TEXT: STEVEN S. LONG
  NAZI
  DEATH-ZOMBIES
  OF THE CONGO!
  
  SPECIAL THANKS
  Th anks to the players in my Th rilling Hero Tales! cam-
  paign, on whom this adventure was ﬁ rst inﬂ icted:  Brad 
  “Adam MacBryde” Barrett, Amy “Virginia Smith” Crit-
  tenden, John “Roy Austin” Losey, Andy “Slava Koslov” 
  Mathews, Dean “Jake  Brand” Nicholson, and Greg “Ricky 
  Rockelli” Smith. You’re a Pulptacular group of heroes!
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Nazi Death-Zombies Of The Congo! © 2006 by DOJ, Inc. d/b/a Hero Games. All rights 
  reserved.
  Star Hero, Justice Inc., Danger International, Danger International, Western Hero 
  © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the Canada. First printing April 2006
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO-HPA20
  http://www.herogames.com
  Author: Steven S. Long
  Editing & Development:  Steven S. Long
  Layout & Graphic Design:  Steven S. Long 
  (well, OK, using tools and templates devel-
  oped by Andy Mathews, and with some sug-
  gestions by Andy Mathews...)
  Illustrations:  Steven S. Long using Campaign 
  Cartographer 2 Pro from ProFantasy Soft ware 
  (try it! It’s great!)
  Everything Else:  Stev... you get the picture
  A Hero Plus Adventure for
  TABLE OF
  CONTENTS
  Adventure Background 
   
   
  4
  Adventure Summary 
   
   
  4
  Part One:  Night Of The Burning Dead  
  4
  Part Two:  The Witch-Doctor’s Plantation 
  5
  Part Three:  The Mines Of Fear 
   
  8
  Einsatzgruppe Omega 
   
   
  11
     Eisengesicht 
   
   
   
  12
     Der Aufseher 
   
   
   
  14
     Tier 
   
   
   
   
  16
     Von Schädel 
   
   
   
  18
  10¢
  30 x
  NAZI
  DEATH-ZOMBIES
  OF THE CONGO!
  
  YOUR SECRET LEAGUE OF HEROES
  ENCODED MESSAGE!
  Attention Secret League Of Heroes 
  members! Einsatzgruppe Omega has 
  stolen this secret message! All League 
  members are requested to take all pos-
  sible steps to prevent the Einsatzgruppe 
  from getting the message to Berlin!
  
  W
  hen a young African boy comes to the 
  heroes for help ﬁ ghting the “ﬁ re demons” 
  that are kidnapping women and children 
  from his village, the heroes discover that the Th ird 
  Reich has built a secret mine in the Belgian Congo 
  and enslaved large numbers of natives to work 
  underground. Can the heroes defeat the Nazis — 
  including the four powerful members of the secret 
  special force Einsatzgruppe Omega — to free the 
  Congolese and bring the Nazi project to a halt?
  Nazi Death-Zombies Of Th e Congo! is a Pulp Hero 
  adventure designed for characters built on a total of 
  150 Character Points or less. Th e optimal number 
  of PCs is four to six, but you can scale it up or down 
  based on the number of opponents you pit against the 
  heroes in various encounters.
  ADVENTURE
  BACKGROUND
  Of all the insidious Nazi scientists in Germany, 
  the most insidious is undoubtedly Dr. Hans Siegfried. 
  His name still evokes fear and hatred among surviving 
  Victorian-era adventurers, whom he fought as a much 
  younger man. Today he’s old and physically feeble, 
  virtually conﬁ ned to a wheelchair, but his evil brain 
  remains alert and unimpaired. With the help of his 
  son Rutger, also a scientist of no small merit, Dr. Sieg-
  fried works for the greater glory of the Th ird Reich 
  and the defeat of her enemies — including stalwart 
  heroes such as your PCs.
  Among Dr. Siegfried’s nigh-innumerable experi-
  ments are several involving uranium. Recently the 
  Nazis discovered a large uranium deposit in the Bel-
  gian Congo and secretly began mining it. To avoid 
  having to import large numbers of workers or pay 
  day laborers, they kidnapped the family of a local 
  witch-doctor named Makalo to force him to work for 
  them. To keep the Germans from harming his family, 
  Makalo must use his juju to turn men into mindless 
  workers — zombies, essentially — so they labor cease-
  lessly, don’t complain, ignore the eﬀ ects of radiation 
  poisoning, and remember nothing.
  ADVENTURE
  SUMMARY
  Th e adventure begins when the PCs, on safari 
  in the eastern regions of the Belgian Congo, are 
  approached by a young African boy. He claims that 
  “ﬁ re demons” attack his village and kidnap women 
  and children, and wants the PCs to come protect the 
  place. Responding to his call for help, the heroes dis-
  cover that the “ﬁ re demons” are actually semi-mind-
  less men who glow with a mysterious light. Aft er they 
  defeat these “zombies,” the heroes “awaken” them and 
  learn that the witch-doctor Makalo enslaved them... 
  and where they can ﬁ nd him.
  Th e PCs travel to Makalo’s lair, a ruined old plan-
  tation house, and confront him — only to discover 
  that he’s being forced to use his juju on the men by the 
  Nazis. He can tell them where to ﬁ nd the mine, and 
  perhaps a little about some of the Nazi commanders.
  Th e PCs’ adventure continues onward to the 
  mine. Th ere they must ﬁ nd a way to rescue all the hos-
  tages (particularly Makalo’s family) and workers and 
  defeat the Nazis, or who knows what horrifying super-
  weapons the Nazis will create with the uranium?
  PART ONE:
   NIGHT OF THE
  BURNING DEAD
  Th e adventure begins with the heroes enjoying 
  themselves on safari in the eastern part of the Belgian 
  Congo. If one of them is a Great White Hunter or 
  old Africa hand, he’s leading the safari; if none of the 
  PCs are suitable for this role, they have a professional 
  guide.
  One day while they’re out in the ﬁ eld, they see on 
  the horizon a man who’s running — running toward 
  them, in fact! As he gets closer, it becomes apparent 
  that it’s a boy, not a man, and that he’s been running 
  a long, long time — he looks like he’s on the verge of 
  collapse. In fact, when he gets within about a hundred 
  feet of the heroes he does collapse, forcing them to go 
  to his aid.
  HERO PLUS 
  ADVENTURES
  Nazi Death-Zombies 
  Of Th e Congo! is one of 
  Hero Games’s Hero Plus 
  Adventures, a series of 
  short, no-frills, inex-
  pensive adventures in 
  PDF format. Hero Plus 
  Adventures are designed 
  to provide roughly one 
  game session’s worth of 
  entertainment, though 
  they include suggestions 
  on how to lengthen or 
  expand the scenario 
  if you want to. Th ey’re 
  written with simplicity 
  and ease of use in mind 
  so you can run them 
  with a minimum of 
  preparation.
  PRINTING
  Th e general statement 
  on the credits page not-
  withstanding, DOJ, Inc. 
  grants each purchaser of 
  Nazi Death-Zombies Of 
  Th e Congo! permission 
  to make one (1) printed 
  copy of this adventure.
  NAZI
  DEATH-ZOMBIES 
  OF THE CONGO!
  4 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  Th e boy is exhausted but no worse. If a hero suc-
  ceeds with a Paramedics roll at +2 and gives him some 
  water and food, the boy quickly revives long enough 
  to tell his tale. (If one of the heroes is a  Great White 
  Hunter or old Africa hand, the boy came looking for 
  him speciﬁ cally; otherwise he was looking for any 
  sort of help and stumbled across the heroes providen-
  tially.) He claims that moto mazimwi — “ﬁ re demons” 
  — are attacking his village every night and carrying 
  oﬀ  women and children. Th e heroes must come help 
  before everyone is taken away... and no doubt eaten by 
  the demons!
  If the heroes ask him about the men in the vil-
  lage, the boy explains that several weeks ago all the 
  men went oﬀ  to the north to work in the mines. A 
  white man’s company opened up a new mine and 
  oﬀ ered high wages for miners. He doesn’t know the 
  name of the company or the location of the mine.
  THE VILLAGE OF NO MEN
  Th e boy’s village is about a day and a half’s travel 
  away. If the heroes push themselves hard they can get 
  there in a day, but may suﬀ er some temporary penal-
  ties (such as -1 to OCV and Skill Rolls) to represent 
  the fatigue they feel.
  Th e village, shown on the accompanying map, 
  seems a little run-down and almost deserted. Th ere are 
  no men older than 15 or younger than 50 at all, and a 
  lot of women and children are missing. Th e remaining 
  natives tell the same story as the boy:  “ﬁ re demons” 
  attack the village each night, usually a few hours aft er 
  sundown, and carry women and children away into 
  the night.
  Night falls... and no doubt the heroes are on 
  watch! Several hours aft er sunset their patience is 
  rewarded. Have them all make PER Rolls; the hero 
  who succeeds by the most sees what looks like a lan-
  tern or torch oﬀ  in the distance. Soon all the heroes 
  can see several such lights, and they’re clearly too large 
  to be torches or lanterns. Slowly but surely they get 
  closer, and soon the heroes can see that they’re men 
  surrounded by palls of ﬁ re!
  Th ough the heroes won’t realize it at ﬁ rst, these 
  are acutally some of the men from the village who 
  went to work at the mines. Makalo “zombiﬁ ed” them. 
  Because the men mine uranium, they become irradi-
  ated, and this causes them to glow at night in a way 
  that makes it look like they’re “on ﬁ re” to unsophisti-
  cated native eyes. Th e men, though zombiﬁ ed, dimly 
  remember their real lives and miss their wives. Crazed 
  with sorrow, love, and a desire to be free, they leave 
  the camp at night to kidnap their wives and children 
  to come live with them at the mines. Th e Nazis permit 
  this, thinking it harmless and easy to alter if neces-
  sary... besides, it gives them hostages in case they need 
  any.
  Once the “ﬁ re demons” get within 10” of the 
  heroes, let them make PER Rolls again. Anyone who 
  succeeds by 3 or more can see that these “ﬁ re demons” 
  are actually glowing men. If attacked in HTH Combat, 
  the men respond with great strength and tough-
  ness (STR 25, CON 20, PD 10, SPD 2), but only long 
  enough to knock or throw their adversaries out of the 
  way so they can continue to the village. (Th ey similarly 
  destroy or smash through obstacles they can’t easily 
  go around.) If injured by Ranged attacks, they keep 
  moving forward as long as they’re physically able to; if 
  they can’t walk, they crawl.
  Th e trick to running this scene properly is to try 
  to build up a fear of the “monsters” among the players 
  while keeping them from just shooting the “things” as 
  they approach. Th e “ﬁ re demons” are innocent victims 
  here, so the PCs, as Pulp heroes, shouldn’t end up feel-
  ing guilty because they shot them. If necessary, give 
  them numerous opportunities to make PER Rolls to 
  realize their “attackers” are men, that the men appear 
  glassy-eyed and not fully in control of themselves, and 
  so forth.
  Breaking Th e Trance
  Once the heroes realize the “ﬁ re demons” are 
  zombiﬁ ed men, they need to ﬁ nd a way to snap the 
  men out of it and bring them back to their senses. 
  Ordinary pain won’t do it (as mentioned above, they 
  keep going even if shot or cut, as long as they’re physi-
  cally able to), but the pain of being burned with a 
  torch or the like probably would (or at least give the 
  victim a chance to make an EGO Roll to break free). 
  Holding one down and splashing cold water on him 
  would also work. Beyond that, it’s your call as GM, but 
  this being a cinematic genre you should reward cre-
  ativity and fast thinking on the part of the PCs.
  PART TWO:
  THE
  WITCH-DOCTOR’S 
  PLANTATION
  Aft er somehow “awakening” the “zombies,” 
  the heroes can speak to them (though the men ﬁ rst 
  want to see their families and have a decent meal, of 
  course!). Th e men explain that when they went to the 
  mine to look for work, Makalo, a local witch-doctor, 
  used his juju on them to put them in a “walking sleep” 
  so they would work as hard as possible without com-
  plaint, even though the work made them feel sick (i.e., 
  they got radiation poisoning from the uranium). Th e 
  men’s minds are fuzzy on how to get to the mine, but 
  they do remember how to get to the old plantation 
  house where Makalo lives — that’s where he put the 
  spell on them. Time to go have a talk with the old 
  witch-doctor....
  Th e men can lead the PCs to (or give them direc-
  tions to) an old, abandoned Belgian rubber plantation 
  where the Nazis keep Makalo and have him use his 
  zombie-spell on their workers. Th e accompanying 
  map shows the plantation compound; Makalo lives in 
  the main house (the other buildings are abandoned, 
  though some of Makalo’s “zombies” sometimes work 
  in them). All the buildings are old and decaying. Th e 
  sights and smells of the rot brought on by decades of 
  abandonment and neglect in the African environment 
  are overwhelming, even depressing or frightening 
  in some ways (particularly if the heroes go there at 
  night).
  As discussed in the Adventure Background 
  above, Makalo isn’t working for the Nazis willingly:  
  5 
  Hero Plus Adventure #20
  
  6 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  About 100 feet (15")
  Old stone wall,
  broken down and
  crumbling, about
  3 feet (1/2") high
  Hill
  Hill
  Well
  The Congolese
  Village
  
  7 
  Hero Plus Adventure #20
  Stables
  Outhouses
  Main house
  Barn
  Bunkhouse
  Bunkhouse
  Toolshed
  Toolshed
  Smithy
  W
  S
  E
  N
  The Old
  Plantation
  
  they have his wives and children held hostage. He 
  hates what he’s doing, how he’s perverting his wisdom 
  and lore. He’d gladly stop what he’s doing (or even 
  help the PCs) if he could ﬁ nd a way to do so without 
  getting his family hurt or killed.
  When the heroes arrive, Makalo assumes they’re 
  there to capture or kill him (unless he and a PC 
  happen to know and trust one another). Since either 
  result would prevent him from working for the Nazis 
  and thus ensure his family’s death, he ﬁ ghts back... at 
  least for a time, until his guilt overwhelms him. He 
  has several “zombies” serving him who protect him 
  (they’re faster than the ones back at the village — SPD 
  3). He himself has a knife, and you could even equip 
  him with a minor magical item or two (such as a bag 
  of “blinding powder”) if that would make the ﬁ ght 
  better for your heroes.
  Unless they kill him during the battle, Makalo 
  eventually stops ﬁ ghting; he just can’t bear to hurt 
  anyone else. He sorrowfully confesses and explains 
  what he’s been doing. He can even provide the PCs 
  with a powder that will bring a zombiﬁ ed man out of 
  his trance, but he begs the heroes not to use it until 
  they free his family. He can give the heroes directions 
  to the mine (or they might ﬁ nd a crude map among 
  his possessions). He’ll accompany them there if they 
  insist, but fears the Nazis will see him and then kill his 
  family.
  NAZI ATTACK?
  If you want to draw the scenario out or inject 
  some more action into the mix, assume the Nazis had 
  several guards hidden around the plantation. Th ey saw 
  the PCs arrive and the encounter that followed. Th ey 
  now want to eliminate this threat on their own and 
  earn a commendation from their leaders. Just as the 
  heroes ﬁ nished talking to Makalo and think they’re 
  ready to proceed onward to the mine, German soldiers 
  attack!
  If you want to really complicate things, have the 
  Nazis send one of their number back to the mine with 
  a report before the rest of them attack. Th at way Ein-
  satzgruppe Omega and the rest of the soldiers are in a 
  high state of readiness and alertness when the heroes 
  arrive. Otherwise, the mine only gets word about what 
  happened if a soldier ﬂ ees from the battle and the 
  heroes let him get away.
  PART THREE:
  THE MINES OF FEAR
  Whether with the help of Makalo, by interrogat-
  ing (or following) German soldiers, or some other 
  method, the heroes ﬁ nd their way to the secret Nazi 
  uranium mine. Th e accompanying map shows the 
  mining camp, which occupies one end of a sort of 
  valley. Th e valley itself is more or less barren, leaving 
  nothing in the way of concealment, but at the other 
  end of the valley there’s a forested ridge where the 
  heroes can hide and observe the camp.
  Th e dotted line on the map shows where the 
  steep face of a cliﬀ side juts up from the ground; the 
  mine entrance is dug into the side of this cliﬀ . To the 
  northeast of the camp itself is a gorge that’s at least 20” 
  deep in most place, and deeper in some; it’s 50” wide 
  (sometimes more) with a river at the bottom.
  LAYOUT OF THE CAMP
  As shown on the map, most of the camp is on the 
  far side of a stream that’s crossed by a simple wooden 
  bridge; the only structure outside the boundaries of 
  the stream is the motor pool tent, where the Nazis 
  keep several trucks and other vehicles. Th e other 
  buildings near the bridge are a wooden watchtower 
  and a guardhouse.
  To the left  of the mine entrance is a small build-
  ing where the Nazis keep some mining equipment and 
  supplies, including picks, shovels, dynamite, and parts 
  to repair the various carts and machines used in the 
  operation. South of that building is a place where the 
  slaves park the hand-pulled ore-carts they use, and a 
  series of open-sided tents where the slaves rest, eat, 
  and sleep. (Any family members “kidnapped” by the 
  “ﬁ re-demons” also have to live here; Nazi guards keep 
  watch on them.)
  To the right of the mine entrance are two ore-
  processing buildings connected by a conveyor belt. 
  Th e zombiﬁ ed slaves haul ore out of the mine to the 
  ﬁ rst building, where it’s broken up and carried by the 
  conveyor belt to the other building for ﬁ nal process-
  ing. Just south of those two buildings is a building 
  where the mine’s administrative personnel work and 
  keep their records.
  Th e three buildings in a row along the stream 
  are barracks for the Nazi soldiers, including the mem-
  bers of Einstazgruppe Omega (see below). Th ey also 
  include a kitchen and mess hall.
  THE MINES
  Th e map does not show the mines. For them, 
  you can use just about any map of an underground/
  cavern area, such as some of the maps from Fantasy 
  Hero Battlegrounds. (Author’s note:  when I ran this 
  adventure, I used the “Stone Age Temple” maps from 
  ProFantasy Soft ware’s Temples, Tombs, And Catacombs 
  product, but many games and game products have 
  suitable maps of underground areas.) However, you 
  have to make sure the map has (or that you can add) 
  four speciﬁ c features:
  1.  It’s two levels deep.
  2.  Both levels include a long tunnel leading out to 
  the cliﬀ  face of the gorge. Th is is where the zombi-
  ﬁ ed slaves dump the mine tailings.
  3.  Th e second level has one room suitable for a 
  mad science laboratory for Dr. Siegfried. He no 
  longer maintains the lab, so there aren’t much 
  equipment or supplies left , but when the mine ﬁ rst 
  opened he worked there extensively. If the heroes 
  examine this room, let them make Tracking rolls; 
  anyone who succeeds notes tracks on the ground 
  that look like wheelchair tracks or the tracks of a 
  wheeled cart of some sort.
  4.  Th e second level has one room suitable for hold-
  ing Makalo’s family prisoner.
  8 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  About 200 feet (30")
  Stream
  (about 0.5-1.5" wide)
  The Mountain
  Wooden
  watchtower
  Motor
  pool
  Mine
  entrance
  The Gorge
  9 
  Hero Plus Adventure #20
  
  BATTLE FOR THE CAMP!
  From this point, how the adventure goes depends 
  largely on the choices your heroes make. Th ey might 
  choose a frontal assault, or attempt to sneak past the 
  Nazis to make it into the mines; they might try to 
  blow up the camp and kill all the Germans, or may be 
  content just to rescue Makalo’s family and get away. 
  Give them enough time to analyze the situation and 
  plan their attack, but don’t let the game get bogged 
  down into a tactics and strategy session. If necessary, 
  ratchet up the tension by letting a Nazi guard get 
  close to them (or even see them) or having a troop of 
  “friendly” monkeys call attention to them with shrieks 
  and cries.
  If the heroes want to sneak around, the gorge 
  oﬀ ers a pretty good way to do so — they can enter it 
  far away from the camp and creep along ledges until 
  they get to the two openings into the mines men-
  tioned above (where the zombiﬁ ed slaves dump the 
  mine tailings). Th is requires several Climbing rolls, 
  including one at -2 if they have to cross the water-
  slicked rocks where the waterfall plunges into the 
  gorge.
  Another excellent resource, if the heroes can get 
  to it, are the crates of dynamite in the mine supply 
  building. With that stuﬀ  in hand they can reduce the 
  camp and mine to rubble... assuming they succeed 
  with some Demolitions rolls and place the dynamite 
  properly.
  If the heroes get away but leave even one member 
  of Einsatzgruppe Omega alive, they’ll have made an 
  enemy for life. Eisengesicht and his men aren’t the 
  type to forget grudges.
  10 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  11 
  Hero Plus Adventure #20
  Membership:  Eisengesicht; der Aufseher; Tier; Von 
  Schädel
  Background/History:  Einsatzgruppe Omega (“Task 
  Force Omega”) was assembled by Heinrich Him-
  mler himself as an elite unit composed of SS 
  oﬃ  cers with distinctive abilities and appearances 
  to serve the needs of the SS and himself. Th ey are 
  oft en tasked to assist Nazi scientist Dr. Hans Sieg-
  fried and his son Rutger with their various Weird 
  Science projects and missions.
  Group Relations:  Einsatzgruppe Omega is a military 
  unit with a precisely-deﬁ ned chain of command:  
  Eisengesicht, der Aufseher, Von Schädel, and Tier 
  (who bitterly resents being lowest in the chain). 
  Eisengesicht holds the rank of Obersturmban-
  nführer (equivalent to a lieutenant colonel in the 
  military); the others are all Hauptsturmführer 
  (equivalent to captain). Th ey can command soldiers 
  of lesser equivalent rank if necessary.
  Tactics:  Einsatzgruppe Omega doesn’t always ﬁ ght 
  together as well as a military unit should because 
  of the diverse abilities and personalities of its four 
  members. Eisengesicht, and to some extent Von 
  Schädel, prefer standard military tactics — they get 
  to cover and use their weapons to pick oﬀ  oppo-
  nents. (Th ough Eisengesicht sometimes prefers to 
  charge right into a group of foes and use his brawn 
  and toughness to smash them into unconscious-
  ness.) Der Aufseher wants to get close enough 
  to use his whip, but hopefully maintain enough 
  distance to keep out of HTH Combat range; Tier 
  closes to HTH Combat range as soon as he can to 
  use his claws and teeth.
  Campaign Use:  Einsatzgruppe Omega serves as a 
  major adversary for any group of Pulp Hero PCs. 
  Tough, ruthless, and deadly, they can show up just 
  about anywhere in the world pursuing nearly any 
  sort of goal on behalf of the SS and the Th ird Reich. 
  When they ﬁ ght, they shoot to kill (though they 
  understand the value of prisoners and hostages in 
  appropriate situations). Th ey ﬁ ght intelligently and 
  with skill, using their military training and weap-
  ons to best eﬀ ect.
  Th e easiest way to make Einsatzgruppe Omega 
  a stronger opponent is to give it squads of Nazi sol-
  diers to command. More dramatically, you could add 
  another member or two if necessary to make the 
  group numerically equivalent to your PCs, or equip 
  the members with Weird Science devices of Dr. Sieg-
  fried’s design. To weaken them, remove a member, or 
  reduce the members’ SPDs to 3.
  As a Hunter Einsatzgruppe Omega is subject 
  to the orders of its superiors in the SS and Nazi high 
  command. If instructed to pursue someone, they 
  do so according to the commands they receive as 
  interpreted by their own cleverness (and sometimes 
  sadism).
  EINSATZGRUPPE 
  OMEGA
  
  EISENGESICHT
  Val Char 
  Cost Roll 
  Notes
  25 
  STR 
  20 
  14- 
  Lift  800 kg; 5d6 [5]
  16 
  DEX 
  18 
  12- 
  OCV:  5/DCV:  5
  20 
  CON 
  20 
  13-
  18 
  BODY 16 
  13-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  18 
  EGO 
  16 
  13- 
  ECV:  6
  25 
  PRE 
  20 
  14- 
  PRE Attack:  5d6
  6  
  COM 
  -2 
  10-
  10 
  PD 
  7 
   
  Total:  16 PD (6 rPD)
  8  
  ED 
  4 
   
  Total:  14 ED (6 rED)
  4  
  SPD 
  14 
   
  Phases:  3, 6, 9, 12
  12 
  REC 
  10
  40 
  END 
  0
  50 
  STUN 
  9 
  Total Characteristics Cost:  155
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
  10 
  Powerhouse Punch:  HA +3d6; Hand-
  To-Hand Attack (-½) 
  1
  18 
  Feels Very Little Pain:  Armor (6 PD/
  6 ED) 
  0
  30 
  Feels Very Little Pain:  Physical and
  Energy Damage Reduction, Resistant,
  25% 
  0  
   
  Perks
  7 
  Military Rank:  SS-Obersturmbannführer, 
  leader of Einsatzgruppe Omega
   
  Talents
  3 
  Lightsleep
  8 
  Resistance (8 points)
   
  Skills
  32 
  +4 with All Combat
  6 
  +2 with Firearms
  8 
  Targeting Skill Levels:  +4 versus Hit Loca-
  tion penalties with all attacks
  3 
  Combat Driving 12-
  3 
  Interrogation 14-
  2 
  AK: Europe 11-
  2 
  CK: Berlin 11-
  1 
  KS: Th e Espionage World 8-
  2 
  KS: Th e Military/Mercenary/Terrorist World 
  11-
  3 
  KS: Th e Nazi Military 12-
  2 
  Language:  English (ﬂ uent conversation; 
  German is Native)
  3 
  Navigation (Land, Marine) 12-
  3 
  Stealth 12-
  6 
  Survival (Mountains, Temperate/Subtropical, 
  Tropical) 12-
  3 
  Tactics 12-
  4 
  TF: Common Motorized Ground Vehicles, 
  Two-Wheeled Motorized Ground Vehicles, 
  Snow Skiing
  6 
  WF: Small Arms, Blades, General Purpose/
  Heavy Machine Guns, Grenade Launchers, 
  Flamethrowers
  Total Powers & Skills Cost:  165
  Total Cost:  320
  75+ Disadvantages
  15 
  Distinctive Features:  iron faceplate (Con-
  cealable With Eﬀ ort, Causes Major Reaction 
  [fear, loathing, disgust])
  5 
  Distinctive Features:  Uniform (Easily Con-
  cealed; Noticed And Recognizable)
  5 
  Distinctive Features:  unusually low body 
  temperature (Easily Concealed; Noticed And 
  Recognizable)
  20 
  Hunted:  enemies of Nazi Germany 8- (Mo 
  Pow, NCI, Capture/Kill)
  10 
  Hunted:  the SS/Wehrmacht 8- (Mo Pow, 
  NCI, Watching)
  20 
  Psychological Limitation:  Ardent Nazi (Very 
  Common, Strong)
  15 
  Psychological Limitation:  Despises People 
  Who Are Beautiful, Talk Too Much, Or Seem 
  Favored By Fate (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Fre-
  quently, Major)
  120 
  Experience Points
  Total Disadvantage Points:  320
  Background/History:  Eisengesicht (“Ironface”; his 
  real name is a highly-classiﬁ ed German military 
  secret) was once one of the guards assigned to 
  protect and assist Dr. Hans Siegfried. Unfortunately 
  he was standing a little too close to one of Herr 
  Doktor’s experiments when something went wrong 
  and it exploded, showering him with shrapnel and 
  bits of uranium.
  Any other man would have died... but not Eisen-
  gesicht, who’s as tall as an oak and sturdy as a stone 
  tower. He clung to life with every ﬁ ber of his being, and 
  Dr. Siegfried saw in him something worthy of being 
  preserved. Using his vast knowledge of biology and 
  electronics, Dr. Siegfried “rebuilt” Eisengesicht, replac-
  ing some parts of his body with Weird Science devices 
  intended to keep it alive. Some of the side eﬀ ects of this 
  process were unpleasant (it made Eisengesicht look even 
  more horriﬁ c than normal, and gave him an unusu-
  ally low body temperature), while others (diminished 
  capacity to feel pain) were useful. Doktor Siegfried even 
  designed a special iron faceplate/helmet to hide Eisenge-
  sicht’s explosion-ravaged face from the world.
  When Reichsführer Heinrich Himmler decided 
  to create Einsatzgruppe Omega, Eisengesicht was the 
  ideal choice to lead the unit. He’s served with distinc-
  tion all over the world ever since, killing dozens of 
  enemies of the Th ird Reich and recovering intelligence 
  and treasures of all sorts.
  Personality/Motivation:  Like all members of Ein-
  satzgruppe Omega, Eisengesicht is an ardent Nazi, 
  a devoted German patriot, and a loyal member of 
  the SS. Stern, unforgiving, and eﬃ  cient, he makes 
  an ideal Nazi military leader and task force com-
  mander. Since his accident he has come to despise 
  people who talk too much, who are beautiful/hand-
  some (especially if they ﬂ aunt their looks), or who 
  seem to get the lucky breaks that never came his 
  way before.
  12 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  13 
  Hero Plus Adventure #20
  Quote:  “Enough prattle, ausländer. Now you die.”
  Powers/Tactics:  Before being assigned to Dr. 
  Siegfried and joining the SS, Eisengesicht was a 
  German soldier. As such he approaches problems 
  and crises, including combat, with military preci-
  sion and eﬃ  ciency. He remains calm, cool, and col-
  lected at all times, never losing his head or giving in 
  to panic. He identiﬁ es the most important foe, takes 
  aim, and guns him down. He keeps repeating that 
  tactic, moving around the battleﬁ eld as necessary 
  for his own safety or line of sight, until the enemy’s 
  been defeated.
  Campaign Use:  Eisengesicht makes a perfect foe 
  for Pulp heroes who are skilled sharpshooters or 
  like to target vulnerable locations such as the Head 
  — since he has extra armor there! His rebuilt body 
  is also much more resistant to injury than an aver-
  age person’s, so he can keep ﬁ ghting or pursuing an 
  enemy long aft er other opponents would have just 
  fallen down and died.
  If you need to make Eisengesicht even tougher, 
  give him more Combat Skill Levels, increase his SPD 
  to 5, and/or increase his CON to 25. To weaken him, 
  reduce his STR to 20 and remove his Targeting Skill 
  Levels.
  Eisengesicht only Hunts characters if ordered to 
  do so, in which case he follows orders.
  Appearance:  Eisengesicht is a huge brute of a 
  man, 6’6” tall, broad-shouldered, and as tough and 
  unyielding as a cliﬀ . Because he feels cold all the 
  time, even in tropical climates, he usually wears a 
  heavy SS winter longcoat over his SS uniform, with 
  a Nazi armband on the left  upper arm. His face 
  and head are hidden by an iron faceplate/helmet 
  that has slits at his eyes, nose, and mouth so he 
  can breathe and see. He usually carries his Mauser 
  Gewehr 98 riﬂ e and several other weapons with 
  him at all times.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Mauser Gewehr 98 +1 
  +1 
  2½d6 
  1d6 
  5 
  14 
  Carries 2 
  extra clips
  Luger P-08 
  +1 
  +0 
  1d6+1 1d6-1 
  8 
  8 
  Carries 1 
  extra clip
  Knife 
  +0 
  +0 
  1d6-1 1d6-1 
  — 
  6 
  Can Be 
  Th rown
  Armor
  Iron Faceplate/Helmet (+6 DEF, protects Hit Locations 3-5)
  Gear:  Binoculars, map case with relevant maps, compass
  Clothing:  Uniform (see appearance)
  EISENGESICHT
  PLOT SEEDS
  Eisengesicht hears about 
  a brilliant American 
  surgeon who may be 
  able to make him look 
  normal again. He kid-
  naps the man, intending 
  to force him to operate; 
  the heroes have to track 
  him down and free the 
  terriﬁ ed physician.
  A Nazi mystic believes 
  Eisengesicht is the 
  incarnation an ancient 
  Germanic storm-deity. 
  He convinces the iron-
  helmeted warrior to par-
  ticipate in a ceremony 
  designed to bring forth 
  the “essence” of this god, 
  giving Eisengesicht vast 
  strength and powers. 
  Th e heroes have to ﬁ nd 
  the ceremony and stop it 
  before one of their worst 
  foes becomes almost 
  unstoppable!
  Eisengesicht’s body 
  starts to break down. 
  To “repair” him, Dr. 
  Siegfried needs special 
  parts and data from a 
  top-notch but eccen-
  tric American scientist 
  (perhaps a PC!). Eisen-
  gesicht steals the goods; 
  the heroes have to ﬁ nd 
  him and get them back 
  before Dr. Siegfried can 
  make him even stronger 
  than ever.
  
  DER AUFSEHER
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [3]
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  15 
  CON 
  10 
  12-
  13 
  BODY 6 
  12-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  13 
  EGO 
  6 
  12- 
  ECV:  4
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  10 
  COM 
  0 
  11-
  6  
  PD 
  3 
   
  Total:  6 PD (0 rPD)
  4  
  ED 
  1 
   
  Total:  4 ED (0 rED)
  4  
  SPD 
  15 
   
  Phases:  3, 6, 9, 12
  6  
  REC 
  0
  30 
  END 
  0
  35 
  STUN 
  6 
  Total Characteristics Cost:  75
  Movement: 
  Running: 
  6”/12”
  Cost Powers 
  END
   
  Martial Arts:  Whipﬁ ghting
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  4 
  Choke 
  -2 
  +0 
  Grab One Limb; 
  3d6 NND (2)
  4 
  Disarm 
  -1 
  +1 
  Disarm, 35 STR 
  to Disarm roll
  5 
  Slash 
  -2 
  +1 
  Weapon +6 DC
  5 
  Snap 
  +1 
  +3 
  Weapon +2 DC
  3 
  Trip  
  +0 
  +1 
  Weapon +2 DC 
  +v/5; Target 
  Falls
  8 
  +2 Damage Classes (already added in)
   
  Perks
  5 
  Military Rank:  SS-Hauptsturmführer, 
  member of Einsatzgruppe Omega
   
  Talents
  3 
  Resistance (3 points)
   
  Skills
  16 
  +2 with All Combat
  6 
  +2 with Whipﬁ ghting
  3 
  Contortionist 12-
  9 
  Interrogation 15-
  2 
  AK: Europe 11-
  2 
  CK: Berlin 11-
  1 
  KS: Th e Espionage World 8-
  1 
  KS: Th e Military/Mercenary/Terrorist World 
  8-
  2 
  KS: Th e Nazi Military 11-
  3 
  KS: Torture 12-
  2 
  Language:  English (ﬂ uent conversation; 
  German is Native)
  2 
  Language:  French (ﬂ uent conversation)
  2 
  Language:  Russian (ﬂ uent conversation)
  2 
  PS: Torturer 11-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  3 
  TF: Common Motorized Ground Vehicles, 
  Two-Wheeled Motorized Ground Vehicles
  5 
  WF: Small Arms, Blades, Whip, Oﬀ  Hand
  Total Powers & Skills Cost:  104
  Total Cost:  179
  75+ Disadvantages
  5 
  Distinctive Features:  Uniform (Easily Con-
  cealed; Noticed And Recognizable)
  20 
  Hunted:  enemies of Nazi Germany 8- (Mo 
  Pow, NCI, Capture/Kill)
  10 
  Hunted:  the SS 8- (Mo Pow, NCI, Watching)
  20 
  Psychological Limitation:  Ardent Nazi (Very 
  Common, Strong)
  15 
  Psychological Limitation:  Sadistic; Loves To 
  Inﬂ ict Pain (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Oskar 
  Wollenhaupt) (Frequently, Major)
  Total Disadvantage Points:  180
  Background/History:  Oskar Wollenhaupt, der 
  Aufseher (“the Overseer”), is the only member of 
  Einsatzgruppe Omega who could pass for a normal 
  human... at least based on external appearance. 
  Raised in a strict German family, he grew up from a 
  petty child who played malicious tricks on his play-
  mates and other adults into a sadistic adult who 
  spent time in jail for a number of petty crimes and 
  assaults. He’d undoubtedly have graduated to rape 
  and murder in time had the Nazi Party not come 
  along to channel his “enthusiasms” so they became 
  useful for the state. As a master torturer skilled with 
  both whip and knife he made a ﬁ ne candidate for 
  Einsatzgruppe Omega.
  Personality/Motivation:  Like all members of Ein-
  satzgruppe Omega, der Aufseher is an ardent Nazi, 
  a devoted German patriot, and a loyal member 
  of the SS. But he’s also sadistic and cruel, taking 
  advantage of every opportunity that his position 
  provides to torture and hurt people. More than 
  once he’s had such fun torturing a prisoner that he’s 
  killed the man before gaining a confession or learn-
  ing anything useful.
  Quote:  “Now, Herr Irons... let us test the limits of 
  your endurance.”
  Powers/Tactics:  In combat der Aufseher prefers to 
  use his whip, but to do so he has to maintain at least 
  1-2” of distance (and preferably 3”) from his target, 
  which isn’t always possible. If forced into true HTH 
  Combat, he ﬁ ghts with a knife in his right hand and 
  scalpel in his left ; if he can’t get close enough for the 
  whip, he draws his Luger and starts shooting.
  Campaign Use:  Der Aufseher is probably the least 
  likeable member of Einsatzgruppe Omega, a team 
  that won’t exactly inspire warm and fuzzy thoughts 
  in your PCs on the best of occasions. If he ever gets 
  his hands on the PCs, aft er they escape they prob-
  ably won’t rest until they get revenge for his sadistic 
  interrogation sessions by killing him.
  To make Der Aufseher tougher, increase his DEX 
  and CON to 18 and perhaps give him a Martial Art of 
  “torture maneuvers” he can use to inﬂ ict pain on his 
  enemies in HTH Combat.  To weaken him, remove his 
  Combat Skill Levels with All Combat.
  Der Aufseher only Hunts characters if ordered to 
  do so, in which case he follows orders.
  14 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  15 
  Hero Plus Adventure #20
  Appearance:  Der Aufseher is a pale-skinned 
  German man, 5’9” tall, with brown hair and dark 
  eyes. He wears a standard SS uniform suitable to his 
  rank, but always with a dagger on his right hip and 
  a whip coiled on his left . He rarely displays much 
  facial expression except when interrogating or tor-
  turing someone, when a subdued but hellish glee 
  lights his features.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Whip 
  +0 
  — 
  ½d6 
  1d6-1 
  — 
  5 
  3” reach, 
  can Grab
  Luger P-08 
  +1 
  +0 
  1d6+1 1d6-1 
  8 
  8 
  Carries 1 
  extra clip
  Knife 
  +0 
  +0 
  1d6-1 
  1d6-1 
  — 
  6 
  Can Be 
  Th rown
  Scalpel 
  +0 
  —  
  1 point 
  0 
  —  
  3 
  Can Be 
  Th rown
  Armor
  None
  Gear:  Surgical instruments and other tools of torture
  Clothing:  Uniform (see Appearance)
  DER AUFSEHER
  PLOT SEEDS
  While torturing a 
  prisoner, der Aufseher 
  learns the location of a 
  hidden cache of gold. 
  He can’t go aft er it lest 
  someone realize he kept 
  the secret for himself, 
  so he decides to trick 
  the heroes into getting 
  it and then take it from 
  them... or, better yet, 
  their corpses.
  Aft er an encounter with 
  a strange Indian mystic, 
  der Aufseher comes to 
  believe it’s possible for 
  a man to learn to inﬂ ict 
  pain at a distance with 
  nothing but the power 
  of his mind. Determined 
  to learn how to do this, 
  he begins searching 
  the world for arcane 
  power/teachers. Th e 
  heroes have to stop him 
  before he gains psychic 
  powers no sadist should 
  be allowed to have.
  Der Aufseher comes 
  into possession of a 
  torture-manual from the 
  Middle Ages. Eager to 
  test out its contents, he 
  concocts a false reason 
  for Einsatzgruppe 
  Omega to hunt and cap-
  ture the PCs.
  
  TIER
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [3]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  15 
  CON 
  10 
  12-
  15 
  BODY 10 
  12-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  14 
  EGO 
  8 
  12- 
  ECV:  5
  20 
  PRE 
  10 
  12- 
  PRE Attack:  3d6
  14 
  COM 
  2 
  12-
  8  
  PD 
  5 
   
  Total:  11 PD (3 rPD)
  6  
  ED 
  3 
   
  Total:  9 ED (3 rED)
  5  
  SPD 
  32 
   
  Phases:  3, 5, 8, 10, 12
  6  
  REC 
  0
  30 
  END 
  0
  40 
  STUN 
  9 
  Total Characteristics Cost:  123
  Movement: 
  Running: 
  9”/18”
   
  Leaping: 
  5”/10”
  Cost Powers 
  END
  10 
  Nails Like Claws:  HKA 1 point (½d6
  with STR), Penetrating (+½), Reduced 
  Endurance (0 END; +½) 
  0
  4 
  Nail “Poison”:  Images to Touch Group,
  +3 to PER Rolls, Trigger (when HKA
  attack does BODY damage and he wants
  this power to work, activating Trigger
  takes no time, resetting Trigger takes 1
  Turn or more; +¼); No Range (-½), Set
  Eﬀ ect (feels like poison, see text; -1), 4 
  Charges (-1) 
  [4]
  7 
  Sharpened Teeth:  HKA ½d6; No STR
  Bonus (-½) 
  1
  6 
  Animal Swift ness:  Running +3” (9” total) 1
  2 
  Strong Leaper:  Leaping +2” (5” forward,
  3” upward) 
  1
  6 
  Animal Senses:  +2 to PER Rolls with all 
  Sense Groups 
  0
  5 
  Eyes Of Darkness:  Nightvision 
  0
  6 
  Eagle-Eyed:  +4 versus Range Modiﬁ er
  with Sight Group 
  0
   
  Perks
  5 
  Military Rank:  SS-Hauptsturmführer, 
  member of Einsatzgruppe Omega
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  20 
  +4 HTH
  3 
  Climbing 13-
  3 
  Concealment 12-
  3 
  Conversation 13-
  3 
  Interrogation 13-
  2 
  AK: Europe 11-
  2 
  CK: Berlin 11-
  2 
  KS: Animals 11-
  1 
  KS: Th e Espionage World 8-
  1 
  KS: Th e Military/Mercenary/Terrorist World 
  8-
  2 
  KS: Th e Nazi Military 11-
  2 
  Language:  English (ﬂ uent conversation; 
  German is Native)
  2 
  Language:  French (ﬂ uent conversation)
  3 
  Persuasion 13-
  1 
  SS: Chemistry 8-
  3 
  Seduction 13-
  3 
  Sleight Of Hand 13-
  7 
  Stealth 15-
  6 
  Survival (Mountains, Temperate/Subtropical, 
  Tropical) 12-
  3 
  Tracking 12-
  3 
  TF: Common Motorized Ground Vehicles, 
  Two-Wheeled Motorized Ground Vehicles
  3 
  WF: Small Arms, Blades
  Total Powers & Skills Cost:  135
  Total Cost:  258
  75+ Disadvantages
  20 
  Distinctive Features:  sharpened teeth and 
  prominent nails (Easily Concealed; Noticed 
  And Recognizable)
  5 
  Distinctive Features:  Uniform (Easily Con-
  cealed; Noticed And Recognizable)
  25 
  Enraged:  in combat (Very Common), go 11-, 
  recover 11-
  20 
  Hunted:  enemies of Nazi Germany 8- (Mo 
  Pow, NCI, Capture/Kill)
  10 
  Hunted:  the SS 8- (Mo Pow, NCI, Watching)
  20 
  Psychological Limitation:  Ardent Nazi (Very 
  Common, Strong)
  20 
  Psychological Limitation:  Casual Killer 
  (Common, Total)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Lukas 
  Th eissen) (Frequently, Major)
  28 
  Experience Points
  Total Disadvantage Points:  258
  Background/History:  Lukas Th eissen comes from a 
  German family of great respect and ancient lineage. 
  As a boy he spent hours roaming around in the 
  woods on his family’s estate, sometimes wishing he 
  could be an animal — a wolf, or a bear, or a panther, 
  something fast and powerful. Sometimes, when no 
  one was watching, he took out his “animal aggres-
  sions” on family pets and domesticated animals, 
  mutilating and killing them.
  Lukas grew up into a strong, handsome young 
  man — the perfect Aryan, at least on the outside. In 
  his mind the animal aggressions still lurked. Aft er he 
  joined the German army they became even stron-
  ger... until he could no longer resist them. He had 
  to become an animal himself. Ignoring the pain, he 
  ﬁ led down his teeth to sharp points so that he had 
  fangs, and he used a special chemical formula to 
  lengthen and harden his ﬁ ngernails so they became 
  claws. When his superiors saw that he was now Tier 
  (“Beast”), they knew the regular army wasn’t the place 
  for him — he belonged in the new Einsatzgruppe 
  Omega.
  Personality/Motivation:  Like all members of 
  Einsatzgruppe Omega, Tier is an ardent Nazi, a 
  devoted German patriot, and a loyal member of 
  the SS. But his overriding passion is his “animal 
  16 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  17 
  Hero Plus Adventure #20
  aggression” — his desire to take on the best quali-
  ties of beasts of prey and use them to demonstrate 
  his superiority and destroy his enemies. Sometimes 
  his aggression overwhelms him, causing him to kill 
  someone Eisengesicht would prefer he left  alive or 
  making him heedless of his own personal safety in 
  combat.
  As the youngest member of the Einsatzgruppe, 
  and the least dependable due to his “animal aggres-
  sions,” Tier is the lowest-ranking member of the 
  group. He bitterly resents having to take orders from 
  the other three and yearns for the day when the situ-
  ation changes. In fact, he might even help it change if 
  the opportunity presents itself....
  Quote:  “Th ere is a beast in all men. I have simply 
  given free rein to mine.”
  Powers/Tactics:  While Tier is no stranger to guns 
  or thrown knives, he prefers hand-to-hand combat 
  where he can use his claws and fangs. He coats 
  his “claws” with a harmless substance that causes 
  wounds to burn slightly (he usually sets all four 
  Triggered Charges in advance, if he has the chance). 
  Th is makes an opponent think Tier has poisoned 
  him — and Tier carries a vial of “antidote” with him 
  to use as a bargaining chip.
  Despite the fact that he’s a vicious, bestial killer, 
  Tier can show plenty of charm — “animal magne-
  tism,” if you will — when he wants to. Th is isn’t always 
  enough to overcome his disturbing appearance (which 
  usually imposes a -2 penalty, or worse, to Interaction 
  Skill rolls), but it works more oft en than one might 
  think.
  Campaign Use:  Tier is the weakest link in Ein-
  satzgruppe Omega — the member who’s most 
  likely to cause problems for the team, one way or 
  another. If the PCs realize this, they may be able to 
  play upon his disaﬀ ection or sociopathy enough to 
  turn the tables in their favor.
  To make Tier a deadlier opponent, increase his 
  CON and STR to at least 18 each, and perhaps give 
  him a Martial Art with his claws. To weaken him, 
  reduce his SPD to 4.
  Tier only Hunts characters if ordered to do so, in 
  which case he follows orders.
  Appearance:  Tier is 6’0” tall, blonde-haired, blue-
  eyed, and handsome — an ideal Aryan specimen 
  until one sees that he’s ﬁ led all his teeth down to 
  fangs, that his ﬁ ngernails are eﬀ ective claws, and 
  the gleam in his eye is that of a predator about to 
  take his prey. He typi-
  cally wears a standard 
  SS uniform appropriate 
  to his rank.
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Luger P-08 
  +1 
  +0 
  1d6+1 1d6-1 
  8 
  8 
  Carries 1 
  extra clip
  Knife 
  +0 
  +0 
  1d6-1 1d6-1 
  — 
  6 
  Can Be 
  Th rown
  Armor
  None
  Gear:  Pocketwatch, compass, vial of “antidote”
  Clothing:  Uniform (see Appearance)
  TIER
  PLOT SEEDS
  While Einsatzgruppe 
  Omega is on a secret 
  mission in New York 
  City, Tier gives into his 
  “animal aggressions” 
  and begins killing inno-
  cent people all over 
  the city. Th e heroes 
  have to race against the 
  Germans (and perhaps 
  against revenge-crazed 
  gangsters!) to see who 
  can ﬁ nd and capture 
  him ﬁ rst.
  Tier decides to create 
  some openings in the 
  ranks by secretly letting 
  the PCs know when 
  several other mem-
  bers of Einsatzgruppe 
  Omega start a new mis-
  sion in Afghanistan. Th e 
  heroes have to decide 
  if the “anonymous tip” 
  is worth following up... 
  and ﬁ gure out who’s 
  behind it, and why.
  If one of the PCs is a 
  famed Great White 
  Hunter (or the like), 
  Tier decides to make a 
  special target out of him 
  (preferably by trapping 
  him in a wilderness 
  area). Who will win this 
  time, the hunter... or the 
  beast?
  
  VON SCHÄDEL
  Val Char 
  Cost Roll 
  Notes
  15 
  STR 
  5 
  12- 
  Lift  200 kg; 3d6 [3]
  18 
  DEX 
  24 
  13- 
  OCV:  6/DCV:  6
  16 
  CON 
  12 
  12-
  14 
  BODY 8 
  12-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  14 
  EGO 
  8 
  12- 
  ECV:  5
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  4  
  COM 
  -3 
  10-
  8  
  PD 
  5 
   
  Total:  11 PD (3 rPD)
  6  
  ED 
  3 
   
  Total:  9 ED (3 rED)
  4  
  SPD 
  12 
   
  Phases:  3, 6, 9, 12
  8  
  REC 
  4
  32 
  END 
  0
  30 
  STUN 
  0 
  Total Characteristics Cost:  88
  Movement: 
  Running: 
  7”/14”
  Cost Powers 
  END
   
  Martial Arts:  Fencing
   
  Maneuver 
  OCV DCV 
  Damage/Effect
  3 
  Cut  
  +2  
  +1  
  Weapon
  4 
  Fleche 
   
  +2 
  -2 Weapon +v/5; 
  FMove
  4 
  Froissement 
  -1 
  +1 
  Disarm, 25 STR 
  to Disarm
  5 
  Lunge 
   
  +1 
  -2 Weapon +4 
  DC
  4 
  Parry 
   
  +2 
  +2 Block, Abort
  4 
  Riposte 
  +2 
  +2 
  Weapon +2 DC, 
  Must Follow 
  Block
  5 
  Slash 
   
  -2 
  +1 Weapon +4 
  DC
  5 
  Takeaway 
  +0 
  +0 
  Grab Weapon, 
  25 STR to Take 
  Weapon Away
  5 
  Th rust 
   
  +1 
  +3 
  Weapon
  3 
  Trip  
  +2  
  -1  
  STR +1d6 Strike, 
  Target Falls 
  7 
  Terrifying Visage:  +15 PRE; Only For
  Fear-/Intimidation-Based Presence
  Attacks (-1) 
  0
  2 
  Fast Runner:  Running +1” (7” total) 
  1
   
  Perks
  5 
  Military Rank:  SS-Hauptsturmführer, 
  member of Einsatzgruppe Omega
   
  Talents
  6 
  Combat Luck (3 PD/3 ED)
   
  Skills
  10 
  +1 Overall
  6 
  +2 with Fencing
  3 
  Acting 12-
  3 
  Bribery 12-
  3 
  Bureaucratics 12-
  3 
  Climbing 13-
  3 
  Disguise 12-
  2 
  Forgery (Documents) 12-
  3 
  Interrogation 12-
  2 
  AK: Europe 11-
  2 
  CK: Berlin 11-
  2 
  KS: Th e Espionage World 11-
  2 
  KS: Fencing 11-
  2 
  KS: Th e Military/Mercenary/Terrorist World 
  11-
  3 
  KS: Th e Nazi Intelligence Services 12-
  3 
  KS: Th e Nazi Military 12-
  2 
  Language:  English (ﬂ uent conversation; 
  German is Native)
  3 
  Lockpicking 13-
  3 
  Navigation (Land, Marine) 12-
  3 
  Security Systems 12-
  3 
  Stealth 13-
  3 
  Streetwise 12-
  3 
  TF: Common Motorized Ground Vehicles, 
  Two-Wheeled Motorized Ground Vehicles
  7 
  WF: Common Melee Weapons, Small Arms, 
  General Purpose/Heavy Machine Guns, Gre-
  nade Launchers, Oﬀ  Hand
  Total Powers & Skills Cost:  141
  Total Cost:  229
  75+ Disadvantages
  20 
  Distinctive Features:  skull-like face/head 
  (Concealable With Eﬀ ort, Causes Extreme 
  Reaction [abject fear, loathing, or disgust])
  5 
  Distinctive Features:  Uniform (Easily Con-
  cealed; Noticed And Recognizable)
  10 
  Distinctive Features:  Style (Not Concealable, 
  Noticed And Recognizable, Detectable By 
  Large Group)
  20 
  Hunted:  enemies of Nazi Germany 8- (Mo 
  Pow, NCI, Capture/Kill)
  10 
  Hunted:  the SS/Abwehr 8- (Mo Pow, NCI, 
  Watching)
  20 
  Psychological Limitation:  Ardent Nazi (Very 
  Common, Strong)
  15 
  Psychological Limitation:  Sadist; Enjoys 
  Causing Suﬀ ering And Toying With His Vic-
  tims (Common, Strong)
  20 
  Social Limitation:  Subject To Orders (Very 
  Frequently, Major)
  15 
  Social Limitation:  Secret Identity (Adlar 
  Neukirch) (Frequently, Major)
  19 
  Experience Points
  Total Disadvantage Points:  229
  Background/History:  Von Schädel (“Of Th e Skull”) 
  is, like Eisengesicht, the victim of one of Dr. Hans 
  Siegfried’s experiments. Th e “accident” he suﬀ ered 
  (which, unbeknownst to him, was deliberately engi-
  neered by Dr. Siegfried) caused his skin and ﬂ esh 
  to wither slightly, making him look somewhat thin 
  and skeletal. Worst of all, it gave his face and head 
  a rather skull-like appearance, permanently cutting 
  him oﬀ  from polite society.
  Rather than give in to depression and self-pity, 
  Von Schädel chose to continue his military career, 
  using his frightening appearance to assist with pris-
  oner interrogations and other unusual missions. When 
  Himmler formed Einsatzgruppe Omega, Von Schädel 
  was an obvious choice for the unit.
  18 Nazi Death-Zombies Of The Congo!
  Hero System 5th Edition
  
  19 
  Hero Plus Adventure #20
  Personality/Motivation:  Like all members of Ein-
  satzgruppe Omega, Von Schädel is an ardent Nazi, 
  a devoted German patriot, and a loyal member of 
  the SS. Like der Aufseher he’s a sadist, though his 
  delight in inﬂ icting pain usually takes the form of 
  toying with his victims rather than outright torture. 
  He loves to watch despair, anxiety, and fear grow in 
  a victim like a beautiful ﬂ ower... then to snip that 
  ﬂ ower oﬀ  by ending the victim’s life. In many cases 
  he’d be a more eﬀ ective member of Einsatzgruppe 
  Omega if he simply polished oﬀ  his opponents at 
  the ﬁ rst opportunity.
  Quote:  “Th at ﬁ re in your eyes will soon dim when 
  you realize you are outmatched, mein Herr.”
  Powers/Tactics:  Von Schädel knows how to use 
  many types of weapons, but his favorite by far is 
  the fencing saber. He eagerly singles out any fencers 
  among the opposition for a one-on-one duel, even 
  if it would make more sense to shoot them. If he 
  can’t close to sword range, he uses his Walther PP.
  Campaign Use:  Von Schädel is intended primarily 
  as a rival for a PC who also uses a sword (or, failing 
  that, some other HTH Combat weapon). He makes 
  a ﬁ ne general adversary, but he really comes into 
  his own as a nemesis for a fellow fencer.
  To make Von Schädel a stronger opponent, give 
  him some Extra DCs with his Fencing, some more 
  Combat Skill Levels, and perhaps SPD 5 or a Ranged 
  Martial Art with ﬁ rearms (so he’s as deadly at Range 
  as he is HTH). To weaken him, reduce his STR to 10 
  and DEX to 15.
  Von Schädel only Hunts characters if ordered to 
  do so, in which case he follows orders.
  Appearance:  Th anks to the accident he suﬀ ered in 
  Dr. Siegfried’s lab, Von Schädel is unusually (though 
  not unnaturally) thin, even almost skeletal in a few 
  places. Most striking of all, his face has withered in 
  such a way that his head resembles a skull — nose 
  and lips have rotted away, the ﬂ esh has tightened, 
  and so forth. His skin has a disturbing greyish-
  green color to it. He wears a standard SS uniform, 
  but usually has a saber on his left  hip.
  VON SCHÄDEL
  PLOT SEEDS
  Von Schädel hears that 
  one of the PCs is an 
  expert fencer. Deter-
  mined to prove that he’s 
  the best, he tracks the 
  hero down and chal-
  lenges him to a duel 
  — preferably at some 
  public venue, like a high 
  society ball.
  Von Schädel’s body 
  continues to deteriorate, 
  becoming not only more 
  skeletal and grotesque, 
  but weaker. Th inking 
  that a certain Russian 
  scientist’s work might 
  hold the key to his 
  recovery, he decides to 
  trick the heroes into 
  recovering the experi-
  mental medicine for 
  him.
  To arrange an encounter 
  (and thus a duel) with 
  one of the PCs, Von 
  Schädel plants a false 
  rumor of a fabulous 
  hidden treasure squir-
  relled away in Berlin 
  — complete with real-
  istic-looking “antique 
  treasure map” and other 
  props. Now all he has to 
  do is sit back and wait 
  for the heroes to come 
  to him....
  SUGGESTED EQUIPMENT
  Weapon 
  OCV 
  RMod 
  Dam 
  STUN 
  Shots 
  STR Min 
  Notes
  Walther PP 
  +0 
  +0 
  1d6 
  1d6-1 
  8 
  7
  Fencing Sabre 
  +0 
  — 
  1d6 
  1d6-1 
  — 
  10
  Knife 
  +0 
  +0 
  1d6-1 
  1d6-1 
  — 
  6 
  Can Be 
  Th rown
  Armor
  None
  Gear:  Miniature telescope, forgery equipment, lockpicks, several sets of false papers,
  disguise kit
  Clothing:  Uniform (see Appearance)
  
SOURCE: textdata/thevault/Hero Games/5th Edition/Pulp Hero - Nazi Death-Zombies of the Congo.pdf