with the clones
  using their Sky-Watch Blaster files.  Army usually
  commands the clones to use a variety of attacks,
  some using Stun while others Snare or just do
  damage.  Army uses his clones to scout ahead and
  relies on the Mental Link he has with them to stay
  informed of their condition, information he then
  relays to the rest of Earth Guard via Coordinate.
  Through Army’s efforts all of Earth Guard is
  constantly up to date on their fellow’s where-
  abouts.  
  Appearance: A fit, trim man of African descent in
  his late forties, Army always has a strong military
  bearing and rarely smiles.  In combat he wears the
  black and silver uniform Jadagja gave him from
  the old Sky-watch storehouse and carries a blaster
  rifle from the Sky-Watch armory.  Army is always
  clean cut and well groomed; feeling that slobbery
  is a sign of a lack of discipline.  When off duty
  Frank wears button down shirts and slacks, all
  cleanly pressed and impeccably neat.  
  Campaign Use: Army can serve as a field leader
  for just about any time, making up in usefulness
  what he lacks in sheer charisma.  By removing the
  
  Page 35
  Devil’s Workshop
  headquarters & Hideouts
  flaw from his Coordinate power he could easily
  function as a leader for teams other than the Earth
  Guard.  As the leader of Earth Guard he assumes
  the role of dealing with other heroes for the team,
  but sometimes rubs such heroes the wrong way
  with his military bearing.  
  Villain Option: After Jadagja granted the Earth
  Guard their powers they turned to villainy instead
  of helping Jadagja against the Unspoken First, and
  Army remains their leader.  Bitter from years of
  service given to a country that barely gave him a
  livable pension, Army and the Crime Guard now
  strike out to make themselves rich, and cause some
  destruction in the process.  
  Army: PL 14; Init +3; Defense 18 (15 flat-footed);
  Spd 30 ft.; Atk +12 melee (+S4, punch), +11
  ranged (+12L, Sky-Watch Blaster Rifle); SV Dmg
  +6, Fort +6, Ref +3, Will +5; Str 18, Dex 18, Con
  18, Int 14, Wis 16, Cha 16 
  Skills: Bluff +7, Climb +8, Intimidate +11,
  Profession (Solider) +10
  Feats: Great Fortitude, Inspire, Iron Will,
  Leadership, Point Blank Shot, Precise Shot, Rapid
  Shot, Toughness
  Powers: Coordinate +5 (Flaw: Only works on
  Earth Guard members; Power Stunts: Wide
  Linkx3; Source: Alien; Cost: 11pp), Duplication
  +12 (Extras: Horde, Survival; Source: Alien; Cost:
  48pp)
  Weakness: None
  Equipment: Earth-Guard Uniform (Armor +6
  (Extras: Mental Protection; Source: Super-
  Science; Cost: 18pp), Sky-Watch Blaster Rifle
  (Weapon +12 (Power Stunts: Dual Damage,
  Fatigue, Snare, Stun); Source: Super-Science;
  Cost: 20pp)
  Bull
  Robert “Bull” Thompson was always a big kid.
  This grew to extreme proportions once puberty hit
  and Bull towered over his fellow students by a full
  foot or more.  Around this same time Bull discovered
  weight lifting and soon his girth matched his height,
  eventually becoming one of the foremost power
  lifters in Canada and competing at the Olympic
  Games in Sydney.  Despite his massive size and
  strength Bull never resorted to being a bully or took
  advantage of his abilities, instead working against
  people who did so.  Bull in truth simply wanted to be
  friend with everyone, kick back and have some fun.  
  After the 2000 Olympics Bull tried a career as a
  professional football player, and it took him three
  years to eventually find a team that would take him.
  Unfortunately the first time he took the field was the
  same time Jadagja called him up to Sky-Watch to be
  a member of Earth Guard, so his football career was
  cut catastrophically short (though, for publicity
  purposes, he is still on the team roster).  For Bull
  joining the Earth Guard was the sudden realization of
  that he could do more with his life than simply play
  sports, and threw himself into it whole hog.  More
  than anyone else on the Earth Guard Bull loves what
  he does and wants to be a superhero twenty four
  hours a day.  He has become something of an adrena-
  line junky, but for the most part he just really likes
  the idea of being to help so many people.  Laying a
  smack down on super villains is one of the fringe
  benefits.
  Bull usually hangs out with Army and Rufus when
  possible, trying to get Army to lighten up and being
  the only person in the Earth Guard tough enough to
  rough house with Rufus.  Bull takes care of Rufus
  normally, talking him for regular walks on earth and
  often keeping him on his parent’s cabin in Ottawa.
  Very much the cheerleader for the team, Bull gets
  along well with the other members of the team, but is
  often put off by Iron Queen’s intensity and
  Mindwarp’s biting sarcasm.  Despite initially being
  quite homophobic on joining Earth Guard Bull has
  overcome these feelings and is now good friends
  with Friction.  Bull does not really get Jadagja’s
  mindset or his obsession to staying on Sky-Watch,
  but likes the little green guy none-the-less.
  Unfortunately Bull has come to see Preshin as some-
  thing of a rival for being the team melee fighter and
  has been giving him something of a cold shoulder
  since he arrived.
  Quote: “Come on guys!  Let’s do some good!  Hey
  you, guy in the stupid purple cape!  Come get some!”
  Personality: A good-natured bruiser who is almost
  eternally positive and friendly, Bull assumes
  everyone he meets is a friend and rarely distrusts
  anyone without significant reason.  Bull loves using
  his powers and sometimes gets a little overexcited
  when doing so, which has led to a few nearly cata-
  strophic building collapses.  He has become more
  careful with time and has gotten in the habit of never
  shaking hands for fear of shattering the bones of
  those he meets.    
  Powers & Tactics: Except when under the direction
  of Army, Bull’s tactics usually consist of running up
  to the biggest enemy in sight and hitting them until
  they fall down.  Unfortunately Bull has developed a
  habit of charging through whatever is in the way to
  get to said enemies, destroying more than his fair
  share of real estate.  Bull is tenacious and tries to use
  brute force to overcome any obstacles in his way.
  Luckily he has lots of brute force at his disposal.
  When fighting in melee Bull prefers to grapple and
  pin his opponents, using his massive strength to
  greatest advantage.  
  Appearance: Bull is a large Caucasian man standing
  almost seven feet high with shoulders nearly four
  feet across.  He has the build of a power lifter and is
  completely covered in muscle. Bull keeps his head
  shaved clean but wears a goatee normally, sometimes
  joking that this makes him Evil Bull.  When on duty
  Bull wears an Earth Guard uniform but removed all
  the armor plates from it to make it fit better.  
  Campaign Use: Bull is the good-natured lug of the
  Earth Guard, the sort of guy who is the first to attack
  other superheroes if he thinks they are up to no good,
  but also the first to apologize.  In this capacity he can
  easily be used to pick fights between the heroes and
  
  headquarters & Hideouts
  the Earth Guard.  Also Bull provides an excellent
  means to get low powered heroes involved in large,
  world saving battles by rescuing people in buildings
  Bull accidentally knocks over.  
  Villain Option: As a villain Bull joins Army and the
  others in the evil Crime Guard, using their abilities to
  obtain wealth and power.  In this case his destruction
  of surrounding buildings and such is even more
  common as he has no regard for other people.  Bull
  is a hard villain to stop, but he can be slowed down
  fairly easily.     
  Bull: PL 12; Init +1; Defense 15 (14 flat-footed);
  Spd 30 ft.; Atk +13 melee (+17S, punch); SV Dmg
  +19 Fort +19, Ref +1, Will +3; Str 20, Dex 12, Con
  20, Int 10, Wis 16, Cha 16 
  Skills: Drive +5, Intimidate +21, Listen +9, Spot +9,
  Taunt +5
  Feats: All-Out Attack, Durability, Great Fortitude,
  Fame, Improved Grapple, Improved Pin, Power
  Attack, Takedown Attack, Toughness
  Powers: Super-Strength +12 (Extras: Super
  Constitution; Source: Alien; Cost: 84pp)
  Weakness: Naïve
  Equipment: None
  Friction
  For Henryk Gerlach, Jadagja had terrible timing in
  creating the Earth Guard.  When Henryk was tele-
  ported up to Sky-Watch to receive his powers
  Henryk was in the middle of coming out of the closet
  to his parents, who were not thrilled with finding out
  their only son was gay.  Henryk later returned to
  finish the conversation, and her parents have learned
  to deal with their son’s sexual orientation, but this
  incident caused a lot of grief for Henryk in his first
  few months on the Earth Guard.  
  While there had been homosexual members of the
  Sentinels for years, their private lives were kept
  secret so names were never released.  The Earth
  Guard took no such precautions and soon Henryk
  became an overnight symbol to gay and lesbians
  everywhere as the first openly gay superhero.
  Unfortunately this was not something Henryk was
  interested in, being a rather private and subdued
  person himself who avoided the public spotlight
  when possible, and he has tried to shuck the respon-
  sibilities of being a role model several times.
  Unfortunately for him this ha not worked, though
  most consider the good Friction has done to been a
  large step in proving the quality and value of homo-
  sexuals to those who doubt them.  
  Within the Earth Guard Friction is a strong team
  player, rarely grandstanding and always ready to
  follow Army’s orders.  Henryk has become some-
  thing of the team counselor, coming to other
  members in times of stress when they need someone
  to talk to.  In delicate diplomatic situations Friction
  normally takes the lead for the Earth Guard, having
  better interpersonal skills than most of the others.
  Friction is largely responsible for Jadagja’s growing
  knowledge of Earth and its people, having spent
  many hours trying to teach the alien to think like a
  human.  
  More than any other member of the Earth Guard
  Friction looks forward to the day where he can give
  up his life as Friction and return home to Warsaw to
  his friends and boyfriend Ryszard.  He has not
  returned home very often since joining Earth Guard
  for fear of alerting bigots to the locations of his
  family or friends.  Despite his abilities Friction
  accepts he cannot be everywhere at once so some-
  times discretion is the best way to stay out of trouble.  
  Quote: “You should really reconsider what you are
  about to do.”
  Personality: Usually reserved and quiet, Henryk is
  friendly in a withdrawn way that encourages most
  people to try and draw him out into conversation.
  Henryk does not like confrontations but has accepted
  them as an unavoidable part of his life and now digs
  in his heels instead of avoiding confrontation.  While
  rarely aggressive in discussion, he does not back
  down.  While Henryk does not want to be a role
  Devil’s Workshop
  Page 36
  model, he works for the equal rights of all where
  he can.  
  Powers & Tactics: Friction usually stays close to
  Bull or Iron Queen during combat, using Inertia
  Control to improve their effectiveness in combat
  by increasing their damage or protecting them
  from harm.  Friction often performs scouting
  missions for the Earth Guard due to his speed and
  ability to avoid harm.  Friction tries to use his
  speed and inertia powers to go wherever he is most
  needed on the battlefield, providing support instead
  of up front damage.   
  Appearance: Friction is a blonde haired man of
  Northern European descent with slim build, which
  is normally concealed by overly baggy clothing.
  When in the field he wears an Earth Guard
  uniform with the mental shield removed because it
  always gave him terrible migraines that disrupted
  his powers.  Friction rarely looks at people unless
  speaking to them and usually seems to be thinking
  about some far off place.  
  Campaign Use: As the diplomat of the Earth
  Guard, Friction may well be the member heroes
  encounter if they have official business with Earth
  Guard.  Also Friction’s powers are primarily
  supportive of other characters, making him an
  excellent ally or guest star to help out your heroes
  in a tight spot.    
  Villain Option: As part of the Crime Guard
  Friction serves as the group negotiator and busi-
  ness manager, working with super villains and
  malevolent organizations to sell the Crime Guard’s
  services to the highest bidder.  In this situation
  Friction becomes a slick negotiator, always ready
  to manipulate his opponents so he can get the bets
  deal.  He is also less likely to remain in a support
  role to other members of the Crime Guard, instead
  preferring to do things on his own and not rely on
  others.  
  Friction: PL 12; Init +9; Defense 25 (16 flat-
  footed); Spd 55 ft. (Sprint speed of 1,760 ft.); Atk
  
  Page 37
  Devil’s Workshop
  headquarters & Hideouts
  +6 melee (+11S, Inertia Control enhanced punch);
  SV Dmg +2 Fort +2, Ref +9, Will +6; Str 12, Dex
  18, Con 14, Int 14, Wis 18, Cha 16  
  Skills: Bluff +9, Diplomacy +12, Sense Motive +7
  Feats: Instant Stand, Iron Will, Move-By Attack,
  Rapid Strike
  Powers: Inertia Mastery +10 (Extras: Super-Speed
  +5; Power Stunts: Wall Run, Water Run; Source;
  Alien; Cost: 91pp)
  Weakness: None
  Equipment: Earth-Guard Uniform (Armor +6
  (Source: Super-Science; Cost: 6pp)
  Iron Queen
  Shakir Ngwane was taken from her village in
  central Africa as a small child and put to work
  mining blood diamonds to fund the wars that
  ravaged that area.  She managed to survive for ten
  years in the mines, working everyday in the hopes
  of eventually escaping.  When escape did come in
  the form of Jadagja teleporting her up to Sky-
  Watch, Shakir thanked God for this opportunity
  and swore to put it to the best use possible.  Shakir
  fought the Russian sorcerers with fierceness that
  almost made Jadagja think he had made a poor
  choice, and immediately following the battle
  Shakir traveled to her homeland and went about
  fleeing the other captives in the minds, spending
  the next few days sweeping the region clean of
  war, famine and oppression.  Only then did she
  return to Sky-Watch, much to the dismay of
  Jadagja, though in the end he could find no fault
  with her actions.
  Shakir, taking the name Iron Queen from the iron
  pick she still carries from her days in the mine
  (though it has now been fashioned into an axe),
  forms the loyal opposition in Earth Guard.  She
  often argues with Jadagja and Army, questioning
  their assumptions and priorities, but when the time
  for battle comes she is a complete team player.
  Iron Queen sees no difference between Shakir and
  the Iron Queen, unlike most of the other Earth Guard
  members, and she does not understand their desire
  for some semblance of a normal life.  
  The most active member of the team, she takes no
  time off and whenever she is not working on Earth
  Guard missions she is in Africa helping bring peace
  and prosperity to her homeland.  She has created a
  loose alliance of African superheroes to aid her in
  this, called the African Council, most of who are
  mystical or mutant in origin.  Unfortunately due to
  the lack of strong central governments Africa has
  long been a haven for super villains, some of whom
  control entire countries.  The Iron Queen leads the
  African Knights to uproot such villains, trading in
  the short term chaos of revolution for long term pros-
  perity.  These missions have earned her some
  enemies amongst the UN, and some hint the
  Sentinels may be sent in to stop her if these actions
  continue, but thus far the African Council have expe-
  rienced an amazing string of successes.  
  Of the Earth Guard, the Iron Queen is by far the
  most vicious combatant.  She has killed several super
  villains while on Earth Guard missions and most of
  the Earth Guard assume she shows no mercy on her
  operations with the African Council.  This practice
  bothers Army, Preshin and Jadagja, but they have not
  yet gotten Iron Queen to change her ways.  The Iron
  Queen socializes with the rest of the team, but only
  spends large amounts of time with Mindwarp and
  Preshin, valuing Mindwarp for his caustic wit and
  Preshin for his dedication. 
  Quote: “Surrender?  Who asked for your
  surrender?”  
  Personality: After years of torment and hard labor
  Shakir is not what would be considered emotionally
  balanced and instead has strong issues with anger
  management and is obsessed with constantly using
  her powers to affect change for the better.  She drives
  herself incredibly hard, usually only sleeping when
  she collapses from exhaustion.  Shakir is arrogant,
  stand-offish and angry, but as the Iron Queen she is a
  cold, calculating combat machine.  Most find her
  presence deeply disturbing.  
  Powers & Tactics: Within the Earth Guard the Iron
  Queen is usually assigned to take out minions, upper
  ranking henchmen and cause general confusion using
  her Fade and Flight powers.  Iron Queen prefers
  flying into combat swinging her axe with all her
  might, but realizes sometimes this is not the best
  option.  When facing superior numbers or wanting a
  psychological advantage she hides using Fade and
  utilizes Flight to strike quickly and disappear.  She
  often tag-teams powerful opponents along with Bull
  with support from Friction.  
  Appearance: An African woman in her late teens,
  everything about the Iron Queen’s appearance
  screams determination.  Her jaw seems permanently
  set in a frown and she is usually scowling (it is a
  long standing goal of Bull’s to get her to smile).  She
  keeper her hair long, braided and tied back.  She
  always a simple shirt and pants combination that
  rarely looks clean or in good shape.  Iron Queen
  rarely wears shoes.  
  Campaign Use: The Iron Queen not only can appear
  as a member of Earth Guard, but can provide an
  introduction to adventures in Africa helping the
  African Council help the smaller nations of that
  continent deal with super villain threats.  Most of
  these adventures will consist of overthrowing super
  powered despots or turning back rebel groups backed
  by super villains.  Overthrowing governments willy
  nilly will not win the heroes many friends in some
  circles though, and if they overthrow the wrong
  government they may get the Sentinels on their tail.
  Villain Option: As part of the Crime Guard the Iron
  Queen works to set up her own nation in central
  Africa, uniting several smaller nations under her rule
  by consolidating the super villains of the region into
  one unified group.  While her rule has some benefits,
  such as stopping intertribal warfare, in the long run it
  will lead to more problems as she eventually takes
  over all of Africa.  In such case the heroes, along
  with other groups like the Sentinels, may be asked to
  step in and stop her.  
  
  headquarters & Hideouts
  Iron Queen: PL 12; Init +4; Defense 21 (16 flat-
  footed); Spd 30 ft., Flight 60 ft.; Atk +16 melee
  (+17L, Iron Axe); SV Dmg +13, Fort +13, Ref +4,
  Will +4; Str 20, Dex 18, Con 20, Int 14, Wis 14, Cha
  10 
  Skills: Escape Artist +7, Hide +9, Move Silently +9,
  Search +5, Survival +8, Swim +9
  Feats: Attack Focus (Iron Axe), Endurance, Great
  Fortitude, Improved Critical (Iron Axe), Improved
  Initiative, Iron Will, Toughness, 
  Powers: Fade +6 (Extras: Concealment, Video Blur;
  Source: Alien; Cost: 24pp) Flight +12 (Power Stunt:
  Super-Flight; Flaw: Wings; Cost: 12pp), Super
  Constitution +6 (Source: Alien; Cost: 24pp)
  Weakness: Disturbing
  Equipment: Iron Axe (Weapon +12 (Source; Alien;
  Cost: 12pp)
  Jadagja
  The alien master of the Sky-Watch base, Jadagja has
  been on duty at Sky-Watch longer than he can
  remember, and longer than most humans can
  comprehend.  Most of this time he has been alone,
  and this long period of solitary existence has cost the
  alien much of his sanity.  The Earth Guard assumes
  that Jadagja has always been a worrying, frantic type,
  not realizing he began his tour of duty on Sky-Watch
  as a dour, uncaring and slothful research scientist
  who was assigned to the station to get him off his
  homeworld, where he was considered a waste of
  resources.  It took Jadagja many centuries to realize
  that uncomfortable truth, and ever since he has dedi-
  cated himself to proving himself to be worthy of his
  homeworld of Jad, even if everyone on it is probably
  dead or living in caves.
  Jadagja now serves as the commander of Sky-Watch
  and den mother of the Earth Guard, devoting all his
  time to these too activities.  Jadagja works regularly
  to get the shutdown portions of Sky-Watch up and
  running again, often with the aid of Earth Guard.
  When the sensor systems detect trouble on Earth
  Jadagja summons the Earth Guard to Sky-Watch and
  briefs them before teleporting them to the crisis loca-
  tion.  During such situations Jadagja is always full of
  worry and doubt, fearful that his choice of humans
  for the Earth Guard was not good enough and they
  will fail.  Every time the team comes back from a
  mission he is immensely relieved.
  Despite his special abilities and knowledge, Jadagja
  does not accompany the team on most missions due
  to the fact he has little actual combat training.  Also
  most humans find Jadagja’s appearance very discon-
  certing, sometimes to the point of causing panic.
  Jadagja prefers dealing with humans through a video
  screen where they can’t really hurt him.  
  Quote: “Oh dear, unusual radioactivity from the
  Arctic.  This can’t be good.  Can’t be good at all.
  Nope.”
  Personality: Continually worry about his perform-
  ance and the status of the Earth Guard, Jadagja
  spends most of his days in a fit of worrying.  Jadagja
  is very friendly to most humans, finding them fasci-
  nating creatures, but most humans find his behavior
  and appearance very strange.  Jadagja operates from
  a very alien set of values and ideas, including such
  ideas as a dog being a perfect candidate for receiving
  superpowers.  These strange ideas often confuse the
  Earth Guard, but they’ve learned to smile and nod.  
  Powers & Tactics: Whenever possible Jadagja
  avoids combat, knowing he is not well suited to it all.
  His only defensive powers are his Illusions, which he
  uses to hide from enemies while he summons the
  Earth Guard.  If cornered Jadagja is not above
  pleading for his life to buy time.  If attacked on Sky-
  Watch he tries en engage the defense systems while
  waiting for the Earth Guard to arrive.  
  Appearance: Jadagja is a small, green ball-like crea-
  ture that looks much like a slimy rubber ball with a
  circle of eyes around its equator and a mouth at one
  pole.  Jadagja can roll when needed to, but usually
  flies using a series of lighter than air gas bladders in
  his body.  Jadagja wears what he calls ceremonial
  robes when dealing with humans other than the Earth
  Devil’s Workshop
  Page 38
  Guard, but usually just runs around Sky-Watch
  naked.  No one is sure where his reproductive
  organs are, or if he even as any, so this doesn’t
  cause much fuss.  
  Campaign Use: Jadagja is an excellent support
  character from which characters can receive infor-
  mation, advice and mission even if they aren’t
  affiliated with the Earth Guard.  If the heroes prove
  themselves good people through several encoun-
  ters with the Earth Guard Jadagja may begin
  feeding them information if the Earth Guard is
  busy.  Also given Jadagja’s helpless state against
  most enemies he does occasionally need to be
  rescued.
  Villain Option: As a villain Jadagja could either
  be backing the Crime Guard, giving them powers
  in an attempt to rule the world, or have finally
  gone around the deep end and decided releasing
  the Unspoken First is the only way to end his
  assignment to this dreary end of space.  In either
  case he is not likely to fight the heroes directly,
  instead doing so with whatever resources he can
  muster.  Considering Sky-Watch is equipped with a
  machine that grants superpowers, he can have
  quite a sizeable group of powerful followers.
  Jadagja: PL 16; Init -1; Defense 14 (14 flat-
  footed); Spd 30 ft.; Atk +0 melee (-1S, Punch); SV
  Dmg +5, Fort +5, Ref +4, Will +9; Str 8, Dex 8,
  Con 10, Int 20, Wis 18, Cha 12 
  Skills: Knowledge (Mystic Wards) +31,
  Knowledge (The Unspoken First) +34, Science
  (Astrophysics) +31
  Feats: Headquarters
  Powers: Amazing Save +5 (Willpower; Extras:
  Damage, Fortitude, Reflexes; Source: Alien: Cost:
  20pp), Flight +4 (Source: Alien; Cost: 8pp), Super
  Intelligence +16 (Source: Alien; Cost: 32pp),
  Telepathy +16 (Extras: Group Link, Illusion,
  Memory Alteration; Source: Alien: Cost: 96pp)
  Weakness: Disturbing, Paraplegic
  
  Page 39
  Devil’s Workshop
  headquarters & Hideouts
  Equipment: None
  Mindwarp
  Genjo Nakagawa was in the middle of a series of
  extremely stressful exams needed to make it into
  college in Japan when Jadagja teleported him up to
  Sky-Watch.  Despite doing well on the parts of the
  test he had actually finished, Genjo’s formerly
  promising academic career was undoubtedly
  ruined by this event, alien teleportation not being
  an accepted excuse for missing the second half of
  the examination.  This all mattered little to Genjo
  because he had found something far more inter-
  esting to do that boring old school, and he had
  found a completely new level of people to make
  fun of.  
  Taking the moniker of Mindwarp to reflect his
  mostly mental based powers, Genjo has acquitted
  himself well on the Earth Guard, acting as the
  brain of the team in the field.  Genjo has an excel-
  lent grasp of most sciences and history, allowing
  him to often come up with unconventional ways to
  defeat super villains.  In addition to his intelligence
  and cunning Genjo brings a sarcastic, biting wit to
  the team that has set off murderous rages in the
  most controlled of super villains.  Unfortunately
  this verbal barrage is sometimes turned on other
  members of the Earth Guard; Army, Iron Queen
  and Friction mostly ignore it while it sometimes
  affects Bull and Mindwarp has almost been
  pounded through a bulkhead more than once.  In
  combat Mindwarp normally saves his jibes for the
  enemy, but if he sees his comrades pull any partic-
  ularly boneheaded moves usually comments.  
  Mindwarp has completely left his life in Japan
  behind, ignoring his family and friends in favor of
  trying to make his way into the superhero jet set.
  He regularly tries to crash parties at Sentinel
  Mansion or team up with other teams, but his atti-
  tude has become well known and he is rarely
  welcomed unless the situation is extremely
  dangerous.  On the team only the Iron Queen regu-
  larly hangs out with Mindwarp with Mindwarp
  occasionally accompanying her on mission with the
  African Council.  Mindwarp has little patience and
  Rufus and never plays with him, avoiding the animal
  at all costs.  
  Quote: “Great idea bucket-head, big explosive.  Did
  you think to check the minimum safe distance,
  because you’re inside it?  Yeah, good job.”
  Personality: Arrogant, snide and more than a little
  condescending, Genjo is not really secure in a world
  of super strong, super tough guys who want to cave
  his skull in, so he makes up for it by insulting their
  intelligence.  Unfortunately this venom sometimes
  turns toward his fellow heroes instead of his
  enemies, making Mindwarp unpopular in many
  circles.  As he finds his feet and his confidence this
  will fade and Mindwarp becomes less and less talka-
  tive, allowing his mental powers to do the talking.  
  Powers & Tactics: Mindwarp stays as far away from
  his enemies as possible, having little in the way of
  defensive powers or resistance to damage.  He
  instead uses Mind Control in enemy minions and
  turns them against their master, uses Confusion and
  Fear to break up enemy formations, and uses Mental
  Blast to keep anyone from getting to close to him.
  Often when working with the Earth Guard Army
  assigns several duplicates to guard Mindwarp, but
  Mindwarp usually finds this as an insult to his skills
  and does his best to avoid these guards, at least until
  he gets in over his head and comes running back for
  help.  
  Appearance: A young Japanese man in his late
  teens, Genjo seems to constantly have a smirk on his
  face, like he is laughing at a secret joke played on
  everyone around him.  He keeps his hair just long
  enough to get in his eyes, but this hasn’t yet caused a
  problem in combat.  When off duty he wears expen-
  sive suits given to him as part of endorsement deals.
  While working with the Earth Guard he wears his
  Earth Guard uniform, but removed most of the
  protective plating and mental shielding because it
  was all hideously uncomfortable, in addition to make
  him appear stupid in his own eyes.  
  Campaign Use: Mindwarp works well as an occa-
  sionally ally whose assistance is barely worth the
  trouble he brings.  If the heroes are bigwigs in the
  superhero world he may hound them relentlessly,
  trying to find an in with the cool kids.  Mindwarp
  can be a friendly rival or an annoying wannabe,
  depending on how he’s played.  
  Villain Option: As part of the Crime Guard,
  Mindwarp becomes even more caustic and annoying.
  Unable to become part of the superhero elite he
  instead wishes to tear it down, sabotaging such
  events with large, organized super villain attacks.  He
  is also likely to target heroes who are renowned for
  their intelligence, seeking to prove himself the
  smartest man on Earth.  
  Mindwarp: PL 12; Init +3; Defense 16 (13 flat-
  footed); Spd 30 ft.; Atk +4 melee (+1S, punch), +6
  ranged (+12L, Mental Blast); SV Dmg +5, Fort +5,
  Ref +8, Will +11; Str 12, Dex 16, Con 12, Int 20,
  Wis 18, Cha 8  
  Skills: Computers +18, Disable Device +18, Repair
  +18, Taunt +9
  Feats: Indomitable Will, Iron Will
  Powers: Amazing Save +4 (Willpower; Extras:
  Damage, Fortitude, Reflexes; Source: Alien; Cost:
  16pp)), Mind Control +12 (Power Stunts: Mental
  Link; Extras: Confusion, Fear, Mental Blast, Non-
  Detection; Source: Alien; Cost: 86pp), Super
  Intelligence +12 (Source: Alien; Cost: 24pp)
  Weakness: None
  Equipment: None
  Preshin
  One his homeworld of Numar Preshin’s family was
  one of the few that kept alive the legends of the
  Unspoken First, great evils that must be opposed at
  every turn.  Despite knowing that the Unspoken First
  were locked away on a far off world called earth,
  Preshin’s family dedicated all of their lives to holy
  mission of keeping the influence of the Unspoken
  
  headquarters & Hideouts
  First to minimum and hopefully to one day destroy
  them entirely.  Preshin spent his life in a monastery
  training for the day he would eventually leave his
  ancestral homeland and go forth to combat evil, but
  fate had another destiny in store for the young
  warrior.  
  Preshin’s people were strong in mystical powers and
  they had long been studying the secrets of the
  ancients, seeking to unravel the lost arts used by
  those who imprisoned the Unspoken First.
  Eventually scholars unlocked the secrets of inter-
  stellar travel through magical means, but the compo-
  nents required to do the proper ritual were very rare
  and the ritual could only be attempted once.  As the
  most promising warrior of the clan Preshin was
  selected to go to Earth, make contact with Sky-
  Watch if it was still around and ensure the Unspoken
  First were still imprisoned.  The ritual went
  according to plan but when Preshin arrived on Sky-
  Watch, much to the surprise of both the Earth Guard
  and Jadagja, he was initially attacked by an
  overeager Bull and Iron Queen.  After a short battle
  Preshin managed to explain the situation, but he was
  not sure who the humans were or where the rest of
  the Sky-Watch crew is.  Despite being welcomed by
  the team he was suspicious for several months before
  finally accepting the fact the Earth Guard were not
  Unspoken First minions who had slain the Sky-
  Watch crew.
  Since then Preshin has been a valued member of
  Earth Guard and has proved himself many times a
  loyal and useful member of the team.  Preshin does
  not understand many of the social customs of
  humans, finding many of the very obtuse, and he
  constantly makes social blunders in his attempts to
  fit in.  Due to Preshin’s blue-green skin he cannot
  easily travel amongst the people of Earth, limiting
  him most of the time to Sky-Watch.  Jadagja does
  occasionally teleport him down to uninhabited areas
  along with Rufus to get out for awhile.  
  Of the Earth Guard Preshin, spends most of his time
  with Bull, Iron Queen, Rufus, Jadagja and Army.
  Preshin is the only member of the team that seems to
  get along with everyone at least passably well,
  though the main reason he gets along with Mindwarp
  is that Preshin doesn’t understand most of his barbs.
  Preshin has begun serving in a second in command
  capacity behind Army, commanding one group if the
  team ever splits up.  
  Quote: “I do not understand.  What is this some I am
  to come get?  Your blood?  If so, I am sorry, for it is
  all on the ground now.”
  Personality: Loyal, courteous and generous, Preshin
  spent most of his life in a monastery and is not very
  world wise, and this isn’t even his world!  Preshin is
  often confused by humans and their strange, seem-
  ingly self-serving behavior, but has decided his best
  course of action is to lead by example.  Preshin
  always tries to talk through problems before
  resorting to violence, a tactic that is often difficult
  with the Iron Queen and Bull on Earth Guard.  
  Powers & Tactics: When fully equipped with his
  armor, shield and sword Preshin is a formidable
  combatant in melee and usually tries to engage his
  enemies in close combat as quickly as possible.
  Unfortunately with the limited uses of his Sorcery
  power Preshin has to save it for special situations,
  and usually makes the most use of Sorcery healing
  his comrades.  In battle Preshin usually works with
  Bull or the Iron Queen to take out as many enemies
  as possible, often double teaming particularly
  powerful opponents.  
  Appearance: Despite his blue green skin, large eyes
  and unnaturally yellow hair, Preshin is considered
  quite attractive by most humans.  Whenever he is off
  Sky-Watch he always wears his armor, which is an
  ancient relic of his people and resembles a suit of
  high-tech plastic plate mail.  Preshin’s sword and
  shield are similar in appearance, though both are
  covered in energy shields that make them more
  resistant to damage.  When on Sky-Watch Preshin
  wears a simple, dark blue robe and sandals.  
  Campaign Use: Preshin can serve as a valuable ally
  to the heroes, or an occasionally annoyance if he gets
  the mistaken idea the heroes are in fact villains.
  Devil’s Workshop
  Page 40
  Preshin often misunderstands humans their intents,
  leading to all manner of comedic situations.  For
  his part Preshin simply wants to do the best job
  possible, meaning he may team up with other
  heroes if the Earth Guard doesn’t feel like fighting
  evil some days.  
  Villain Option: Instead of being trained to fight
  the Unspoken First, Preshin is their foremost
  devotee.  He was sent to earth to build a network
  of cults that will eventually release all the
  Unspoken First simultaneously if they are not
  stopped.  He may or may not be working with the
  Crime Guard.  
  Preshin: PL 13; Init +4; Defense 20 (16 flat-
  footed); Spd 30 ft.; Atk +12 melee (+16L, Sword
  of Spalkeck); SV Dmg +6, Fort +4, Ref +4, Will
  +7; Str 18, Dex 18, Con 18, Int 14, Wis 20, Cha 20 
  Skills: Diplomacy +11, Knowledge (The Unspoken
  First) +8, Medicine +12
  Feats: Attractive, Darkvision, Detect (Minions of
  the Unspoken First), Iron Will, Leadership, See
  Invisible, Toughness, Track
  Powers: Sorcery +6 (Element Control (Fire),
  Neutralize, Comprehend, Invisibility, Energy Blast
  (Fire), Healing, Flight); Flaws: Concentration
  Required; Source: Mystical; Cost: 36pp)
  Weakness: Naïve 
  Equipment: Armor of Val-Nor (Armor +12
  (Extras: Immunity (Cold, Disease, Electricity,
  Exhaustion, Fire, Gravity, Kinetic, Poison,
  Pressure, Radiation, Starvation, Suffocation);
  Source: Mystical; Cost: 24pp), Sword of Spalkeck
  (Weapon +12 (Source: Mystical; Cost: 12pp),
  Shield of Val-Nor (Deflection +12; Flaws: Device;
  Source: Mystical; Cost: 12pp)
  Rufus the
  Wonderdog
  A Welsh corgi unlike any other Welsh corgi, Rufus
  was accidentally selected by Jadagja when he
  
  Page 41
  Devil’s Workshop
  headquarters & Hideouts
  created the Earth Guard when Jadagja was aiming
  for Rufus’s owner, Barbara Patch.  Figuring dogs
  are loyal and obedient friends of man, Jadagja
  decided to just stick with Rufus instead of going
  through the trouble of teleporting Barbara, making
  him the first super-powered dog on Earth.  Since
  then Rufus has served admirably as one of the
  toughest, if not most intelligent members of the
  Earth Guard.  Able to bite through steel, leap
  immense distances and deafen with his bark, Rufus
  is a pint-sized power house that is luckily house
  trained.  
  Since joining the Earth Guard Rufus’s owner
  Barbara has relinquished ownership of the dog
  after finding out first had that her apartment could
  no longer house the canine wrecking crew.  She
  regularly visits him on Sky-Watch, always while
  wearing an armored Earth Guard uniform, and
  Barbara is considered by most of Earth Guard as
  an honorary member after her timely intervention
  helped the team fight off an alien infestation of
  Sky-Watch.  Bull takes care of Rufus most of the
  time; being the only member of the Earth Guard
  who can stand up to Rufus’s roughhousing, though
  even Bull doesn’t like getting bit by Rufus.  When
  not on Sky-Watch Bull often takes Rufus to his
  parent’s secluded cabin in Ottawa, but Bull fears
  eventually they will knock down too many trees
  while playing catch and reveal their location.
  Preshin occasionally takes Rufus with him on his
  trips to secluded areas of the Earth, but always
  wears his armor when doing so.  Iron Queen and
  Mindwarp rarely want anything to do with Rufus,
  finding him annoy, too cheerful, or too likely to
  drool.  Friction and Army both like the dog, but
  neither possess the damage resistance to withstand
  his attentions for long.  Friction learned quickly
  not to tease Rufus with super-speed as the dog
  learns quickly.  
  Never happier than when chomping on a villain,
  Rufus is on almost every mission the Earth Guard
  undertakes.  Due to Jadagja’s Telepathy and
  Army’s Coordinate powers he can usually remain
  somewhat well informed of what is going on, even if
  he doesn’t understand it all.  While Rufus sometimes
  misses the point of a plan, he makes up for it in raw
  enthusiasm.  
  Quote: “Grrrrrrrrrrr…bark!  Bark!   BAAAAAR-
  RRRRRKKKKKKKK!”
  Personality: A good and loyal through and through,
  Rufus is always ready to play or fight evil,
  whichever comes first.  Rufus likes to play with
  others, but has come to understand most people are
  not strong enough to take even a love bite from him.
  If Rufus does find someone he can play with without
  breaking he will be overjoyed and the person will
  receive lots of slobbery attention. Rufus has a strong
  protective streak and will attack any foe who
  threatens even complete strangers.  Despite Rufus’s
  good nature if cornered or his friends are hurt he
  turns into a raging ball of fur and teeth.  
  Powers & Tactics: Even when directed otherwise by
  Army, Rufus’s tactics are never complicated.  His
  preferred method of attack is to use Leap to jump
  into the largest concentration of enemies, and then
  use Shockwave, Thunderclap and Dazzle in quick
  succession to knock down and confuse those nearby.
  This tactic has proved surprisingly effective against
  minions and thanks to Rufus’s tough hide he usually
  escapes unharmed.  If dealing with a more powerful
  foe Rufus usually just runs in and bites repeatedly
  until the villain stops moving.  If one of the Earth
  Guard goes down Rufus always abandons his current
  course of action to protect his prone comrade.  
  Appearance: A brown and white furred Welsh corgi
  of large size, Rufus looks like a perfectly normal dog
  until you see him rip apart armored vehicles with his
  teeth.  He always wears a collar that says “This is
  Rufus the Wonderdog.  Please back away and call the
  Earth Guard at 1-800-859-4930.”  Due to his rather
  enthusiastic enjoyment of playtime he is often
  covered in dirt and mud, except on Sky-Watch where
  Jadagja will abide none of that.  
  Campaign Use: Rufus works well as both comic
  relief and as a mystery for characters to solve.  If the
  Earth Guard gets captured it is likely that Rufus may
  be the only one to escape due to his size and the fact
  foes often underestimate him.  This could be
  followed by a rather amusing game of “Timmy fell
  down the well,” while the heroes try and figure out
  what’s going on.  Rufus can also play the part of a
  wildcard element in adventures, such as being
  attracted to any super villain fight in the vicinity and
  gleefully taking parts.  Alternately the heroes may be
  called in to investigate a sudden rash of trees
  knocked down and thrown about in the secluded
  Canadian wilderness, only to find Bull and Rufus
  playing catch.  
  Villain Option: As part of the Crime Guard, Rufus
  goes from a playful pet to a dangerous and rabid
  attack dog.  It probably works best in such a situation
  to change him to a larger breed of dog, such as a pit
  bull or wolf dog.  As a villain Rufus fights heroes for
  the reward of dining on their flesh, finding the meat
  of heroes tastier than the meat of normal humans.  
  Rufus the Wonderdog: PL 12; Init +2; Defense 20
  (18 flat-footed); Spd 30 ft.; Atk +9 melee (+13L,
  teeth); SV Dmg +5, Fort +3, Ref +2, Will +6; Str 12,
  Dex 14, Con 16, Int 4, Wis 18, Cha 20  
  Skills: Listen +10, Sense Motive +10, Spot +10,
  Survival +8 
  Feats: Iron Will, Scent, Sidekick, Toughness, Ultra
  Hearing
  Powers: Natural Weapons (Teeth) +2 (Power Stunt:
  Penetrating Attack; Source: Alien; Cost: 6pp), Super-
  Strength +10 (Power Stunts: Super-Leaping; Extras:
  Leaping, Protection, Shockwave, Thunderclap,
  Dazzle (Hearing); Source: Alien; Cost: 90pp),
  Shrinking +3 (Flaw: Permanent; Source: Training;
  Cost: 3pp)
  Weakness: Disabled (No fine Manipulation, -5
  penalty on most Dexterity skills)
  Equipment:
  
  headquarters & Hideouts
  Barbara Patch,
  Honorary Member
  of Earth Guard
  The original owner of Rufus the Wonderdog, Barbara
  Patch was caught up in the story of Earth Guard
  when her dog was unexpectedly selected instead of
  Barbara for joining the super team as a founding
  member.  Barbara is a longtime member of the New
  York Police Department and would have made a
  worthy addition to the team, had not her dog been
  selected instead.  A few weeks after Rufus disap-
  peared in a sudden flash of light he unexpectedly
  returned, along with Army and Bull, who explained
  the situation to Barbara.  She tried keeping Rufus in
  her apartment like in the old days, but his new ability
  to knock down walls quickly made that impossible.
  Broken-hearted she gave up Rufus so he could live
  on Sky-Watch, which had walls thick enough to
  contain his exuberance.  
  Since then Barbara has made regular trips to Sky-
  Watch to see Rufus, and several times has been
  caught up in the groups adventures while there.
  While the Earth Guard have gotten in the habit of
  solving their problems with their superpowers,
  Barbara is a quick thinker who makes up in cunning
  what she lacks in powers.  Her training investigation
  and years of experience as a cop have been used
  several times by the Earth Guard.  This aid,
  combined with the time she saved the Earth Guard
  from an alien invasion by changing the environ-
  mental controls on Sky-Watch, has gained Barbara
  honorary membership in the Earth Guard, though she
  never accompanies them on actual missions.  
  Quote: “And you thought throwing the alien through
  the wall was a good idea?  Know what’s on the other
  side of that wall? Space.  As in, KILL YOU DEAD
  OUTER SPACE WITH NO AIR!”
  Personality: Professional and courteous on the job,
  Barbara rarely extends such consideration to he
  friends.  Amongst the Earth Guard and other heroes
  she is often blunt and straightforward, always fearing
  that the heroes forget the little things that occur to
  everyday people.  She has an excellent sense of
  humor and usually uses it soothes over hurt feelings.  
  Powers & Tactics: While Barbara Patch has no
  powers to speak of, she has extensive training in
  martial arts and firearms and is almost never without
  her service revolver.  In her duties as a police officer
  she has encountered super villains several times and
  has found the best way to deal with them is keep
  them talking long enough to discover their weakness
  or get some superheroes on the scene.  While brave
  and capable Barbara is not stupid and fully expects
  there are some situations she cannot handle.  In such
  situations she usually tries to summon the Earth
  Guard as quickly as possible.  When forced into
  combat she favors using her service pistol at long
  range, staying out of reach of her foes.  
  Appearance: An attractive woman in her mid thir-
  ties, Barbara always wears her police uniform and
  bullet-proof vest while on duty.  While she makes
  sure her uniform is always in good shape she shows
  little other concern for her appearance, dressing in
  whatever is on hand when off duty.  While on Sky-
  Watch she usually wears a suit of Earth Guard armor
  that has been provided to enable her to play with
  Rufus.   
  Campaign Use: Barbara Patch provides an everyday,
  non-powered contact for the Earth Guard, occasion-
  ally helping them with undercover investigations and
  the like.  She also helps them with her connections
  through the police force, and in exchange the Earth
  Guard always goes out of its way to help the NYPD.
  Barbara has yet to be attacked in order to strike at the
  Earth Guard, and any villain who tries it is going to
  find her a rather resistant target.  
  Villain Option: As a villain Barbara helps the Crime
  Guard bypass police operations and steal from the
  financial institutions of New York City.  A crooked
  cop in the extreme, she has sold out her department
  in exchange for a cut of the riches the Crime Guard
  collects.  
  Barbara Patch: PL 11; Init +7; Defense 21 (18 flat-
  footed); Spd 30 ft.; Atk +10 melee (+2S, punch), +11
  Devil’s Workshop
  Page 42
  ranged (+5L, service pistol); SV Dmg +5, Fort +5,
  Ref +3, Will +6; Str 14, Dex 16, Con 16, Int 18,
  Wis 18, Cha 16  
  Skills: Bluff +11, Diplomacy +7, Drive +9, Gather
  Information +11, Innuendo +10, Intimidate +11,
  Spot +10
  Feats: Assessment, Attractive, Connected, Dodge,
  Great Fortitude, Improved Initiative, Iron Will,
  Point Blank Shot, Quick Draw, Rapid Shot,
  Toughness, Track
  Powers: Jack of All Trades +4 (Source: Training;
  Cost: 20pp)
  Weakness: None
  Equipment: Earth Guard Armor (Armor +6;
  (Extras: Mental Protection; Flaw: Limited (kept on
  Sky-Watch); Source: Super-Science; Cost: 12pp),
  Service Pistol (Weapon +5 (Source: Super-Science;
  Cost: 5pp)), Radio (Feats (both with Device flaw):
  Radio Broadcast, Radio Hearing; Source: Super-
  Science; Cost: 2pp), Bullet-Proof Vest (Armor
  +3(Source: Super Science; Cost: 3pp))
  Features: Communications, Computer, Defense
  System, Environmental Suit, Environmental Suit,
  Fire Prevention System, Gym, Infirmary,
  Interstellar Transmitter, Isolated Location (Space),
  Laboratory, Library, Living Space, Power System,
  Reinforced Structure, Security System
  Flaws: Dangerous Location (Space)
  Powers: Teleportation +16 (Extras: Extended
  Teleport, Portal; Source: Super-Science; Cost:
  64pp) 
  Hardness: 16
  Important Rooms:
  Control Deck: The top room of Sky-Watch, from
  here Jadagja oversees the station and keeps on eye
  on Earth below.  He can control most of the
  stations functions from this room and rarely leaves,
  having set up a toilet and food dispenser in here
  
  Page 43
  Devil’s Workshop
  headquarters & Hideouts
  because he got sick of having to go to other
  sections of the station.  The room is always well
  kept and the equipment spotlessly clean and
  Jadagja always frets whenever anyone brings food
  into the room.  Although Jadagja has long gotten
  used to it, the view of Earth from the control deck
  is breathtaking.  
  Teleportation Pad: Down one level from the
  Control Deck, the teleportation unit is one of the
  few completely functional pieces of hyper-
  advanced technology left on Sky-Watch.  It is used
  regularly by Earth Guard to enter and leave the
  station in addition to point to point travel on earth.
  Luckily the teleportation controls can only be
  worked from within Sky-Watch, making it very
  difficult to commandeer the teleportation pad.  
  Rufus’s Room: Rufus has taken over one of the
  lowest rooms in Sky-Watch on one of the levels
  where many of the walls are natural stone.  After
  knocking down a few walls to make room his
  oversized chamber has become Rufus’s main
  stomping grounds on the station and the remaining
  walls have been shored up to resist his rambunc-
  tious nature.  He has his own food generator and
  waste disposal in the room.  
  Adventure Seeds:
  Cultists serving the Unspoken First have made a
  blitz against all the sites where the Unspoken First
  are trapped, hitting over a dozen places simultane-
  ously.  The Earth Guard cannot stop them all so
  Jadagja puts out a mental call to every hero he
  knows of asking for help, including the PCs.  They
  are tasked with stopping a cultist attack against in
  a nearby national park.
  One of the old, unused sections of Sky-Watch
  suddenly comes back online, activating a new set
  of security protocols that cause the base to attack
  everyone but Jadagja.  Unfortunately the heroes
  chose that day to visit.  
  Some of the aliens who built Sky-Watch return in
  force with a space fleet at their back.  They believe
  that the humans will eventually release the Unspoken
  First, so they decide that wiping out all the humans is
  the only sure way to stop them from doing so.  
  Thomas Tower,
  former base of
  Dr. Ceilia Centis
  and the remains
  of the Science
  Soldiers
  Located in mid-town New York, Thomas Tower
  recently supplanted the Chrysler Building as the
  second most recognizable building in the city
  skyline.  It is the home of the Science Soldiers, a
  group of science-oriented superheroes who spend
  most of their efforts inventing devices to aid
  mankind, fighting global threats, exploring lost
  worlds and dimensions, and just protecting New
  York City from danger.  Thomas Tower is over two
  hundred stories tall and covered completely in glass
  and highly reflective steel, giving it the appearance
  of a spike of sunlight such is its reflection in the
  evening sun.  
  While the bottom one hundred stories of Thomas
  Tower are used by Sci-Soldier Industries, the various
  companies that manufacture goods based on the
  discoveries and inventions of the Science Soldiers,
  the top one hundred stories are used as labs, living
  quarters, and storage for the Science Soldiers.  Lead
  by the scientist Dr. Ceilia Centis, previously there
  were always at least two members of the team in the
  tower at any given time, but since the recent casual-
  ties the Science Soldiers have suffered this is not
  always true now.  The security dividing the top half
  of the building from the bottom half is intense and
  usually only a select few scientists and executives are
  allowed into the Science Soldier floors.  This is not
  only because of all the dangerous and secretive
  experiments that go on there, but also because of the
  attacks by super villains the building has suffered
  over the years.  Armor plating and high-speed eleva-
  tors have been installed on the lower floors to safely
  and quickly get occupants to ground level, but during
  the last attack by the Midnight Cabal the Thomas
  Tower revealed its later defensive upgrade: itself.  
  Several months ago, after a devastating attack on the
  city by Doctor Force and the Alchemist Dr. Centis
  installed a large array of servomotors, armor plating
  and artificial intelligence systems into the Thomas
  Tower, enabling the top half of the building to
  animate itself and transform into a humanoid robot
  that can operate separately from the rest of the
  building.  Due to a special series of anti-gravity
  engines the robotic Thomas Tower, called the T-Bot
  by the Science Soldiers, it exerts no pressure on what
  it stands on, allowing it to run across the roofs of the
  city while inflicting only cosmetic damage.  The
  giant sea monster summoned up by the Midnight
  Cabal proved no match for the power of the T-Bot
  and was forcibly ejected from the city into New
  Jersey, where it died shortly thereafter from dehydra-
  tion.  Since the debut of the T-Bot there have been no
  large monster assaults on New York City, but more
  standard super villain activity has continued due to
  the T-Bots inability to deal effectively with small
  targets.  
  The security and size of the Thomas Tower, in addi-
  tion to the welcoming attitude, popularity and long
  list of allies of the Super Soldiers, has made it a
  prime spot of superhero activity for the last fifteen
  years.  Being only a short distance away, the
  Sentinels regularly come over for social visits, espe-
  cially the Spartan who loves to look at the new
  inventions that the Science Soldiers are coming up
  with (there are rumors of a romantic relationship
  between the Spartan and Dr. Centis, but they are just
  rumors currently).  Thomas Tower has been host to a
  number of superhero conferences, such as the tactical
  meetings before the final battle with Subodai Khan.
  For years Thomas Tower served as the center of
  superhero culture, a popular place for both war coun-
  cils and holiday parties.  This is mostly due to the
  openness and family atmosphere created by the
  Science Soldiers, who are willing to allow most any
  
  headquarters & Hideouts
  hero in for a drink.  
  Unfortunately on a recent mission into universe P-
  1336, a world where the super villain Lord Dread
  conquered the entire world decades ago, more than
  half of the Science Soldiers were killed or captured
  while trying to help the resistance movements in that
  parallel dimension.  Now the Science Soldiers work
  to regroup, build new weapons and find new allies to
  return to P-1336 to rescue their captured comrades.
  Dr. Centis hopes to build a large enough dimensional
  portal to bring the T-Bot through and use it to crush
  Lord Dread’s castle.  The Science Soldiers take this
  battle very seriously and plan on their next trip to
  completely wipe out any opposition.  
  History:
  Built in the 1980s by Baxter Thomas, it served as the
  headquarters of Storm Electronics for ten years
  before that company went bankrupt.  The building
  was originally built as an office building with some
  research labs, but over time it has been transformed
  into being primarily a research station.  Baxter
  Thomas had a paranoid fear of natural disasters and
  the building was built to be earthquake, tidal wave
  and hurricane proof: all the windows are made of
  bullet proof plexi-glass and the structure is secured
  by metal spikes that go through one thousand feet of
  stone and earth to keep the building stable.  
  Thomas Tower was purchased by Dr. Celia Centis
  using funds she generated from her many patents in
  1994 and within two years Thomas Tower had
  become the preeminent scientific research facility on
  the east coast.  In 1995 the Science Soldiers offi-
  cially moved into Thomas Tower after their old base,
  a secluded mountain retreat, was destroyed in a
  titanic battle against Morg the Star Crusher, a cosmic
  being looking to take the iron core of the Earth and
  launch it into the sun, hoping to cause the star to
  collapse.  The move initially caused some worry
  amongst the population of New York City since the
  last team to live in the city, the vigilante City Watch
  in the 1970s, attracted numerous super villain attacks
  on the city and caused millions of dollars in damage.
  The Science Soldiers quickly proved themselves
  heroes of a different type, deploying a force field
  from the Thomas Tower capable of protecting a large
  portion of the city.  Under their watch the city has
  sustained only minor damage and New Yorkers have
  come to welcome the Science Soldiers, especially
  since two of their number are originally from New
  York.  
  Since the incident in P-1136 Thomas Tower has been
  strangely silent and there are rumors that Sci-
  Soldiers Industries are in financial trouble.  The
  building has received numerous security upgrades in
  the past few months, causing an already nervous city
  to become even more nervous.  If the Science
  Soldiers are afraid of something, shouldn’t the rest of
  the city be afraid?
  Locale:
  Thomas Tower is located at 40th Street and 6th
  Avenue in Manhattan, occupying some of the most
  expensive real estate in the world.  The surrounding
  area is mostly skyscrapers owned by financial
  companies and large corporations, all of whom are a
  bit nervous about what those superheroes are doing
  next door.  The Science Soldiers had previously been
  spotted hitting local hot dog vendors and delis at all
  hours of the day and night, and were known to
  frequent John’s Pizzeria near Times Square.  In 2002
  the Metro Transit Authority gave the Science
  Soldiers permission to build their own bullet train
  subway system under the existing one, and now it
  serves twelve stops spread amongst the five
  boroughs, though no one other than Thomas Tower
  employees are allowed to exit at the stop under the
  building.  The area of New York surrounding
  Thomas Tower is one of the busiest and wealthiest
  on the city.  
  Inhabitants:
  The Science Soldiers
  The original Science Soldiers began their adven-
  turing days during the earliest part of World War II.
  Devil’s Workshop
  Page 44
  Working as scientists for the United States they
  were all researchers who had come across some
  amazing discovery that had granted them strange
  powers, or opened up secrets to their eyes that
  allowed the laws of physics, time and reality to be
  ignored.  Using a mixture of mutant powers, super-
  science gadgets and lost alien relics the Science
  Soldiers, originally number ten in number, used
  their powers to take the fight to the Axis all across
  Europe, first conducting hit and run raids from
  Britain and later aiding Allied forces as they
  invaded Europe.  While they did not receive much
  military training, the Science Soldiers learned
  quickly and after a few losses, including the orig-
  inal leader Captain William Stims, a.k.a. the
  Ricochet Rocketeer, the Science Soldiers devel-
  oped into an effective, disciplined fighting force.
  They clashed with numerous Axis super powered
  agents, including the Praetorian, Fascist Italy’s
  premiere super powered soldier.  At the end of the
  war only four of the original four Science Soldiers
  were left, but they decided that the world still
  needed them despite the fact the war was over.  
  Together they build a headquarters in upstate New
  York and began a career as adventurers, inventors
  and occasionally superheroes.  Over the decades
  their roster changed and grew, at times encom-
  passing up to twenty members, but they always
  remained a group based strongly on the ideals of
  their founders and grounded in tradition.  Many
  new recruits took on the names of past members,
  paying homage to those who had fought the good
  fight in ages past.  The group spent much time
  exploring lost worlds, visiting other dimensions
  and creating new technology as they did fighting
  super villains, and eventually this lack of public
  activity worked against them.  In the 1970s and
  early 1980s the Science Soldiers fell almost
  completely out of the public eye and shrank to a
  paltry two members.  In the Early 1990s a
  completely unrelated group of ultra-violent vigi-
  lantes tried to take the title of the Science Soldiers
  for their own, but their poor ethical choices and
  fondness for violence persuaded other fledgling
  
  Page 45
  Devil’s Workshop
  headquarters & Hideouts
  heroes to rise up and stop the pretenders from
  stomping all over so many years of great heroism.
  These new heroes teamed up with the two
  surviving members of the real Science Soldiers
  and put down the fake Science Soldiers, showing
  that good old fashioned heroism isn’t out of place
  in this day and age.
  These new heroes, now led by Dr. Ceilia Centis,
  reinvigorated the Science Soldiers immediately
  began more public operations and standard super-
  hero activities, but also began leveraging their
  many scientific ideas into patents and business
  opportunities.  Many times the Science Soldiers
  worked behind the scenes to discover the sources
  behind strange incidents and fix them while other
  heroes kept things under control.  The Science
  Soldiers were never slouches in a fight, but they
  found their strength lay in solving problems no one
  else could solve rather than beating down super
  villains.  After a few years Sci-Soldier Industries
  was one of the largest research companies in the
  world, using most of its vast wealth to fund devel-
  opment efforts in Third World countries and less
  fortunate dimensions.  It was on one of these inter-
  dimensional aid missions that the Science Soldiers
  traveled to P-1136 and had their fateful encounter
  with an alternate version Lord Dread.  
  Since P-1136 the remaining four Science Soldiers
  have spent their time shoring up their defensives,
  fearful of a reprisal attack, and preparing to make a
  return trip to P-1136.  To this end they have called
  on every ally they have and even attempted to
  recruit the Lord Dread of this dimension in the
  hopes that his advice may be invaluable.  Lord
  Dread has been surprisingly interested in the
  proposal considering the many conflicts between
  Lord Dread and the Science Soldiers.  This is
  mainly because Lord Dread is a creature of
  immense ego and will not stand to have some
  pretender to his title and throne existing in another
  dimension, despite the fact he knows that parallel
  dimensions are extremely numerous and there are
  probably infinite versions of him on other worlds.
  It still annoys the pants off him, which is something
  no one wants to see.  
  Doctor Impossible,
  a.k.a. Dr. Ceilia
  Centis
  The current leader of the Science Soldiers, Dr. Centis
  is one of the most public and popular members of the
  team.  She has served as the team spokeswoman and
  press agent for the last ten years and has done an
  excellent job.  Unfortunately between leading the
  team and dealing with its media exposure she has
  had precious little time in the lab for research, some-
  thing she truly misses.
  Dr. Centis began her career as a researcher in theo-
  retical physics at age 8, possessing a degree of intel-
  ligence beyond all bust the most powerful super-
  geniuses.  It was later learned that she could access
  the brains of alternate versions of herself in all alter-
  nate dimensions, allowing her to draw on a wide
  variety of knowledge and skills she had never
  encountered.  This dimension warping ability also
  allowed her to temporarily suspend some rules of
  reality in this dimension, enabling her to create tech-
  nological wonders that should not function.  These
  two feats combined allowed her to quickly become
  one of the most respected theoretical physicists in the
  world, but by age twenty two she had become bored
  with a life of research and study and craved some
  adventure.  
  It was at this point that the fake Science Soldier vigi-
  lantes appeared.  Dr. Centis, always having been a
  fan of the Science Soldiers’ work and having actually
  studied under one of the original Science Soldiers,
  Doctor Sam “Singularity Sam” Thompson,  felt that
  putting a stop to such a degradation of the Science
  Soldier name might provide the excitement she was
  looking for.  Using her contacts through her research
  work and some superhuman research centers she had
  attended Dr. Centis collected a small team of inexpe-
  rienced superheroes to fight the fake Science Soldiers
  and force them to give up the title.  Unfortunately the
  first battle did not go well and the pretenders almost
  killed some of Dr. Centis’s team.  Planning a new
  strategy Dr. Centis went to the old Science Soldier
  base and recruited the two surviving members, Jack
  Steel and N5 to her cause.  With their experience and
  guidance to guide the younger heroes the fake
  Science Soldiers were defeated and sent to jail.  Find
  the experience strangely fulfilling Dr. Centis
  convinced the team to stick together and become the
  new Science Soldiers, carrying on the legacy of the
  old team into a new day where true heroes were
  sorely needed.  
  Since that day the Science Soldiers have been a
  common sight at many super villain attacks,
  defending civilians and using science to overcome all
  obstacles.  Dr. Centis, taking the codenamed Doctor
  Impossible for all the impossible gadgets she can
  create, has performed admirably as the leader of the
  team, but some think she leads too much with her
  head and not with her heart.  It was her orders to
  retreat that kept the Science Soldiers from immedi-
  ately charging back into P-1136 and Jack Steel still
  holds that decision against her.  
  Quote: “Now we can stand her and hit thus thing,
  doing no good, or we can have Jack stall it while the
  rest of us dismantle the energy shunt powering it.”  
  Personality: No nonsense and completely profes-
  sional, Dr. Centis only lets down her emotional guard
  in private with her close friends, of which she does
  not have many (the only close friend she has outside
  the Science Soldiers is the Spartan).  Dr. Centis’s
  great intelligence and odd superpower often leave her
  appearing cold and distant, but this is partially
  caused by the flood of information from other dimen-
  sions that she has to sort through to find what she’s
  looking for.  Because of this odd thought process she
  usually prefers working alone.  
  Powers & Tactics: Doctor Impossible tries to direct
  fights from the rear, knowing that her abilities are
  best suited to filling in when something goes horribly
  wrong or a fast scientific miracle is required.  She is
  not much of a combat commander and usually leaves
  those decisions to Jack Steel, though she will over-
  
  headquarters & Hideouts
  rule him if she thinks it prudent.  If forced into
  combat she tries to use her Gadget power to whip up
  a weapon or force field projector while she tries to
  find a means to escape.  If no other means are avail-
  able she will use Gadget to gain a movement power
  to help her escape.  
  Appearance: A woman of mixed Asian descent,
  Ceilia Centis is in her mid thirties and always looks
  like a scientist, even when wearing street clothes.
  She normally wears a pair of black rimmed glasses
  when working, but when in the field she wears either
  goggles or contact lenses depending on the situation.
  When on official business she wears the red and
  silver body suit uniform of the Science Soldiers
  crisscrossed with numerous straps and bags
  containing her many devices and gadgets.
  Campaign Use: In addition to serving as a contact
  point to the Science Soldiers, Doctor Impossible can
  easily serve as a scientific advisor to any superhero
  team that needs her advice.  She is very knowledge-
  able in most areas of science and can help solve most
  science bounded problems, but her solutions are
  often rather convoluted or strange.  She also knows a
  great deal about other dimensions and can aid heroes
  in finding out about dimensions they may be visiting
  in the future.   
  Villain Option: At P-1136 all of the Science
  Soldiers were captured and brainwashed by Lord
  Dread, becoming his loyal minions.  Doctor
  Impossible and three colleagues were then sent home
  to prepare for Lord Dread’s coming invasion of the
  Science Soldier’s home dimension.  The brainwashed
  Science Soldiers are now laying the ground work for
  Lord Dread, gathering information on heroes who
  oppose him and how to defeat them.  In such a situa-
  tion the Lord Dread of this dimension may be one of
  the most willing and effective allies the heroes can
  find.  
  Doctor Impossible: PL 14; Init + ; Defense 18 (16
  flat-footed); Spd 30 ft.; Atk +6 melee (+0S, punch),
  +8 ranged (+L, ); SV Dmg +2, Fort +2, Ref +2, Will
  +7; Str 10, Dex 14, Con 14, Int 20, Wis 20, Cha 16 
  Skills: Computers +23, Diplomacy +7, Disable
  Device +23, Drive +4, Pilot +6, Repair +23
  Feats: Connected, Fame, Headquarters Character,
  Iron Will, Leadership, 
  Powers: Gadget +14 (Source: Super Science; Cost:
  14pp), Super Intelligence +14 (Flaw: Action: Free;
  Source: Mutation; Cost: 14pp), Super Science +14
  (Source: Super Science; Cost: 84pp)
  Weakness: None
  Equipment: Science Soldier Communicator (Feats
  (All with Device flaw): Radio Broadcast, Radio
  Hearing)
  Ricochet Rocketeer
  III, a.k.a. William
  Landis
  Grandson of the original Ricochet Rocketeer,
  William Landis assumed the role two years ago after
  his father retired.  With only the barest of training, at
  sixteen years of age William strapped on his father’s
  kinetic reflection belt and charged off to be a super-
  hero, hooking up with the Science Soldiers after his
  first few attempts at heroics did not go as planned.  It
  took some convincing and the intervention of several
  past members of the Science Soldiers to get Doctor
  Impossible to accept William, mainly because of his
  youth and lack of scientific expertise.  She finally
  relented and allowed William on the team, but she
  has occasionally regretted that decision since.
  Most of the Science Soldiers are scientists, test pilots
  and other sorts who have experience with the
  patience and time involved in scientific study.
  Unfortunately William has none of these traits and
  has quickly become the team hot head.  Always
  raring to start a fight and leaping before he looks,
  more than one peaceful incident has degenerated into
  violence because of William.  Luckily he does have a
  habit of choosing the right targets to attack, such as
  alien assassins masquerading as diplomats, but such
  information always seems to come long after the
  fact.  Despite regular lectures about patience and
  Devil’s Workshop
  Page 46
  willpower his antics continue, not realizing they
  may very well get him kicked off the team.  
  William labors under the false illusion that coming
  from a line of Science Soldier heroes he has more
  claim to the team than most of its members, espe-
  cially Doctor Impossible, not realizing Doctor
  Impossible can and will kick him off the team.
  Usually the two purposefully avoid crossing paths,
  with William working under Jack Steel’s direction,
  but in P-1136 Doctor Impossible had to forcibly
  incapacitate William to stop him from charging
  Lord Dread alone.  William’s actions in that case
  were largely motivated by the fact that he acciden-
  tally alerted Lord Dread to the presence of the
  Science Soldiers in P-1136 by using his powers
  recklessly and destroying several buildings in the
  village around Lord Dread’s castle.  The rest of the
  Science Soldiers do not know of this, and William
  hopes they do not because they may blame him for
  the attack on Lord Dread failing.  
  Originally from Queens, William is one of the two
  Science Soldiers native to New York City.  He
  spends much of his time hanging out with his
  friends and partying, enjoying the fame he has
  gained as a Science Soldier, even if his press is not
  always good.  Since P-1136 he has been less bois-
  terous and has started drinking heavily, despite
  being underage.  Few liquor store owners say no to
  a super powered teenager buying beer.  
  Quote: “Hey, I’m just trying to get the job done
  faster.  Some of us have lives and things to do.”
  Personality: A hot head that covers up his self-
  doubt with a boisterous, aggressive personality,
  William Landis has little patience for research and
  planning.  Confident of his grandfathers kinetic
  reflection belt, he charges ahead with little concern
  for his teammates or innocent bystanders.  The
  events of P-1136 are starting to open his eyes to
  the fact that such a strategy may not always be the
  best plan.  
  Powers & Tactics: The tactics of Ricochet
  Rocketeer III are very basic, when he uses tactics
  
  Page 47
  Devil’s Workshop
  headquarters & Hideouts
  at all.  His normal plan in combat is to fly straight
  at the largest target he can find while blasting
  away with his ray pistol until he is close enough to
  ram the target.  This maneuver is done repeatedly
  until either the Ricochet Rocketeer cannot
  continue, or the target falls.  His tactics only get
  more complicated if Doctor Impossible gives him
  something else to do.  
  Appearance: An attractive young man of Italian
  descent, William looks much like any teenage boy
  when out of uniform.  He prefers Mets shirts when
  possible, being a long time fan of the team.  He
  wears a red and silver Science Soldier uniform and
  the oversized steel belt that holds the kinetic
  reflection unit when expecting action.
  Campaign Use: The Ricochet Rocketeer regularly
  gets himself in more trouble than he can handle
  and it may be up the heroes to bail him out, espe-
  cially if William doesn’t want to go back to Doctor
  Impossible to get help.  William is also one of the
  easiest Science Soldiers to find due to the time he
  spends hanging around with his friends at clubs
  and other hot spots around the city.  If any of the
  heroes are of similar age, especially if they are
  female, William will probably try to hang out with
  them in the hopes of finding someone who can
  relate to his life.  
  Villain Option: William could either be brain-
  washed by the Lord Dread in P-1136 and sent back
  to prepare this dimension for his imminent inva-
  sion, or he could have been a mole the entire time
  working for some other super villain.  In such case
  he is now waiting for the right time to strike
  against the weakened Science Soldiers, hoping to
  take Thomas Tower entirely under control and use
  its robot form to control the city.  
  Ricochet Rocketeer III: PL 10; Init +7; Defense
  18 (18 flat-footed); Spd 30 ft. flying 50 ft.; Atk +7
  melee (+10S, Energy Field), +9 ranged (+8L, ray
  pistol); SV Dmg +2, Fort +2, Ref +5, Will +0; Str
  12, Dex 16, Con 14, Int 14, Wis 10, Cha  12
  Skills: Bluff +4, Hide +6, Move Silently +6, Spot
  +2, Taunt +4
  Feats: Aerial Combat, Attractive, Dodge, Fame,
  Improved Initiative, Lightning Reflexes, Point Blank
  Shot
  Powers: Flight +10 (Power Stunts: Super-Flight;
  Extras: Unstoppable, Energy Field, Protection;
  Flaws: Device; Source: Super-Science; Cost: 60pp)
  Weakness: None
  Equipment: Ray Pistol (Weapon +8 (Source: Super
  Science; Cost: 8pp), Science Soldier Communicator
  (Feats (All with Device flaw): Radio Broadcast,
  Radio Hearing)
  Jack Steel
  One of the original members of the first incarnation
  of the Science Soldiers, Jack Steel began his life as a
  test pilot and aeronautics engineer for the United
  States Air Force.  During a test of a liquid steel
  armor plating system based on technology recovered
  from a crashed alien ship in Alaska something went
  terribly wrong and Jack’s containment suit broke,
  allowing the liquid metal to slip into the suit while
  the liquid steel plane was approaching supersonic
  speed.  The place lost structural integrity soon after-
  ward, but this mattered little to Jack because the
  liquid metal had entered his body by that point and
  suffused every molecule with steel.  The plane fell to
  pieces, leaving Jack to fall several miles and create a
  huge crater when he struck; a crater he crawled out
  of under his own power.  It was later theorized the
  alien liquid steel was itself an intelligent being that
  gave its life to protect Jack from the imminent
  destruction of the test plane, but the end result was
  the same: Jack Steel was now nigh-immune to most
  forms of attack and immensely strong.
  So Jack did what any red-blooded American of that
  age would do when they got superpowers: he
  requested a transfer to active duty in the hopes of
  using his powers to smash some Axis chumps.  His
  transformation occurred in the summer of 1942 and
  United States military sent him to the Pacific
  Theater, where he was fired out of battleship cannons
  as a living cannon ball that would tear apart any ship
  he hit.  After a few months of service, and more than
  a few hours spent at the bottom of the ocean waiting
  for rescue, Jack was transferred to serve with the
  Science Soldiers.  Though Jack did not have the
  advanced degrees or raw intelligence that the other
  members of the team had, he had cunning and street
  smarts gained from growing up in the South Bronx
  that allowed him to bring skills to the table that none
  of the other Science Soldiers have.  Jack spent the
  rest of the war with the Science Soldiers, taking part
  in almost every major operation of the Allied inva-
  sion of Europe.  After the war he stayed with the
  Science Soldiers, becoming renowned as one of the
  toughest superheroes in the world.  To this day brick
  and strongmen superheroes still look up to Jack Steel
  as the man who set the standard for strength, loyalty
  and effectiveness for those with super-strength.  
  During the fifties and sixties Jack remained active,
  fighting super villains at ever opportunity with gusto,
  modesty and gentlemanly aplomb.  In the sixties Jack
  learned that the transformation he had undergone had
  stopped his aging process completely, and even today
  he remains as fit as he was in 1942.  Jack remained
  active as a superhero until the mid-eighties where a
  new, darker breed of superhero began to surface that
  Jack had nothing for disdain for.  Ready to solve any
  problem with violence and willing to kill at the drop
  of a hat, these new heroes remained dominant in
  many superhero circles until the mid-nineties, but
  Jack did not come out of his self imposed retirement
  at the original Science Soldier headquarters until
  Doctor Impossible approached him about reclaiming
  the Science Soldier name.  Greatly angered that
  someone would disrespect his honor and hard work
  so much, Jack leapt into action and in the final battle
  with the pretender Science Soldiers he defeated their
  leader, Black Sword, in single combat.  
  Since that battle Jack has served mostly as an advisor
  to the younger heroes, often hanging back in combat
  to give the new kids a chance to strut their stuff.  If
  any situation actually becomes dangerous Jack
  comes out swinging and puts a swift end to it, not
  
  headquarters & Hideouts
  wanting anyone to get hurt.  Jack is deeply troubled
  by the events on P-1136 and now questions the lead-
  ership of Doctor Impossible because she left her
  teammates behind in the hands of Lord Dread.  Jack
  is raring for a rematch and is looking to pull any
  heroes he has met over the years into a return trip to
  P-1136.  
  Quote: “Bah, this isn’t so bad.  You should have seen
  it at the Battle of Bastonne.  Now that was some
  fierce fighting.”
  Personality: A man of another generation, Jack is
  unfailingly polite to women, believes in fair play,
  never runs from a fight and is always ready to help
  out a buddy with a little two-fisted assistance.  While
  notoriously reckless in his test pilot days, he has
  mellowed with time and is much more cautious,
  especially around the new kids in the Science
  Soldiers.  He is always willing to share his hard won
  wisdom with others, but never tries to force it on
  people.  He knows people learn best when left to
  their own devices.  
  Powers & Tactics: Jack Steel has not lasted over
  fifty years in the superhero business by being stupid.
  He takes every fair advantage he can in a fight, but
  still abhors attacking opponents from behind or
  laying ambushes.  He carries a bag of titanium balls
  which he throws at opponents until he can close for
  melee combat, attempting to make up for not having
  a means of moving across the battlefield quickly.
  Jack Steel always tries to coordinate his attacks with
  his allies and the Science Soldiers used to have all
  manner of combo attacks, such as Jack using
  Ricochet Rocketeer as a thrown weapon while the
  Rocketeer has his kinetic reflection field up.  
  Appearance: If Jack were not made out of steel he
  would look like the stereotypical test pilot: square
  jaw, broad shoulders and a twinkle in his eye when
  talking about planes and speed.  He normally wears a
  custom made leather jacket, khaki pants, fedora and
  button up shirts while outside Thomas Tower, prefer-
  ring to blend in as much as possible.  Jack sometimes
  wears a Science Soldier uniform while on missions,
  but occasionally gets nostalgic or cantankerous and
  wears his normal clothes.  The original Science
  Soldiers never had matching uniforms.  
  Campaign Use: Jack Steel can make an excellent
  mentor character to new characters, especially if they
  have Super-Strength.  He has numerous contacts and
  friends amongst the older generations of superheroes
  and can easily introduce heroes to characters such as
  Nucleus, the Colonial and Lady Magistra.  
  Villain Option: Jack Steel could be part of the brain-
  washed Science Soldiers, or maybe the liquid steel
  that transformed him was a malevolent alien being
  that has since used Jack’s body to commit crime after
  crime.  He has been in operation for over fifty years
  and is one of the most well known super villains
  amongst superhero circles.  The public at large
  considers him little more than a hired thug and of
  little threat, but those heroes who have fought him
  know that he is a cunning foe who is not to be under-
  estimated, even if he works for some not-so-bright
  super villains.  
  Jack Steel: PL 16; Init +3; Defense 21 (18 flat-
  footed); Spd 30 ft.; Atk +12 melee (+20S, punch),
  +11 ranged (+20S, throwing weights); SV Dmg +6,
  Fort +6, Ref +3, Will +6; Str 18, Dex 16, Con 18, Int
  16, Wis 18, Cha 18 
  Skills: Knowledge (Super villains) +8, Pilot +10,
  Science (Aeronautics) +4
  Feats: All-Out Attack, Chokehold, Connected, Fame,
  Great Fortitude, Immunity (Aging, Disease, Poison,
  Pressure, Suffocation), Improved Critical, Improved
  Grapple, Iron Will, Rapid Strike, Toughness
  Powers: Super-Strength +16 (Extras: Protection,
  Shockwave, Thunderclap; Cost: 114pp)
  Weakness: Vulnerable (Electricity)
  Equipment: Throwing weights (Weapon +1(Extras:
  Might Ranged Weapon; Source: Super Science; Cost:
  2pp)
  Devil’s Workshop
  Page 48
  N5
  The robot known as N5 is one of the original
  members of the Science Soldiers, sort of.  N5’s
  positronic brain contains an amalgam of the brains
  of two of the original Soldiers, Doctor Neutrino
  and the Cadmium Kid, a hero and sidekick team
  that eventually developed into a romantic relation-
  ship.  After working and living together for over
  thirties years both Doctor Neutrino and the
  Cadmium Kid were slain in the early eighties by a
  group of supposed superheroes who Doctor
  Neutrino and Cadmium Kid had helped capture the
  super villain thug Magma.  Knowing the Magma
  was not much a real villain and not a killer Doctor
  Neutrino said they should wait to take her to the
  police, but the other heroes planned instead to kill
  her in cold blood.  Not wanting this to happen,
  Doctor Neutrino and the Cadmium Kid tried to
  stop them, but were killed in the effort.  Magma
  did escape in the fight and ever since never
  attacked a member of the Science Soldiers due to
  the debt she feels she owes them.
  Though both Doctor Neutrino and the Cadmium
  Kid died, their brain matter was mostly intact
  when Jack Steel and the other surviving Science
  Soldiers reached the seen.  Their brains were
  attached to an experimental computer conversion
  matrix that changed their brains into a millions of
  lines of code.  For years this code was kept in the
  Science Soldier headquarters in upstate New York
  because they were not sure what to do with it, but
  in the early nineties Professor Robotica built a
  robotic body for the code and inserted it as his
  final act before dying of old age.  Unfortunately
  Professor Robotica was not completely in posses-
  sion of his faculties at the time and transferred
  both brains into a single body, merging their
  consciousness into one whole.  
  When the robot awoke it was rather confused, but
  with the help of Jack Steel it quickly came to
  understand what happened.  Calling itself N5 for
  the fact that Doctor Neutrino was the fifth hero to
  join the Science Soldiers and the Cadmium Kid
  
  Page 49
  Devil’s Workshop
  headquarters & Hideouts
  was considered only a junior member at the time,
  the robot spent several years in the headquarters
  learning to deal with the two brains it now
  possessed and how to interact with the world.  This
  training went quickly and N5 was ready for action
  by the time Doctor Impossible came looking for
  the original Science Soldiers to help remove the
  pretenders to their name.  
  In the new Science Soldiers, N5 is the peacemaker
  and go-between amongst the team, one of the few
  members that gets along with everyone well.  N5
  still has the odd habit of sounding at times like
  different people during the same discussion, the
  brains of Doctor Neutrino and the Cadmium Kid
  have grown more intermeshed over time and
  Doctor Impossible thinks they will be one
  consciousness within ten years.  Jack Steel fears
  this integration to some extent, afraid of losing two
  friends for a single stranger he won’t know.  The
  true identity of N5 has been kept from the public
  and instead he is described as a test project of
  Doctor Impossible using notes from Professor
  Robotica.  Of all the Science Soldiers N5 seems to
  be the one the public is least interested in.
  Since the events on P-1136 N5 has had a tough
  time keeping the team together with all the blame
  and self-doubt going around.  N5 has been the
  primary agent in preparing to take the T-Bot on the
  return trip to P-1136.  N5 is the only member of
  the Science Soldiers who has begun to suspect that
  the T-Bot has advanced beyond its programming to
  becoming a truly artificial intelligence.  
  Quote: “Everyone needs to calm down while we
  process out what just happened…now sit down and
  be quiet.”
  Personality: Doctor Neutrino was always serious
  and thoughtful while the Cadmium Kid was light-
  hearted and continually quipping at the villains.
  N5 somehow splits the difference between these
  extremes, coming out surprisingly normal in the
  bargain.  N5 sometimes switch back and forth
  from one personality being dominant at a time, but
  these periods are usually short and only when certain
  topics or situations arise that upset on personality or
  the other.  
  Powers & Tactics: N5 prefers staying at range and
  blasting his enemies with his Energy Blast power,
  but if pressed he can still hold is own in combat.
  Due to his various super-abilities N5 can fill a
  number of roles in combat and with the Science
  Soldiers he usually filled whatever role was needed
  the most at the moment.  N5 is the resident computer
  expert on the Science Soldiers team and he often
  uses Datalink and Absorb Knowledge to quickly
  acquire and assimilate information.  
  Appearance: A retro-tech looking robot, N5’s
  rectangular but humanoid body looks like it was
  designed in the mid sixties.  Covered in graceful
  curves, polished steel and having large, expressive
  eyes N5 looks very friendly for a robot, especially
  since his laser cannon is concealed in his chest
  cavity.  N5 has streamlined his form some over time
  and performed a few upgrades, but for the most part
  the original shell is still in the same shape.  He has a
  large backpack built into his frame that contains the
  small fusion reactor that powers N5.  
  Campaign Use: N5 is currently the glue helping
  keep the Science Soldiers together after P-1136, so
  any heroes with skills in leadership or Super-
  Charisma may get contacted by N5 for assistance in
  keeping the team together.  Also N5 may contact
  heroes with knowledge of robotics about trying to
  build a new positronic brain so both Doctor Neutrino
  and the Cadmium Kid can have their own bodies.
  Villain Option: In addition to be part of the brain-
  washed Science Soldiers controlled by the Lord
  Dread of P-1136, the brains of Professor Neutrino
  and the Cadmium Kid could have had their brains
  warped by the conversion process that turned their
  minds into computer code.  In such case they could
  either be plotting the doom of the Science Soldiers
  from the inside or go on the more traditional super
  villain crime spree, possibly trying to steal host
  bodies to put their brains into.  
  N5: PL 15; Init +11; Defense 26 (15 flat-footed); Spd
  30 ft.; Atk +11 melee (+11S, punch), +11 ranged
  (+15L, Energy Blast); SV Dmg +11, Fort +11, Ref
  +11, Will +3; Str 20, Dex 20, Con 20, Int 20, Wis 16,
  Cha 16 
  Skills: Computers +15, Repair +15, Science (Atomic
  Theory) +15, Science (Robotics) +15, Taunt +8
  Feats: Darkvision, Immunity (Aging, Critical Hits,
  Disease, Energy (Heat, Cold), Exhaustion, Poison,
  Pressure, Starvation, Suffocation) Radio Broadcast,
  Radio Hearing
  Powers: Datalink +5 (Extras: Absorb Knowledge;
  Source: Super Science; Cost: 15pp), Energy Blast
  +15 (Laser; Source: Super-Science; Cost: 30pp),
  Super-Strength +6 (Extras: Protection, Super-
  Constitution, Super-Dexterity, Super-Intelligence +9;
  Source: Super-Science; Cost: 72pp)
  Weakness: Susceptible (Magnetic fields)
  Equipment: None
  The T-Bot
  None of the Science Soldiers realize how much the
  recent upgrades to Thomas Tower have affected the
  tower.  While its defenses are without peer and the
  computing power of the tower has been increased to
  magnify its combat abilities, the tower is developing
  a level of consciousness that no on expected.  The T-
  Bot understands that the Science Soldiers built it,
  live inside it and rely on the T-Bot for protection, but
  it doesn’t understand much else.  The whole point of
  the T-Bot’s existence is to protect the Science
  Soldiers and the city of New York, so this is what it
  does to the best of its ability. The rest of existence is
  sort of beyond its comprehension currently, but it
  certainly means well.
  In recent months the T-Bot has come to understand
  that several of the Science Soldiers have gone
  missing and that the remaining Soldiers want to
  rescue them.  The T-Bot is completely behind this
  plan, but isn’t sure how to let anyone know.  Over
  time T-Bot will become more expressive, both
  
  headquarters & Hideouts
  through the Thomas Tower computers and by acti-
  vating and speaking with the Science Soldiers
  directly.  
  Quote: “cccrrreeeaaaaakkkkkk……..aaar-
  rrrrrrrrrrrrrr…..”
  Personality: T-Bot is effectively a well meaning,
  intelligent infant in the body of a giant robotic
  skyscraper.  It has not developed much of a person-
  ality yet, currently being something akin to a very
  loyal puppy who wants to help its master.  T-Bot
  does not take well to either itself or the Science
  Soldiers being attacked.  
  Powers & Tactics: Having little grasp of tactics, the
  T-Bot usually flies at the closest enemy and punches
  them a lot until the target falls down.  The force field
  projectors on the T-Bot are usually used to defend the
  surrounding city, though while the T-Bot is active the
  range of the projector is much shorter than when the
  T-Bot is in tower mode do to the power constraints
  or activating the T-Bot.  
  Appearance: While in tower mode the T-Bot looks
  like the top of an ultra-modern skyscraper, and while
  active he looks like a robot made out of pieces from
  an ultramodern skyscraper.  His active form is that of
  a large humanoid covered in steel and glass with a
  single large black visor where his eyes should be.  
  Campaign Use: T-Bot’s intelligence is currently
  unknown to the Science Soldiers so he is a mystery
  to all.  If he activates of his own accord, such as
  when the city is threatened and the Science Soldiers
  are not home, the heroes may have a tough time
  convincing the giant robot to go back to tower mode.
  The T-Bot provides a child-like creature of immense
  power that someone will have to teach and guide,
  and robot heroes may be asked by the Science
  Soldiers to help with such an effort.  
  Villain Option: If the T-Bot’s programming becomes
  flawed or its systems are hacked by an outside group
  he may be turned to evil, which would spell big
  trouble for New York City.  This would be made
  even worse if the Science Soldiers are not home to
  help turn T-Bot off.  If the Science Soldiers have
  been brainwashed by the Lord Dread of P-1136 they
  will probably try to use T-Bot in their invasion plans.  
  T-Bot: PL 15; Init + ; Defense 5 (4 flat-footed); Spd
  30 ft.; Atk +9 melee (+20S, punch); SV Dmg +5,
  Fort +5, Ref +1, Will +0; Str 20, Dex 12, Con 20, Int
  3, Wis 10, Cha 10 
  Skills: -
  Feats: Immunity (Aging, Critical Hits, Disease,
  Energy (Heat, Cold), Exhaustion, Poison, Pressure,
  Starvation, Suffocation)
  Powers: Flight +5 (Source: Super-Science; Cost:
  10pp), Force Field +10 (Extras: Affects Others x1;
  Source: Super Science; Cost: 30pp), Growth +15
  (Extras: Duration: Permanent; Source: Super-
  Science; Cost: 120pp)
  Weakness: Naive
  Equipment: None
  Features: Communications, Computer, Defense
  System, Dimensional Portal, Fire Prevention System,
  Hangar, Infirmary, Laboratory, Living Space, Power
  System, Reinforced Structure, Security System,
  Workshop
  Powers: Force Field +15 (Extras: Affect Others x14
  (can project a force field with a diameter of 10,500
  ft.); Source: Super-Science; Cost: 225pp), Vehicle
  Pool +15 (Power Stunt: Extra Vehicle x15; Extras:
  Additional Power x5; Cost: 135pp)
  Hardness: 24
  Important Rooms:
  Dimensional Exploration Room: This room contains
  the dimensional portal that the Science Soldiers use
  to travel to other dimensions.  It can only be attuned
  when one of the Science Soldiers use their Gadget
  power for the Dimensional Travel power.  Now it is a
  focus point of the Tower’s security systems with
  numerous weapons and sensors directed at the portal
  to make sure nothing comes through unannounced.
  Devil’s Workshop
  Page 50
  The portal is currently kept closed, but the extra-
  dimensional allies of the Science Soldiers are
  known to pop in occasionally.  
  High Speed Elevators: The elevators in the
  Thomas Tower can be set in emergencies to evacu-
  ation mode, switching off the normal cable system
  of controlling the elevators in favor of a gravity
  modulation system.  This system drains more
  power but allows the elevators to go from the
  200th floor to the ground floor in 10 seconds
  without squashing everyone inside.  
  T-Bot Control Room: The control room for the T-
  Bot is found at the top of the Thomas Tower in the
  area that becomes the T-Bot’s head when it is in
  robot mode.  The Science Soldiers have not been
  paying much attention to this room of late; if they
  had they would have noticed the increased activity
  on T-Bot’s computer systems caused by its awak-
  ening sentience.  
  Adventure Seeds:
  The Ricochet Rocketeer is left alone in Thomas
  Tower for the weekend while the rest of the
  Soldiers are on a mission and the Rocketeer acci-
  dentally activates T-Bot and cannot turn him off.
  The heroes have to try and keep the machine from
  doing serious damage to the city while finding a
  way to turn it off.  
  One of the extra-dimensional allies of the Science
  Soldiers has been captured by one of their enemies
  and the enemy has used the ally’s access codes to
  the dimensional portal to invade the Thomas
  Tower.  The heroes are asked to help the remaining
  Science Soldiers fight off the invasion and shut
  down the portal. 
  A super villain with powers of mind control and
  persuasion, possibly even Dexter Bruce, has begun
  a covert campaign to get the Science Soldiers
  kicked out of New York City for being a hazard to
  the city.  The heroes must help the Science
  Soldiers prove otherwise while digging up dirt on
  the super villain to discredit his claims.
  
  Page 51
  Devil’s Workshop
  headquarters & Hideouts
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of
  the Coast, Inc. and is Copyright 2000 Wizards of
  the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copy-
  right and/or trademark owners who have
  contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including
  derivative works and translations (including into
  other computer languages), potation, modification,
  correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in
  which an existing work may be recast, transformed
  or adapted; (c) "Distribute" means to reproduce,
  license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open
  Game Content" means the game mechanic and
  includes the methods, procedures, processes and
  routines to the extent such content does not
  embody the Product Identity and is an enhance-
  ment over the prior art and any additional content
  clearly identified as Open Game Content by the
  Contributor, and means any work covered by this
  License, including translations and derivative
  works under copyright law, but specifically
  excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and
  identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots,
  thematic elements, dialogue, incidents, language,
  artwork, symbols, designs, depictions, likenesses,
  formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, like-
  nesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or super-
  natural abilities or effects, logos, symbols, or
  graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product iden-
  tity by the owner of the Product Identity, and which
  specifically excludes the Open Game Content; (f)
  "Trademark" means the logos, names, mark, sign,
  motto, designs that are used by a Contributor to iden-
  tify itself or its products or the associated products
  contributed to the Open Game License by the
  Contributor (g) "Use", "Used" or "Using" means to
  use, Distribute, copy, edit, format, modify, translate
  and otherwise create Derivative Material of Open
  Game Content. (h) "You" or "Your" means the
  licensee in terms of this agreement.
  2. The License: This License applies to any Open
  Game Content that contains a notice indicating that
  the Open Game Content may only be Used under and
  in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License
  except as described by the License itself. No other
  terms or conditions may be applied to any Open
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for
  agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You
  are contributing original material as Open Game
  Content, You represent that Your Contributions are
  Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE
  of any Open Game Content You are copying, modi-
  fying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to
  the COPYRIGHT NOTICE of any original Open
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to
  compatibility, except as expressly licensed in
  another, independent Agreement with the owner of
  each element of that Product Identity. You agree not
  to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except
  as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open
  Game Content shall retain all rights, title and interest
  in and to that Product Identity.
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which portions of
  the work that you are distributing are Open Game
  Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License
  to copy, modify and distribute any Open Game
  Content originally distributed under any version of
  this License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate auto-
  matically if You fail to comply with all terms herein
  
  headquarters & Hideouts
  and fail to cure such breach within 30 days of
  becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards
  of the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002,
  Green Ronin Publishing; Author Steve Kenson
  Power Corrupts and Power Corrupts 2 Copyright
  2003; Headquarters and Hideouts and Power
  Corrupted Copyright 2004, Louis Porter Jr. Design,
  Inc.
  Devil’s Workshop
  Page 52
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds Headquarters & Hideouts.pdf