TEXT: Sins of the Past
  
  INTRODUCTION 
   
   
  They were the ﬁrst to take up the mantle, the original article. When the 
  world needed heroes, the Golden Agents rose to the challenge. But time 
  and tide wait for no man (or woman), and the years are ﬁnally catching up 
  to these living legends…or is it as simple as that? 
  Sins of the Past is an ICONS adventure designed for four to six heroes, 
  either an established team or one just getting together. In fact, the ﬁrst 
  chapter makes an excellent starting point for a series, giving the heroes a 
  chance to meet and team up. The one thing the GM should keep in mind is 
  that the heroes need to have some way for the authorities to contact them. 
  Without this, some modiﬁcations to the adventure may be necessary in 
  order to keep things on track. 
  Additionally, in a super-heroic game, it’s nearly impossible to predict what 
  powers any given group of heroes may have, much less what players will try 
  to do with them in order to crack the case and beat the bad guys. Sins of 
  the Past is designed with a degree of ﬂexibility built into it, but ultimately 
   
    
  
  it’s up to the individual GM to modify the adventure to suit the needs of his 
  players. A good way to look at this adventure is as a chain of events that 
  crosses the heroes’ path. If they do not intervene, then the worst possible 
  outcome occurs. Otherwise, they mitigate the damage at each point, 
  eventually foiling the plot at the end. 
  Even so, don’t be afraid to improvise. Sins of the Past provides the GM with 
  nearly a dozen superpowered characters and multiple locations for 
  dynamic battles. If the players’ actions successfully circumvent the need for 
  an element of the adventure, it can always be dusted off and used 
  elsewhere in the series. 
  THE GOLDEN AGE MEETS THE PRESENT 
  The major theme in Sins of the Past is “Old Meets New.” This is often used 
  in the comics to impart a sense of history to a setting and a degree of 
  heroic legitimacy to newer characters. In ICONS, inheriting the mantle of an 
  established character is a ready-made source of qualities. A hero might 
  beneﬁt from the instant recognition a well-known costume provides, but 
  feel he doesn’t truly measure up to the legacy he’s inherited. Often, taking 
  over for an older hero also means inheriting her rogue’s gallery as well, and 
  the new hero ﬁnds herself menaced by villains merely because she’s 
  wearing the suit now. If a player creates a “legacy” hero, it should never be 
  a completely smooth transition. 
  One of the most popular sources of legacy characters is the Golden Age of 
  Comics, which ran from 1938 to roughly 1947. Beginning with the famous 
  “Flash of Two Worlds” story, comics writers have been mining the past to 
  provide inspiration for the present. Modern comics such as Captain 
  America, Justice Society of America, and JSA All-Stars feature many 
  second- and even third-generation superheroes. 
  Of course, mining an increasingly distant past is not without its problems. 
  Chronologically speaking, most surviving Golden Age heroes should be 
  close to a century old now. Granted, comics tend to have some degree of 
  time compression and dilation, but many may have some trouble accepting 
  active heroes who have been around long enough to have punched Hitler. 
  Sins of the Past attempts to provide a rationale for this longevity, at least 
  as it pertains to the surviving members of the Golden Agents. 
  BACKGROUND (FOR THE GAME MASTER ONLY) 
  The Golden Agents were the ﬁrst superhero team. Founded in the early 
  days of the Second World War, they fought the Axis abroad and the 
  nefarious Sin-Dicate at home. Over the years, their membership waxed and 
    
   
  
  waned, but a core group of seemingly ageless heroes remains active to the 
  present day. 
  In one of the Golden Agents’ earliest adventures, a new masked hero tried 
  to join the team. Calling himself Mister Lucky, his tenure was cut short when 
  he was revealed as a Nazi sympathizer who planned to destroy the Golden 
  Agents from within. While arrested, he used his power over luck to escape 
  before his trial and vanished, never to be seen again. 
  Or so everyone assumed. In truth, he adopted a new identity, bringing luck 
  to the side of evil as the criminal Gremlin. A founding member of the Sin-
  Dicate, he seldom fought the heroes face-to-face, preferring to tip the 
  scales for his allies from the shadows. Thanks to this strategy and his 
  tremendous personal good fortune, he avoided capture for the remainder 
  of his career. While the rest of the Sin-Dicate rotted in prison or died of old 
  age, Gremlin sat back and enjoyed his ill-gotten gains to the fullest. 
  Until the day came when he noticed that while he grew older, his old foes 
  seemed untouched by time’s arrow. Certainly some of the lesser lights 
  passed on, but the original “Big Five:” John Q. Public, Dust Devil, Hellion, 
  Lodestone, and Madame Curious remained not merely spry but downright 
  youthful. What was their secret? 
  Five years and a million dollars to private investigators later, he had it: in 
  one of their early adventures, the Golden Agents uncovered the secret of 
  eternal youth, an Elixir Vitae! And for some reason he couldn’t fathom, they 
  never shared this secret with the rest of the world. At that moment, 
  something within Gremlin well and truly snapped. He would not go gently 
  into the long dark night! A news piece gave him the perfect stage for his 
  revenge: he would destroy his foes by exposing their lies to the world at 
  large during their biggest celebration: the opening of a new museum 
  dedicated to their exploits! 
   
   
   
    
  
  ADVENTURE SUMMARY 
  Sins of the Past takes place over the course of a few days. In typical comic 
  book fashion, the non-combat portions advance as quickly as one might 
  turn a page or read from one panel to the next. 
  Prior to the adventure, Gremlin has learned of the Elixir Vitae and Madeline 
  Currie’s secret identity as Madame Curious. Using his resources, he 
  assembles “The Deadly Sins,” a crew of criminals, each having a connection 
  to the original Sin-Dicate. The night before the adventure begins, Wraith 
  inﬁltrates the home of Madeline Currie, and murders her using Life Drain, 
  giving the appearance of a sudden but natural death. The following day, 
  other members of the Sins raid Currie’s laboratory to steal the Elixir Vitae, 
  setting a ﬁre to cover their tracks. 
  The adventure begins with the heroes combating the ﬁre at Currie 
  Industries. While performing their heroics, they are ambushed by four 
  members of the Golden Agents. In classic superhero fashion, 
  misunderstandings are smoothed out and the senior heroes join the 
  players’ heroes in putting out the blaze. 
  Afterwards, the heroes learn that the ﬁre was deliberately set. The Golden 
  Agents leave abruptly, and local reporter Anita Randall informs the heroes 
  that Madame Curious is dead. 
  Investigating the ﬁre, the characters learn a unique chemical compound 
  was stolen from the private lab of Madeline Currie, President of Currie 
  Industries. They receive an invitation to the funeral of Madam Curious and 
  encounter members of the Deadly Sins. Attempts to capture them fail, but 
  leave tantalizing clues about a greater conspiracy. 
  On the day of the funeral, the heroes hear from Anita Randall, asking them 
  to meet with her that evening. The funeral is a somber occasion, attended 
  by a veritable who’s who of the superheroic world. And while no one says 
  anything about it, it’s clear to everyone present that the Golden Agents 
  look noticeably older. 
  The heroes meet with Anita at a city park just after sunset. Before she can 
  tell them anything, members of the Deadly Sins interrupt and kidnap her. 
  Again, they manage to elude capture, but by this point the heroes should 
  have seen enough of them to come up with some effective strategies for 
  their next battle. 
  Before the heroes can track down Anita, they get word of a superpowered 
  emergency at the mansion of Madeline Currie. Responding, they ﬁnd the 
  Golden Agents looking even older than before, and badly beaten. The other 
    
   
  
  half of the Deadly Sins attacked them during a private memorial for their 
  fallen comrade, for Madeline Currie was Madame Curious. 
  The Sins attacked to deliver a message: provide the missing component to 
  the elixir of life, or Anita Randall dies. The transfer is to be conducted at 
  midnight (in three hours) at the Golden Agents Museum. From the 
  descriptions of the Deadly Sins, it should be clear each is somehow 
  connected to an original member of the Sin-Dicate. By studying their 
  criminal records, the heroes have a better idea of who they’re facing. 
  The Golden Agents reveal the truth about their ageless condition and why 
  the Elixir only works on them. Even in their weakened state, they try to talk 
  the heroes into letting them ﬁght this ﬁnal battle alone, but grudgingly 
  accept the assistance of the “kids.” 
  The adventure culminates in a free-for-all between the assembled heroes 
  and the Sins of the Past at the memorabilia-laden museum that was the 
  Golden Agents’ original headquarters. 
  GETTING STARTED 
  It’s a beautiful day to celebrate! It’s Golden Agents Day in the big city, to 
  commemorate the opening of a brand-new museum devoted to the original 
  superhero team. The legendary Golden Agents are even scheduled to make 
  an appearance! 
  The GM can use the description of the museum from Chapter Six to give 
  the players with some background on the Golden Agents. Feel free to 
  provide the details below, as well as any interesting items from the museum 
  chapter. 
  New heroes could be enjoying the day in their home town, or visiting the 
  museum in a capacity related to their secret identity. In an established 
  campaign, this adventure could take place in “the next city over,” allowing 
  the player heroes to help save the day in a new locale. Either way, this is a 
  good way to introduce the heroes out of costume or showcase them during 
  their downtime. 
  THE GOLDEN AGENTS 
  In the early days of World War II, when costumed “Mystery-Men” were still 
  novelties, a band of stalwart heroes met by chance and broke up a Nazi spy 
  ring. Banding together under the command of J. Edgar Hoover and later 
  General Eisenhower, the Golden Agents were true-blue All-American 
  Heroes with a capital H. Fighting the Axis at home and abroad, they saved 
  the lives of countless Allied soldiers. 
   
    
  
  After the war, they tried to settle down to civilian lives, but the forces of evil 
  had other plans in the form of the Sin-Dicate, a gathering of nefarious 
  reprobates who used their powers for criminal purposes. For the next ten 
  years, the Golden Agents battled the Sin-Dicate, foiling one evil plot after 
  another. While the Sin-Dicate provided an umbrella for many powerful 
  criminals, its best known members were Doctor Dagon, Big Julie Caesar, 
  The Ghoul, Deadly Orchid, Gremlin, and The Widow-Maker. 
  Although a number of heroes fought under the Golden Agents’ banner 
  during the war, the best known members were John Q. Public (The Public’s 
  Defender), Dust-Devil, Lodestone, The Hellion, Madame Curious, and Will 
  Scarlet. Will Scarlet died in the late 1970s, but the remaining members 
  remain hale, hearty, and active to the present day. Many have wondered 
  about their longevity and apparent agelessness, but the Golden Agents 
  refuse to discuss it, saying they’ll be around as long as they’re needed. 
  The appointed time for the Golden Agents’ appearance comes and goes. 
  The crowd grows slightly restive, press ﬂacks look nervous, and 
  uncomfortable, and the assembled press tries to cover for the delay. Clearly, 
  something’s not going to plan. At this point, the heroes should get word of 
  the ﬁre at Currie Industries, whether it’s from overhearing a police radio, a 
  new report, the sound of sirens, or even a super-sense. However they learn 
  of it, trouble is afoot and heroes are needed in Chapter One! 
    
   
  
  Chapter One:  
  Red Hot Currie! 
   
   
  It’s early evening in the city and the Currie Industries Chemical Plant is 
  ablaze! The full complements of four ﬁre stations, plus police and 
  emergency services, are ﬁghting the inferno. The ﬂames rise well over a 
  hundred feet in places, and clouds of toxic smoke taint the air overhead. 
  The chemical plant sits on the edge of a residential neighborhood. It’s a 
  large complex dominated by a blocky three-story building. Multiple ﬁres 
  have broken out and are spreading toward a cluster of chemical storage 
  tanks in the rear of the compound. 
  Emergency crews are treating the injured while ﬁre crews maintain a 
  tenuous perimeter between the towering ﬂames and the nearby houses. 
   
    
  
   
   
  MAP KEY: 
  A. Currie Industries Chemical Division. A three-story cross-shaped 
  building. It is open at the center, with a domed building (D) in the center. 
  The main building is engulfed in ﬂames when the heroes arrive. 
  B. Support Buildings. Both are beginning to burn. 
  C. Chemical Storage Tanks. Not currently on ﬁre, but see Explosion! in the 
  following section. 
    
   
  
  D. Madeline Currie’s private laboratory. Very much on ﬁre. 
  E. Parking Lot. The primary location of the ﬁre-ﬁghting efforts. 
  Obviously, how the heroes choose to assist in ﬁghting the ﬁre will vary 
  based on their powers and specialties. In essence, the ﬁre can be treated as 
  a series of challenges to be overcome, with consequences for failure. The 
  idea is not to play out the ﬁghting of the ﬁre panel by panel, but to give 
  each hero something to do to contribute for a couple of pages and look 
  heroic. See the following section for options. Game Masters may ﬁnd the 
  “R” is for “Rescue” chapter of ICONS A to Z useful as well. 
  COOL THINGS THAT CAN HAPPEN 
  • Falling debris! Good (5) Coordination test to avoid level 4 bashing 
  damage. 
  • Backdraft! Fair (4) Coordination test to avoid Blast 5 ﬁre damage. 
  • Toxic Smoke! If characters have Life Support (Breathing), then no effect, 
  otherwise, Fair (4) Strength test to avoid a level 7 Affliction from 
  suffocation.  
  • Trapped! Someone spots a security guard trapped on the roof of the 
  main building! How do you get him down?  
  • Explosion! The ﬁre sets off the chemical storage tanks! Great (6) 
  Awareness test for everyone in extended range to ﬁnd cover in time and 
  avoid Blast 5 damage. 
   
   
  After a page or so of individual or group heroics, a voice cries out from 
  behind the heroes: 
  “Halt, evildoers! Surrender, or face justice at the hands of the Golden 
  Agents!” 
   
    
  
  As if the ﬁre wasn’t enough, a new complication arrives in the form of the 
  Golden Agents! Unfortunately, America’s First Heroes are under the 
  impression the players’ heroes are responsible for the ﬁre and spoiling for a 
  ﬁght. 
  Shouting his trademark battle-cry, “With liberty and justice – for all!” John 
  Q. Public leaps into the fray, targeting the most physically imposing hero. 
  Dust Devil counters any aerial threats with his whirlwind, while the Hellion 
  slips in to try and get a surprise attack with her whip or blast. Lodestone 
  provides air support, waiting for an opponent to strike back before 
  attempting to take them out of the ﬁght with his Telekinesis. 
  This is, of course, pretty much a superheroic tradition: two groups of heroes 
  meet, confusion ensues, and punches are thrown. It’s a chance for the 
  novice heroes to get a little more action in against actual opposition while 
  trying to convince the senior heroes there’s been a terrible mistake. Let the 
  ﬁght go on for a page or so, then allow the heroes to work things out, 
  remembering that the ﬁre is the greater threat, at which point a temporary 
  team-up is de rigueur. 
   
   
  Between the strength of the two hero teams and the assembled ﬁre 
  ﬁghters, the mighty blaze doesn’t stand a chance. Encourage each player 
  narrate how their character contributes to putting the ﬁre out. 
  Once the ﬁre is out, John Q. Public rather stiffly apologizes on behalf of the 
  Golden Agents. “Sorry, kids. We just got some bad news and then found 
  out this place had been torched by people in costume. We tried to convict 
  you without a trial, and that’s just not right.” 
  Anyone who passes an Average (3) Awareness Test can see the Golden 
  Agents seem very tense. Hellion in particular is on the verge of tears. If the 
  PCs ask about this, their only response is, “It’s a private matter, and we’d 
  like to keep it that way.” 
  If the heroes speak to ﬁreﬁghters or police, they can learn a number of 
  things: 
  • The ﬁre was deliberately set. 
    
   
  
  • Several witnesses report costumed ﬁgures attacking the factory and 
  causing the blaze (this is why the Golden Agents thought the heroes 
  were bad guys). Security cameras near where the ﬁre was set were badly 
  damaged, so it’s impossible to tell who was responsible from the 
  remaining video, without performing some sort of recovery process. 
  • At the time of the ﬁre, only a skeleton security crew was on site. Thanks 
  to the heroes’ intervention, no one was seriously injured. 
  • The ﬁre appears to have started in the private lab of Madeline Currie, the 
  president of the company. This information seems to agitate the Golden 
  Agents even more. 
  If the heroes offer to help the Golden Agents investigate further, they get a 
  brush-off, and are told, “Forget it, kid. It looks like industrial sabotage. Now 
  if you don’t mind, we have a funeral to plan.” The senior heroes depart 
  without further comment. 
  Local reporter Anita Randall approaches the heroes for an interview. 
  Assuming they aren’t camera shy she asks them some general questions 
  about ﬁghting the ﬁre and what it was like joining forces with the legendary 
  Golden Agents. If the heroes are new to the scene, this is a great 
  opportunity for each character to get a bit of spotlight time. She 
  diplomatically avoids the topic of the Golden Agents attacking unless the 
  heroes bring it up themselves. Even so, such information does not make it 
  into the ﬁnal footage on the news. After all, they have an interest in 
  maintaining the reputations of the Living Legends. 
  Anita wraps up with, “Finally, can I get your reaction to the death of 
  Madame Curious, one of the founding members of the Golden Agents?” 
  Should the heroes express shock or ask her for more information, she tells 
  them, “We got the news as we were responding to the ﬁre alarms. They 
  haven’t released any additional information. Did the Golden Agents say 
  anything to you?” 
  Come to think of it, they did mention a funeral. This would certainly explain 
  why the elder heroes seemed so upset. 
  Once Anita has her footage, she thanks the heroes and asks if there was 
  some way she can contact them, in case she needs to follow up on the 
  story. Feel free to improvise in order to ingratiate her to the heroes, as she 
  pops up again in the course of this adventure. Anita could become a 
  recurring character in your own series. If another existing journalist 
  character would be better suited for the role Anita plays in this adventure, 
  feel free to substitute that character, especially if there are pre-existing 
  connections with the heroes. 
   
    
  
  Chapter Two:  
  Ashes to Ashes 
   
   
  This chapter presumes the heroes investigate the ﬁre at Currie 
  Laboratories. The most obvious course of action is to physically examine 
  the scene of the crime. If a character has some inﬂuence with authorities, 
  they may obtain official access to the site. Otherwise, they’ll have to fall 
  back on that time honored tradition of skulking around in the dark. If they 
  investigate the ﬁre, proceed to Madeline Currie’s Lab, following. 
  Given the news of the death of Madame Curious, characters may wish to 
  further research her history. Much of the life of Madame Curious is a matter 
  of public record and all over the 24-hour news cycle. Wearing her signature 
  lab coat and goggles, she carried a veritable chemistry lab into battle 
  against criminals, creating concoctions guaranteed to keep evildoers at bay. 
    
   
  
  Like the rest of the Golden Agents, she seemed nearly ageless and, like the 
  rest, she’d largely stepped away from public adventuring in recent years. So 
  far, nothing has been announced regarding her cause of death other than 
  to say foul play was not involved. 
  Contacting the Golden Agents at this point is a dead-end. With the death 
  of their teammate, they’ve circled the wagons, so to speak. Any attempts to 
  reach them via phone are routed to an answering service. The heroes, 
  however, hear from the Golden Agents in the form of a card from John Q. 
  Public which reads, “You acquitted yourself well in a trial by ﬁre. In our 
  judgment, you are true heroes. We ask that you join us in remembering our 
  fallen comrade at Memorial Hill Cemetery.” The card goes on to give the 
  time and date, mid-afternoon on the following day. 
  If the heroes don’t have a permanent address, then the card might be 
  delivered by a courier or the police, or they may receive a voice mail. The 
  Golden Agents have plenty of resources to reach them, if need be. 
  An investigation into Madeline Currie’s background reveals a woman of 
  exceptional qualities who earned a Doctorate in chemistry prior to World 
  War II, who founded Currie Industries during the war, and received many 
  honors and accolades over the years for her contributions to science. Three 
  decades ago, she passed day-to-day control of the company to her niece 
  Olivia, who runs the company to this day, although the reclusive Madeline 
  still maintains a personal laboratory on the Currie Industries campus. 
  There are no current photos available of Madeline Currie; the most recent 
  were taken at least twenty years ago and show a professional looking 
  woman who appears to be in perhaps her ﬁfties, but certainly not her early 
  seventies. Photos of Olivia are easier to come by, starting with the 
  corporate website and society pages. Olivia is sixty, but appears to be in 
  her late forties. While there’s a certain familial resemblance between her 
  and Madeline, they are far from identical. 
  (Of course, Madeline and “Olivia” are one and the same. Madeline used her 
  extensive knowledge of chemistry to create impenetrable disguises so she 
  could portray Olivia as well as make herself look like a very healthy 
  octogenarian. As the only member of the Golden Agents who maintained a 
  non-heroic identity, it was a necessity.) 
  Given their similar backgrounds and ages, it’s not hard to connect Madeline 
  Currie with Madame Curious. Indeed, they are the same person, and 
  Madeline Currie is dead. Unfortunately, so is “Olivia,” a situation that has left 
  Currie Industries in crisis mode. They have listed Olivia Currie among the 
  missing in the ﬁre. If the heroes inquire after Madeline, they are informed 
  she is traveling in South America and is unavailable for comment. 
   
    
  
   
   
  MADELINE CURRIE’S LAB 
  Assuming the heroes investigate the lab and bring any pertinent specialties 
  (Criminology, Investigation, and Science being the most obvious) or powers 
  to bear, they can uncover the following bits of information. 
  • Dr. Currie’s private lab was extremely well-protected. It sat in the heart of 
  the Currie complex, guarded by extensive electronic sensors, a host of 
  biohazard failsafe precautions, and a door that rivals a bank vault. The 
  door has been physically torn from its hinges, clearly the work of a 
  super-strong individual. 
  • Inside the lab, it’s obvious the ﬁre began here. Everything ﬂammable is 
  charred, plastics and metals are melted, and ash blackens the remains of 
  one of the world’s largest chemistry sets. The remains of the lab 
  computers show signs of having been deliberately destroyed before the 
  ﬁre was set and the hard drives are missing. 
  • The words “SINS OF THE PAST” are painted on the soot-stained wall. 
  • Heroes succeeding on an Awareness (4) test spot some strange tracks in 
  a pile of ashes on the ﬂoor. They appear to be handprints, a bit larger 
  than an adult male, but with unusually long ﬁngers. A major or better 
  success identiﬁes them as the footprints of a chimpanzee. 
    
   
  
  • A rack of heavy canisters sits along one wall. One canister is missing. It’s 
  clear from the deposits of soot that it was moved after the ﬁre started. A 
  barely legible tag on the rack reads “LXRVT.” 
  THE ELIXIR VITAE 
  Four years after the end of the war, the Golden Agents fought an 
  extraterrestrial menace in Mexico (“The Case of the Cosmic Cortez!”). The 
  aliens, disguised as an army of Conquistadors, attempted to enslave the 
  local population. In the course of ﬁghting them off, the heroes were 
  bombarded with strange energies emanating from the alien spacecraft. 
  After the battle, Madame Curious analyzed the energy and made a 
  remarkable discovery: the Golden Agents’ bodies were now imbued with 
  this strange radiation. In concert with a secret formula she devised, the 
  aging process was slowed to a crawl. 
  Unfortunately, the source of the mysterious energy vanished when the 
  invaders ﬂed the solar system, so there was no way to share this discovery 
  with the rest of the world. As a result, only John Q. Public, Hellion, Dust 
  Devil, Lodestone, Madame Curious, and Will Scarlet were able to reap its 
  beneﬁts. Madame Curious kept a steady supply of her formula, which she 
  dubbed “the Elixir Vitae” in her dramatic fashion, for her allies. 
  Over time, the heroes learned they needed more and more regular 
  treatments to maintain their youth. While the chemicals comprising the 
  Elixir were neither rare, illegal, nor expensive, the constant need did limit 
  the Agents’ ability to undertake missions where they might be deprived of 
  it. As younger heroes came on the scene, the Golden Agents took a step 
  back, working locally and acting in a more advisory capacity. 
  After thirty years, Will Scarlet decided he’d had enough of his unnatural 
  longevity. Despite the protests of his friends, he decided he preferred to 
  live out his days naturally. Unfortunately, like a rubber band that’s been 
  stretched to the limit, his years of cheating old age snapped back on him 
  with a vengeance. Within days he began aging noticeably, and within weeks 
  he was dead of natural causes. Even though they were still at the peak of 
  their powers, from that point on, the Golden Agents became more cautious, 
  embracing their role as symbols of the Greatest Generation rather than 
  taking an active hand in the superheroic community. 
  Gremlin learned of the Elixir Vitae, but not that it only works on those 
  exposed to the alien radiation. As a result, his initial plan, to steal the Elixir 
  for himself and deprive the Golden Agents of any more can only be partly 
  successful. Nonetheless, without the Elixir, the Golden Agents begin to 
  noticeably age throughout the remainder of the adventure. 
   
    
  
  THE SINS APPEAR 
  As the heroes discover the missing canister, the air is split by a strange 
  electrical humming sound. A point of actinic blue light appears in the 
  middle of the lab at about waist height. It extends out into a line, reaching 
  from the ﬂoor to a height of about seven feet, then widens to about ﬁve 
  feet. Through the ﬁeld of energy step four oddly costumed ﬁgures. A 
  woman’s voice says, “All right, look around and see if you can ﬁnd a 
  reagent, then wipe the place one more…” she trails off upon seeing the 
  heroes. “Never mind that, we’ve got company. Sins, let’s take these 
  nobodies down!” 
  The four newcomers are:  
  • The speaker is tall woman with blue skin, wearing utilitarian clothing. She 
  holds a device which apparently opened the portal in thin air (Tesseract). 
  • A ghostly ﬁgure that seems constantly in shadow (Wraith). 
  • A ﬁgure in power armor, apparently a woman (WMII). If the heroes 
  examined the security footage from earlier, they may recognize her as 
  the ﬁgure that tore the door off the lab. She is also the most notorious of 
  the Deadly Sins, so a hero with a criminal or law-enforcement 
  background or specialty may be able to identify her on sight. 
  • A blond woman wearing a red and black bodysuit. Her face is painted in 
  a similar motif (Miss Fortune). 
  These are four members of the Deadly Sins, Gremlin’s team of second-
  generation villains. They’ve been sent back to the lab seeking a possible 
  reagent that works to activate the Elixir Vitae and to remove any evidence 
  (other than the spray paint) their original strike may have left behind. As far 
  as they’re concerned, the heroes are just another piece of evidence to 
  remove. 
  Initially, the Sins ﬁght to defeat the heroes and knock them unconscious, 
  then complete their mission.  
  • Tesseract immediately enters hand-to-hand combat, trying to tie up 
  other close-in ﬁghters. 
  • WMII lays down cover ﬁre with her ﬂechette guns, and tries to keep any 
  ranged ﬁghters occupied. 
  • Wraith uses her Darkness and Phasing to sow confusion and to use her 
  Life Drain from surprise. Since she doesn’t have to touch someone to use 
  it, she can easily hide in the shadows, weakening foes. 
    
   
  
  • Miss Fortune dives for cover, and then uses her Probability Control to 
  inﬂuence things for her allies. If someone targets her, she defends herself 
  with her pistol. 
  COOL THINGS THAT CAN HAPPEN 
  • There’s lots of wreckage in this lab, including plenty of broken machinery 
  that can be thrown or toppled onto someone. 
  • While most of the chemicals have burned off, there are still heavy 
  storage tanks sitting in racks throughout the room. 
  • While much of the electronics is similarly ruined, there’s still enough to 
  carry an electrical charge, should someone with the appropriate powers 
  come up with a creative way to exploit it. 
  • There are various large puddles remaining from the ﬁre ﬁghting. 
  Someone with water or ice powers could exploit this. 
  • There’s a hole in the ceiling which could allow the ﬁght to spill out of the 
  lab. 
  If the ﬁght turns against the Sins, they ﬂee, either together through 
  Tesseract’s dimensional portal, or individually. Given there is no reagent for 
  the Elixir, whether the Sins actually defeat the heroes or merely escape by 
  the skin of their teeth and has no direct bearing on the rest of the 
  adventure. Either way, the heroes should be left with a few bruises, some 
  mysterious foes, and a few possible clues. 
   
   
   
    
  
  INVESTIGATION 
  Should the heroes wish to investigate their attackers and have an 
  appropriate means of doing so, they can dig up the following information: 
  • Tesseract is a martial artist and telepath. She claims to be the daughter 
  of Doctor Dagon, an assertion supported by her odd appearance and the 
  technology she wields. She also claims to be the rightful ruler of a dozen 
  parallel dimensions. Given her career as a mercenary criminal, this last 
  claim seems rather dubious. 
  • WMII appears to stand for Widow-Maker II. A spiritual, if not actual heir 
  to the original Widow-Maker, this one is apparently a woman, judging 
  from the conﬁguration of the armored suit. WMII works primarily as a 
  freelance assassin, only taking contracts on male targets. 
  • No information is available on Wraith or Miss Fortune, though a Good (5) 
  Occult or Magic Detection test identiﬁes Wraith as some sort of 
  supernatural creature. 
    
   
  
  Chapter Three:  
  Dust to Dust 
   
   
  This chapter takes place at the funeral of Madame Curious. In true comic 
  book fashion, the easiest way to transition between the previous scene and 
  this one is to simply declare that the necessary time has passed, and the 
  funeral is beginning shortly. 
  In the comics, a funeral is almost as good an excuse for a superpowered 
  throw-down as a wedding. In this case, however, it’s just a funeral. It’s an 
  opportunity for roleplaying and information gathering. There is ample 
  combat to come, so this is a moment of calm before the storm. 
  Prior to the funeral, Anita Randall contacts the heroes. “They’re keeping the 
  press away from the funeral, but I need to talk to you. I’ve uncovered some 
   
    
  
  very interesting information regarding that ﬁre, but I can’t give it to you 
  over the phone. Meet me at Ordway Park at seven. I’ll be waiting near the 
  Space Rocket.” 
  She doesn’t reveal any further information at this time and attempts to call 
  her back go unanswered. 
  The funeral takes place as scheduled at Memorial Hill Cemetery, the ﬁnal 
  resting place of many notable heroes and heroines. At the moment, it’s also 
  a gathering of many living heroes and heroines, together to mourn the 
  passing of Madame Curious in relative privacy. 
  Populate the funeral with notable characters from your own setting. If the 
  player heroes are a newly-established team, this is a great, if somber, way 
  to introduce them to the wider world of their costumed colleagues. 
  When the heroes arrive, Hellion and Dust Devil greet them warmly, thanking 
  them for coming. Even at a glance, it’s obvious there’s something more 
  wrong with them than just grief over their friend’s death. Both look 
  haggard, signiﬁcantly older, as if they’ve aged a decade overnight. If the 
  characters mention it, the Golden Agents are evasive. Dust Devil turns the 
  subject to the ﬁre and the heroes’ powers. Hellion just turns away and 
  excuses herself. If the PCs bring up their encounter with The Sins or 
  anything from the lab, they express a professional interest, but claim 
  ignorance in the matter. If the heroes bring up LXRVT, they trade a tense 
  glance, claim ignorance, and excuse themselves. 
  Lodestone and John Q. Public appear similarly aged but are busy 
  exchanging pleasantries with other VIPs. 
  FAREWELL TO A FRIEND 
  After a few moments, the memorial service commences. After the religious 
  pleasantries, John Q. Public stands to deliver a eulogy. 
  “Friends, you all know me, and for once, I ﬁnd myself almost at loss for 
  words. We are gathered here to say farewell to one of America’s—the 
  world’s—greatest heroines. For decades, Madame Curious stood as one of 
  the ﬁnest examples of what humanity had to offer. She had no 
  superpowers, but her mind and her scientiﬁc gifts performed wonders, 
  wonders she shared with the world at every turn. I was lucky to stand 
  beside her and call her my friend. 
  “I remember the ﬁrst time we met. It was before Pearl Harbor, but there 
  were rumors of war buzzing all around. I’d gotten wind of a robbery, some 
  experimental airplane fuel the Nazis wanted to get their hands on. I tracked 
  those spies for days, and just as I was about to bust in on them, their 
  hideout ﬁlls up with this green gas and they all keel over unconscious. Just 
    
   
  
  like that. When I look around, I see this little slip of a gal wearing a gas-
  mask and a lab coat. She just took them all out without throwing a punch. 
  “When I asked her how she found the place, she showed me this 
  whatchamahoosit and said it “Sniffed out the fuel.” That was just how she 
  was, always thinking, always coming up with a better way. If Dusty wanted 
  to blow a building over, she’d come up with a way to turn all the nails 
  holding it together to rust before he’d even get his wind going. 
  “Throughout her life, she fought the good ﬁght. And now that she’s gone, 
  well, the Golden Agents will never be the same. Fare thee well, dear friend. 
  Fare thee well.” 
  As he ﬁnishes and returns to his seat, Dust Devil leans over and whispers in 
  his ear. They look back at the heroes for a moment, and turn their attention 
  back to the ceremony. 
  As soon as the funeral ends, Lodestone teleports his teammates away with 
  his mystic portal before the characters can speak to them. 
   
    
  
  Chapter Four:  
  A Walk in the Park 
   
   
  Ordway Park sits in the heart of the city, a lovely bit of green space amidst 
  the skyscrapers. The Space Rocket mentioned by Anita Randall is the 
  centerpiece of the playground, a forty foot tall climbing tower shaped like 
  an Apollo rocket. A variety of platforms afford views of the park and a 
  series of slides spiral around and through the body of the “rocket.” During 
  the day, hordes of laughing children play on it. At night, it’s a favorite 
  destination for ﬁrst dates. 
  The “Rocket” sits in a circular area ﬁlled with gravel. Four “ﬁns” provide 
  stability for it (while doubling as slides). 
    
   
  
   
   
  Anita Randall seems to have anything but romance on her mind. She paces 
  nervously, checking the sky every few moments. When the heroes arrive, 
  she visibly relaxes and lets out a sigh. “Thank goodness you’re here. I 
  couldn’t tell you this over the phone. I think I know why the ﬁre was set at 
  Currie Industries. I think Madeline Currie was…” 
   
    
  
  Before she can complete this sentence, she’s interrupted by a blast of ﬂame 
  between her and the heroes, leaving a smoking crater in the playground 
  gravel! Enormous walls of thorns burst from the ground, encircling the 
  Space Rocket! Once again, the heroes ﬁnd themselves under attack by 
  members of the Deadly Sins! 
  This time, the Sins are represented by their male contingent: Inferno, Little 
  Augie Caesar, and Bramble. 
  Inferno is presently a white-hot ﬂaming ﬁgure ﬂying over the conﬂict. If he’s 
  taken down, his costume is gold with red highlights. 
  Little Augie Caesar is an adult chimpanzee. He wears a pinstriped suit with 
  a gold laurel wreath on his head. Strapped across his back is a vintage 
  Tommy-Gun. 
  Bramble is an enormous plant man. At full growth, he stands twenty-four 
  feet high, but he’s difficult to spot because he blends in with the wall of 
  plants he summons and controls. As a result, the overall effect is like being 
  attacked by a wall of animate plants. 
  The Sins are out to grab a hostage and they plan on hitting hard and fast to 
  pull it off. As soon as Inferno’s blast goes off, Augie Caesar rushes in, grabs 
  Anita, and ducks into the Rocket Ship, climbing towards one of the higher 
  observation platforms. If he makes it to the top, he leaps from the platform 
  to the higher branches of Bramble’s plant wall and clambers down the 
  other side with Anita in tow, running off to a nearby van, and driving to 
  their hideout. 
  Bramble encloses the heroes and tries to grab anyone who attempts to 
  take to the air. His primary goal is containment. Once the hostage is 
  secured, he transfers his consciousness to a nearby thorn bush (his 
  Teleportation), and makes his escape, leaving the now inanimate wall of 
  plants behind as an obstacle. 
  Inferno provides air cover with his ﬁre blasts. If a hero manages to get 
  airborne, Inferno singles him out for special attention. Unless he’s shot 
  down, he shouldn’t have to worry about getting captured, but his 
  overconﬁdence might be his downfall. 
  As with the previous encounter with the Sins, most of the bad guys should 
  get away, as this encounter represents another setback before the heroes’ 
  eventual triumph. Should the heroes successfully foil the kidnapping 
  attempt, the Sins’ plan can go ahead, they just have a little less leverage in 
  the ﬁnal encounter. 
    
   
  
   
   
  COOL THINGS THAT CAN HAPPEN 
  • The rocket ship is treasure trove of possibilities. The spiral stairway 
  running up it, the various platforms inside, and the slides can 
  accommodate a host of stunts. 
  • The Sins could threaten the venerable local landmark in any number of 
  ways. How could the heroes face the local children if any harm came to 
  the rocket ship? 
  • Inferno can set Bramble’s wall of plants alight, trapping the heroes in a 
  massive ring of ﬁre! 
  AFTERMATH 
  If the heroes prevent Anita’s abduction: She is understandably shaken up 
  and may even be injured. She tells the heroes that she’s discovered that 
  Madame Curious was actually Madeline Currie and Olivia Currie. It’s likely 
  the heroes have already ﬁgured this out, but it’s news to her and the rest of 
  the world. Before they can exchange any more information, they receive an 
  emergency call from the Golden Agents. They need immediate assistance 
  at the Currie Mansion! 
  If the Sins manage to get away with Anita: The heroes may want to pull 
  out the stops to track her down. If they try to do so, the escaping Sins 
  trigger a one-off piece of stealth technology (courtesy of Tesseract) to 
  prevent the heroes from following or ﬁnding them. Award Determination 
  Points accordingly. Immediately thereafter, the heroes receive an 
  emergency call from the Golden Agents. They need immediate assistance 
  at the Currie Mansion! 
   
    
  
  Chapter Five: 
  Revelations 
   
   
  The Currie mansion sits on a hillside affording a glorious view of downtown. 
  Under normal circumstances, the lush grounds provide a tranquil spot to 
  take tea or enjoy a leisurely spell in the shade. Tonight, they look like a 
  battleground. Trees are uprooted and small ﬁres burn in the gardens. A 
  group of ﬁgures huddle beneath a canopy, the sort one sees used for 
  graveside services. 
  As the heroes make their presence known, Lodestone approaches them. He 
  looks even older than he did before, like a man in his late 70s. His costume 
  hangs on him limply, and he sports a large bruise on his chin. 
    
   
  
  “We were just trying to say goodbye in our own way,” he says, a bewildered 
  look on his face. “We weren’t ready for them, weren’t expecting it.” 
  Indeed, this was intended to be a private memorial service, attended by the 
  Golden Agents and a few long-time members of the mansion’s staff. 
  Unfortunately, the Deadly Sins decided they didn’t need an invitation. If the 
  heroes previously told Dust Devil and Hellion of their encounter with the 
  Sins at Currie Industries, they’ll identify their attackers as any of the female 
  Sins who evaded capture. 
  All of the Golden Agents are similarly aged and battered. It’s clear they 
  couldn’t have possibly put up a ﬁght against the Sins, even if they hadn’t 
  been taken by surprise. Fortunately, neither the Agents nor the staff 
  members are seriously hurt, just shaken up. Hellion is nursing a white-haired 
  gentleman in a business suit. John Q. Public introduces him as Jeffery 
  McAllister, Madeline Currie’s attorney. 
  “Jeffery was here to deliver an item Madame Curious entrusted to his ﬁrm: a 
  box containing the formula for the Elixir Vitae. It’s one of her concoctions, a 
  chemical that’s kept us young over the years, but we must it regularly. 
  We’ve already begun aging, and it will only get worse. They took the box, 
  but it won’t do them any good. It only works on the ﬁ – I mean four of us, 
  now. Without it, we probably won’t last a week.” 
  At this moment, he’s interrupted by his wrist communicator beeping. He 
  answers, receiving the following message, delivered by what sounds like a 
  very old man. 
  “Hello, old friends…it is I, The Gremlin. I have the Elixir Vitae. I have robbed 
  you of your youth, and soon your lives and your reputations. You will 
  provide me with the means of activating the formula, or I will reveal all your 
  secrets, all the sins of your past. You will deliver it to my agents at midnight 
  at that tomb you call a museum.” 
  If the male Sins succeeded in kidnapping Anita Randall, he adds the 
  following: “Tell those young upstarts that if they want to see the Randall girl 
  again, they’ll keep their noses out of this.”  
  Of course, in true heroic style, the John Q. Public shrugs this off as an 
  empty threat. “I’m not about to let this bunch of punks think they can call 
  the shots. We whupped the original Sin-Dicate. These are just a bunch of 
  wet-nosed brats.” 
  Bluster aside, it’s clear the Golden Agents are all-too-aware they can’t ﬁght 
  the Sins in their current condition. They’ve called the heroes because they 
  know they can’t do this alone. They can ﬁll the heroes in with more details 
  on the Elixir Vitae, including the fact that Madame Curious devoted much 
   
    
  
  of her research time trying to ﬁnd a way to share it with the world at large, 
  but never found the means to do so. To their knowledge, she was the only 
  person who knew how to synthesize the Elixir. A science-minded hero 
  might be able to analyze a sample and recreate it, but it would almost 
  certainly take more time than the Golden Agents have left. Even then, 
  there’s no way to convince Gremlin and the Deadly Sins that it doesn’t work 
  for anybody else. 
   
   
  If asked about Madeline Currie’s/Madame Curious’ death, the Golden 
  Agents really aren’t sure. She seemed to die of natural causes, quite 
  suddenly. Her body showed no signs of aging. But with the ﬁre and theft of 
  the Elixir Vitae, they’re assuming the worst. 
  If asked about Gremlin, Dust Devil ﬁlls in some details: “He was always an 
  odd one with the Sin-Dicate. We knew he was out there, but never on the 
  front lines. All the same, he really seemed to have it in for us. It’s weird, 
  because the rest of those varmints were bad guys we’d fought in the past. 
  They all got together to gang up on us. Gremlin just came out of nowhere. 
  We haven’t seen hide nor hair of him for probably thirty years. I guess we 
  just ﬁgured he was dead.” 
    
   
  
  Chapter Six: 
  Midnight at the 
  Museum 
   
   
  The heroes have only a few hours to ﬁgure out a plan of action for the ﬁnal 
  confrontation with the Sins. Assuming they wait for the Sins to come to 
  them (see What If The Heroes Go After Them? for other possibilities), the 
  GM should give the players time to come up with a plan for neutralizing the 
  villains and rescuing Anita Randall (assuming the villains have her). 
  By this point in the adventure, the heroes should have gained some 
  Determination Points and have a good idea of the Sins’ tactics. They also 
   
    
  
  have the advantage of setting up an ambush for the villains, so now is the 
  time for all of the setbacks and heartache of the earlier battles to pay off 
  for the good guys. 
   
   
  THE GOLDEN AGENTS MUSEUM 
  The Museum is housed in a converted four-story brownstone which served 
  as the Golden Agents’ original headquarters. It sits in the heart of 
  downtown and is a popular destination for tourists and historians. 
  The interior space of the ﬁrst and second ﬂoors has been completely 
  emptied out, creating a large vaulted display space. The third ﬂoor houses 
  special and traveling collections, and the fourth ﬂoor contains an archive of 
  the Golden Agents’ adventures and administrative offices 
  GROUND FLOOR 
  A. Entrance: The Golden Agents Museum is open every day (except 
  Christmas and Thanksgiving) from 10 A.M. to 6 P.M. Admission is Free. At 
  night, the door is locked and secured with high-end commercial electronic 
  security. A night watchman usually guards the place, but given the 
  impending confrontations, the Golden Agents send him home. 
  B. Waxworks: When guest enter the museum, the ﬁrst thing they see is an 
  impressive tableau of wax ﬁgures representing the Golden Agents during 
    
   
  
  World War II. The agents, in action poses, appear to have parachuted in 
  from the mocked up C-47 troop transport located overhead at C+. The 
  waxworks are quite good and the costumes and equipment are either 
  original items or faithful reproductions. 
   
   
  C. Displays: A series of display cases devoted to friends, allies, and lesser-
  known members of the Golden Agents, including Rex Radium, The Green 
  Swami, Hillbilly McCoy, Lady Falcon, Gangbuster, and any other NPCs the 
  GM cares to add. Each is represented by a wax ﬁgure in costume, 
  surrounded by news clippings, magazines, and other pertinent artifacts. If 
  the GM so wishes, one or more artifact might still be useful in a ﬁght. One 
  display is marked “Hall of Dishonor,” and tells the story of Mr. Lucky, a ﬁfth-
   
    
  
  columnist who tried to betray the Golden Agents from within. His display 
  contains newspaper stories about his arrest and subsequent escape. 
  C. The Golden Goose: A mocked up fuselage and wing of a C-47 transport 
  plane emerges from the wall and looms over the room above the C displays 
  on the right of the map. It’s painted to look like “The Golden Goose,” the 
  Golden Agents’ air transport during the war. A ﬁgure of John Q. Public 
  hangs from a parachute harness below, and a ﬁgure of Will Scarlet stands 
  ready to jump out. 
  D. The War Wagon: On a raised dais is a heavily armored two-and-a-half 
  ton truck, painted red white and blue. During the war, this was the “War 
  Wagon,” the Golden Agents’ personal ground transport. After the war, it 
  was the ﬁrst of several versions of the “Justice Jalopy.” It’s fully restored, 
  though the engine is disabled. It does, however, have Good (5) Damage 
  Resistance and is Incredibly (7) heavy. 
  E. Restrooms and stairs up to the second and third ﬂoors. 
  F. The Tableau of Infamy: A raised dais where wax ﬁgures depicting the 
  Sin-Dicate are arranged in threatening poses. On the wall behind them is 
  one of the few authentic relics of this criminal enterprise, a large seven-
  sided tabletop with an inlayed map of the world. The table bears the scars 
  from multiple knives being stabbed into it. From left to right facing the dais, 
  the Sin-Dicate are: 
  • Doctor Dagon, Wizard of the Nth Dimension: A wiry man with blue skin 
  and pointed ears. He sports an oily goatee and mustache and carries a 
  ray pistol that looks like a magic wand. As the signage points out, Dagon 
  was actually a scientist from Ohio who wore “space-man makeup” and 
  used high technology while calling it “magic.” 
  • The Gray Ghoole, Maker of Monsters: A hunched ﬁgure of a man with 
  gray skin and a rat-like visage. He wears tattered robes, and wicked 
  claws gleam at his ﬁngertips. Warped by ancient texts of alchemy, he 
  used his forbidden knowledge to turn ﬁrst himself and then others into 
  creatures of nightmare. 
  • Inferna, Queen of the Fire People: A beautiful woman, tall, with red-gold 
  hair and a ﬂawless bronze complexion, smiles evilly as holographic 
  “ﬂames” dance on her hands. The Fire People were a lost race the Golden 
  Agents encountered on one of their many adventures. For unknown 
  reasons, Inferna pursued them back to civilization and made war upon 
  them many times. 
  • Big Julie Caesar, the Gorilla Mob Boss: A male Silverback gorilla, 
  standing upright, wearing the robes of a Roman Emperor. Born a normal 
    
   
  
  gorilla, he was the pet of a Mad Scientist called Professor Zero, who 
  raised his intelligence to human levels. Eventually, Julius (as he was 
  called then) decided he could run Zero’s operations more effectively and 
  violently deposed his master. After that, Big Julie Caesar ran the mobs 
  unopposed. 
  • Deadly Orchid: A small woman wearing a lab coat and gas mask, armed 
  with a large modiﬁed ﬂit gun (an old-time insecticide sprayer). Her 
  mastery over botany rivaled the chemical knowledge of Madame 
  Curious. 
  • Widow-Maker: A man wearing a black costume with a skull mask, who 
  carries a whip and a rapier. Widow-Maker was a savage killer from the 
  desert southwest. The arch-enemy of Dust Devil, he tried to make a 
  widow out of Hellion on numerous occasions. 
  • The Gremlin: A slightly built ﬁgure wearing a green costume with large 
  stylized “ears.” He holds a deck of playing cards. The Gremlin was the 
  shadowy master of fortune and luck. 
  While none of the equipment on this dais is anything other than plastic and 
  metal replicas, it might provide a handy hiding spot from which to launch 
  an ambush. 
  G. Lab Replica: A replica of Madame Curious’ original laboratory stands 
  within a glassed in area. While everything is a harmless reproduction, when 
  the power is on, beakers bubble, “chemicals” emit fumes, and an authentic 
  Jacob’s ladder throws sparks. 
  H. Elevators: Great (6) weight cars with Incredible (7) Strength cables. 
  I. Displays: These cases feature newspapers, magazines, military medals, 
  letters of thanks from world leaders, and photographs of the Golden 
  Agents with many celebrities, both superpowered and not. 
   
   
  SECOND FLOOR 
  The second ﬂoor of the museum was the third ﬂoor of the original building. 
   
    
  
  A. Stairs: The stairs are Great (6) Strength material overall. 
  B. Elevator: The elevator car has Great (6) weight overall and Incredible (7) 
  Strength cables supporting it. 
  C. Special Exhibits Area: This space is used for touring shows and special 
  collections. It also serves as a reception hall for fundraising events. At the 
  moment, the space is devoted to a collection of World War II bond drive 
  posters featuring the Golden Agents and other superheroes. 
  D. Theater: This small theater shows documentaries about the Golden 
  Agents, as well as newsreels and adventure serials. 
   
   
  The topmost (fourth) ﬂoor consists entirely of office space and ﬁle rooms. 
    
   
  
  SHOWDOWN WITH THE SINS 
  There are many ways the ﬁnal confrontation can play out, and in a 
  superheroic game, there are far too many variables to take into account. 
  Assuming all seven of the Deadly Sins are still at large, these are their 
  general tactics. The GM should adjust accordingly should they have taken 
  any loses. 
  • Little Augie Caesar pulls up in front of the Museum in an unmarked van. 
  If the Sins kidnapped Anita Randall, he has her trussed up in the back, 
  along with the canister marked LXRVT. He gets out and slides the rear 
  door open, revealing this to anyone viewing from inside the Museum, 
  brandishing his Tommy gun in a threatening manner to make his 
  intentions clear. If need be, the van serves as a getaway vehicle for some 
  of the Sins. 
  • Tesseract opens a dimensional door into the museum entrance and steps 
  through, along with a cloaked and hooded ﬁgure (Gremlin) and Miss 
  Fortune, who demands the Golden Agents surrender the reagent 
  immediately.  
  • Should they meet with any resistance, the Sins immediately announce it 
  via radio to the rest of the team. Tesseract engages the opposition in 
  hand-to-hand combat, with the combined Probability Control of Miss 
  Fortune and Gremlin aiding her. 
  • If Gremlin believes the Golden Agents are present, he throws off the 
  cloak, revealing a decrepit old man wearing a red leather jacket and 
  yellow jodhpurs, the long-forgotten costume of…Mister Lucky?  
  “You fools! You never knew that the Gremlin was actually your old friend 
  Mister Lucky all along! But I found out your little secret! And I shall tell 
  the world the truth about your selﬁshness! The high and mighty Golden 
  Agents … America’s beloved heroes—selﬁsh! All these years, you’ve had 
  the secret of eternal youth and kept it for yourselves! No more! If you 
  won’t share it, then I’ll deprive you of it!” 
  If anyone tries to reason with him, it doesn’t go well.  
  “LIES! Even now you lie! Destroy them, my Sins! Turn this museum into a 
  mausoleum!” 
  • Inferno is stationed in the skies overhead. When word of resistance 
  comes down, he power-dives through the roof of the Museum, burning 
  his way down to the ground level. This takes him a page to complete, but 
  it makes for a great entrance. He then tries to burn the place to the 
  ground with the heroes in it.  
   
    
  
  • Wraith surreptitiously enters the building and stays in the shadows; 
  ready to ambush a target of opportunity should there be any resistance. 
  • Bramble lurks in the alley between the Museum and a corner store, 
  outside location 1 on the ﬁrst ﬂoor map. At the ﬁrst sign of resistance, he 
  grows and tears through the wall into the building. 
  • WMII is on tactical overwatch. Before the van pulls up, she keeps an eye 
  on the rooftops, attempting to eliminate potential opponents she sees 
  lurking outside the museum (don’t forget her Super Senses). Once the 
  ﬁght breaks out, she enters the building through a window on the top 
  ﬂoor and makes her way down the staircase, using it for cover and 
  striking unexpectedly. After all, one doesn’t become one of the World’s 
  top assassins by engaging in a straight-up ﬁght. 
  FOR THE GM: RUNNING THE BIG FIGHT 
  This ﬁnal encounter has the potential to be a big ﬁght. Between eight 
  supervillains, four aged Golden Agents, and the heroes, there’s more 
  potential action than can easily ﬁt on a page. How do you keep it from 
  becoming an enormous mess? 
  First: Don’t give every GM character an obvious action. Some of the Sins 
  are better suited for front-line combat; others are lurking threats or 
  primarily focused on protecting their teammates. Let the active villains act 
  and save the others for a dramatic surprise attack or improbable bailout. 
  Second: If the Golden Agents are present, let the players direct them. At 
  this point, they are quite ineffective in a ﬁght, but they might still get in a 
  lucky shot. Don’t worry about rolling tests for them; narrate the outcomes 
  based on their abilities and what looks good. 
  Third: Remember that the players’ heroes are the stars of this “comic.” The 
  Sins are competent, but they’ve got plenty of ways to fall. Hopefully, the 
  heroes know enough about them to use their foes’ qualities against them, 
  but feel free to give the players a little nudge, particularly if they’re new to 
  the game. This can come in the form of some sage advice from the Golden 
  Agents, if they are present. 
  Fourth: Unless you’re running a grim and serious game, try not to kill the 
  hostage. She’s guarded by Augie, who may be a killer chimpanzee, but he’s 
  still quite capable of being distracted or taken down. 
  Finally: Always be open to the players’ ideas. If it sounds like a viable plan 
  and it feels true to the genre, let it work. In twenty-plus years of running 
  superhero games, I’ve found that the players almost always have better 
  ideas than I do. 
    
   
  
  COOL THINGS THAT CAN HAPPEN 
  The Museum is one giant playground for a superpowered battle. Read over 
  the description and share it with the players during the planning stages. 
  Here are a few possibilities to get you started: 
  • The PC heroes could replace any number of the wax ﬁgures, surprising 
  the villains. 
  • One of the display weapons still works, for a limited time, allowing a 
  surprise attack. 
  • The “War Wagon” makes for useful cover, with Good (5) Damage 
  Resistance, or a projectile for a hero with Incredible or better Strength. 
  • The “Golden Goose” is also quite heavy, should someone pull it (or pieces 
  of it) down with an Incredible (7) Strength test. 
  • Madame Curious’ “Lab” could be the source of a phony reagent, should 
  the heroes resort to a bluff. 
  • The Sin-Dicate’s tabletop makes a ﬁne (and ﬁtting) large-scale projectile 
  as well. 
  ENDGAME 
  Ultimately, this scenario ends differently for every group. Assuming the 
  good guys win, there’s still one last matter: the fate of the Golden Agents. 
  This depends on your personal tastes and the sort of tone you want to set 
  for the game. In a darker, more modern-tinged game, some or all of the 
  Golden Agents may perish heroically in this ﬁnal battle, passing the torch 
  on to the players’ heroes.  
  Alternatively, the heroes may salvage the remaining Elixir Vitae from 
  Gremlin, allowing the Golden Agents a few more weeks of life, or even 
  duplicating the formula to restore their youth or at least allow them a 
  graceful “golden years” retirement. In the end, it’s your game, so ﬁnd the 
  ending that suits you and your players best. 
  The Golden Agents may well choose to treat the players’ heroes as their 
  successors in various ways. This can range from a surprise last-minute 
  arrangement made with their attorney to pass their resources on to the 
  younger heroes, to surviving Golden Agents serving as mentors and 
  advisors for the team, helping them to become the best heroes they can 
  be. 
   
    
  
  John Q. Public 
  SPECIALTIES 
  Acrobatics 
  Law Expert 
  Martial Arts Expert 
  QUALITIES 
  Stubborn and Bull-Headed 
  The Public’s Defender 
  “With liberty and justice for all!” 
  POWERS 
  The Book: John wields a replica of a heavy law book as a weapon, doing 
  Fair (4) Strike damage in hand to hand. Alternatively, he’ll “throw the book” 
  at his foe, as a Fair (4) Blast. If he uses this tactic, he needs a page of 
  preparation recovering the book before he can use it again. 
  Law Suit: John wears what looks to be a red, white, and blue tailored 
  business suit. However, it’s been specially reinforced to provide Fair (4) 
  Damage Resistance. 
  BACKGROUND 
  John Justice was an aspiring District Attorney who ran afoul of mob boss 
  and mad scientist Professor Zero. When Zero’s thugs targeted him, John 
  Justice “died.” In his place stood John Q. Public, the Public’s Defender. 
  Wielding a heavy law book, John ﬁrst terrorized the Mob, then Nazis, then a 
  host of supervillains over the years. 
  PROWESS
  Great
  6
  COORDINATION
  Fair
  4
  STRENGTH
  Average
  3
  INTELLECT
  Good
  5
  AWARENESS
  Fair
  4
  WILLPOWER
  Good
  5
    
   
  
  Lodestone 
  SPECIALTIES 
  Archeology Expert 
  Occult Expert 
  Linguistics 
  Power Expert (Lodestone Rod) 
  QUALITIES 
  Globetrotting Archeologist 
  Sworn Foe of the Sideways Realms 
  Wielder of the Lodestone Rod 
  POWERS 
  The Lodestone Rod: Lodestone carries this mystical artifact, so named 
  because it acts as a magnet for magical energies. It is approximately four 
  feet long, made of an alien metal, and capped with a trapezohedron-
  shaped crystal. It is effectively, an Amazing (8) Magic device with Mastery 
  of Blast, Flight, Force Field, Telekinesis, and Teleportation. One of 
  Lodestone’s favorite stunts is to use the energies to create a “cage” of 
  mystical symbols, Binding his foes in place. 
  BACKGROUND 
  Damien Ravenwood was already a world-renowned archaeologist when he 
  found the legendary Lodestone Rod on a dig in Asia Minor. Transformed by 
  its magic, he became a guardian of this dimension, opposing horrors that 
  try to invade from the so-called “Sideways Realms,” an astral wasteland 
  between the dimensional borders. 
  PROWESS
  Fair
  4
  COORDINATION
  Good
  5
  STRENGTH
  Poor
  2
  INTELLECT
  Great
  6
  AWARENESS
  Good
  5
  WILLPOWER
  Incredible 7
   
    
  
  Hellion 
  SPECIALTIES 
  Acrobatics Expert 
  Criminology 
  Investigation Expert 
  Weapons (Bullwhip and Pitchfork) 
  QUALITIES 
  Look out, bub! She’s a Hellion! 
  Thrill-seeker 
  “You boys are in for a devil of a time!” 
  POWERS 
  Bullwhip: For close-in work, Hellion carries a bullwhip that does Good (5) 
  bashing damage. In lieu of damage, she can attempt to trip an opponent, 
  requiring a Good (5) Coordination test to keep from falling. 
  Pitchfork: Hellion carries a pitchfork capable of delivering Incredible (7) 
  Blasts of ﬂame from a concealed gas cylinder in the handle. The fork itself 
  does Good (5) slashing damage, although Hellion rarely strikes with it. 
  BACKGROUND 
  Allison “Allie” Heller grew up a tomboy heiress in the Hamptons. Bored by 
  the role imposed on her by life, she found a way to break away from it 
  when she foiled the attempted kidnapping of her cousin. When one of the 
  kidnappers shouted, “Look out, bub, this one’s a hellion!” she had her 
  identity. 
  PROWESS
  Fair
  4
  COORDINATION
  Fair
  4
  STRENGTH
  Poor
  2
  INTELLECT
  Fair
  4
  AWARENESS
  Average
  3
  WILLPOWER
  Fair
  4
    
   
  
  Dust Devil 
  SPECIALTIES 
  Acting 
  Power Expert (Human Tornado) 
  QUALITIES 
  In Love with Hellion 
  Old Cowhand From the Rio Grande 
  The Human Tornado 
  POWERS 
  Human Tornado: Dust Devil can transform 
  himself into a raging whirlwind, affording himself 
  the beneﬁts of Gaseous Form, along with Great 
  (6) Air Control. 
  As a human tornado, Dusty can attack opponents with Blasts of wind, 
  bestow Flight upon himself and others, and Dazzle opponents with grit and 
  dust. 
  BACKGROUND 
  Randolph “Dusty” DeVille was a singing cowboy with a three picture deal 
  from All-American Productions. One night, he wandered away from the set 
  and got lost in the desert. Drinking from a mysterious spring saved him 
  from dying of thirst, and imbued him with the power of the whirlwind. He 
  used that power to thwart saboteurs working behind the scenes of the ﬁlm 
  as Dust Devil, the Human Tornado! 
  PROWESS
  Good
  5
  COORDINATION
  Incredible 7
  STRENGTH
  Average
  3
  INTELLECT
  Fair
  4
  AWARENESS
  Average
  3
  WILLPOWER
  Fair
  4
   
    
  
  Miss Fortune 
  SPECIALTIES 
  Business 
  Stealth 
  QUALITIES 
  “Never bet against the house, fellas.” 
  Professional Gambler 
  Reckless and Foolhardy 
  POWERS 
  Probability Control: Thanks to her heritage, Miss Fortune is a living nexus 
  of probabilities, allowing her to manipulate luck, more or less at will. She 
  can use Incredible (7) Probability Control to affect either her own good 
  luck or inﬂict bad luck on others. 
  Hold-Out Pistol: In true gambler fashion, Miss Fortune carries a hold-out 
  pistol. That does Good (5) shooting damage, and despite being wildly 
  inaccurate, it never seems to miss when the chips are down. 
  BACKGROUND 
  Miss Fortune is the granddaughter of the Gremlin, who won her powers for 
  her in a card game. After her parents died in a freak boating accident on 
  Lake Mead, she came to live with her grandfather in Las Vegas, where he 
  taught her to use her powers to the fullest. Given her incredible luck, she’s a 
  consummate adrenaline junkie, but due to her grandfather’s inﬂuence, she’s 
  also weak-willed, spoiled, and easily led. 
  PROWESS
  Average
  3
  COORDINATION
  Average
  3
  STRENGTH
  Poor
  2
  INTELLECT
  Good
  5
  AWARENESS
  Fair
  4
  WILLPOWER
  Average
  3
    
   
  
  WMII 
  SPECIALTIES 
  Acrobatics 
  Cybernetics 
  Guns Expert 
  QUALITIES 
  The Deadliest Woman Alive 
  Won’t Kill a Woman 
  “You’re already a dead man.” 
  POWERS 
  Armor: All of WMII’s powers, apart from her prodigious strength, are 
  housed in her technological armored battlesuit. It provides Good (5) 
  Resistance to damage, as well as Life Support in the form of self-contained 
  breathing and proof against toxins. The helmet contains a suite of sensors 
  giving her Infrared Vision and Enhanced (+1) Hearing. Finally, ﬂechette 
  weapons are housed in the wrists, doing Good (5) shooting damage. 
  BACKGROUND 
  WMII is a mystery. Is she actually related to the original Widow-Maker, or 
  simply an opportunist cashing in on his legacy? Where did she obtain her 
  incredible strength or advanced armor? No one knows, or at least no one 
  who knows is saying anything. What is known is that if you need a man 
  killed, she’s the woman for the job. 
  PROWESS
  Fair
  4
  COORDINATION
  Good
  5
  STRENGTH
  Incredible 7
  INTELLECT
  Good
  5
  AWARENESS
  Great
  6
  WILLPOWER
  Fair
  4
   
    
  
  Tesseract 
  SPECIALTIES 
  Dimensional Physics 
  Martial Arts Expert 
  QUALITIES 
  Daughter of Dagon 
  Interdimensional Monarch 
  Selﬁsh, Spoiled Bully 
  POWERS 
  Telepathic: Tesseract inherited psionic powers from her mother. They 
  include Great (6) Telepathy, and a Good (5) Mind Shield. 
  Nth Dimension Projector: Tesseract carries the latest evolution of her 
  father’s Amazing (8) Dimensional Travel device. It requires no test to 
  succeed, and she can transport up to three people with her. 
  Exposure Kit: Traveling to strange new places to conquer them doesn’t 
  come without risk. Tesseract is equipped with a Good (5) range of Life 
  Support devices for dealing with issues involving Breathing, Pathogens, 
  Toxins, Radiation, and Vacuum. 
  BACKGROUND 
  “Tess” is the daughter of Doctor Dagon and a princess from a dimension 
  whose name you can’t pronounce. Therefore, she is royalty and should be 
  treated as such, a fact the dimwitted residents of her father’s home world 
  can’t seem to fathom. 
  PROWESS
  Good
  5
  COORDINATION
  Good
  5
  STRENGTH
  Good
  5
  INTELLECT
  Fair
  4
  AWARENESS
  Fair
  4
  WILLPOWER
  Incredible 7
    
   
  
  Wraith 
  SPECIALTIES 
  Occult 
  Stealth Expert 
  QUALITIES 
  Horriﬁc and Unsettling 
  Living Nightmare 
  Made Into a Monster to Feed on the Living! 
  POWERS 
  Creature of Darkness: The Wraith possesses 
  Fair (4) Darkness Control. She constantly 
  cloaks herself in a nimbus of darkness. 
  Insubstantial: The Wraith has Great (6) Phasing. She is unable to cross holy 
  ground or pass through sanctiﬁed objects. 
  Life Drain: The cold of death radiates from Wraith, an Amazing (8) Energy 
  Drain with the Life Drain extra, at up to Close range. 
  BACKGROUND 
  The Wraith has few memories from before her awakening, though she’s had 
  quite some time to think about it. As best as she can piece together, she 
  was a housewife, living the American Dream, with a loving husband and 
  two children. Then, the Gray Ghoole paid a visit to a PTA haunted house 
  and all that changed—forever. 
  PROWESS
  Average
  3
  COORDINATION
  Fair
  4
  STRENGTH
  Poor
  2
  INTELLECT
  Fair
  4
  AWARENESS
  Good
  5
  WILLPOWER
  Good
  5
   
    
  
  Little Augie Caesar 
  SPECIALTIES 
  Athletics Expert 
  Business 
  Wrestling 
  QUALITIES 
  Emperor of the Urban Jungle 
  “Hands off! You ﬁlthy, hairless ape!” 
  Intelligent, Talking Chimpanzee 
  POWERS 
  Prehensile Feet: Good (5) Fast Attack ability. 
  Simian Speed: Average (3) Super-Speed. 
  Tommy Gun: Fair (4) shooting damage. 
  BACKGROUND 
  After Big Julie Caesar took over the mobs, he began to think about his 
  legacy. Experimentation with other gorillas revealed his intelligence owed 
  as much to a natural mutation as Professor Zero’s experimentation. For 
  years Big Julie searched for a suitable candidate for the treatments, ﬁnally 
  ﬁnding one in a chimpanzee. Initially taken aback, Julie reﬂected that his 
  idol, the human Julius Caesar, named his nephew heir to Rome, so surely he 
  could do no worse. Naming the young chimp Augustus, he increased his 
  intellect and raised him as his nephew. When Big Julie was bumped off, 
  “Little Augie" took over the family business. 
  PROWESS
  Great
  6
  COORDINATION
  Great
  6
  STRENGTH
  Good
  5
  INTELLECT
  Fair
  4
  AWARENESS
  Fair
  4
  WILLPOWER
  Average
  3
    
   
  
  Inferno 
  SPECIALTIES 
  Leadership 
  Power (Fire Control) 
  QUALITIES 
  Burn Down the World! 
  Exiled Prince of the Fire People 
  Hottest Thing on Two Legs 
  POWERS 
  Flames of the Fire People: A scion of the Fire 
  People, Inferno inherited his mother’s Amazing (8) 
  Fire Control. 
  Inferno can attack with Blasts of ﬂame and Create and shape ﬁre at will. He 
  defends himself with a ﬂaming Force Field, and can take Flight, propelled 
  by a gout of ﬂames. 
  BACKGROUND 
  When the Golden Agents encountered the Fire People during the eruption 
  of Surtsey, their queen Inferna became enamored of Will Scarlet and 
  endured exile to follow him back to civilization. Sadly, his roguish ways and 
  her propensity for cruelty brought their ﬁery romance to an abrupt end. 
  Hatred replaced love and Inferna plagued Scarlet and the Golden Agents 
  for the rest of her days. Inferno, the fruit of their short-lived relationship, 
  carries on his mother’s dream of retaking the Fiery Realms by force. 
  PROWESS
  Good
  5
  COORDINATION
  Great
  6
  STRENGTH
  Fair
  4
  INTELLECT
  Fair
  4
  AWARENESS
  Fair
  4
  WILLPOWER
  Great
  6
   
    
  
  Bramble 
  SPECIALTIES 
  Botany Expert 
  QUALITIES 
  “Beware my thorns!” 
  The Thicket That Walks Like a Man 
  Nature’s Wrath 
  POWERS 
  Walking Plant: Bramble is a twenty to thirty-
  foot-tall, vaguely humanoid, mass of living plant 
  life. This gives him Great (6) Growth and 
  Damage Resistance, though it does impose a –1 
  penalty on his defenses and attempts to hide. 
  Plant Control: Bramble has Amazing (8) control over plant life with the 
  Binding and Burst extras (controlling all plants in the area). 
  Spontaneous Growth: Despite his great size, Bramble can move almost 
  instantly by growing a new body and abandoning the old (which rapidly 
  withers and blows away) effectively Teleporting a Great (5) distance. 
  BACKGROUND 
  Created by Deadly Orchid to protect her “Child’s Garden of Death,” 
  Bramble has long outlived his maker and, thanks to her indoctrination, sees 
  himself as the embodiment of Nature’s Wrath upon mankind. 
  PROWESS
  Good
  5
  COORDINATION
  Average
  3
  STRENGTH
  Great
  6
  INTELLECT
  Poor
  2
  AWARENESS
  Average
  3
  WILLPOWER
  Poor
  2
    
   
  
  The Gremlin 
  SPECIALTIES 
  Business Expert 
  Gambling Master 
  QUALITIES 
  “Just call me Mr. Lucky!” 
  Old and Feeble 
  Revenge-Obsessed 
  POWERS 
  Probability Control: Like his granddaughter, 
  Miss Fortune, the Gremlin has Great (6) control 
  over Luck, both good and bad. 
  Pistol: Gremlin carries a small automatic pistol that does Fair (4) shooting 
  damage. 
  BACKGROUND 
  Harold Pearson was just born lucky; everything he did came up roses. 
  Believing himself truly superior, he fell in with a group of pro-Nazi American 
  Bundists. When war was declared on the Axis, Harold decided to use his 
  incredible luck to destroy America’s greatest symbol: the Golden Agents! 
  Calling himself “Mister Lucky,” he embarked on a crime-ﬁghting career to 
  win the heroes’ trust. Unfortunately, his luck ran out and he was unmasked. 
  When he escaped from the police, the world never heard from Mister Lucky 
  again, but soon the Gremlin ways to make mischief with the Sin-Dicate! 
  PROWESS
  Poor
  2
  COORDINATION
  Poor
  2
  STRENGTH
  Weak
  1
  INTELLECT
  Fair
  4
  AWARENESS
  Average
  3
  WILLPOWER
  Fair
  4
   
    
  
  OPEN GAME LICENSE 
  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 copyright and/or trademark owners who have contributed 
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  existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, 
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  to the extent such content does not embody the Product Identity and is an enhancement 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 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating 
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  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
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  applied to any Open Game Content distributed using this License.
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
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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 Superpowered Roleplaying, Copyright 2010, Steve Kenson.
  Sins of the Past, Revised, Copyright 2010, 2017, Ad Inﬁnitum Adventures, Author: Theron Bretz.
   
    
  
SOURCE: textdata/thevault/FATE/Icons/Icons - Adventures/Sins Of The Past - Revised Edition.pdf