TEXT: INTRODUCTION
  As with any roleplaying game, the players’ characters 
  are the center of attention. It is a trapping of the 
  genres that roleplaying games emulate, stretching 
  back to the most basic myths and legends. Though 
  the heroes remain the focus of the stories told in 
  comic books, the ancillary characters, the supporting 
  cast, are often just as important and iconic as the 
  heroes themselves. 
  Whether it is a hero’s trusted butler, love interest, 
  or professional rival, these supporting characters 
  serve as an important part of the hero’s mythology. 
  They become part of the fabric of the hero’s life and 
  the dual nature of any costumed crimefighter serves 
  to complicate those relationships. An employer in 
  the hero’s civilian life might also serve as a powerful 
  antagonist to that same hero’s costumed identity. 
  The Supporting Cast series of short supplements 
  from Big Finger Games provides a plug-and-play 
  solution to a hero’s need for dramatic resonance 
  with the incidental characters he or she deals with 
  on a daily basis. The supporting characters contained 
  within can be plugged into a new hero’s background 
  or be introduced into an existing campaign. They 
  provide a useful story base and infrastructure and 
  can be used to flesh out a setting even if they aren’t 
  directly tied to any of the heroes.  
  FORMAT
  Each Supporting Cast supplement will be built 
  around a company, organization, or some other 
  collective of individuals with a similar goal or agenda. 
  
  2
  Each supplement in this line will follow the same 
  basic format. They will provide a brief overview of 
  the organization, a breakdown of the supporting 
  characters involved, and a list of adventure hooks. 
  Each supporting character entry will also follow 
  a basic format. The entry will begin with a brief 
  character history, which will be followed by a section 
  entitled “Supporting”, that will provide details on 
  using the character in a supporting role, and will 
  end with a section entitled “Opposing”, which will 
  offer suggestions for using the character as an 
  antagonizing force in the hero’s civilian or costumed 
  life.  
  These two roles, Supporting and Opposing, can 
  be mixed and matched as you see fit. For example, 
  a character might be a doting mentor to the hero’s 
  civilian identity but also be dedicated to outlawing 
  masked crimefighters and have a personal vendetta 
  against the hero’s masked identity. Alternately, a 
  character may be an ardent admirer always ready 
  to help the hero in his superhuman endeavors, but 
  consider the hero in his civilian disguise to be a 
  professional rival only worthy of scorn. 
  PRECINCT 21
  The City’s police department was founded at the 
  turn of the century and is currently one of the 
  largest police departments in the country. Their chief 
  responsibilities are law enforcement and investigation 
  within the City. You can flesh out the responsibilities 
  The police are a staple in comics. Usually costumed 
  crimefighters deal with the police in the course of 
  their duties; following up leads, being called in to 
  assist on an investigation, or simply when handing 
  over captured supervillains at the conclusion of a 
  case. But there are heroes in comic books that are 
  cops themselves or have a much closer working 
  relationship with their local police department 
  (such as a certain pointy-eared avenger of the 
  night). 
  THE POLICE IN COMICS
  x
  and capabilities of the City’s police department as 
  you see fit, we’re dealing with it on a smaller scale. 
  But you can probably assume its services include 
  tactical support, K-9, harbor patrol (in the case of a 
  coastal city), air support, bomb disposal, counter-
  terrorism, cybercrime, anti-gang, narcotics, organized 
  crime, public transportation, and public housing. In 
  the superhero milieu you can also assume the police 
  department will have a crime scene investigation, 
  computer network, and crime lab on the order of 
  something you’d see on television. In addition they 
  may have a special anti-metahuman task force, 
  and special facilities for temporary incarceration of 
  superpowered criminals. 
  Precinct 21 is part of a pilot program to create 
  a self-contained “mini police department” where 
  most of the key police services are housed under 
  one roof, yet the precinct is still only tasked with 
  serving a limited area of the city. With this design 
  most everything, other than administrative tasks and 
  accounting, is handled in house, where patrol cops, 
  detectives and crime scene technicians operate in 
  tandem and interdepartmental communication is 
  largely unnecessary with bureaucracy being kept to 
  a minimum. 
  Depending on the grittiness of your campaign 
  you might want to have a couple of Internal Affairs 
  officers assigned to the precinct during its first few 
  years to monitor the interactions between what was 
  once separate departments.  
  LOCATION
  You can place Precinct 21 anywhere you like in your 
  campaign city. In a more progressive metropolitan 
  setting, the program that Precinct 21 is modeled on 
  could be designed to modernize the police force 
  to help it deal with more sophisticated crimes and 
  advances in crimefighting techniques. While in a 
  dystopic urban setting, the Precinct might have been 
  The specifics of the location of Precinct 21 are 
  kept as vague as possible to allow you to place 
  the station in a location suitable to your home 
  campaign. However, it is assumed Precinct 21 
  would be located in a major metropolitan area 
  that has a long history. 
  You can easily tailor Precinct 21 to your own 
  campaign by adding or deleting different sections 
  of the precinct. For example, if your setting already 
  includes some kind of task force that responds to 
  superpowered threats, you can replace GSWAT. 
  In Big Finger Games’ Infinite Universe setting 
  Precinct 21 would be located in Hyperion City, 
  where its unusual makeup would be the result 
  of a greater density of metahumans than in most 
  cities. In the Hyperion City setting, the police 
  department would be much younger, having 
  been established with the city in the late 1940s.
  YOUR CAMPAIGN
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  3
  created in response to rampant crime where speed 
  and technical proficiency is required to deal with a 
  massive workload. 
  Whatever the case the Precinct should be charged 
  with policing a large, important, and metropolitan 
  area of the city. This could be a crime-addled 
  downtown, or a bustling city core that is the heart of 
  the area’s trade and commerce. 
  Precinct 21 may have responsibilities beyond 
  their limited jurisdiction. Since it’s a newer facility 
  with cutting edge technology and highly trained 
  personnel, the Precinct may be “loaned out” from time 
  to time to help tackle difficult or important cases. 
  STEVE BRADLEY, P.I.
  Steve is from a cop family. His mother was a cop, his 
  father a detective, and his grandfather walked the 
  beat too. He has two brothers, Ed and Ben, who are 
  both cops in different cities. Needless to say it was 
  quite a blow to Steve and his family when he lost 
  his job and his pension in a corruption scandal that 
  struck at the very heart of the department. 
  An Internal Affairs witch-hunt over missing drug 
  money resulted in several officers losing their jobs 
  and resignations from two sergeants. While only 
  two officers were actually guilty of any wrongdoing, 
  the silence of their fellow officers and circumstantial 
  evidence was enough to make sure Steve, though 
  innocent, left the department in disgrace.
  While Steve’s family stood behind him and believed 
  his version of events, Steve was too embittered to 
  accept their support. The incident became a sore 
  point for everyone involved and brought Steve to a 
  low point in his life. With his faith in law enforcement, 
  and even justice, badly shaken Steve was left to try 
  and find a new identity for himself when all he ever 
  wanted, all he ever expected from his life, was to be 
  a cop. 
  After trying a few jobs in the private sector, Steve 
  found he was having trouble dealing with any kind 
  of authority. He decided it might be best if he worked 
  for himself. He started doing skip traces for a local 
  bail bondsman, and eventually struck on the idea of 
  becoming a private investigator. He started Bradley 
  Investigations and eventually built a name for himself 
  as a reliable and ethical P.I.
  SUPPORTING
  The following sections will give you some ideas 
  concerning using this character in a supporting role 
  for both the hero’s civilian and masked identities.
  Civilian: With Steve’s own personal background in 
  the police department and that of his family, Steve 
  has a multi-generational perspective on the city’s 
  cops. He knows everyone in the department, he 
  knows the old-timers, the retired cops, he knows their 
  families, and is thus an invaluable resource on the last 
  fifty years of the department’s history. Despite Steve’s 
  bitterness he would never want to see someone 
  Romance is something that develops almost 
  inevitably in environments where people work 
  in close proximity to one another. In the high-
  pressure world of police work, cops may find 
  they’re relying on one another more than usual 
  and their interest in a fellow officer might extend 
  beyond the professional. A romance could ensue, 
  so could an affair. 
  Some personal elements of the characters 
  below are left vague or unexplained, specifically 
  the sexual orientations and marital status of the 
  characters. You can develop these as desired, 
  making room for romantic subplots between 
  these characters and the hero or with other NPCs.   
  Romance subplots are a staple of comic book 
  storytelling and can offer specific dramatic 
  situations and complications for the hero as 
  described below: 
  • The romance could be complicated by 
  infidelity, by a station policy against 
  fraternization, by romantic rivals, or by jealous 
  exes. 
  • When the significant other is a cop there is 
  also the dramatic device of placing him or 
  her in danger. A cop injured in the line of 
  duty can create a situation where the hero 
  must use her powers to affect a rescue, and 
  of course there’s the aftermath that includes 
  the romantic interest’s hospitalization and 
  recovery. 
  • Emotions can run high in this environment 
  and the hero might find her romantic interest 
  has been unfaithful. 
  • Of course, there’s always the question of 
  whether the hero reveals his costumed 
  identity to his romantic interest or not.
  THE ROMANCE SUBPLOT
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  4
  If you would like to add some four-color flavor to Steve consider using the following option to turn him 
  into an occult investigator with his very own amnesiac guardian angel. 
  While a touring exhibit of ancient Egyptian curiosities was on display at the city’s museum, thieves made 
  off with some of the exhibit’s priceless relics. Steve and several other investigators were brought in by the 
  insurance company to bolster the ensuing investigation. 
  Given a chance to show up the Precinct’s detectives, Steve worked night and day to find the missing 
  artifacts. Eventually he found the thieves and the eccentric billionaire collector who hired them. While 
  Steve was casing the billionaire’s mansion he was caught and brought inside for questioning. When he 
  slipped his bonds and smashed a stolen relic over one of his captor’s heads, something extraordinary 
  happened. The room filled with blinding light and a beautiful young woman appeared, wreathed in 
  scintillating energies and possessed of large white-feathered wings. 
  She made short work of Steve’s captors, slinging them aside the way a child might discard an unwanted 
  toy. Not only was this woman a vision of loveliness, but her beauty seemed somehow otherworldly and 
  scared Steve more than a little. After she untied Steve, the woman’s initial attempts at communication 
  failed and she made subsequent attempts in several languages before striking upon modern colloquial 
  English. 
  One thing quickly became apparent, she had no idea who or what she was. What she did know is that 
  she had been trapped in that ancient piece of crockery since well before the rise and fall of the ancient 
  Egyptians. She remembers little of the circumstances of her imprisonment, except that it was an evil and 
  powerful sorcerer who captured her (see the origin of Radian’s Lantern in BFG’s Adepts of the Arcane for 
  ideas as to who). 
  Rather than turn her over to authorities, Steve took the woman back to his place before calling in the 
  people who had hired him. For lack of any better ideas, Steve decided to call the woman “Angel”. He 
  quickly discovered Angel was more righteous and pure of heart than he ever thought anyone could be, 
  but she was also monumentally naïve. She certainly wouldn’t have approved of some of Steve’s activities, 
  but, because of her naiveté and bafflement at the modern world, he found it easy to trick Angel into 
  thinking his motive and actions were as pure as her own. 
  After Steve let Angel help on some of his cases, it became apparent that she had an overwhelming 
  compulsion to protect Steve from any harm or unpleasantness that might come his way. Steve has begun 
  to suspect that she might actually be some kind of angel, a guardian angel to be exact, instead of some 
  deluded mutant as he cynically thought before. 
  One thing Angel is sure of about herself is that she hates the pure demonic evil she occasionally senses 
  and insists that Steve help her find it and destroy it wherever and whenever it occurs. This has led the pair 
  to bust up satanic cults, exorcize demonic possessions, and battle hell-spawned monsters. 
  ANGEL, PL 11
  Str 20 (+5), Dex 20 (+5), Con 20 (+5), Int 20 (+5), Wis 10 (+0), Cha 22 (+6)
  Skills: Acrobatics 10 (+15), Diplomacy 6 (+12), Handle Animal 8 (+14), Knowledge (Arcane Lore) 12 (+17), 
  Knowledge (Theology & Philosophy) 12 (+17), Notice 4 (+9), Perform (singing) 12 (+18), 
  Feats: Ambidexterity, Attractive 2, Diehard, Evasion 2, Fearless, Improved Defense 2, Improved Initiative 2, 
  Interpose, Move-By Action, Stunning Attack
  Powers: Comprehend 6 (languages 2, animals 2, plants 2; Power Feats: Innate), Cosmic Energy Control 
  10 (Power Feats: Affects Insubstantial; Alternate Powers – Dazzle 10 (visual), Healing 10; Innate). Flight 
  12 (Power Feats: Innate), Immunity 10 (aging, life support; Power Feats: Innate), Mind Shield 8 (Power 
  Feats: Innate), Protection 12 (Power Feats: Innate; Extras: Impervious), Super-Movement 1 (air walking; 
  Power Feats: Innate), Super-Senses 6 (Divine Awareness, Demonic Awareness [Extended 3], Danger 
  Sense; Power Feats: Innate)
  Combat: Attack +10, Grapple +15, Damage +10 (blast), Defense +10, Knockback –12, Inititaive +13
  Saves: Toughness +12, Reflex +12, Fortitude +12, Will +8
  Totals: Abilities 52 + Skills 16 (64 Ranks) + Feats 14 + Powers 117 + Combat 40 + Saves 22 = 261 PP
  STEVE BRADLEY, OCCULT P.I.
  x
  
  5
  make his same mistakes and suffer his same fate. He’ll 
  use his insight and knowledge to help a new recruit, 
  a transfer, or any honest cop navigate the pitfalls and 
  deal with the unspoken code of the job. 
  In this respect Steve can serve as something of a 
  mentor. He’s the ex-cop who left the department 
  under circumstances no one wants to discuss. He’s 
  seen it all before and has made all the mistakes 
  himself. Steve would also be very happy to have an 
  ally in the department, some small part of him hopes 
  some new evidence would come to light, something 
  to exonerate him. In exchange for a sympathetic 
  ear on the force, Steve can provide investigative 
  assistance or contacts that won’t talk to cops. 
  Super: Steve knows what it’s like to make the hard 
  decisions, like the decision he made when chose to 
  lose his job instead of becoming a rat. Frankly he 
  envies the anonymity most heroes enjoy, he envies 
  the fact that the authorities and the public cut them 
  some slack because everyone knows no else could do 
  the job superheroes do. As a result Steve would be 
  more than willing to lend a hero a hand on a case. 
  Steve would be willing to run down leads for a 
  hero in the hopes of building some strong contacts 
  in the superhero community. He sees this as his 
  chance to redeem his name and transcend the sordid 
  controversy that ended his career. Steve could even 
  use any newfound contacts to carve out a niche 
  in superhuman crime. Any low-level supervillain 
  who’s actually released on bail is bound to skip out 
  on it, and supervillains are notorious for not paying 
  alimony and child support. 
  OPPOSING
  The following sections will give you some ideas 
  concerning using this character in an opposing role 
  for both the hero’s civilian and masked identities.
  Civilian: Steve does his best to stay on good terms 
  with the department; he needs to be able to work 
  with them on occasion in his cases. However, secretly 
  he harbors a great deal of ill will towards what he 
  considers to be a hopelessly corrupt and broken 
  system. Steve knows about all the rumors, the cover-
  ups, corruption, and graft that have gone on in the 
  department for the last fifty years. He hopes to find 
  himself in a position to use this knowledge against 
  the cops and politicians that drummed him out of 
  the force. 
  If Steve can find a sympathetic ear, whether it is 
  a rookie, a transfer, or even a seasoned cop, he’ll 
  begin slowly painting a picture of a long legacy of 
  corruption in the city’s police force. He’ll present 
  rumor and supposition as fact, offering himself as 
  a unique authority on the subject and blaming his 
  dismissal not on bad luck but on a greater conspiracy. 
  In short, Steve will attempt to recruit an agent to help 
  him undermine the force from within. 
  Super: Steve was crucified for keeping his mouth 
  shut; he lost his career, lost his friends, and now 
  feels alienated from his own family. All that over 
  some missing drug money; dirty money that wasn’t 
  going to do anyone any good sitting in some lockup. 
  Meanwhile, 
  superheroes 
  fly 
  around 
  overhead 
  unconcerned with legal details, free of departmental 
  politics. It’s not fair; they get a free ride all the way 
  down the line. 
  Now that Steve is on his own, allowed to operate as 
  he sees fit, he’ll do what he can to stick it to the guys 
  in the tights. There’s bound to be civilian victims from 
  superhero slugfests, people who could in some way 
  benefit from those heroes being sued or brought 
  to justice. These victims may even be willing to pay 
  Steve’s fee, employ him to serve papers on the hero, 
  or even try to unmask him.  
  STEVE BRADLEY, PL 4
  Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 16 (+3), 
  Wis 16 (+3), Cha 14 (+2)
  Skills: Bluff 8 (+10), Computer 4 (+7), Diplomacy 
  4 (+6), Disable Device 8 (+9), Drive 4 (+6), Gather 
  Information 6 (+8), Intimidate 6 (+8), Investigate 
  8 (+10), Knowledge (Behavioral Sciences) 6 
  (+8), Knowledge (Civics) 6 (+8), Knowledge 
  (Streetwise) 6 (+8), Notice 6 (+9), Profession 
  (private investigator) 6 (+9), Search 6 (+8), Sense 
  Motive 8 (+11), Stealth 4 (+6)
  Feats: Contacts, Defensive Roll 3, Dodge Focus 4, 
  Equipment 3, Precise Shot, Taunt
  Equipment: Camera, Cell Phone, Laptop, Video 
  Camera, Lock Release Gun, Binoculars, Parabolic 
  Microphone, Flashlight, Light Pistol
  Combat: Attack +4, Grapple +6, Damage +2 
  (unarmed), +3 (pistol), Defense +4, Knockback 
  –2, Initiative +2 
  Saves: Toughness +4, Fortitude +5, Reflex +5, Will 
  +6
  Totals: Abilities 26 + Skills 24 (96 ranks) + Feats 13 
  + Powers 0 + Combat 8 + Saves 9 = 80 PP
  
  6
  TERRY McCOY, 
  GSWAT COMMANDER
  Terry McCoy was a cop in one of the worst sections 
  of the Santa Obscura slums when a routine call for 
  domestic violence ended in one of the most violent 
  shootouts in the city’s history. Several people died, 
  including one police officer, and Terry was critically 
  wounded by a shotgun blast that necessitated the 
  amputation of his right arm. 
  Terry survived and endured long months of 
  rehabilitation before attempting to return to work. 
  He had refused the early pension and disability the 
  department offered in favor of a desk job or teaching 
  position at the academy. Terry tried a few jobs 
  within the department and at its periphery but was 
  ultimately dissatisfied and was becoming depressed 
  and despondent when he was presented with a 
  strange opportunity.  
  Police officials from a nearby city approached Terry 
  about a possible position within their department. 
  They wanted Terry to head a new program known 
  as GSWAT. The Gadgets, Super Weapons and 
  Advance Technology program took advantage of 
  new legislation in the city that allowed police to 
  make use of weapons and other items confiscated 
  from supervillains. Officers in the program would be 
  trained by contractors from Advent Labs in the use of 
  these items. Once equipped and trained, the GSWAT 
  team could be deployed to face a superhuman threat 
  head on. Depending on the scope of powers granted 
  by the confiscated materials, GSWAT could even be 
  tapped to assist in criminal investigations. 
  The officers in charge of the program wanted Terry 
  for two reasons. First, he was a decorated officer with 
  an unimpeachable record and reputation. Second, he 
  was missing an arm, and the most powerful of the 
  confiscated items in the City’s lockup required the 
  wielder to be missing a right arm. 
  Terry received SWAT and paramilitary training, and 
  worked with Advent Labs through something akin to 
  physical rehabilitation as he learned to use his gadget, 
  The Clockwork Arm. After mastering the gadget, Terry 
  spent several months headhunting the remainder of 
  the GSWAT team from all over the country and from 
  a variety of law enforcement fields. Once trained, 
  the team was ready to face any superhuman or 
  extranormal threat that faced the city. 
  SUPPORTING
  The following sections will give you some ideas 
  concerning using this character in a supporting role 
  for both the hero’s civilian and masked identities. 
  Civilian: Terry doesn’t honestly know what would have 
  become of him if didn’t receive this second chance at 
  a law enforcement career. As a result Terry attacks his 
  job with enthusiasm and loves the atmosphere of the 
  TERRY McCOY, PL 5
  Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 12 (+1), 
  Wis 14 (+2), Cha 14 (+2)
  Skills: Computers 4 (+5), Disable Device 6 
  (+7), Drive 8 (+10), Gather Information 4 (+6), 
  Intimidate 4 (+6), Investigate 4 (+5), Knowledge 
  (Behavioral Sciences) 4 (+5), Knowledge (Civics) 
  4 (+5), Knowledge (Streetwise) 4 (+5), Notice 
  4 (+6), Profession (cop) 8 (+10), Search 4 (+5), 
  Sense Motive 4 (+6), Stealth 6 (+8)
  Feats: Benefit (police authority), Defensive Attack, 
  Defensive Roll 1, Equipment 16, Improved Aim, 
  Improved Initiative, Precise Shot, Move-By 
  Action, Teamwork
  Equipment: Cell Phone, Handcuffs, Flashlight, 
  Pepper Spray, Light Pistol, Assault Rifle, Flash-
  bang Grenade, Tear Gas Grenade, Tactical Vest
  Combat: Attack +5, Grapple +7, Damage +2 
  (unarmed), +5 (assault rifle), Defense +5, 
  Knockback –2, Initiative +6 
  Saves: Toughness +5, Fortitude +6, Reflex +6, Will 
  +5
  Totals: Abilities 20 + Skills 17 (68 ranks) + Feats 23 
  + Powers 0 + Combat 20 + Saves 12 = 92 PP
  Confiscated from the laboratory of a repeat 
  offender mad scientist known as The Watchmaker, 
  the Clockwork Arm is a powerful example of the 
  man’s quantum mechanical creations. The arm 
  was designed to be part of a set with another arm 
  and two legs. These creations were to be worn by 
  a quadruple amputee who would serve as The 
  Watchmaker’s henchman. Those plans came to 
  an abrupt end when the mad scientist was caught 
  and arrested for stealing supplies from several 
  local technology firms. 
  Device 10 (The Clockwork Arm; hard to lose; 
  Electrical Control 10 (Extras: Area – Explosion), 
  Enhanced Skill 2 [Disable Device 8], Shield 6, 
  Strike 10 [Power Feats: Extended]) 
  Cost: 40 PP
  THE CLOCKWORK ARM
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  7
  Precinct. He makes a point of meeting and getting to 
  know new recruits at the Precinct. He’s always looking 
  to headhunt likely candidates for his team and is 
  excited to find anyone who might be suited for the 
  particular demands of GSWAT.
  No one can predict when GSWAT might be called 
  into action and Terry likes to be prepared. To this 
  end he tries to work as closely as possible with other 
  cops and detectives so that when GSWAT is deployed 
  they can pick up the slack from their fellow officers as 
  seamlessly as possible. 
   
  Super: Terry sees costumed crimefighters as natural 
  allies for the new GSWAT program. His time on patrol 
  taught him you need to get to know the community 
  you’re policing and that applies to the superhuman 
  community as well. Terry will do what he can to 
  befriend and work with the local superheroes. He may 
  even apply the methods he learned from dealing with 
  Santa Obscura’s gangs to the city’s superheroes and 
  supervillains; look for existing rivalries, map out turf 
  in both literal and figurative senses, and the times of 
  the day and places these heroes and villains are likely 
  to encounter each other. While these methods aren’t 
  strictly applicable, he’ll work this way until he gets 
  a better idea of any trends that might exist in these 
  superhuman battles. 
  OPPOSING
  The following sections will give you some ideas 
  concerning using this character in an opposing role 
  for both the hero’s civilian and masked identities.
  Civilian: Terry considers GSWAT to be the next logical 
  progression in law enforcement. He feels all cops 
  should have access to technology and equipment 
  that would put them on even footing with the 
  superhumans they have to police. But until things 
  change, he will think of normal cops as a serious step 
  below GSWAT. While forced to work with other cops 
  and departments, Terry tries to limit their involvement 
  once GSWAT is on the scene and will try to take over 
  any superhuman case he gets involved in. 
  Super: Terry believes the only thing separating 
  humans from either heroes or villains is some gadget 
  If you plan on introducing the GSWAT concept into an existing campaign you can use Terry McCoy’s 
  background as an outline. Depending upon how far you want to take it you can even introduce Terry 
  before the fateful shootout, follow his recovery and struggle to find a new purpose in life. The heroes 
  could also be responsible for catching The Watchmaker and handing his creations over to the authorities. 
  It wouldn’t be until much later that the heroes, while battling a supervillain threat, would witness the first 
  deployment of the GSWAT team. 
  Another alternative for using this concept is starting a GSWAT campaign. Such a campaign would 
  ideally combine both the tropes of crime drama, police procedurals, and superhero comics. A template 
  is provided below for help in developing a GSWAT campaign or for introducing GSWAT characters into 
  an existing campaign. Beyond the template the real thing that is going to distinguish the characters in a 
  GSWAT campaign is the item or items she is equipped with. The details of the items and the backgrounds 
  of the criminals they were confiscated from are best left to the player and the GM, but that is, after all, 
  the fun part. While ideas for adventures in a GSWAT campaign could be gleaned from the plots of the 
  dozens of police dramas on television, provided you find a way to skew them with an influx of four-color 
  weirdness or superhuman menaces.
  GSWAT Training, Template
  The following template assumes the character already has skills, feats, and equipment to reflect his role 
  as a police officer, such as those given in the Heroic Cop or Heroic Detective template below. Alternatively 
  this can applied to the SWAT Officer or Police Officer stats in the M&M System rulebook to create a GSWAT 
  NPC. 
  Skills: Disable Device 4, Stealth 4
  Feats: Defensive Attack, Equipment 12, Improved Aim, Improved Initiative, Move-By Action
  Equipment: Light Pistol, Assault Rifle, Flash-bang Grenade, Tear Gas Grenade, Tactical Vest
  Cost: 18 PP
  GSWAT IN YOUR CAMPAIGN
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  8
  or serum. He wants to see superhumans regulated. He 
  would like to see steps taken to stop the proliferation 
  of superhumans and is more than happy to use 
  maximum force against people he considers to be 
  living weapons – people who have no place in society 
  if they are left unregulated. 
  JEFF ROMERO, K-9 OFFICER
  There are dog people and there are cat people, and Jeff 
  Romero is definitely a dog person. Growing up on his 
  parent’s ranch his only friend was his Irish Wolfhound, 
  Maxie. His upbringing gave him an affinity for all 
  animals and he has always taken to heart his father’s 
  oft-repeated cliché of a dog being “man’s best friend”. 
  Jeff truly believes that. After all, his best friends have 
  always been trusty canine companions. 
  After Jeff’s mother became a breeder, providing 
  dogs for use by K-9 officers, Jeff’s plans for a career 
  post-college cemented themselves. Jeff went through 
  all the necessary schooling and showed that he could 
  be a very competent police officer and an excellent 
  dog handler and trainer. 
  When Jeff began his search for a K-9 partner he 
  found an ideal dog from an unlikely source. One 
  of Jeff’s cousins had recently disappeared under 
  mysterious circumstances and was presumed dead. 
  Jeff’s mother had taken in his cousin’s dog, Sirius, until 
  a permanent home could be found for him. Sirius 
  had suffered some bad injuries, presumably from 
  whatever fate befell his master, and Jeff’s mother 
  did her best to make the dog comfortable but didn’t 
  expect it to make a full recovery. However, Sirius not 
  only recovered from his wounds but also returned to 
  full health and quickly demonstrated that he was an 
  exceptionally strong, hardy and well-trained animal. 
  Jeff decided to train Sirius further and take him on as 
  his K-9 partner, not only because the dog was suited 
  for the job, but also to honor his cousin’s memory. 
  Since then, the two have made an excellent team 
  and have distinguished themselves amongst the K-9 
  officers working in the city. 
  SUPPORTING
  The following sections will give you some ideas 
  concerning using this character in a supporting role 
  for both the hero’s civilian and masked identities.
  Civilian: Jeff’s fellow officers have come to rely on 
  him anytime they need a drug-sniffing dog, to track 
  a suspect, or any other K-9 support. Jeff is more than 
  happy to oblige too, he’s eager to show what Sirius 
  can do. Jeff can be a good resource for the heroic cop. 
  He’s reliable and the hero can depend upon Jeff and 
  Sirius to provide support that, even in this day and 
  age, only a dog can. 
  Super: Jeff has always liked superheroes, ever since he 
  was a kid. He would jump at the chance to work with 
  a hero on a case and, when he’s honest, seeS himself 
  and Sirius as heroes too. As part of his duties he visits 
  elementary schools where he gives demonstrations 
  and answers questions and it only reinforces that 
  self-image. 
  OPPOSING
  The following sections will give you some ideas 
  concerning using this character in an opposing role 
  for both the hero’s civilian and masked identities.
  Civilian: Jeff deals with animals just fine, but people 
  not so much. When dealing with the heroic cop, Jeff 
  will be detached and somewhat uncommunicative, 
  preferring to interact only with his dog, Sirius. This 
  can cause some problems since clear communication 
  can be so important. Jeff may even try to grab some 
  of the glory, assume he and his K-9 partner can 
  overcome any odds, and charge into a dangerous 
  situation. 
  JEFF ROMERO, PL 3
  Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 14 (+2), 
  Wis 14 (+2), Cha 10 (+0)
  Skills: Computers 4 (+6), Drive 4 (+5), Gather 
  Information 4 (+4), Handle Animal 8 (+8), 
  Investigate 4 (+4), Knowledge (Behavioral 
  Sciences) 4 (+6), Knowledge (Civics) 4 (+6), 
  Knowledge (Streetwise) 4 (+6), Notice 4 (+6), 
  Profession (cop) 4 (+6), Search 4 (+6), Sense 
  Motive 4 (+6)
  Feats: Animal Empathy, Benefit (police authority), 
  Equipment 9, Improved Initiative, Precise Shot, 
  Teamwork
  Equipment: Cell Phone, Handcuffs, Flashlight, 
  Pepper 
  Spray, Tonfa, 
  Light 
  Pistol, Taser, 
  Undercover Vest
  Combat: Attack +3, Grapple +4, Damage +1 
  (unarmed), +3 (pistol), Defense +3, Knockback 
  –1, Initiative +5 
  Saves: Toughness +3, Fortitude +3, Reflex +3, Will 
  +4
  Totals: Abilities 14 + Skills 13 (52 ranks) + Feats 14 
  + Powers 0 + Combat 12 + Saves 6 = 59 PP
  
  9
  Super: Superheroes are not unlike rock stars or 
  famous actors in Jeff’s mind; they’re larger than 
  life and project a kind of charisma that Jeff is 
  uncomfortable with. Since Jeff is so detached from 
  normal social contact there wouldn’t be much cause 
  for him to take any kind of action against a superhero. 
  That being said though, since he objectifies them 
  the same way he would a movie star, he doesn’t take 
  into account their feelings and doesn’t place himself 
  in their shoes. He has no problem commenting 
  candidly on a superhero’s activities to the media or 
  acquaintances, and could become the source of a 
  leak if the hero is working closely with the Precinct. 
  BETH ORTIZ, CRIME SCENE 
  INVESTIGATOR 
  Beth grew up in a family of lawyers and, for a while, 
  it seemed inevitable that she would follow the same 
  career path. However, the only thing she found 
  interesting about the legal process was how science 
  had come to the forefront during the time she was 
  growing up. She saw how DNA and other previously 
  undetectable physical evidence suddenly became 
  the crux of most criminal cases. Her parents used DNA 
  to exonerate the unjustly convicted and convict those 
  who had previously escaped justice. 
  Beth excelled in science throughout her early years 
  in school and when it came time to pursue a higher 
  education she temporarily succumbed to pressure 
  from her parents and enrolled in Law School. She 
  dropped out after one year and landed a college 
  scholarship so she could pursue the career she 
  wanted, free from the stipulations her parents would 
  Jeff had no idea that his cousin was secretly the superhero known as Kid Orion, or that Sirius was his 
  superpowered crimefighting partner. While Kid Orion disappeared during a case, and is presumed dead, 
  Sirius survived and, following his instincts, returned home where concerned relatives found him and 
  brought him to Jeff Romero’s mother. 
  Sirius’ recovered from his injuries and, while confused about the absence of his master, made the best 
  of his situation and became quite fond of Jeff and his mother whom he recognized as members of Kid 
  Orion’s family. 
  Sirius now considers Jeff his master but still remembers the training his original owner gave him, the 
  training that dictated that he should only use his powers when others aren’t looking unless he’s wearing 
  that little coat and cape Kid Orion had made for him. He’s managed to pull Jeff out of some bad scrapes 
  using his powers but so far no one’s the wiser. Jeff’s chalks it up to luck and animal instinct, but is starting 
  to wonder himself if his K-9 partner might live some kind of charmed life. 
  Sirius, PL 8
  Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)
  Skills: Notice 10 (+11), Survival 6 (+7), Swim 4 (+8)
  Feats: Diehard, Dodge Focus 10, Elusive Target, Improved Disarm, Improved Grab, Improved Initiative 2, 
  Interpose, Move-by Action
  Powers: Immunity 2 (aging, disease), Leaping 2, Protection 4, Strike 6 (bite), Super-Senses 4 (danger 
  sense, scent, tracking, ultra-hearing), Super-Speed 2 (Power Feats: Rapid Attack)
  Combat: Attack +10, Grapple +14, Damage +6 (bite), Defense +10, Knockback –4, Initiative +20 
  Saves: Toughness +8, Fortitude +8, Reflex +12, Will +6
  Totals: Abilities 16 + Skills 5 (20 ranks + Feats 18 + Powers 31 + Combat 20 + Saves 17 = 107 PP
  SIRIUS, THE ALL-STAR DOG
  x
  BETH ORTIZ, PL 3
  Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 16 (+3), 
  Wis 14 (+2), Cha 16 (+3)
  Skills: Computer 6 (+9), Concentration 4 (+6), 
  Investigate 6 (+9), Knowledge (Life Sciences) 
  6 (+9), Knowledge (Physical Sciences) 6 (+9), 
  Knowledge (Technology) 6 (+9), Medicine 4 (+6), 
  Notice 4 (+6), Profession (CSI) 6 (+8), Search 4 
  (+7)
  Feats: Benefit (police authority)
  Combat: Attack +2, Grapple +2, Damage +0 
  (unarmed), Defense +2, Knockback –0, Initiative 
  +1 
  Saves: Toughness +0, Fortitude +3, Reflex +3, Will 
  +3
  Totals: Abilities 18 + Skills 13 (52 ranks) + Feats 1 + 
  Powers 0 + Combat 8 + Saves 6 = 46 PP
  
  10
  place on the money they gave her. 
  Her natural aptitudes allowed her to excel in her 
  studies and, after a lot of hard work and a little 
  luck, Beth arrived at her chosen profession, a Crime 
  Scene Investigator in the city. While her controlling 
  parents still resent her choices, they’ve come to 
  some understanding and now share a pleasant, if 
  sometimes prickly, relationship with their daughter. 
  Beth has proven herself to be an excellent CSI. She’s 
  superb at the practical part of her job, the evidence 
  collection and various scientific applications, but she 
  also has strong instincts, is capable of lateral thinking, 
  and has a good grasp of the criminal mind thanks to 
  the environment she was raised in. 
  SUPPORTING
  The following sections will give you some ideas 
  concerning using this character in a supporting role 
  for both the hero’s civilian and masked identities.
  Civilian: Despite her fascination with the scientific 
  side of police work and the new importance of DNA 
  evidence, Beth believes science must operate hand-
  in-hand with traditional police work. She has a great 
  deal of respect for the men and women who go out on 
  the streets, shake down informants, and interrogate 
  suspects. It’s something she knows she could never 
  do. As a result, Beth always does her best to work with 
  detectives and police officers. She can be of great 
  help to the heroic cop if he pays her and her work the 
  proper amount of respect. She will not only try and 
  process evidence as quickly as possible for him, but 
  also take the time to explain and demystify her work 
  as much as is required. 
  Super: Beth is fascinated by science and is equally 
  fascinated by the science, or seeming lack of science, 
  behind superhumans and their abilities. She would 
  be thrilled by any contact with a superhero and 
  probably be enamored with the hero. Beth can bend 
  the rules in her lab for a hero, processing evidence for 
  them as long as she can be assured it will ultimately 
  lead to an arrest. She doesn’t approve of out-and-out 
  vigilantism. 
  OPPOSING
  The following sections will give you some ideas 
  concerning using this character in an opposing role 
  for both the hero’s civilian and masked identities.
  Civilian: Beth places total importance on physical 
  evidence and has little to no faith in traditional police 
  work. She will meddle with interviews and criticize 
  the investigating officers if it looks like they might be 
  bulldogging a suspect. Beth expects the evidence to 
  speak for itself and will be very quick to question the 
  methods of the heroic cop. 
  Super: Beth doesn’t think superheroes do any real 
  detective work or solve any real crimes. She thinks the 
  world would be better off if superhumans just joined 
  the military or became security guards. If the world 
  were free of supervillains what would superheroes 
  have to do anyway? If contacted by a superhero 
  Beth would either be openly contemptuous or might 
  entrap the hero and try and charge him or her with 
  Obstruction of Justice. Unlike some cops who might 
  turn a blind eye, Beth will process any evidence left 
  behind by a hero at a crime scene in some kind of 
  passive-aggressive attempt to unmask the hero. 
  Beth has an unusual ability that she didn’t fully 
  understand until she began her work as a CSI. She 
  can mentally tap into the brain of a dead person 
  and experience that person’s last minute of 
  conscious memory. Since this is usually the point 
  where the person expired or suffered the damage 
  that would result in their eventual death, it is 
  an extremely traumatic memory to experience. 
  She’s kept this ability to herself; afraid of both the 
  demands that might be placed on her if she were 
  to be believed and the damage it could do to her 
  career and reputation if she were not believed. 
  Beth takes her job very seriously; she considers 
  her talents and her power to be gifts that she 
  has a responsibility to use. However, due to the 
  toll her power takes on her, she only uses it as a 
  last resort. She will exhaust all scientific avenues 
  before reliving the victim’s last moments. Even if 
  the victim’s memories could identify the killer, she 
  would still need to find physical evidence to bring 
  the killer to justice. When she’s used her power in 
  the past it has given her that little nudge, that clue 
  that has led her in the right direction to find the 
  physical evidence she’s needed.  
  Powers: Mind Reading 10 (Extras: Sensory Link; 
  Flaws: Only Usable On The Dead, Can Only Be 
  Used To Experience The Last Minute Of Dead 
  Person’s Conscious Memory).
  Cost: 5 PP
  BETH ORTIZ, NECROPATH
  x
  
  11
  OTHER STAFF
  Other members of the Precinct can be developed as 
  needed. Below are some brief descriptions of other 
  staff members. 
  George Lugo, Beat Cop: George is a little self-
  deprecating; he pokes fun at himself for his slight 
  paunch that is the result of his love of donuts. He 
  realizes he might be a walking, talking cliché, but also 
  knows he’s a damn good cop. He’s taken the time to 
  meet everyone in the neighborhood he patrols, and is 
  a calming influence when tempers flare and domestic 
  disputes occur. 
  Sgt. Florence Yen, Detective: Flo, as she’s known 
  around the Precinct, is one of the most methodical and 
  experienced detectives on the force. She subscribes 
  to the precepts of old-fashioned detective work. She 
  interviews, interrogates, chases leads and tips, and 
  anything else that might involve going out into the 
  community and asking questions. She lets the CSIs do 
  their job and sees that side of it as just another tool to 
  be used, but finds that most of her arrests are made 
  Heroic Cop, Template
  You can use this template to make your hero a police officer in Precinct 21. This template can be applied 
  to a new hero who has being a cop as part of his established background or you can purchase this as a 
  package when your character starts a new career in law enforcement (provided it doesn’t exceed caps on 
  skills already possessed).
  Skills: Computers 4, Drive 8, Gather Information 4, Intimidate 4, Investigate 4, Knowledge (Behavioral 
  Sciences) 4, Knowledge (Civics) 4, Knowledge (Streetwise) 4, Notice 4, Profession (cop) 8, Search 4, Sense 
  Motive 4
  Feats: Benefit (police authority), Equipment 9, Improved Initiative, Precise Shot, Teamwork
  Equipment: Cell Phone, Handcuffs, Flashlight, Pepper Spray, Tonfa, Light Pistol, Taser, Undercover Vest 
  Cost: 27 PP
  Heroic Detective, Template
  You can use this template to make your hero a police detective in Precinct 21. This template can be applied 
  to a new hero who has being a detective as part of his established background or you can purchase this 
  as a package when your character starts a new career in law enforcement (provided it doesn’t exceed caps 
  on skills already possessed).
  Skills: Computers 4, Drive 6, Gather Information 8, Intimidate 4, Investigate 8, Knowledge (Behavioral 
  Sciences) 8, Knowledge (Civics) 6, Knowledge (Streetwise) 4, Notice 8, Profession (cop) 8, Search 4, Sense 
  Motive 8
  Feats: Benefit (police authority), Contacts, Equipment 3 
  Equipment: Cell Phone, Laptop, Handcuffs, Flashlight, Light Pistol, Undercover Vest
  Cost: 24 PP
  HEROIC POLICE TEMPLATES
  x
  after a lot of phone calls and interviews.
  ADVENTURE HOOKS
  Superheroes and cops are essentially in the same line 
  of work, just operating on different scales. Having a 
  hero work in law enforcement can both complicate 
  his career as a hero and benefit it. The hero’s exposure 
  to threats to the city and criminal acts provides 
  instant hooks for superheroic adventures while the 
  demands of the job can place the hero in situations 
  that aren’t as clear-cut as saving the world. Below are 
  more specific ideas for using Precinct 21 and its staff 
  as a jumping off point for adventures: 
  Assault on Precinct 21: We had to didn’t we? The 
  Precinct just collared a dangerous metahuman 
  gang leader and tossed him in one of the reinforced 
  holding cells to await processing and transfer to a 
  suitable facility. The remaining metahuman gang 
  members gather, suppress what little good judgment 
  they have with drugs, and proceed to lay siege to 
  Precinct 21. One group of gang members block 
  the streets with hijacked and stolen cars, use their 
  
  12
  metahuman strength to topple trees, lampposts, 
  and traffic lights, and set fires in nearby buildings to 
  delay the involvement of any other police precincts. 
  Meanwhile, the second group of gang members 
  begins looking for ways to break into the building 
  and then into the holding cells to free their leader. 
  The Bestiary: A GSWAT recruit has been equipped and 
  trained with the Bestiary of Wroth-Ka – a mystically 
  imbued tome that allows the user to create paper-
  thin replicas of mythic beasts from the book’s pages. 
  What neither the recruit nor GSWAT’s paranormal 
  advisors know is that the Bestiary also contains the 
  spirit of a long-dead sorcerer, whose skin was used by 
  his disloyal acolytes to make the book’s pages. Slowly 
  the sorcerer will begin to exert his influence over the 
  young recruit in an attempt to return to the land of 
  the living.
  Strange things will begin happening as flesh-and-
  blood mythical creatures will begin appearing in the 
  city. When fought and defeated, a shell, like sloughed 
  off skin, will fall away from the beast to reveal the 
  formerly possessed, normal animal underneath. 
  These incidents are the result of the sorcerer testing 
  the boundaries between the magical confines of the 
  book and reality, all while the unsuspecting recruit 
  sleeps. Eventually the sorcerer will find the key to 
  entering our world himself and assume control of the 
  recruit’s body, wrapping it in a shell made from the 
  pages of the bestiary. Reincarnated, the sorcerer will 
  have the full powers of the bestiary (raise the rank of 
  Summon Minion to 10 and his own magical abilities 
  (you can use the Corrupt Sorcerer from the M&M 
  System rulebook). 
  Bestiary of Wroth-Ka: Device 2 (easy to lose; 
  Summon Minion 5 [Power Feats: Progression 2]). 
  Apply the following template to Rank 4 Minions 
  summoned by the book. Two-Dimensional, Tem-
  plate: Two-Dimensional Form 2 (Concealment 
  2 [visual; Limited – One Side Only], Insubstantial 
  1).
  Cost: 6 PP
  Escort Mission: A dangerous and connected 
  supervillain has agreed to turn state’s evidence against 
  a powerful criminal organization. The heroic cop can 
  be charged with escorting the prisoner to stand trial 
  and her superheroic teammates could be tasked with 
  lending a hand. They’ll have to endure attacks from 
  various hitmen and mercenary supervillains in their 
  efforts to get their charge to trial.
  External Corruption: A powerful mind-controlling 
  villain is taking control of police officers and forcing 
  them to liberate seized evidence (money, drugs, etc.). 
  These cops black out during these episodes and have 
  no recollection of the event when they recover. When 
  the hero suffers the same fate, she must team up with 
  the other disgraced officers to track down the real 
  culprit. 
  The Harpy’s Husband: The hero, in either his 
  costumed or civilian identity, discovers the hideout 
  of the supercriminal known as The Hellacious Harpy. 
  While The Harpy, who’s wanted for several recent 
  robberies, is nowhere to be found, the hero does 
  find her husband and accomplice, an unpowered 
  normal, dead from mysterious causes. Despite no 
  signs of trauma, the couple’s turbulent history leads 
  investigators to believe it may be the result of foul 
  play. 
  The body is transferred to the Precinct’s morgue 
  where an autopsy is performed. It is discovered, 
  much too late, that the man died from exposure to 
  the same exotic energies that gave The Harpy her 
  powers. The body is coursing with these energies 
  and anyone who spent any significant amount of 
  time near it, such as the medical examiner and CSIs 
  who gathered evidence, will suffer the same fate in 
  twenty-four hours. 
  After a quick consultation between the Center for 
  Disease Control and Advent Labs it is determined 
  that the only possible treatment would require a 
  serum made from the Harpy’s blood. The hero will 
  have a very short time to track down and apprehend 
  The Harpy. She’s already distraught over the death of 
  her husband and the volatile flare up of her powers 
  that caused his death is wreaking havoc with her own 
  physiology.
  Interdepartmental Cooperation: A trio of “Social 
  Welfare Agents” appears in a flash of blue light in the 
  center of the police station. Consisting of two women 
  and one man, they are dressed in spotless purple 
  uniforms and equipped with “chronal interdiction 
  devices”. That’s right, they’re time-traveling cops from 
  the future. They’ve come to the present to liaison 
  with local law enforcement in an effort to track and 
  apprehend a fugitive from their time who’s guilty of 
  timecrime among other offenses. 
  There are a few directions you can take this hook. 
  These future cops could be after a genuine bad guy, 
  someone who’s going to use his knowledge of history 
  to manipulate current events and do serious damage 
  
  13
  to the timeline. Or, he’s a refugee from a totalitarian 
  future where his original crime was possessing one 
  piece of serious contraband – such as a Holy Bible, or 
  any book for that matter. 
  In either case, these future cops or the fugitive could 
  be aware of the hero’s secret identity, which would be 
  a matter of public record in their time.
  A Lively Night at the Morgue: Responding to a call 
  of a suspicious person at a local cemetery, a patrol 
  car from the Precinct discovers a terribly thin, dour-
  looking man in a black suit and top hat that introduces 
  himself as The Mortician. The responding offi  cers fi nd 
  that the trunk of “The Mortician’s” vintage Cadillac 
  is fi lled with human remains, no more than 
  bones, all of which have been stolen from 
  this and other nearby cemeteries. 
  “The Mortician”, real name Milton 
  Wasserman, 
  is 
  locked 
  in the Precinct’s jail 
  a w a i t i n g 
  t r a n s f e r . 
  Henrietta Adams was a lab assistant to an unscrupulous scientist who was developing a bomb for a 
  terrorist group. While a simple dirty bomb would have fi t the bill, the scientist’s hubris led him to build 
  something that employed untested applications of what were largely theoretical energies. 
  The experiments went awry and the scientist was killed by his own discoveries, while Henrietta was 
  ravaged by these untested energies. When she awoke she found herself altered. Henrietta was gone 
  and what stood in her place was a seething powerhouse of irradiated hate that could only be called The 
  Hellacious Harpy!
  The Harpy left the lab, returned to her henpecked husband and the two eventually embarked on a cross-
  country crime spree. They moved from city to city, knocking over everything from liquor stores to banks, 
  laying low between crimes and spending the rest of the time fantasizing that they were living up to a 
  romanticized ideal of Bonnie and Clyde. 
  The Harpy’s Strike power is something new to the character. Her powers are mutating and she’s releasing 
  some of the destructive energies that gave her powers in the fi rst place. 
  The Hellacious Harpy, PL 11
  Str 36/18 (+13), Dex 10 (+0), Con 34/18 (+12), Int 16 (+3), Wis 10 (+0), Cha 10 (+0)
  Skills: Intimidate 8 (+8), Knowledge (Physical Sciences) 6 (+9), Knowledge (Technology) 6 (+9), Notice 4 
  (+4)
  Feats: Chokehold, Fast Overrun, Power Attack, Rage 2
  Powers: Dazzle 10 (sonic shriek, auditory), Enhanced Constitution 16, Enhanced Strength 18, 
  Immunity 4 (disease, poison, cold, heat), Leaping 4, Impervious Toughness 12, Strike 10 (Powers 
  Feats: Subtle; Extras: Aura, Disease)
  Combat: Attack +8, Grapple +20, Damage +13 (unarmed), Defense +8, Knockback –12, Initiative +0 
  Saves: Toughness +12, Fortitude +12, Refl ex +6, Will +6
  Totals: Abilities 22 + Skills 6 (24 ranks) + Feats 5 + Powers 95 + Combat 32 + Saves 12 = 172 PP
  THE HELLACIOUS HARPY
  x
  
  14
  Well it turns out Wasserman actually has superpowers 
  – he can sense and animate dead tissue. He reaches 
  out with his mind and seizes control of the bodies 
  in the morgue, victims of a recent gang shootout. 
  The animated bodies take the morgue staff hostage 
  and begin stalking the halls of the Precincts while 
  Wasserman hands down ominous and dramatic 
  statements about what is about to befall the station 
  that night. 
  My First CI: The heroic cop gets his first criminal 
  informant, a low-level supervillain. Perhaps someone 
  he’s fought in his costumed identity. Does he turn a 
  blind eye to his informant crimes to serve the greater 
  good? And what will he do if forced to confront his CI 
  in his costumed identity?
  SUPPORTING CAST: 
  PRECINCT 21
  Requires the Mutants & Masterminds RPG by 
  Green Ronin Publishing For Use.
  Writing, Layout & Some Colors: Michael Todd
  Mutants & Masterminds, M&M Superlink, the M&M Su-
  perlink logo, and Green Ronin are trademarks of Green 
  Ronin Publishing and are used with permission.
  Designation of Open Game Content: All stat blocks, 
  and templates.
  Designation of Product Identity: The entire text, all 
  artwork, images, Infinite Universe, and origin-in-a-box 
  with the exception of the open content designated 
  above.  
  Supporting Cast: Precinct 21 is TM and © 2008 Michael 
  Todd. Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material. 
  Some artwork used from the Image Portfolio series and 
  Skortched Urf’ Studios Sketchbooks series.
  Big Finger Games, the Big Finger Games logo are trade-
  marks owned by Michael Todd. All Right Reserved. This 
  document is a work of fiction. Any similarity to actual 
  people, organizations, places, or events is purely coin-
  cidental.
  OPEN GAME LICENSE Version 1.0a 
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  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 automatically if You fail to comply with all terms herein 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 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by Dave Arneson and E. Gary Gygax.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and 
  JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author: Steve Kenson.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams. 
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, 
  Jeff Mackinstosh, Jesse Scoble.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. 
  Adepts of the Arcane Copyright 2006, Michael Todd; Authors: John Polojac, David Solon Phillips, Jeremy Forbing, 
  and Johnathan Wright. 
  Lords of Lightning Copyright 2008, David Solon Phillips; Authors: David Solon Phillips, Jim Mason, and Johnathan 
  Wright.
  Supporting Cast: The Daily Standard Copyright 2008, Michael Todd; Author: Michael Todd. Published by Big Finger 
  Games
  Supporting Cast: Precinct 21 Copyright 2008, Michael Todd; Author: Michael Todd. Published by Big Finger Games.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/2nd Edition/Big Finger Games - Supporting Cast - Precinct 21.pdf