TEXT: DEVIL’S WORKSHOP
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  The Cadre
  Written by
  Wayne Ligon 
  Additional Development
  Louis Porter Jr.
  Editing
  Dave Mattingly
  Graphic Design, Layout & Logo:
  Louis Porter, Jr. Design
  Cover
  Tony Perna 
  Interior Art
  Jason Walton
  Devil’s Workshop was created by Louis Porter, Jr.
  Design, Inc.
  Louis Porter, Jr Design
  350 NW 87th Terrace
  Plantation, FL 33324
  HavenGod@lpjdesign.com
  www.lpjdesign.com
  Devil’s Workshop, Image Portfolio, Devil’s
  Workshop Logo, Image Portfolio and Louis Porter,
  Jr. Design Logo are Trademarks of Louis Porter, Jr.
  Design. Copyright 2002 Louis Porter, Jr. Design,
  Inc. All Rights Reserved.
  Mutants & Masterminds, M&M Superlink, and the
  M&M Superlink logo are Trademarks of Green
  Ronin Publishing and are used with permission.
  Hero Points, Power Points, and Villain Points are
  Product Identity of Green Ronin Publishing and
  are used with permission. Requires the Mutants &
  Masterminds RPG by Green Ronin Publishing For
  Use."
  All text on pages 3 - 13 is Open Game Content as
  defined by the Open Gaming License. See page 41
  for more information.
  
  Page 3
  Devil’s Workshop
  the cadre
  Political Destabilization. 
  This is the number one goal of the Cadre since King
  sees it as the first step to global domination. A mod-
  ern First World state can be remade from within but
  it can take decades to effect even simple policy
  changes. The Cadre concentrates on developing
  nations in the Third World, since they rarely have the
  infrastructure or alliances to resist. Taking over even
  a small Third World nation is a daunting task,
  though, and even without Archangel interference
  fails more often than it succeeds despite the sophisti-
  cated means available to the Cadre. To date, the
  Cadre has succeeded only twice in establishing direct
  control.
  The Middle Eastern nation of Kasamistan fell to
  Cadre-backed rebel forces in 1987 after a terrorist
  attack killed the king and his advisors. Archangel
  intelligence indicates the top three people in the
  Kasamistan government are Cadre puppets; indeed,
  one is the former supervillain known as Kytiss.
  Kasamistan has since become a major training
  ground for world terrorists and a Mecca for anar-
  chists of all stripes. There are even rumors of a
  ‘Terrorist University’ on the site of the former royal
  palace.
  In 1999, the government of Lowanda, a sub-Saharan
  state known for its rich diamond deposits, was
  deposed by a military coup later discovered to have
  Cadre backing. Lowanda has experienced a nine-
  thousand-fold increase in its standard of living since
  the coup; all major towns now have effective First
  World infrastructures built, and estimates place liter-
  acy at the 90% mark by early 2009. Crime and
  unemployment are effectively zero. General Asawa,
  though technically a dictator due to the broad veto
  powers granted him by the Lowandan constitution,
  has authorized yearly quasi-democratic ‘elections’
  since 2000; he himself has always been elected
  President, while Cadre-backed loyalists control the
  major seats in Parliament. Lowanda now provides a
  significant source of income for the Cadre, as well as
  swelling its ranks with fanatically loyal young people
  who see the organization as a godsend.
  Destabilization can serve purposes other than
  takeover, though that is the eventual goal of the
  Cadre. It also provides distraction from other matters
  by shifting resources and attention to Problem X
  instead of Problem Y. 
  Destabilization is an art rather than a science, and it
  can take many forms. Economic and political manip-
  ulation is the Cadre’s main tool. Economic manipula-
  tion consists of many things, but fundamentally it
  seeks to create tension and dissatisfaction among the
  people or it creates a climate where the industrial
  arm of the Cadre can more easily penetrate the econ-
  omy of a nation. The first makes political manipula-
  tion much easier while the second creates both a
  resource for the Cadre and a means of economic
  blackmail. Political manipulation is much harder, but
  yields much greater rewards. The simplest form of
  this is assassination. It removes an obstacle to Cadre
  interests and sends a clear message to everyone else.
  As WWII demonstrated, a single bullet at the right
  time and place can change the world. That proper
  place and time are difficult to come by or manufac-
  ture, so mostly assassination serves to terrorize the
  populace. The Cadre’s favorite form of political
  manipulation is leveraging, otherwise known as
  blackmail. They find a politician who has influence
  in an area of interest to them and find out his weak-
  nesses; then they use those weaknesses to manipulate
  him. In the absence of anything they can use, they
  will sometimes either manufacture a situation to
  remove the person from office or they will create a
  weakness for that person (the new man in the sena-
  tor’s life is a Cadre operative, or maybe a family
  member
  Economic Domination
  It takes money to rule the world. Where does it all
  come from? King and Kytiss have tremendous per-
  sonal resources, but for the most part their operations
  I. History of the
  Organization
  What is the Cadre?
  The Cadre is, simply put, the foremost threat to
  world peace and security today. Encompassing tens
  of thousands of loyal workers and soldiers, the
  Cadre acts like a shadow economy behind the
  stage of world events. They are connected on some
  level with an astounding array of criminal and
  antisocial behavior. The Cadre is the creation of
  one man: Hammond King, who has stated he
  means to rule the world within his lifetime. 
  Goals
  The stated goal of the Cadre is to topple the old
  corrupt regimes of Earth so that they can lead the
  people to a new Golden Age of global harmony.
  They point out political corruption (usually that
  they themselves have manufactured), actively
  destabilize governments or alliances, dominate
  economic markets either directly or through infil-
  trators, and generally do everything they can to
  wipe away the old order and establish a new one.
  The unstated goal to all but a few is to place the
  entire world at the feet of Hammond King so that
  he may rule over it unopposed. 
  Means
  The Cadre has many means at its disposal to
  achieve global domination but two are most impor-
  tant. Political Destabilization creates chaos that
  begs for order — the Cadre moves in and provides
  that order. Economic Domination concentrates
  monetary and natural resources into the hands of
  Cadre puppets. 
  
  the cadre
  are legit; no direct link exists to any Cadre operation.
  The Cadre controls hundreds of various companies
  through outright purchase, holding companies, pup-
  pet boards and stock ownership. A portion of profit
  from all those entities is funneled into Cadre through
  various means, but that’s not enough. Three main
  sources exist for Cadre funding: Contraband, infor-
  mation, and outright theft.  
  Contraband is the preferred means of raising money
  for the Cadre. The need for goods or services denied
  by law is too great to ignore as an income source,
  and these needs will persist for the foreseeable
  future. Drugs and weapons still top the list: the Cadre
  controls roughly 50% of the world drug trade and
  40% of illegal weapons smuggling. They produce,
  transport and distribute all in one; only rarely will a
  Cadre drug or weapon operation utilize “outside con-
  tractors.” Other forms of contraband include slavery
  of all stripes, routine materials smuggling, and immi-
  grant transfer. 
  Information is more valuable than gold. The Cadre
  engages in espionage (effectively information theft
  and trade) on a regular basis. They have operatives
  (almost always mundane “minion” level people) in
  every country on Earth, watching and listening. The
  Cadre runs both high-level and low-level espionage
  rings. High-level operations involve moles in govern-
  ment (at last Archangel count, two American
  Senators and one Representative were direct Cadre
  officers, as well as two British Prime Ministers and a
  highly placed information officer at INTERPOL) and
  industry that act as direct high-level information
  transmitters both to and from the Cadre. The senator
  who votes down a law-enforcement funding proposal
  or the industry insider who leaks info allowing
  Cadre-owned companies to gain a huge profit are
  both high-level active operatives. Low-level opera-
  tions involve observers who take little or no direct
  action. They simply watch and report. Cadre
  observers have been found in other information agen-
  cies (CIA, MI-5, etc.) and at least two superhero
  teams to date.
  Outright Theft provides quick infusions of untrace-
  able cash (preferably in the form of precious metals
  or gems). It’s easy but very visible, and most likely
  to trigger random superhero intervention. Indeed,
  most contact other paranormals have with the Cadre
  is through stopping one or more Theft schemes (most
  others involve Contraband operations). Usually it’s
  used to fund a specific short-term operation or to
  obtain an object for use in a later operation.
  Extortion and ransom also fall into this category.
  The Council
  The primary enforcement arm of the Cadre is the
  Council, made up of various paranormal individuals
  gathered by King over the years. Other paranormals
  work for the Cadre (some knowingly, some not) but
  these are given prestige and power beyond anyone
  else. Each is useful to King in some way. If for some
  reason they stop being useful, they are immediately
  imprisoned or killed. King has, with the exception of
  the Blood Queen, had a complete change of Council
  members since he made the group a formal part of
  Cadre in 1989. The latest addition is his own geneti-
  cally-modified son as the Blood Rook. King uncon-
  sciously chose a chess-motif because he sees all the
  Council members as his personal pawns. 
  The Council is the main opposition to paranormal
  involvement, be it Archangel operatives, super-pow-
  ered mercenaries, or random do-gooders. Use of
  super-humans by a force opposing the Cadre auto-
  matically triggers the deployment of at least one
  Council member.
  Base Prime
  Base Prime lies in a crevice deep within the Indian
  Ocean; the major part of the base is on one side with
  a tube linking it to the major research facilities built
  into the other wall. Prime Major is built around a
  tremendous staging area that can host up to 200
  troops plus appropriate vehicles. Vast workshops and
  Devil’s Workshop
  Page 4
  lifts are beneath this area, repairing damage and
  building new units on a robotic assembly line.
  Above that area are living quarters, training facili-
  ties, and laboratories. At the center of it all, the
  War Room, the nerve center of Base Prime and
  Cadre operations worldwide. Ringing the War
  Room are the computer archives. Above this sec-
  tion are officer and support personnel living quar-
  ters, plus the Council chambers and their living
  arrangements. 
  Prime Minor has its own power, water, and air sup-
  ply, its own supercomputer facilities and its own
  self-destruct mechanism. Minor is the main Cadre
  laboratory and research facility, making advances
  in genetic recombination, materials construction,
  and software research. 
  Base Prime gets power from a geothermal tap that
  runs two miles under the sea floor. Seawater is
  pumped into it where it flashes into steam, which
  then drives turbines that produce electrical power.
  Base Prime also pulls in its entire food and fresh-
  water supply from the sea, as well as considerable
  mineral wealth by tapping the ‘black smoke’ that
  comes up from vents in the crevice. It is a self-suf-
  ficient community that could last over two hundred
  years in total isolation before recycling technology
  began to break down and introduce poisons into
  the food supply. 
  Access to Base Prime is via submersible (it can
  dock up to five giant cargo submarines) or by tele-
  portal.  Teleportal travel is very draining and cre-
  ates a definite signal that could be traced; it’s used
  only to back large troop incursions, rapid pull-outs,
  or Council transport to and from the base. 
  Other Cadre Bases. 
  The Cadre has a base of some sort in every major
  country on Earth, usually a covert research facility,
  a remote training camp, or manufacturing facility.
  Indeed, many seemingly normal industrial facilities
  are Cadre military production facilities in disguise.
  
  Page 5
  Devil’s Workshop
  the cadre
  The major bases besides Base Prime are Base
  Alpha in the northern Adirondack region of the
  United States (this serves as the Council’s primary
  training facility, plus a major Rook production and
  training area) and Base Omega in the Swiss Alps
  (concealing the Cadre’s main warehouse of mun-
  dane goods).
  II.
  Cadre
  Leadership and
  Members
  Cadre Forces
  Pawn (Lower): PL7; Init +2 (Dex); Defense 16
  (+4 base, +2 Dex); Spd 30 ft (Fly 35 ft); Atk +5
  melee (+8S, punch) +7 ranged (+7S, energy blast);
  SV Dmg +4, Fort +2, Ref +2, Will +0; Str 12, Dex
  14, Con 15, Int 13, Wis 11, Cha 12.
  Skills: Knowledge (Cadre) +4, Pilot +5, Profession
  (Cadre Soldier) +4, Spot +3
  Feats: Aerial Combat, Attack Focus (Ranged),
  Toughness
  Powers: None
  Equipment: Myrmidon Class II Battle Armor
  (Armor +7; Extras: Energy Blast (Sonic), Flight,
  Snare, Super-Strength; Power Stunts: All-Around
  Sight, Radio Broadcast, Radio Hearing; Source:
  Super-Science; Cost: 7 pp)
  Pawn (Normal): PL10; Init +2 (dex); Defense 16
  (+4 base, +2 Dex); Spd 30 ft (fly 45 ft); Atk +10
  melee (+14S, punch) +8 ranged (+9S, energy blast);
  SV Dmg +4, Fort +4, Ref +2, Will +1; Str 20, Dex
  15, Con 15, Int 13, Wis 12, Cha 15.
  Skills: Knowledge (Cadre) +4, Pilot +7, Profession
  (Cadre Soldier) +6, Spot +4
  Feats: Aerial Combat, Attack Focus (Ranged),
  Dodge, Gang Up (Crooks page 115), Great Fortitude,
  Toughness
  Powers: None
  Equipment: Myrmidon Class III Battle Armor
  (Armor +9; Extras: Energy Blast – Sonic, Flight,
  Snare, Super-Strength; Power Stunts: Radio
  Broadcast, Radio Hearing, All-Around Sight,
  Immunity (Fire, Cold, Suffocation); Source: Super-
  Science; Cost: 7pp)
  Cadre Pawns are trained soldiers encased in a mus-
  cle-enhancing mesh sheath of woven metal and
  ceramic, topped off with significant amounts of
  ceramic/plastic armor plating and a modular weapons
  system. Over 80% of Cadre shock troops wear some
  variant of the Myrmidon series; others may wear spe-
  cial suits created for specific purposes or to combat
  specific foes.
  The basic Myrmidon series comes equipped with
  sonic energy projectors that fit over the forearms.
  Underneath each is a rack that fires the metal-rope
  snare traps. Each leg has a series of small air turbines
  built in to enable flight. The helmet contains commu-
  nications gear plus a heads-up display of the entire
  battlefield, making it very unlikely the operator will
  be surprised. The slightly more advanced Class III
  suits have a heavier power pack and thicker armor.
  The suit is sealed, letting the operator move and
  work in very adverse conditions. Myrmidon Suits
  meant to protect the main undersea base substitute
  the Swimming power for Flight, and Amphibious for
  All-Around Sight. Undersea troops substitute
  Underwater Combat for Aerial Combat.
  Myrmidon pilots are tough, dedicated soldiers who
  have served in at least three combat missions and
  have demonstrated great loyalty to the organization.
  They are low-level elite troopers, typically with sepa-
  rate quarters and dining halls, and a special training
  regimen. Class III operatives are given steroids and
  muscle-building protein treatments to let them move
  and work easily in the much heavier armor. 
  The Council
  OBSIDION KING (Hammond King) 
  Background: Hammond King is the son of California
  billionaire Richard King, who was instrumental in
  groundbreaking physics research in the 1950s.
  Patents and contracts awarded the elder King after
  his graduation from UC-Davis made him a wealthy
  man able to turn his attention to pure research. He
  married, but was an indifferent husband who practi-
  cally ignored his infant son. Catherine King dealt
  with her husband for thirteen years before she took
  Hammond and walked out, never to return. It took
  Richard a week to realize his wife had left him, but
  only minutes to order his android servants to return
  her. Catherine died in the struggle, but the androids
  delivered Hammond unharmed as per orders. 
  
  the cadre
  Richard King revealed to his son the experiments
  done on him in the womb by the “family doctor,”
  actually another of King’s life-like androids.
  Hammond had the potential for almost infinite
  power, power that could be used to create a new
  energy source for mankind. Richard removed the
  biological blockers on his son’s ability, only to be
  turned inside out by the vengeful boy. Hammond
  King, already a genius, settled in to master his
  father’s technological secrets. Thanks to his father’s
  androids, no one ever knew either King was dead
  until a “lab accident” leveled the lab and house while
  Hammond was away at university. DNA recovered
  from the scene confirmed Dr. King’s death and
  Hammond inherited immense wealth.
  Hammond began to gather to himself the core ele-
  ments of what would one day become the Cadre. He
  recruited a group of supers in 1976 to rob mints,
  extort money from governments, and generally gain
  as much ill gotten loot as possible in order to finance
  what he called “A New American Revolution.” He
  called this team The Cadre, and they fought against
  several superheroes of the time. By 1978 the young
  man was expanding his scope, already experimenting
  with political destabilization in the Middle East and
  taking advantage of disenfranchised peoples in
  China. He created his prototype Base Prime in
  Mount St. Helens in 1979 only to lose it the next
  year when a battle between the Cadre team and the
  Seattle Six caused the tremendous eruption 
  The rest of the Cadre apparently perished in the dis-
  aster, along with two of the Seattle superteam. King
  survived by subconsciously teleporting for the first
  time. Intrigued by this manifestation of his gravity
  powers he spent the next few years in seclusion in
  South America, running experiments on himself to
  unlock the full potential of his powers. During this
  time he also organized many of the rebels in the area
  into a personal guard force, many of who remain at
  his side to this day. As the ’80s came to a close,
  Hammond built a new Base Prime at the bottom of
  the Indian Ocean and began to greatly expand his
  worldwide operations as trade barriers fell and it
  became easier to deal in contraband. He had a hand
  in the fall of the Soviet Union, but his goal of obtain-
  ing nuclear missiles afterwards was thwarted by vari-
  ous Soviet superheroes. Instead he took control of
  many elements of the Red Army and they became the
  military backbone of his new operation: The Cadre, a
  global threat to peace and world stability.
  Since that time, Hammond King has retreated from
  public life to devote more time to his secret obses-
  sion: becoming ruler of the world. At some point
  around 1985, he fathered a child with one of his
  employees, then removed the child from her to
  experiment on. After a year of genetic treatments, he
  re-induced aging in the child and grew it to three
  years growth in a matter of months. He then decant-
  ed the child and let it grow normally to ensure there
  would be sufficient time to train him. Recently that
  child began to manifest the full extent of his powers
  and joined the Council as the Blood Rook. 
  Devil’s Workshop
  Page 6
  Quote: “Soon, you will all call me Master.”
  Personality: King is a megalomaniac that is dan-
  gerously close to achieving his goals. He desires
  personal control over every aspect of his life and
  the lives of others, thinking them too stupid and
  brutal to properly manage their own affairs. He is
  bold and commanding, unwilling to sit for long on
  the sidelines, but ready to take fire and sword to
  his enemies. He can let a plan simmer or a plot
  come to fruition, but he grows more tense and
  impatient as time goes on. If anything, this impa-
  tience can be his weakness. Wait him out long
  enough and he will strike. 
  Appearance: Tall and broad-shouldered,
  Hammond is a 50-year-old man with a powerful
  mature build; he has short well-trimmed black hair
  going white at the temples, blue eyes with a steely
  glint of determination in them, and lips that mostly
  are turned up slightly in a cold smile. In battle, he
  dresses all in black; a loose quasi-armor bodysuit
  with boots and gloves, a crimson cloak bound
  around his neck via a gold chain, and a black full
  head mask with narrow white eyeslits. 
  Powers and Tactics: King has the ability to con-
  trol gravity. Many think his power deals with con-
  trolling gravitons, the particle that transmits the
  force of gravity. King actively supports this idea in
  his battlefield taunts or discussions. However,
  King actually is controlling the force of gravity;
  that is, he’s making and controlling dimples in the
  space-time continuum. This makes him obscenely
  dangerous in more ways than one. 
  One aspect of his power is creating tidal forces
  within structures, causing them to tear apart from
  within. On dangerous opponents, he will spend a
  Villain Point to get the Disruption extra on his
  Disintegration ability. To escape, he’ll spend a VP
  to get Teleportation, literally creating a wormhole
  to carry him to safety.
  Campaign Use: King is the Big Bad Guy; he
  wants the world and he wants it yesterday. He’s
  
  Page 7
  Devil’s Workshop
  the cadre
  bright, rich as sin, ruthless, and has his own private
  army. Go to town with him. Any scene he’s in
  should be larger than life, even more so than most
  superhero scenes. 
  Obsidian King: PL18; Init +4 (Dex); Defense 18
  (+4 Base, +4 Dex); Spd 30 ft (fly 80 ft); Atk +11
  melee (+2S, unarmed) +13 ranged (+16S, Energy
  Blast – Gravity); SV Dmg +7 (+21 Force Field)
  Fort +7, Ref +8, Will +7; Str 15, Dex 18, Con 16,
  Int 18, Wis 16, Cha 20.
  Skills: Diplomacy +14, Gather Information  +12,
  Intimidate +12, Knowledge (Politics) +9, Science
  (Genetics) +8. 
  Feats: Connected, Infamy, Inspire, HQ (Combat
  Simulator, Communications, Computer,
  Concealment, Dock, Fire Prevention System,
  Holding Cells, Infirmary, Isolated Location,
  Laboratory, Library, Living Space, Power Systems,
  Reinforced Structure, Security Systems, Staff,
  Workshop), Leadership, Minions (Loyalty 20),
  Immunity (Gravity, Pressure)
  Powers: Amazing Save +4 (Will; Extras: Damage,
  Fortitude, Reflex; Source: Training; Cost: 4 pp;
  Total: 16 pp), Energy Control: Gravity +16
  (Extras: Disintegration, Energy Blast, Flight, Force
  Field, Telekinesis (Extra: Grapple); Source:
  Mutation; Cost: 8 pp; Total: 128 pp), Super-
  Charisma +4 (Extra: Intimidating Presence;
  Source: Training; Cost 3 pp; Total: 12 pp)
  BLOOD QUEEN (Angirasa
  Srivastava)
  Background: Angirasa is the child of a rakshasa
  and a human sorceress. Bred as a human-demon
  hybrid familiar to enhance her mother’s own
  power, Angirasa soon rebelled and killed her moth-
  er by black magic. For a number of years she
  moved through Calcutta’s mystical underground,
  using her magic to enrich herself and improve her
  general situation. She became a feared shadowy
  figure, a sorcerous assassin, a shapeshifting spy, a
  temptress who promised paradise but delivered only
  damnation in the end… then she disappeared. Many
  still talk of her, but only a very few know that
  Angirasa had decided to reinvent herself and move
  on to working her evil on the world at large.
  Concealing herself via sorcery, she attended universi-
  ty in New Delhi and in London, earning an advanced
  degree in human psychology. Aided greatly by her
  spells to read minds, she set up a psychologist’s prac-
  tice in New York City and for some years she toyed
  with human lives at random, enhancing barely-exist-
  ing fears to suicidal proportions, creating horrific
  memories of abuse then watching as the patient took
  bloody “vengeance” on innocents, or simply ruining
  lives by various means of temptation. She delivered
  many, many souls to her dark masters during this
  time and eventually she came to Hammond King’s
  notice. 
  King came to visit her with the Blood Knight in
  attendance, to provide him with sufficient mental
  protections against what he thought was a simple
  telepath. Angirasa sensed a means to further her aims
  in the world and accepted a position on the Council
  at once. Since then, she’s revealed the magical nature
  of her powers to King but neither the full extent nor
  their origin. 
  Quote: I can find a use for you…
  Personality: It’s said that no villain sees himself as
  evil. Angirasa is the exception that proves the rule.
  She stands completely against the ideas of civiliza-
  tion, progress, kindness, and love. She in fact active-
  ly and knowingly works to destroy such concepts as
  well as tempts others down the road to evil. Unlike
  the others that may be in the Cadre for power or
  money, she sees it as a way to serve Evil Itself. All of
  her suggestions and hints carry some form of dark
  intent, or serve one of her many plots. 
  Appearance: Angirasa is a tall and beautiful woman
  with short black hair, black eyes and a generally
  Indian cast to her cold features. She sometimes
  appears with strange white tattoo-like marks graven
  into her skin, a thing she has yet to explain to the
  others. Her costume, when she wears it, consists of a
  bodysuit the color of dried blood, black markings
  and belt, a black poncho-like cape, and black boots.
  Her mask consists of a white bone-colored facemask
  covering her eyes, and projecting in points down
  over the tops of her cheeks, suggestive of fangs. 
  Powers and Tactics: The Blood Queen is a sorceress
  of astounding skills. She commonly manifests pow-
  ers and spells that deal with coercion and pain, and
  uses them to break her enemies. Her deep study of
  magic makes her incredibly versatile. Many times
  she will spend a VP to add the Memory Alteration
  extra to her Telepathic spells, so that she can rewrite
  the lives of heroes on the fly; another favorite tactic
  is to VP for the Portal Extra to her teleport magics;
  she often ferries the entire team to safety this way, or
  disposes of useless human fodder.
  
  the cadre
  Campaign Use: Angirasa is Pure Evil. The others
  have various motivations but hers is the only pure
  one. She wants more evil in the world and will stop
  at nothing to meet that goal. In many ways, this
  makes her the most dangerous Council member.
  Blood Queen: PL19; Init +2 (Dex); Defense 22 (+10
  Base, +2 Dex); Spd 30 ft (Teleport 85 ft); Atk +14
  Melee (+17L, Energy Field (Black Fire)), +16
  Ranged (+17L, Energy Blast (Kinetic)); SV Dmg +6
  (+23 Force Field), Fort +6, Ref +6, Will +10; Str 11,
  Dex 14, Con 13, Int 18, Wis 18, Cha 15.
  Skills: Concentration +14, Knowledge (Magic) +14,
  Science (Psychology) +9
  Feats: Immunity (Aging), Indomitable Will, Iron
  Will, Mystical Awareness, Photographic Memory
  Powers: Amazing Save +4 (Will; Extras: Damage,
  Fortitude, Reflex; Source: Mystical; Cost: 4 pp;
  Total: 16 pp); Gadgets +10 (Cost: 1 pp; Total: 10
  pp); Sorcery +17 (Spells: Energy Blast, Energy Field
  (Fire), ESP, Flight, Force Field, Healing, Immunity,
  Incorporeal, Invisibility, Mental Blast, Mind Control,
  Shapeshift, Telepathy, Teleportation; Power Stunts:
  Extra Spells (7); Source: Mystical; Cost: 7 pp; Total:
  133 pp)
  OBSIDIAN BISHOP (Edmund
  Havens)
  Background: Lisa Morris, owner of the White Pines
  Vacation Lodge in the Adirondacks, was on a camp-
  ing trip when she saw a shooting star fall very close
  to her campsite. Setting off through the woods, she
  soon came upon the charred streak the meteorite had
  dug into the earth. She investigated the still red-hot
  lump when it cracked open. That’s the last thing she
  remembers until waking up in a hospital bed weeks
  later. The doctors informed her that she’d been found
  suffering from exposure by a forest ranger and they
  wanted to keep her and the baby under observation
  for a couple of days more to make sure everything
  was OK. Baby? She asked. Oh, yes. Well, of course
  she knew that she was three months pregnant, didn’t
  she? 
  Test after test showed the fetus was developing nor-
  mally so eventually Lisa came to accept that some-
  how the ranger was to blame for her condition. She
  went back to work and tried to deal as best she could
  with the entire bizarre set of circumstances. A week
  later, in the middle of the night, she felt a tearing
  pain in her belly and screamed for someone to help
  her. Two guests responded to the cries only to be met
  at the door and told to go back to bed. Everything
  was fine; she’d just seen a possum on the window
  ledge. The guests shrugged and left, then “Lisa”
  closed the door and resumed consuming the body of
  its mother.
  The meteor Lisa Morris discovered was in truth an
  egg, which released an alien parasite. It took up resi-
  dence in her body, duplicating a human fetus in order
  Devil’s Workshop
  Page 8
  to feed from her until it was time to create a body
  of its own from her biomass. The parasites are
  called “X’hu,” “The Devourers.” They go dormant
  in conditions of extreme cold, and then re-emerge
  to feed and feed until they enter a breeding cycle.
  Then they lay a clutch of gelatinous eggs, the outer
  coating of which hardens into a near-impervious
  shell, keeping the egg alive for millennia if needed.
  The egg Lisa Morris found had sped through inter-
  stellar space at near light speeds for decades after
  Galactic Patrol fighters destroyed an infested star-
  freighter in the belief that the parasites aboard had
  not entered their breeding cycle yet.
  The thing kept up the pretense of being Lisa as
  long as it could (a few days, ending in an orgy of
  death and feeding), then went out into the world to
  seek experiences. It wandered with little purpose
  for years before settling on the form of a young
  college boy who took the wrong shortcut home one
  day. It took the man’s name, Edmund Havens, and
  assumed his life. He’d just arrived at university, so
  no one knew what to expect of him. He attended
  classes, talked to “mom” on the phone, and in gen-
  eral absorbed ideas of what it was to be human.
  This went on for three years, Edmund severing
  contact with his “family” so that his disguise could
  not be revealed. The Cadre found Edmund when
  he became mixed up in a covert operation and
  revealed his abilities. King liked what he saw and
  recruited the shapeshifter to become the Council’s
  chief covert operative. 
  Quote: I like your shape. 
  Personality: Edmund really doesn’t have anything
  that resembles a human personality. He seeks out
  experiences, which can be good or bad things,
  depending on various viewpoints. He doesn’t like
  to repeat himself much, but will if some new
  “thing” can be found in an old experience. He does
  enjoy toying with humans before killing them; he
  prefers to elongate his arms into serpent-like
  shapes, then apply his chokehold and watch life
  slowly leave a person’s body. The process fasci-
  nates him and consumes his interest for as long as
  
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  Devil’s Workshop
  the cadre
  it lasts. He has to eat about once a month, and
  prefers to stalk students from the university he still
  attends. If not, the Council provides food for him
  in the form of disloyal employees. 
  Powers and Tactics: The Obsidian Bishop’s body
  is a superplastic organic substance that resembles
  undifferentiated cellular matter save for its obvious
  polymorphic properties. With brief concentration,
  Edmund can look and dress like anyone at all,
  even an animal or inanimate object. He’s perfectly
  identical to that object, though telepathy will easily
  reveal him. He has an instinctive hatred of mind
  readers and will try to kill them if he can. Like all
  of his kind, Obsidian Bishop is vulnerable to cold
  and ice. If confronted with such things, he will
  often retreat. 
  Appearance: His base appearance is a stunningly
  handsome black youth of about 20, with a long-
  muscled swimmer’s body. At a whim he can
  change any feature he wishes, becoming scaled,
  growing wings, creating clothing, anything. In
  combat, his body often becomes very “plastic”:
  new limbs will erupt as needed, sanity-snapping
  shapes and alien organs rising up from and sinking
  into his flesh. If somehow forced into its alien
  form, Edmund becomes a gleaming white sphere
  about two feet across, the gelatinous skin transpar-
  ent enough to hint at swirling depths within. 
  Campaign Use: The Obsidian Bishop is almost
  the ultimate mole. Only his lack of some method
  for duplicating a target’s thoughts and memories
  keeps Edmund in check as far as Archangel in con-
  cerned. Of all the members of the Cadre, Edmund
  frightens them the worst due to his power and utter
  unpredictability. 
  Obsidian Bishop: PL16: Init +2 (Dex); Defense
  15 (+3 Base, +2 Dex); Spd 30 ft (Fly 80 ft, Swim
  80 ft); Atk +6 Melee (+18L, punch) +6 Ranged;
  SV Dmg +5, Fort +5, Ref +2, Will +2; Str 15, Dex
  15, Con 20, Int 14, Wis 15, Cha 16.
  Skills: Disguise +20, Escape Artist +18, Intimidate
  +10, Languages (Pick 3). 
  Feats: Chokehold, Durability, Extra Limb, Power
  Attack, Surprise Strike.
  Powers: Elasticity +16 (Extras: Protection; Natural
  Weapon; Shapeshift (Extras: Continuous, Exact,
  Movement)); Snare (Flaw: Range is Touch); Source:
  Alien; Cost: 11 pp; Total: 176 pp)
  Weakness: Vulnerable: Energy Type: Cold
  BLOOD KNIGHT (Richard York)
  Background: Richard York is the son of Arthur and
  Linda York, well-known socialites and mainstays of
  New York City’s upper-class party scene. Richard
  himself grew up in the classic “too much money and
  too little responsibility” mold. By 14 he was bored
  and moody, until his mutant abilities started to kick
  in. At first he was simply a telepath, which was
  enough for Richard. He found he loved to pry into
  secrets and used his abilities to make himself quite a
  lot of money with blackmail. When he was 18, one
  of his victims managed to make the connection and
  found out who was blackmailing her. She shot
  Richard seven times, the final bullet going right
  between his eyes, then she shot herself.
  He lived, but spent almost a decade in a deep coma.
  His parents gathered the finest surgeons their money
  could buy, but few could offer any hope until James
  Hardwick. Hardwick, of the Royal College, was a
  Cadre informant who recognized in Richard his
  opportunity to retire wealthy. He sold the medical
  records to the Cadre and was paid quite handsomely
  for finding a vulnerable and moldable telepath. King
  dispatched the Blood Queen to New York to act as
  Hardwick’s “nurse” during the operation. She healed
  Richard, and found that the damaged brain tissue
  resulted in Richard gaining tremendous telekinetic
  potential. She re-wired a few memories while she
  was at it, and Richard emerged from the coma think-
  ing he owed his life to King. Soon he was inducted
  into the Council’s ranks 
  Quote: I’ll see you dead for that.
  Personality: Richard is a coward at heart, though he
  is totally unable to recognize this fact. He is amoral
  and jaded. Having “seen it all,” the only entertain-
  ment left to him is on the outer fringes of human
  behavior. He enjoys using his powers, and revels in
  causing mass chaos and confusion, simply for the
  diverting uncertainty of the situation. Almost all of
  his powers work at a distance and he tries to stay as
  far from actual danger as he can. If wounded to more
  than half his hits, he will leave as soon as he can,
  abandoning whatever plans he has and any team-
  mates except King. He is a snob, professing to enjoy
  the “finer things” and looking down on anyone who
  does not share his interests. He does not mesh well
  with the rest of the Council, and some say that he’ll
  be replaced if King can find another powerful psi to
  join him.
  
  the cadre
  Powers and Tactics: Richard is a powerful and ver-
  satile telekinetic. He can move tons of material with
  his mind alone, fly at super-sonic speeds, and create
  malleable constructs of pure mental energy that he
  uses as weapons. All his effects show up as brightly
  glowing neon-blue geometric figures or fields.
  Unknown to many, he is also a low-grade telepath
  who uses his power to plant false information in
  informants or extract secrets from those who meet
  with the Council.
  In combat, Blood Knight surrounds himself with a
  force field, then uses flight to rapidly move around
  the battlefield and keep himself at a distance from
  others. He will drop down to wounded or stunned
  allies and cover them with his deflector shield, then
  move them to safety. On the attack, he uses bolts of
  mental force to smash at enemies. Weak or suscepti-
  ble enemies find themselves snared or suffocating to
  death under a clinging field that covers them like
  plastic wrap. He will also maintain “mental radio”
  communication between the principles of a mission,
  enabling an inhuman level of coordination and com-
  munication. 
  Blood Knight prefers to keep above the battlefield.
  He hates to touch others directly, and despite his sig-
  nificant protections he fears for his own safety as
  well. In all matters, he protects himself first, regard-
  less. No mission is worth getting laid up in the hospi-
  tal and he will “pull the plug” very quickly on a mis-
  sion that goes bad. 
  Appearance: Richard is a handsome man of 30, of
  British ancestry though his family long ago emigrat-
  ed to America. He’s got sandy brown hair, calm
  brown eyes, a lithe and smoothly muscled build that
  bespeaks of an active lifestyle. Out of costume, he’ll
  usually be dressed in conservative blue or brown
  business suits of the finest materials. In costume, he
  wears a long-sleeved crimson tunic, black loose
  pants held up with a red belt and tucked into multi-
  strap crimson boots. His gauntlets are black as is the
  domino mask he wears. 
  Campaign Use: Richard is a puppet who doesn’t
  realize it yet. He does as he’s told and otherwise
  stays out of things. 
  Blood Knight: PL15; Init +1 (Dex); Defense 15 (+4
  Base, +1 Dex); Spd 30 ft (Fly 60 ft); Atk +9 Melee
  (+1S punch) +9 Ranged (+12S, Energy Blast –
  Telekinetic Force); SV Dmg +2 (+14 Force Field),
  Fort +6, Ref +1, Will +15; Str 12, Dex 13, Con 14,
  Int 16, Wis 17, Cha 10.
  Skills: Computers +4, Languages (Pick 3), Medicine
  +5, Profession (Medical Doctor) +4.
  Feats: Aerial Combat, Heroic Surge, Rapid Strike
  Powers: Amazing Save +4 (Fortitude, Source:
  Training; Cost: 1 pp; Total: 4 pp); Telekinesis +12
  (Extras: Flight (Extra: Passengers), Force Field
  (Extras: Affects Others, Force Attacks, Mental
  Shield), Grapple; Stunts: Super-Flight, Suffocate,
  Snare; Source: Psionic; Cost: 10 pp; Total: 126 pp);
  Telepathy +5 (Extras: Group Mind, Memory
  Alteration; Source: Psionic; Cost: 4 pp; Total: 20 pp)
  OBSIDIAN ROOK (Amanda Yeoh)
  Background: Amanda Yeoh was a low-level
  researcher in a Cadre-owned Kowloon genetics lab.
  She’d risen to the top of her pay grade and was stuck
  in a middle-management position that gave her no
  chance of advancement or recognition. Deciding to
  do something about it, she stole the work of a subor-
  dinate and presented it as her own while simultane-
  ously carrying on an affair with the much younger
  (and married) man. The process (a means of combin-
  ing inorganic and organic matter together) proved
  revolutionary, and when testing was completed news
  of the discovery reached the Council. Summoning
  Amanda to Base Prime, the Council wanted a
  demonstration.
  Amanda panicked; she had no real understanding of
  the process and her entire deception was about to be
  revealed. In desperation she decided to bully her
  young lover into creating a test serum to duplicate
  Devil’s Workshop
  Page 10
  the effects the Council wanted to see. Realizing
  how he’d been manipulated for the past couple of
  years sickened the young man, but still he seemed
  to comply. He created a template retrovirus serum
  to create a “basilisk,” a melding of stone and lizard
  biomass. Secretly he added additional encoding
  that would cause the serum to change to an
  aerosol. He waved to Amanda as she boarded the
  shuttle to Base Prime, then went back to his lab
  and hung himself.
  Amanda made her presentation at Base Prime,
  going over the basics of the process in an execu-
  tive review, and then making her demonstration.
  Uncapping the retroviral agent, she was engulfed
  in a cloud of viral messengers that began to re-
  write her DNA based on her lover’s hard-coded
  instructions. Her screaming, writhing form was
  instantly quarantined by the base security systems.
  Cadre scientists settled down to study the transfor-
  
  Page 11
  Devil’s Workshop
  the cadre
  mation. It took a week and the pain came very
  close to driving Amanda insane, but eventually the
  changes stopped. Instead of the beautiful form she
  once had, now she was a misshapen silicon-based
  creature from nightmare. Despite her previous
  behavior, her new paranormal form offered many
  advantages to Cadre and the Council. King offered
  her a position as enforcer and she accepted. 
  Quote: Time to die, pretty boy.
  Personality: Amanda’s anger has blossomed into
  full-blown psychotic rage since her transformation.
  She has a hair-trigger temper, but her rages pass
  almost as soon as they come. Before, she was
  paranoid and oddly meticulous. Both were an out-
  growth of her fear of punishment. Now that fear is
  completely gone and she believes herself invulner-
  able. She will not hesitate to wade into the thick of
  combat, often choosing to fight the most dangerous
  hero she can find. She places no value at all on
  human life and is unmoved by carnage on the
  largest scale. Of all the Council, she is the most
  likely to kill for the sheer pleasure of it. She will
  threaten heroes with killing bystanders and the
  heroes teammates and is not above giving a casual
  demonstration. 
  Powers and Tactics: Obsidian Rook uses her size
  and strength to fair advantage, though she is by no
  means a tactician. She follows orders and only
  occasionally comes up with a plan of her own.
  She’ll use her tremendous size to provide cover for
  others, or to terrorize innocent bystanders into pan-
  icking. Rarely does she work alone; she prefers to
  have at least one other Council member with her,
  or a squad of Rooks. She makes good use of her
  environment, often resorting to improvised
  weapons like phone poles, streetcars, building
  facades, etc. 
  Appearance: Before her transformation, Amanda
  was a petite 35-year-old Chinese woman whose
  looks had matured from merely pretty to quite
  striking. Since the “accident” she is fourteen feet
  tall, roughly eight feet wide, with a 4,000-pound
  form that could be called a melding of human and
  reptile. Her neckless head melds directly to her
  shoulders. The long arms end in brutish three-fin-
  gered hands studded with razor-sharp hooks and
  blades. A long tail trails behind her, slender and
  whip-like; it ends in a series of stegosaurus-like fins
  and plates, and is actually prehensile. Her skin is
  obsidian (volcanic glass) laid down in overlapping
  scale-like plates that grate against each other as she
  moves with an eerie quasi-chiming noise. 
  Campaign Use: Amanda hits things and does as
  she’s told. 
  Obsidian Rook: PL14; Init +3 (Dex); Defense 18
  (+6 base +3 Dex, -1 Size); Spd 40 ft; Atk +10 melee
  (+18S/+14L, Unarmed) +8 ranged; SV Dmg +6, Fort
  +6, Ref +3, Will +5; Str 20, Dex 16, Con 18, Int 12,
  Wis 10, Cha 15.
  Skills: Knowledge (Cadre) +4, Science (Genetics)
  +6, Intimidate +18
  Feats: Durability, Extra Limb (Tail), Great Fortitude,
  Immunities (Energy: Fire, Exhaustion, Pressure,
  Starvation, Suffocation), Power Attack, Rapid Strike,
  Toughness
  Powers: Alternate Form: Solid (Obsidian) +9
  (Extras: Leaping, Shockwave, Quills, Continuous.
  Stunts: Lethal, Lifting and Lifting; Flaws:
  Permanent; Source: Super-Science; Cost: 8 pp; Total:
  78 pp); Amazing Save +5 (Will, Source: Training;
  Cost 1 pp; Total: 5 pp); Growth +4 (Extra:
  Continuous; Flaw: Permanent; Source: Super-
  Science. Cost: 6 pp; Total: 24 pp) 
  BLOOD ROOK (Jamie King)
  Background: Jamie King is the result of his father’s
  experiments. Quick-grown from a fetus to three years
  old and implanted with most “culturally relevant”
  knowledge, Jamie was allowed to grow normally
  from that point on through he’d “lose time” as King
  ran tests and did more experiments. King’s goal in
  Jamie’s almost unique mutation is unknown, but
  surely serves some foul purpose. Billions have been
  spent on Jamie, whom King sees as a walking lab
  specimen. 
  Jamie was homeschooled for the greatest part of his
  life, only attending class with others after he turned
  13. He made no friends and several enemies. Now 17
  years old, he’s been taken out of school and trans-
  ferred to a private tutor again at Base Prime. He
  spends most of his time there, now, studying and
  training to use his powers, another weapon in his
  father’s arsenal. 
  Quote: I don’t want to do this, but it’s necessary. 
  Personality: Jamie has little in the way of a visible
  personality. He does as he’s told because that’s the
  way things have always been. He meekly accepts
  both punishment and reward with equal, quiet study.
  Some find this too odd to deal with and have nothing
  to do with him. Others try to draw him out of his
  
  the cadre
  shell, but it does little good. Angirasa’s mental condi-
  tioning has basically shaved the sharp corners off his
  growing personality, part of her own experiments in
  making pliable soldiers who are not mindless drones. 
  Powers and Tactics: Jamie’s power is too bizarre to
  be deeply studied; few had any ideas of what he’ll be
  capable of as he grows. Jamie’s role in any operation
  is scout and recon; he changes into his Swarm form
  as soon as he can and flies around to see what he can
  see. 
  Appearance: Jamie is a good-looking youth of 17,
  with coal-black hair, and blue eyes, a nicely-toned
  body and clear skin. He looks like the kid next door
  or the earnest freshman working his way through
  school. In costume he wears a red domino mask,
  black biker-cut short-sleeved unitard, red short
  gloves, and red short boots. In his swarm manifesta-
  tion he looks like a dense cloud of crimson wasps
  that form somehow-disturbing shapes in the air.
  Campaign Use: Jamie is the cipher on the rare occa-
  sions when he might appear as part of a major Cadre
  operation. If the PCs meet Jamie, it’ll be as Jamie,
  usually, when he goes to the campaign city for vaca-
  tion, training, shopping, or whatever. 
  Note: Blood Rook makes use of the Swarm power
  from page 29 of Power Corrupts. If you don’t have
  access to that product, use Alternate Form:
  Semisolid in its place; the point costs for Jaime are
  the same.
  Blood Rook: PL13; Init +3 (Dex); Defense 16/20
  (+3 base, +3 Dex); Spd 30 ft (fly 65 ft); Atk +5/+8
  melee (+13L, unarmed), +7/+11 ranged; SV Dmg +6,
  Fort +8, Ref +7, Will +5; Str 13/9, Dex 17, Con 15,
  Int 13, Wis 12, Cha 13.
  (Numbers after slash indicate Swarmed state.)
  Skills: Knowledge (Culture) +4, Spot +6, Listen +4
  Feats: Dodge, Great Fortitude, Immunity (Poison),
  Power Immunity (Swarm)
  Powers: Alternate Form: Swarm +13 (Extras:
  Natural Weaponry, Flight, Regeneration (Extras:
  Regrowth, Back From The Brink); Stunts:
  Diminutive, Solo Formation, Swarm Speech; Source:
  Mutation; Cost: 8 pp, Total: 110 pp); Amazing Save
  +4 (Damage, Extras: Fortitude, Reflex, Will; Source:
  Mutation; Cost: 4 pp; Total: 16 pp); Corrosion +13
  (Source: Mutation; Cost: 1 pp; 13 pp); Super-Senses
  +3 (Source: Mutation; Cost: 2 pp; Total: 6 pp)
  III. Special
  Equipment
  Typical Cadre vehicles and
  constructs. 
  Havoc Hover Racers: Huge Ground Vehicle; Spd 8
  (40 ft Tactical Speed) 256 mph (Base Travel Speed)
  (8 pp); Hardness: 5; Crew Armor +2 (2 pp); Skills:
  None; Feats: Darkvision, Detect (Radar), Radio
  Broadcast, Radio Hearing (4 pp); Vehicle Armor +2
  (2 pp); Anti-Personnel guns (+5 Lethal Weapon;
  Extra: Multifire; Flaw: Full Effect; Cost: 5 pp). Total
  Cost: 21 pp
  Havoc Hover Racers are very speedy and vulnerable
  transports designed for quick insertion into a battle-
  field or a quick extraction of personnel. They are
  small troop and supply transports for the most part,
  relying on their amazing speed to keep away from
  harm. They are quite flimsy when compared to other
  transports, and their pilots have a well-deserved rep
  for being a little crazy.
  Devil’s Workshop
  Page 12
  Blitzkrieg Battle Tank: Gargantuan Ground
  Vehicle; Spd 4 (20 ft Tactical Speed) 16 mph (Base
  Travel Speed); Hardness: 9 (Extra: Impervious;
  Cost: 2 pp; Total: 18); Armor +9 (Extra:
  Impervious; Cost: 2 pp; Total: 18 pp); Skills:
  None; Feats: All-Out Attack, Darkvision, Radio
  Broadcast, Radio Hearing, Immunity (Suffocation,
  Energy: Cold, Energy: Fire)(Cost: 14 pp); Main
  Gun (+10 Lethal Weapon; Stunts: Far Shot,
  Penetrating x 2; Cost: 2 pp; Total: 26 pp); Rocket
  Launcher (+10 Lethal Weapon; Extra: Area,
  Autofire; Stunts: Penetrating x2; Flaw: Uses—8;
  Cost: 3; Total: 34 pp) (Total Cost: 110 pp)
  The Blitzkrieg is the main battle tank of the Cadre
  forces. It’s used in major operations or for the
  intimidation factor. It’s quite large and slow but its
  main gun is devastating. The tank itself has one
  large main gun mounted on the top and a little to
  the left. A rocket launcher is placed on the right
  side of the rotating turret. 
  Knightcrawler: PL3; Init +3 (Dex); Defense 17
  (+3 base, +3 Dex, +1 Size); Spd 45 ft; Atk +0
  melee (+0S unarmed), +6 ranged (+3L steel darts);
  SV Dmg -1, Fort -1, Ref +3, Will +0; Str 5, Dex
  16, Con 8, Int 12, Wis 10 Cha 10. 
  Skills: Search +3, Demolitions OR Disable Device
  OR Computers +4, Spot +2
  Feats: Radio Hearing, Radio Broadcast
  
  Page 13
  Devil’s Workshop
  the cadre
  Powers: Shrinking +3 (Flaw: Permanent; Source:
  Super-Science; Cost: 1 pp Total: 3 pp); Telescopic
  Sense (Sight) +3 (Extra: Extra Sense: Hearing;
  Source: Super-Science; Cost: 2 pp Total: 6 pp);
  Running +3 (Source: Super-Science; Cost: 2 pp,
  Total: 6 pp); Weapon +3 (Source: Super-Science;
  Cost: 1 pp; Total: 3 pp)
  Knightcrawlers are small intelligent mechanical
  devices that are used for spying, infiltration, bomb-
  setting, and other missions that require small and
  stealthy operatives. Small slivers of human fore-
  brain material, enough to maintain a low degree of
  conscious thought and independence of action run
  the Drones. They look like small spiders made of
  matte-black metal, with eight glowing orange eye-
  studs. They are designed for spy missions and
  covert assassination. The steel dart projectile
  weapon uses a magnetic rail-gun effect to launch
  silent darts at unsuspecting victims. 
  Deathmate Robots: PL11; Init +2 (Dex); Defense
  15 (+3 base, +2 Dex); Spd 30 ft; Atk +13 melee
  (+12S unarmed), +13 ranged; SV Dmg +11, Fort
  –, Ref +2, Will +1; Str 15, Dex 15, Con –, Int 5,
  Wis 12, Cha 10. Hardness: 11.
  Skills: Intimidate +14
  Feats: Amphibious, Darkvision
  Powers: Super-Strength +10 (Extras: Energy
  Blast: Electrical (Extra: Explosive Effect); Source:
  Super-Science; Cost: 6 pp; Total: 60 pp);
  Regeneration +5 (Source: Super-Science; Cost: 2
  pp; Total: 10 pp); All Immunities (Total: 20 pp)
  Description: Deathmate robots are quasi-intelligent
  constructs built around a thick titanium “spine” that
  contains human brain material for its central proces-
  sor. A lighter humanoid framework surrounds this,
  built on an open plan to accommodate any modifica-
  tions made. Most Deathmate machines are used for
  terrorist operations. They’re made to look as horrify-
  ing as possible, with large spines, claws, blades, and
  glowing red eyes set in animal-skull-like head-hous-
  ings. They are all terribly strong and tough, plus they
  come equipped with lightning bolt generators for
  devastating energy blasts that are also going to strike
  terror into the populace. Deathmate robots can also
  survive and move quite fine underwater; they are
  Base Prime’s main line of defense for this reason.
  
  the cadre
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  rent, lease, sell, broadcast, publicly display, transmit or
  otherwise distribute; (d)"Open Game Content" means the
  game mechanic and includes the methods, procedures,
  processes and routines to the extent such content does
  not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly iden-
  tified as Open Game Content by the Contributor, and
  means any work covered by this License, including
  translations and derivative works under copyright law,
  but specifically excludes Product Identity. (e) "Product
  Identity" means product and product line names, logos
  and identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots, thematic
  elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, con-
  cepts, themes and graphic, photographic and other visual
  or audio representations; names and descriptions of char-
  acters, spells, enchantments, personalities, teams, per-
  sonas, likenesses and special abilities; places, locations,
  environments, creatures, equipment, magical or supernat-
  ural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark
  clearly identified as Product identity by the owner of the
  Product Identity, and which specifically excludes the
  Open Game Content; (f) "Trademark" means the logos,
  names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associ-
  ated products contributed to the Open Game License by
  the Contributor (g) "Use", "Used" or "Using" means to
  use, Distribute, copy, edit, format, modify, translate and
  otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms
  of this agreement.
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open
  Game Content may only be Used under and in terms of
  this License. You must affix such a notice to any Open
  Game Content that you Use. No terms may be added to
  or subtracted from this License except as described by
  the License itself. No other terms or conditions may be
  applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game
  Content You indicate Your acceptance of the terms of this
  License.
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetu-
  al, worldwide, royalty-free, non-exclusive license with
  the exact terms of this License to Use, the Open Game
  Content.
  5.Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content,
  You represent that Your Contributions are Your original
  creation and/or You have sufficient rights to grant the
  rights conveyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of
  any Open Game Content You are copying, modifying or
  distributing, and You must add the title, the copyright
  date, and the copyright holder's name to the COPY-
  RIGHT NOTICE of any original Open Game Content
  you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independ-
  ent Agreement with the owner of each element of that
  Product Identity. You agree not to indicate compatibility
  or co-adaptability with any Trademark or Registered
  Trademark in conjunction with a work containing Open
  Game Content except as expressly licensed in another,
  independent Agreement with the owner of such
  Trademark or Registered Trademark. The use of any
  Product Identity in Open Game Content does not consti-
  tute a challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open Game
  Content shall retain all rights, title and interest in and to
  that Product Identity.
  Devil’s Workshop
  Page 14
  8. Identification: If you distribute Open Game Content
  You must clearly indicate which portions of the work
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated
  Agents may publish updated versions of this License.
  You may use any authorized version of this License to
  copy, modify and distribute any Open Game Content
  originally distributed under any version of this
  License.
  10. Copy of this License: You MUST include a copy
  of this License with every copy of the Open Game
  Content You Distribute. 11. Use of Contributor
  Credits: You may not market or advertise the Open
  Game Content using the name of any Contributor
  unless You have written permission from the
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with
  respect to some or all of the Open Game Content due
  to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so
  affected.
  13. Termination: This License will terminate automati-
  cally if You fail to comply with all terms herein and
  fail to cure such breach within 30 days of becoming
  aware of the breach. All sublicenses shall survive the
  termination of this License.
  14. Reformation: If any provision of this License is
  held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of
  the Coast, Inc.
  Mutants & Masterminds RPG, Copyright 2002, Green
  Ronin Publishing; Author Steve Kenson
  Power Corrupts, Power Corrupts 2 Copyright 2003;
  The Cadre Copyright 2004, Louis Porter Jr. Design,
  Inc.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Party/1st Edition/Devil's Workshop - The Cadre.pdf