TEXT: VIGILANCE PRESS COMICS GROUP 
  ' -1nY't.~ 
  .00 #1 
  
  WORLD m[TnUUmnn rA[YDOOK 
  Credits 
  Written by: Charles Rice 
  Art by: Dan Houser 
  Layoufby: Dan Houser 
  Playtesting by: Paula Rice, Corey Hodges, Edward Lennon 
  © 2010-2011 Vigilance Press 
  Compatibility with ICONS requires ICONS Superpowered Roleplaying from Adamant 
  Enterlainment. See http:/,/www.adamantentertamment.com for more information on 
  ICONS Superpowered Roleplaying. Adamant Entertain~ent does not guarantee compatibil-
  Ity, ana does not endorse thIS product. 
  ICONS Superpowered Rolelliayingjs a trademark of Steve Kenson, published exclusively by 
  Adamant Entertainment.The ICUNS Superpowered Rokplay'ing Compatibility Logo is a 
  trademark of Adamant Entertainment and is used unGer thelCONS Superpowered 
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  mformatIOn on the compatIbIhty hcense. 
  
  WORLD m[TnUUmnn rA[YDOOK 
  InlIlODU[IIOn 
  Welcome, ladies and gentlemen, to the first installment of the World Metahuman Factbook (WMFJ, a 
  product of the World Metahuman Forum, the research arm of USHER. At the request of the Presiaent of the 
  United States, the group I represent has been tasked with providing a complete, scientific, survey of the 
  world metahuman community. 
  Though metahumans have been around for millennia, they were always treated as mythological figures. 
  During the middle of the 20th century, auring the period of the world wars, governments around' the world 
  began recruiting teams of national heroes, gIVen the full support of their host nations. 
  World War I saw the first military use of meta humans, though the public was not made aware of 
  metahuman soldiers until World War 1£ when all sides used them In tandem with their propaganda 
  campaigns. Also, for close to a century, the power of the average metahuman seems to have been growing. 
  Are we to become a world of sup,erior beings, where a child without metahuman abilities is looked on like 
  a developmentallx disabled child of toaay? And will this transition happen peacefully 
  through the evolutionary process, or will metahumans take matters mto their own hands? 
  These are questions we must answer, correctly and swiftly. 
  General Christian Thomason, Director of USHER, address to the United Nations 
  Metahuman Council, 2007 
  
  Current Population: 82,400,996 (July 2007 est.) 
  Current Estimated Metahuman Population: 82 
  Background 
  In many ways, starting with Germany is beginning at the beginning. The idea of a metahuman as a crea-
  ture of science or of evolution, as opposed to a creature of magic or legend was cemented in the public 
  consciousness when a pretty blonde German girl, who was Hitler's Aryan ideal (and lover) became the 
  first human to break the sound barrier in the skies over the Reich Chancellery, tieing filmed by the most 
  famous of the Nazi propaganda filmmakers. When others joined her in Hitler s Kamfgruppe Eugenik or 
  "Eugenics Brigade", the Allied powers were left to scramble to catch up. The modern age of the metahu-
  man, as military weapon and propaganda symbol had begun. 
  Following the war, as America and the Soviet Union each sought to recruit the most powerful Nazi me-
  tahumans to their side of the Cold War, a newl~ divided Germany was again at the forefront of changes 
  in metahuman-government relations. Warfare between nations bad become subtler. And the metahu-
  man, so valuable as a brash and brazen propaganda symbol only months earlier, was now dressed to 
  blend in, a better way to assassinate a target than any gun. 
  Until the 1980's, it was estimated that Berlin saw more metahuman conflict than any city in the world 
  except New York City. Many of these battles were recruitment or extraction missions gone awry, while 
  others were assassination attempts, with metahumans of one Cold War power targetmg the agents of 
  another. These were rare and were not often successful, we think because the metahumans had more 
  affinity for each other than any of their ideological masters. 
  With the end of the Cold War and the unification of the two German~s, many former foot soldiers of the 
  Cold War found themselves out of work. Just as some agents, their jobs no longer as glamorous (or 
  downsized altogether) turned to selling secrets, many former metahuman operatives turned to crime 
  or mercenary work. Again Berlin found itself the focal point of these activities. 
  Today, Germany is the largest economy in Europe and a burgeoning center of industry and scientific re-
  search. After two world wars, occupatIOn and division by foreign powers and a unification of two dispa-
  rate halves back into a whole, Germany has emerged stronger from each hardship. 
  
  5[L[[T m[TAUUmAn PROrIL[5 
  L[I[U[nTU[U (5UROUO) 
  Origin: Trained 
  Prowess 6 
  Coordination 5 
  Strength 3 
  Intellect 4 
  Awareness 5 
  Willpower 4 
  Stamina 7 
  Determination 4 
  Specialties 
  Acrobatics 
  Martial Arts 
  Criminology 
  Psychiatry 
  Stealth 
  Powers 
  Invulnerability Device 3 
  Blast Device 4 (Shooting) 
  Qualities 
  Connections: Police Morgue 
  Undead Vigilante 
  Challenges 
  Enemy: Schwerverbrecher 
  Description: 
  Alemana Abendroth was a Berlin detective attempting to halt the flow of illegal heroin and 
  cocaine into Germany from Southwest Asia and South America. When he uncovered officers in 
  his own department accepting bribes from a large, secret criminal syndicate (the 
  Schwerverbrecher- see below) and tried to expose them, Alemana and his entire family became 
  targets for assassination. 
  After killing his family, the hitmen injected enough heroin to kill a small horse into Alemana and 
  framed him for their murders. They also left evidence that he was the cop on the take, a tragic 
  story of a cop who became entangled in his own web of corruption and escaped via 
  murder-suicide when exposed. 
  But the drugs had a strange effect on Alemana, due to an exotic new chemical to up their "kick". 
  Instead of dying, his body took on many of the appearances of death: cold, clammy and pale skin, 
  a pulse and breathing almost undetectable. Alemana, unconscious from the beating he received 
  from the hitmen, was pronounced dead at the scene and sent to the city morgue, where the 
  medical examiner, an old friend, discovered that he was not actually dead. 
  With nothing left in his old life worth living for however, Alemana took the name Shroud and has 
  begun a different kind of campaign against the Schwerverbrecher. They think he is some sort of 
  vengeful spirit and he intends to use that fear, along with some trusted friends and an arsenal of 
  high-tech weapons to take them down one thug at a time. 
  
  ADV[nTUR[ UOOK5 
  The Racketeers: The pes are asked by German authorities to assist in an investigation of 
  Schwerverbrecher, who have found a way to move drugs across the borders at will. Some policemen 
  have reported instances of "flying men". As the pes investigate, they witness a battle between 
  Leichentuch and several thugs wearing jetpacks. After helping him to f.ight the criminals off, the pes 
  learn that the thugs have found a cache ofWWII jetpacks used by the Uoerfallkommando, the "flying 
  squad" of elite solOiers that assisted the Kamfgruppe Eugenik. Leichentuch asks the pes to help him 
  take out the thugs and make sure all their flying ngs are uestroyed in the process. 
  
  m[[UAnIK[R (YU[ mA[UlnI5Y) 
  Origin: Gimmick 
  Prowess 2 
  Coordination 3 
  Strength 2 
  Intellect 9 
  Awareness 4 
  Willpower 5 
  Stamina 7 
  Determination 4 
  Specialties 
  Electronics 
  Mechanics 
  Powers 
  Interface Device 7 
  Qualities 
  Prefers machines to people. 
  Works through robots. 
  Challenges 
  Enemy: USHER 
  Enemy: Interpol 
  Description: 
  Little is known about the Machinist. By the time he entered the shadoyvy 
  world of dealing arms to the super-criminal community, he had already 
  used his genius'1o erase any eVIdence of who he once was. This makes-him 
  even haroer to track down and defeat, just as he planned. Since then, au-
  thorities have not even gotten close enough to him to get a photograph. 
  When they raid one of HIS base~ all they find are sophIsticated booby traps 
  and robotIc warriors left behinu. 
  Adventure Hooks 
  One Man Crime Wave: The Machinist's robots have been striking almost 
  daily for weeks, robbing banks, jewelry _stores, armored carst even charity 
  balls of the rich and famous! Does the Machimst need a lot or cash for an 
  enormous new creation, or are these robberies a distraction while he car-
  ries out an even more insidious plot? 
  The Machinist uses robots for his underlings and has an amazing variety of 
  them. One common model is included below but the GM should use his 
  imagination and come up with a wide range of robot servitors. 
  
  RODDY (5Plnn[) 
  Origin: Artificial 
  Prowess 5 
  Coordination 8 
  Strength 5 
  Intellect 1 
  Awareness 3 
  Willpower 1 
  Stamina 6 
  Determination 4 
  Specialties 
  None 
  Powers 
  Invulnerability 7 
  Qualities 
  Mindless automaton 
  Challenges 
  Hardwired to obey the Machinist 
  Description: 
  A giantkspider-Iike robot that defends the Machinist at all times, players are 
  more Ii ely to engage this giant creature in combat than the Madiimsthwho 
  will order this roool to attack and then attempt to escape through his nQ's 
  numerous hidden passageways and escape hatches. 
  
  5[ULA[UT[R (TU[ DUT[U[R) 
  Origin: Transformed 
  Prowess 5 
  Coordination 4 
  Strength 4 
  Intellect 3 
  Awareness 3 
  Willpower 3 
  Stamina 7 
  Determination 4 
  Specialties 
  Weapons Expert (Blades) 
  Powers 
  Strike Device 4 (Slashing) - Custom-made Katana 
  Invulnerability 4-
  Qualities 
  Top assassin for hire 
  Connections: Omega Syndicate 
  Challenges 
  Enemy: USHER 
  Bloodthirsty 
  Description: 
  The Butcher came across a cache of Nazi-era war materials and found 
  inside a 60-year-old Eugenics serum that enhanced her physical abilities, as 
  well as a katana intended for a Japanese supervillain. Already a skilled as-
  sassin and rising star in the crimmal underworld, she took tfiese items and 
  fashioned a new identity for herself as the Butcher. 
  Adventure Hooks 
  The Hit: The Butcher has been hired to assassinate an up and coming, 
  German p,olitician running on an anti-crime platform. Tnis is the hit she 
  thinks wIll catapult her inlo the IIbig timel/. The PCs have been asked to pro-
  vide securitY, while the German politician is visiting the United States (or 
  nerhaps the PCs are visiting Germany). Can they protect the politician from 
  the Butcher and a team of filghly trained, highly paid mercenaries? 
  
  5lR[IIAXI (DAIIL[AX[) 
  Origin: Transformed 
  Prowess 5 
  Coordination 3 
  Strength 5 
  Intellect 3 
  Awareness 3 
  Willpower 5 
  Stamina 10 
  Determination 1 
  Specialties 
  Weapons (Blades) 
  Powers 
  Elemental Control Device 7 (Earth) 
  Attacking 
  Moving 
  Shaping 
  Strike Device 4 (Slashing) 
  Qualities 
  Disgraced German Relic of the Nazi Era 
  Has seen enough violence for several lifetimes- tired of 
  war and bloodshed. 
  Challenges 
  Enemy: Nazi Hunters 
  *Stats for modern day. See Eugenics Brigade: Villains ofWWII for Streitaxt in his prime. 
  Description: 
  Carolus Schadek was a simple farmboy who, while exploring the 
  country,side near his home, discoverea a magnificent axe. As soon as he 
  touchea it he was transformed into a mi,ghty warrior. The axe told him he 
  was the inheritor of a great tradition ancrshould seek out battle. With the 
  wisdom of the Warrior-King inside him, Schadek became quite convinced 
  that war was coming. He went straight to Berlin and presented himself to 
  Hitle~ offering his services in the coming conflict. During, that war, even the 
  Warnor-Kingllad enough bloodshed ana saw enQ~,gh to-know that Hitler 
  was mad. Now Carolus waits for death, while the warrior-King p,atiently 
  bides the time with him. When Carolus finally dies, the axe will aisappear, 
  teleporting to a remote location somewhere In Germany. It will then go 
  dormant until found by another warrior it deems wortliy. 
  
  ADV[nTUR[ UOOK5 
  Idols: Schlachter, "the Butcher", has been a hitman on the rise for some now. First as a thug for 
  Schwerverbrecher, eventually rising to the rank of lieutenant. When a small vial of EugenIcs serum 
  from the war showed up on the market, the Butcher made sure she got it, gaining some minor meta-
  human abilities in the process. Recently, she heard about Streitaxt and decIded, then and there, that 
  she would have that power for her own. With it, she intends to take over Schwerverbrecher and then, 
  Germany's entire underworld. 
  Depending on how the game master wants the scenario to play out, several things could happen. The 
  PCs mighfbe attempting to bring down Schwerverbrecher and learn of the Butcher's plan. This might 
  put them in the posItion of defending a retired Nazi soldier rno one said being a hero was easy worK). 
  If the PCs fail, they might be witnessmg the birth of a powerful new supervillain, one who just might 
  want to do them m since they tried to stop her from coming into being. 
  Finally, if the game master wishes, attempting to stop The Butcher could lead to a PC being chosen by 
  the axe. This would make a great origin for a PC and give him a chance to take on the legacy of the 
  Streitaxt and attempt to redeem his fegacy. This should only be allowed permanently for heroes who 
  don't already have powers. 
  As a final option, for a player who does have powers, the axe might grant him its powers on top of his 
  own temporarily, perhaps to deal with some great threat. The axe wIll then disappear and await a new 
  owner. 
  
  5[Um[TT[RLlnG55AmmL[R: DUTT[RrLU [OLL[[TOR 
  Origin: Transformed 
  Prowess 5 
  Coordination 3 
  Strength 8 
  Intellect 6 
  Awareness 4 
  Willpower 6 
  Stamina 14 
  Determination 3 
  Specialties 
  Electronics 
  Mechanics 
  Powers 
  Invulnerability 5 
  Telekinesis 7 
  Attacking 
  Moving 
  Qualities 
  Privy to secrets man was not meant to know. 
  Compulsive murderer. 
  Challenges 
  Enemy: USHER 
  Enemy: Interpol 
  Description: 
  Dr. Scnumacher was one of the most brilliant and wealthy scientists alive 
  before his quest for knowledge led him to madness and ruin. While investi-
  gating the origins of the universe, he encountered something from that 
  TIme, a thing nest forgotten. Though his machine only initiated contact for a 
  second, Scnumacher was changecfand driven mad by the contact. Now he is 
  driven to regain contact with HIS IImaster" and worse, he seeks a way to 
  bring the creature through time and space, an act that surely lead to the de-
  struction of life as we know it. 
  Adventure Hooks 
  The Butterfly Board: Local citizens have been disappearing~_while at the 
  same time a rash of creatures have been rampaging througn the streets of 
  Berlin. In truth, these two seemingly separate crime waves are related. The 
  Butterfly Collector is finding citizens wIth minor mutations, or the potential 
  for mutations and changing them, triggering massive changes, drivmg them 
  insane and setting them loose on the unsuspecting city. It's up to the PCs to 
  locate Schumacher and stop his hideous experiments. 
  
  Origin: Trained 
  Prowess 4 
  Coordination 4 
  Strength 3 
  Intellect 2 
  Awareness 3 
  Willpower 2 
  Stamina 5 
  Determination 5 
  Specialties 
  Weapons (Guns) 
  Powers 
  Blast Device 4 (Blasting) 
  Qualities 
  Connections: Schwerverbrecher 
  Challenges 
  Enemy: USHER 
  Enemy: German Police 
  Description: These thugs and mercenaries form the backbone of a new, 
  dangerous organization that has come to dominate Germany's underworld. 
  This group trades in drugs as well as even more dangerous areas, including 
  uncovered Nazi horrors,Doth scientific and magical. 
  Adventure Hooks 
  Rumble in Berlin: While investigatin~ a turf war between two rival gangs, 
  the heroes begin to face resistance trom extremely well armed 
  Schwerverbrecher thugs. It seems they are financmg one gang against the 
  other. Depending on tHe nature of the campaign, they couid be attempting 
  to consohdate control over street-level drug trade, or they could be usin.g 
  the turf war as a distraction to provide cover for something even more cITm-
  gerous. 
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan 
  O'Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird'Re Brooks, Reimer 
  Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon 
  McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, 
  John Ughrin, Dmitri Zagidulin 
  FATE (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions 
  LLC; Authors Robert Donoghue and Fred Hicks 
  Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred 
  Hicks, and Leonard Balsera. 
  ICONS, Copyright 2010, Adamant Entertainment; Author Steve Kenson. 
  World Metahuman Factbook: Germany (ICONS), Copyright 2011, Vigilance Press; Author Charles 
  Rice 
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Icons/USHER World Metahuman Factbook - Germany.pdf