TEXT: STEVE KENSON · GREEN RONIN PUBLISHING
  SECOND EDITION
  MUTANTS & MASTERMINDS
  
  FREEDOM CITY
  FREEDOM CITY
  Design & Development Steve Kenson
  Editing Steven E. Schend
  Graphic Design Hal Mangold
  Cover Art Ramón Pérez
  Executive Producer Chris Pramas
  Art Direction Hal Mangold & Steve Kenson
  A GREEN RONIN PRODUCTION
   
   
  Interior Art Balaskas, Brett Barkley, Eric Canete, Jeff Carlisle, Storn A. Cook, Tom Fowler, Scott James, Greg Kirkpatrick, Jonathan Kirtz, Dan Panosian, 
  Tony Parker, Ramon k Perez, Kevin Perrine, James Ryman, Steve Scott, Andy Smith, Kevin Stokes, Craig Taillifer
  Interior Colors Michael Atiyeh, Brian Bucatello, Steve Cobb, Brian Reber, Matthew Tice
  Additional Material Steven E. Schend          Cartography Phillip Lienau, Christopher West, Rick Achberger
  Proofreading Bob Huss, Scott Neese, Ben Robbins
  Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Steve Kenson, Evan Sass,  Robert J. “ Dr. Evil” Schwalb and Marc Schmalz
  First Edition Graphic Design & Art Direction Sean Glenn
  
  Special Thanks To all the fans on the Atomic Think Tank forums who provided questions, feedback, and inspiration. 
  Freedom City, Second Edition is ©2006 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to 
  the respective copyright holders of that material. Mutants & Masterminds, M&M Superlink, Freedom City, World of Freedom, Green Ronin, and their associated logos are 
  trademarks of Green Ronin Publishing, LLC.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all character and place names and descriptions, all 
  artwork and images, power points, and hero points.
  The following text is Open Game Content: all stat blocks and game rules, except for material previously declared Product Identity.
  Printed in Canada
  Green Ronin Publishing
  PO Box 1723
  Renton, WA 98057-1723
  custserv@greenronin.com
  www.greenronin.com
  www.mutantsandmasterminds.com
  Freedom City was typeset in ITC Quay Sans, designed by David Quay in 1990, 
  and HTF Gotham Condensed, designed by Tobias Frere-Jones in 2002.
  SECOND EDITION
  SECOND EDITION
  
  4
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  FREEDOM CITY CAMPAIGN SETTING 
  TABLE OF CONTENTS
  T A B L E • O F • C O N T E N T S
  TABLE•OF•CONTENTS .......................................................................4
  FOREWARD ..........................................................................................6
  INTRODUCTION ..................................................................................8
  Basic Premises ...........................................................................................................8
  CHAPTER 1: A VISITOR’S GUIDE TO FREEDOM CITY ...................10
  History .......................................................................................................................10
  Prehistory ........................................................................................................... 10
  After the Flood ................................................................................................. 10
  The Founding of Freedom: the 1600s ........................................................12
  Freedom and Independence: the 1700s ....................................................12
  Freedom by Gaslight: the 1800s .................................................................13
  Dawn of a New Century: 1900–1940 .......................................................13
  The World at War: 1941–1945 .....................................................................13
  Post-War Freedom: 1945–1959 ................................................................... 15
  Heroes Return: 1960–1972 .......................................................................... 15
  Freedom’s Twilight: 1972–1992 .................................................................. 16
  A New Freedom: 1993–present ................................................................... 16
  Freedom City Timeline .........................................................................................17
  Layout of the City ................................................................................................. 23
  Getting Around the City ..................................................................................... 24
  Freedom City Transit Authority (FCTA) ....................................................24
  Bridges & Highways .......................................................................................24
  Taxis .....................................................................................................................24
  Railroads ............................................................................................................25
  Boats and Ships ...............................................................................................25
  Airports ...............................................................................................................25
  City Layout .............................................................................................................. 25
  Downtown .........................................................................................................25
  The Waterfront .................................................................................................25
  Riverside ............................................................................................................. 27
  Wading Way ..................................................................................................... 27
  City Center ......................................................................................................... 27
  Midtown ............................................................................................................. 27
  Parkside ..............................................................................................................28
  The Theatre District ........................................................................................28
  The Fens .............................................................................................................28
  North Freedom .................................................................................................28
  Hanover ..............................................................................................................28
  Kingston .............................................................................................................28
  North Bay ..........................................................................................................28
  West Freedom ...................................................................................................29
  Lantern Hill .......................................................................................................29
  The West End ....................................................................................................29
  Greenbank .........................................................................................................29
  Ashton and Grenville .....................................................................................29
  South Freedom .................................................................................................29
  CHAPTER 2: LIFE IN FREEDOM .......................................................32
  Business .................................................................................................................... 32
  Local Chains .....................................................................................................32
  Major Businesses .............................................................................................34
  The Rhodes Foundation ................................................................................ 37
  Banking & Finance ......................................................................................... 37
  Law Firms ...........................................................................................................38
  Security ...............................................................................................................39
  Education ................................................................................................................. 39
  Public and Private Schools ...........................................................................39
  Higher Education ............................................................................................39
  Arts & Entertainment .......................................................................................... 40
  Music ...................................................................................................................40
  Drama and Dance .......................................................................................... 41
  Libraries .............................................................................................................. 41
  Movie Houses ................................................................................................... 41
  Museums ............................................................................................................ 41
  Visual Arts .........................................................................................................43
  Health Care ............................................................................................................. 43
  The Media ............................................................................................................... 44
  Print Media ........................................................................................................44
  Radio ...................................................................................................................46
  Television ............................................................................................................ 47
  Super-Vision .......................................................................................................48
  The Military ............................................................................................................. 49
  Parks & Recreation ............................................................................................... 50
  The Freedom Aquarium .................................................................................50
  Lake MacKenzie ...............................................................................................50
  Liberty Park .......................................................................................................50
  The Promenade ................................................................................................ 51
  Riverside Park ................................................................................................... 51
  Wharton State Forest .....................................................................................52
  Religion .................................................................................................................... 53
  Major Religions ................................................................................................53
  Major Churches and Temples ......................................................................53
  The Pinnacle Path ...........................................................................................54
  The Mayombe ...................................................................................................54
  Restaurants, Bars & Nightclubs ....................................................................... 55
  Nightclubs and Bars ......................................................................................55
  Restaurants .......................................................................................................55
  Casinos ............................................................................................................... 57
  Local Music Scene ........................................................................................... 57
  Science & Technology .......................................................................................... 58
  The Albright Institute ....................................................................................58
  ASTRO Labs ......................................................................................................59
  Danger International .....................................................................................59
  Social Life ................................................................................................................ 60
  Clubs and Organizations ..............................................................................60
  High Society ......................................................................................................60
  Sports .........................................................................................................................61
  Professional Sports Teams ............................................................................ 61
  College Sports ..................................................................................................62
  The Ultimate Wrestling League (UWL) ....................................................62
  Stadiums and Arenas ....................................................................................62
  Street Life ................................................................................................................. 62
  Trouble in the West End ................................................................................62
  Down and Out in Southside ........................................................................62
  Utilities ......................................................................................................................63
  CHAPTER 3: LAW AND ORDER .......................................................64
  City Government ................................................................................................... 64
  City Hall .............................................................................................................64
  The Mayor’s Office ..........................................................................................64
  The City Council ..............................................................................................66
  City Commissions ............................................................................................66
  City Departments ............................................................................................ 67
  County, State & Federal Government ..............................................................67
  Federal Government ....................................................................................... 67
  Law Enforcement .................................................................................................. 68
  
  TABLE OF CONTENTS 
  FREEDOM CITY CAMPAIGN SETTING
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  5
  Freedom City Police Department (FCPD) ................................................68
  The STAR Squad  .............................................................................................68
  State Law Enforcement Agencies ...............................................................69
  Federal Law Enforcement Agencies ...........................................................69
  AEGIS ..................................................................................................................70
  International Law Enforcement Agencies ...............................................72
  Emergency Services .............................................................................................. 72
  Freedom Metro Fire Department ................................................................72
  The U.S. Forestry Service ............................................................................... 73
  Private Ambulance Firms .............................................................................. 73
  Judicial System .......................................................................................................73
  The District Attorney’s Office ...................................................................... 73
  The Public Defender’s Office ....................................................................... 73
  The Probation Department ...........................................................................74
  State and Federal Attorneys .........................................................................74
  The Court System .............................................................................................74
  The Corrections System ........................................................................................75
  Freedom City Correctional Facility ............................................................. 75
  South River State Penitentiary .................................................................... 75
  Freedom Juvenile Hall .................................................................................... 75
  Blackstone Federal Penitentiary ................................................................. 75
  The Freedom Underworld ...................................................................................78
  The Freedom City Mob .................................................................................. 78
  The Toon Gang .................................................................................................80
  Other Syndicates in Freedom ....................................................................... 81
  Freedom Street Gangs .................................................................................... 81
  Illegal Drugs ............................................................................................................81
  The Power-House ................................................................................................... 82
  Power-House Augment Packages ...............................................................82
  Circuit-Maximus ..................................................................................................... 83
  CHAPTER 4: THE WORLD OF FREEDOM ........................................84
  North America ....................................................................................................... 84
  South & Central America ................................................................................... 84
  Europe ....................................................................................................................... 84
  Africa ......................................................................................................................... 86
  Asia .............................................................................................................................87
  Australia ....................................................................................................................87
  The United Nations .............................................................................................. 88
  UNISON ..............................................................................................................88
  Overthrow ..........................................................................................................89
  Hidden Lands ......................................................................................................... 89
  The Aerie ............................................................................................................89
  Atlantis ...............................................................................................................90
  Centurion’s Sanctum ...................................................................................... 91
  Kaiju Island .......................................................................................................92
  Lemuria ...............................................................................................................93
  The Lost World ..................................................................................................93
  Magic Mesa .......................................................................................................94
  Shambala Vale .................................................................................................94
  Sub-Terra .............................................................................................................95
  Ultima Thule ..................................................................................................... 97
  Utopia Isle .........................................................................................................98
  Mysteries In Space ................................................................................................ 99
  Farside City .......................................................................................................99
  The Grue Unity ...............................................................................................100
  The Lor Republic ............................................................................................101
  The Stellar Khanate ......................................................................................102
  The Star Knights ............................................................................................103
  Worlds Beyond .....................................................................................................104
  The Cosmic Coil .............................................................................................104
  Other-Earths ....................................................................................................106
  The Terminus ...................................................................................................108
  The Zero Zone .................................................................................................109
  CHAPTER 5: FRIENDS OF FREEDOM ............................................110
  The Freedom League ..........................................................................................110
  The Atom Family .................................................................................................123
  The Next-Gen ........................................................................................................129
  Solo Heroes ...........................................................................................................138
  CHAPTER 6: FOES OF FREEDOM ...................................................142
  Brotherhood of the Yellow Sign .....................................................................142
  The Crime League ...............................................................................................144
  The Factor Four ....................................................................................................154
  The Foundry .......................................................................................................... 157
  Foundry Facilities ..........................................................................................157
  The Labyrinth .......................................................................................................162
  Larceny, Inc. ..........................................................................................................170
  The Power Corps ................................................................................................. 175
  The Psions .............................................................................................................. 176
  SHADOW ...............................................................................................................181
  The Tyranny Syndicate .......................................................................................184
  Solo Villains ..........................................................................................................185
  CHAPTER 7: THE FREEDOM CITY SERIES ................................... 226
  Series Frameworks ..............................................................................................226
  Freedom League ............................................................................................ 226
  Claremont Academy .................................................................................... 226
  New Heroes in Town .................................................................................... 226
  Freedom Knights ........................................................................................... 226
  Agents of Freedom ....................................................................................... 228
  STAR Squad ................................................................................................... 228
  Project Freedom ............................................................................................. 228
  Origins ....................................................................................................................229
  Aliens ............................................................................................................... 229
  Gods ................................................................................................................. 229
  Magic & Mysticism ...................................................................................... 229
  Mutation ......................................................................................................... 230
  Psionics .............................................................................................................231
  Super-Science ..................................................................................................231
  Training ............................................................................................................231
  Legacies ............................................................................................................231
  Secrets of Freedom City ....................................................................................233
  Chapter 1: Secret History .......................................................................... 233
  Chapter 2: Secret Life .................................................................................. 234
  Chapter 3: Secret Government ................................................................. 239
  Chapter 4: Secret World ............................................................................. 240
  Chapter 5: Secret Heroes ........................................................................... 242
  Chapter 6: Secret Villains .......................................................................... 243
  THE FREEDOM CITY ENCYCLOPEDIA .......................................... 245
  INDEX ............................................................................................. 252
  CONTRIBUTOR BIOS ..................................................................... 254
  LICENSE .......................................................................................... 255
  T A B L E • O F • C O N T E N T S
  
  6
  FOREWARD
  FOREWARD
  FREEDOM CITY CAMPAIGN SETTING 
  FOREWARD
  F
  O
  R
  E
  W
  A
  R
  D
  Freedom City’s history began with the publication of Amazing Comics #1 in 1938, which introduced 
  the city to the world as the home of the super-powered Centurion. It continued to grow and develop 
  through titles like Liberty Stories, Smash Comics, Freedom Adventures, and Crime-Busters. By the time 
  titles appeared like Atomic Comics #1 (featuring the first appearance of the Atom Family), Freedom 
  League, The Raven, and Powers: Agent of AEGIS, Freedom City was well established in the minds of 
  comic fans everywhere.
   Well, okay, that’s not really the history of Freedom City, but it could have been. In some alternate 
  universe, separated from our own by a different vibration plane, maybe it is.
   For me, Freedom City began in a 7-Eleven, where I first bought copies of comics like The Fantastic 
  Four, The Avengers, The Justice League of America and, of course, Superman and Batman. Something 
  for a bored 11 year-old to do with his allowance one summer turned into a love affair with comic 
  books that continues to this day (more than a few years later). Those hundreds (soon to be thou-
  sands!) of comic books became the seeds of quite a few superhero roleplaying campaigns for me 
  just a few years down the road. I’ve remained a fan of both comic books and superhero roleplaying 
  games to this day.
   The story of Freedom City really begins just a few years ago when I worked on a city sourcebook 
  for a superhero game line. The project fell through, but I was having fun working on the city anyway. 
  I continued to tinker with it in my spare time, adding a little more to it each time. I revised things 
  several times and expanded the city’s history and cast of characters. It grew well beyond that origi-
  nal project, taking on a life of its own until I had a full-blown setting on my hands. While there was 
  plenty I could (and did) do with Freedom City for my own amusement, I wanted to open the city up 
  for other people to enjoy as well.
   I happened to mention the idea to Chris Pramas at Green Ronin Publishing and he made me an 
  offer: I could design a superhero roleplaying game and Freedom City would become its first setting. 
  I jumped at the chance and the Mutants & Masterminds roleplaying game was born. While working 
  on M&M, I revised Freedom City to be a setting for super-powered adventures.
   Both Mutants & Masterminds and Freedom City were incredibly well received, winning numerous 
  awards, and creating an entire game line. Eventually, Green Ronin hired me to manage and develop 
  that game line, and to create a new, more polished edition of both the game and the city that 
  become its primary home. You hold the results of that work, with the advantage of a few years of 
  hindsight and development, in your hands.
   Jack Kirby, perhaps the world’s most renowned comic book artist, once said, “We believe in heroes 
  because, ultimately, we believe in ourselves.” In Freedom City, you can do just that. For a little while, 
  you can live in a world of wonder that’s a little brighter (and a little darker in places) than our own. 
  You can possess fabulous powers and safeguard the world from evil. You can hold the trust and 
  admiration of millions, and fly among the skyscrapers of the City of Freedom. You can believe in 
  heroes, and in yourself.
   Welcome to Freedom City. Whether you’re a newcomer or a long-time resident, I hope you enjoy 
  your stay.
  — Steve Kenson
  
  TABLE OF CONTENTS 
  FREEDOM CITY CAMPAIGN SETTING
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  7
  
  8
  INTRODUCTION
  INTRODUCTION
  FREEDOM CITY CAMPAIGN SETTING 
  INTRODUCTION
  F
  reedom City is a setting for superhero adventures using the Mutants 
  & Masterminds superhero roleplaying game, although it’s suitable for 
  use with any superhero RPG. Freedom City is a fictional metropolis 
  somewhere on the east coast of the United States of America. In the tradi-
  tion of the great fictional comic book cities, the exact location of Freedom 
  City is left somewhat vague, allowing Gamemasters to place it anywhere 
  they like in their own world. (For some ideas on possible locations for 
  Freedom City, see Chapter 7).
   The primary goal of this book is to provide a resource for players and 
  Gamemasters. Players can use this book as a source of character ideas, 
  background elements, subplots, non-player characters (particularly sup-
  porting characters), and enemies for their heroes. They can also use the 
  characters in this book as examples when creating their own heroes.
   Gamemasters can use Freedom City as a setting for a Mutants & 
  Masterminds series, or take elements of the city and transplant them to 
  a new location or a different setting. The book is full of people ranging 
  from social workers and media personalities to Mob bosses and mayors, 
  all ready to be dropped into a setting or adventure.
   Freedom City provides numerous locations, which can be used as part 
  of the city or incorporated into another city in the GM’s campaign. There 
  are businesses, government offices, hotels, casinos, hospitals, restaurants, 
  tourist attractions, and numerous other places Gamemasters can borrow 
  for use in their own games.
   Finally, Freedom City has dozens of characters: heroes, villains, and 
  some in between. There are also superhero teams, solo villains and villain 
  teams, criminal organizations, and a government super-agency, all ready 
  for use in any Mutants & Masterminds game.
  INTRODUCTION
  BASIC PREMISES
  T
  hroughout this book, certain assumptions are made about the world 
  of Freedom City and how it works. Gamemasters should feel free to 
  tinker with these basic premises as desired, but should be aware that 
  changing them can and should alter the character and feel of the setting. 
  These basic premises parallel the classic comic book superhero worlds in 
  many ways.
  • 
  People with super-powers have existed throughout Earth’s history, but 
  have become more prominent and numerous since the late 1930s. 
  Freedom City in particular is an epicenter for superhumans, but they 
  are found in other cities and places around the world.
  • 
  Nearly every sort of super-power or gimmick found in the comic books 
  can and does exist in the world of Freedom City. There is magic, super-
  science, and aliens, lost worlds, gods, megalomaniacal supervillains, and 
  more. Despite this, the world on the surface is still very much like our own 
  and most of the history and society from our world also exists there.
  • 
  Costumed heroes and villains with superhuman powers have been 
  public figures since the late 1930s. The overall history of superhu-
  mans roughly mirrors the history and trends of superhero comic books 
  in the real world since their introduction in the 1930s.
  • 
  Superheroes and villains have aged since their first appearances, with 
  the exception of some who are particularly long-lived or immortal. There 
  have been several distinct “eras” of superhuman activity in the world, 
  which resemble different periods in comic book publishing history.
  • 
  Virtually any type of character or plot from the superhero comic books 
  can (and probably does) exist in Freedom City. All the various super-
  human origins, powers, and themes co-exist in the setting. Any of the 
  origins discussed in Mutants & Masterminds are available here.
  • 
  Although everyone has heard about superheroes and villains, and 
  probably seen them (on TV, if nothing else), most people in Freedom 
  City still live fairly ordinary lives, despite the occasional invasion from 
  outer space or similar threat.
  HOW TO USE THIS BOOK
  Freedom City provides a complete and detailed setting for Mutants & 
  Masterminds adventures, including the introductory adventures from the 
  Mutants & Masterminds rulebook. This book is divided into seven chapters:
   Chapter 1 is an introduction to Freedom City, its background, history, 
  important events, and major neighborhoods and districts. It also provides 
  large overview maps of the city and the surrounding area.
   Chapter 2 is a look at the different aspects of life in Freedom City, from 
  major businesses to the arts, popular culture, private associations, educa-
  tion, and health care. Throughout the chapter you’ll find ideas for character 
  backgrounds, adventures, and slice-of-life scenes for your games.
   Chapter 3 covers Freedom City’s government, law-enforcement, and 
  public safety, including the police and fire departments, the mayor’s office, 
  the district attorney, and other people superheroes are likely to deal with 
  on a regular basis.
   Chapter 4 widens the view to take in the world around Freedom City, 
  and the worlds beyond it. It touches upon the wider world, including other 
  nations, then looks at hidden lands, the depths of space, and other dimen-
  sions beyond our own.
   Chapter 5 details Freedom City’s heroes, including the Freedom League, 
  the Atom Family, and the Next-Gen. These heroes are usable as supporting 
  characters, ready-to-play archetypes, or examples for players creating their 
  own heroes.
   Chapter 6 provides almost one hundred villains, ranging from teams 
  like the Crime League to solo acts, and world-beaters like Omega and Star-
  Khan to street-level foes like Conundrum, Fear-Master, and the Silencer.
   Chapter 7 looks at how to run your own Freedom City series for M&M, 
  including character origins and options, campaign frameworks, and 
  adventure ideas. It also reveals many secrets of the setting intended for 
  the Gamemaster’s eyes only.
   The book concludes with an Appendix listing all of the major characters 
  and groups, along with an Index for easy reference.
  WELCOME TO FREEDOM CITY!
  
  INTRODUCTION 
  FREEDOM CITY CAMPAIGN SETTING
  INTRODUCTION
  9
  
  1010
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  F
  reedom City has a long and rich history. It has been at the center of 
  superhuman activity in the world since the beginning and the presence 
  of superheroes and villains in the city has shaped its development and 
  character for nearly a century.
  PREHISTORY
  Millions of years ago, intelligent life evolved on Earth—not early hominids, 
  but the Serpent People. The pinnacle of saurian evolution, the Serpent 
  People walked erect and built a civilization when humanity’s earliest 
  ancestors scurried underfoot to avoid the predators of a savage and primi-
  tive world.
   For untold millennia, the civilization of the Serpent People waxed and 
  waned. Empires rose and fell and the saurians developed advanced science 
  and sorcery. They were pitiless creatures, without morals, merely a need to 
  satisfy their curiosity and a desire to control their environment. Among the 
  many sciences they mastered was genetic engineering, used to create vari-
  ous slave races and “pets,” including experiments with early primates.
    Serpent People society eventually fell into decadence and decay. They 
  were impossibly ancient by the time the first human civilizations arose, 
  and conflict between humans and the Serpent People was inevitable. 
  Humanity might have been doomed to remain slaves and playthings of 
  the saurians, had it not been for outside intervention.
  THE  PRESERVERS
  During the time of the first true humans, aliens known as “the Preservers” 
  visited Earth. The Preservers interfered with and encouraged the evolution 
  of life across the galaxy. On Earth, they performed genetic experiments 
  on tribes of primitive humans and collected extensive genetic samples, 
  used to “seed” other planets in the galaxy with human life. The Preservers 
  created a self-contained environment on the far side of Earth’s Moon and 
  planted a human colony there, where it developed in isolation from the 
  rest of the human race.
   Despite their name and their devotion to promoting life, the Preservers 
  were not kind. They were alien, and they often treated their human sub-
  jects no better than laboratory animals. They showed no interest in the 
  Serpent People, because of the saurians’ civilization or genetics no one 
  knows. Once they had done their work, the Preservers departed, taking 
  with them numerous DNA samples, leaving behind scattered examples of 
  their technology and the artificial lunar environment they created.
   The alien intervention gave humanity a vital leg-up. Humans advanced 
  by the Preservers eventually founded the island nation of Atlantis, which 
  quickly rivaled the Serpent Empire of  Lemuria in both technology and magi-
  cal power. The two nations fought a series of wars, ending in the destruction 
  of both and the sinking of Atlantis and Lemuria in the Great Cataclysm. So 
  ended the great First Age of humanity as well as the Last Age of Lemuria.
   Although there is evidence of the Preservers and their interventions 
  throughout the galaxy, the ultimate fate of the aliens themselves remains 
  unknown. The most popular theory is the Preservers transcended this 
  plane of existence—and any interest in it—long ago.
  AFTER THE FLOOD
  Although remnants of the Atlantean and Lemurian civilizations survived 
  the Great Cataclysm, they were scattered and isolated. The Serpent People 
  were driven underground and to the netherworlds by the sinking of 
  Lemuria, where they have remained ever since, except for occasional for-
  ays to the sunlit world. Ancient human heroes fought the savage Serpent 
  People and their corrupt sorcerers.
   Humanity fell back into barbarism and the Golden Age of  Atlantis 
  vanished into legend. Sorcery retreated into the shadows, where it has 
  remained, perhaps because of some human racial memory linking it to 
  the Serpent People and the doom of Atlantis. For thousands of years, 
  humanity struggled slowly back up the ladder of civilization. There were 
  heroes and villains in those ages, some gifted with abilities beyond those 
  of ordinary mortals, but it was not until the modern era that such people 
  became widely known as anything other than legends.
  SHADOW OVER THE BLACK LAND
  In ancient Egypt, the forces of light and darkness clashed as Apophis 
  the devouring Serpent of Darkness sought to swallow the light of Ra, as 
  Horus the Avenger of His Father struggled against the dark hand of Set. 
  The noble prince  Heru-Ra championed the cause of the light until struck 
  down by the treacherous sorcerer  Tan-Aktor. Both would be reborn in the 
  future to continue their struggle.
   The hero  Pharos was invested with the mystic power of the light, while 
  secret cults worshipping Set provided opportunities for the Serpent People 
  to spread their influence. The cults invested their champion with the 
  power of a living shadow, able to slip past any guards and kill with a 
  touch.
  CHAPTER 1: A VISITOR’S 
  GUIDE TO FREEDOM CITY
  F
  reedom City is a thriving metropolis of modern buildings and archi-
  tecture. It is home to millions, and more move into the area each day, 
  drawn by the promise of a new life in a city filled with new jobs and 
  new challenges. Freedom is one of the largest cities in the United States, 
  one with a promising future.
  HISTORY
  This chapter provides an overview of Freedom City, including its unique 
  history, geography, neighborhoods, and features. Once you’ve read 
  through it, you should have a good feel for the city, what’s there, and how 
  to navigate it. The details of life in Freedom City (along with many places 
  of interest) are provided in Chapter 2.
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  1111
  A Super Place to Live and Work!
  freedom
  city
  
  1212
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
   The undead Atlantean sorcerer  Malador sought to conquer the known 
  world until wizards of the light, led by Earth’s Master Mage, bound him in 
  a hidden tomb in the Temple of Sirrion. He would remain imprisoned for 
  thousands of years, until the 1930s.
  THE AGE OF HEROES
  In the Golden Age of ancient Greece, heroes arose like Hercules, 
  Jason, Theseus, Perseus, and the Argonauts. They fought mon-
  sters like Medusa and the bronze giant Talos, the schemes of 
  the dark god Hades, and dealt with sorceresses like Circe 
  and Medea. The gods were more active in the world in 
  those days, before their worship began to wane and Zeus 
  decreed they would no longer intervene directly in mortal 
  affairs. Certainly, divine interference in the Trojan War and the 
  voyage of Odysseus caused no end of trouble for humanity.
   One of Zeus’ dalliances among mortals created the mon-
  strous Minotaur. King Minos of Crete called upon the 
  genius of the inventor Daedalus to build a labyrinth to 
  contain the creature. He then imprisoned Daedalus and 
  his son Icarus to keep them from revealing the maze’s 
  secrets.  Daedalus fashioned wings to enable them 
  to escape, but Icarus, failing to heed his father’s 
  advice, plummeted to his death in the sea. The 
  gods made Daedalus immortal, in spite of his 
  refusal of their gift, and he wandered 
  the world for centuries before choos-
  ing to use his inventions to help 
  others again.
   Although slain by the hero 
  Theseus, the Minotaur was restored 
  to life as  Hades’ instrument of revenge 
  against Daedalus. The once-brutish creature 
  learned a great deal over the centuries, 
  becoming the head of the secret criminal 
  organization known as the Labyrinth.
   Explorers from Atlantis discovered the 
  whole of the surface world was not entirely 
  flooded in the Great Cataclysm as they’d 
  believed. This led to a war between Atlantis 
  and the people of Athens in the Aegean 
  Sea. The cunning of the Athenians 
  (secretly aided by Daedalus) allowed 
  them to drive off the Atlanteans, who 
  would not renew contact with the sur-
  face world for some time.
  THE FOUNDING OF 
  FREEDOM: THE 1600S
  Freedom City began with the quest for 
  independence, when Puritan colonists 
  from England and the Netherlands 
  arrived in the New World in 1630. They 
  founded a small, walled town at the conflu-
  ence of two rivers on a great bay and named it Freedom. 
  They began to trade with the local Native American tribes like 
  the Happanuk. Eventually, the settlers came into conflict with the natives 
  as Freedom grew, and they fought a number of skirmishes. The settlement 
  proved successful, leading more people to make the hard ocean crossing 
  from Europe, and bringing trouble along with them.
  PROPHET’S CRUSADE
  In the late 1600s, Freedom was home to the  Reverend Elijah  Prophet, a 
  famous “monster hunter” and “witch finder.” Prophet was the driving force 
  behind a witch-hunt in Freedom in 1694 that lasted for nearly two years. 
  Among the accused was  Henri “Lupus” LeBlanc, a Frenchman 
  accused of being a lycanthrope, who supposedly fled the 
  authorities with the aid of “demons and evil spirits.”
   Although LeBlanc was never captured, a dozen other 
  people were tried and hanged for witchcraft and con-
  sorting with the Devil. Prosecutor Lucius Cabot argued 
  eloquently and forcefully to convict the accused, 
  although historians believe the victims were entirely 
  innocent. Thankfully, Freedom’s witch hysteria burned 
  itself out by the turn of the century, and Elijah Prophet 
  moved on to other places, and other hunts.
  FREEDOM AND 
  INDEPENDENCE: THE 1700S
  By the mid-1700s, Freedom had grown considerably, 
  the original settlement expanding along with addi-
  tional settlements in the area like Bayview, Hanover, 
  Kingston, and Port Regal. The area became a focus 
  for anti-British sentiment among the colonists. 
  True to its name, Freedom was strongly on the 
  side of the American Revolution.
         The Revolutionary War brought the city and 
  the world its first costumed heroes. A mysteri-
  ous young woman known as  Lady Liberty 
  fought Tory spies and British soldiers, 
  wearing a distinctive red, white, and blue 
  costume like the uniform of a Colonial 
  soldier, complete with tri-cornered hat, 
  blue cloak, and a domino mask to 
  conceal her identity. She became a 
  rallying cry for Colonial forces, and 
  stories of her saving doomed rebels 
  spread like wildfire.
   
  There were tales of  Lantern Jack, 
  who haunted the nighttime streets of Lantern 
  Hill carrying a ghostly, glowing lamp with him. 
  The stories said he was the ghost of a patriot hanged 
  by the British and his lantern shone with the light of ven-
  geance and liberty. Others claimed he was a traitor to the 
  Revolution, cursed to wander the Earth. These stories were 
  often dismissed as tall tales, but more than a few people 
  saw a shadowy figure carrying a lantern in the fog late at 
  night, and found Redcoats dead the next morning, looks of 
  terror frozen on their faces.
   From the New England colonies, 
  people talked about  Minuteman, 
  a masked colonial soldier with the 
  strength of ten men, who always 
  seemed to arrive in the nick of time, 
  vanishing just as quickly and mysteriously thereafter.
   These heroes disappeared at the war’s end and the 
  achievement of American independence, but their stories were remem-
  bered, inspiring generations to come.
   In 1779, Colonial Major Joseph Clark won a series of decisive victories 
  over British forces in Freedom and its immediate neighbors, eventually driv-
  LADY LIBERTY I
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  1313
   The first to truly carry the mantle of “superhero” was the Centurion, 
  who revealed his presence to the world when he thwarted a robbery of 
  the First National Bank of Freedom City in 1938. Bullets bounced off his 
  golden breastplate and he lifted a getaway car into the air like a toy. 
  The Centurion seemed to trigger the appearance of other many heroes, 
  including Midnight, the Bowman, Freedom Eagle, and Johnny Rocket. 
  There were rumors Lantern Jack had returned to his old haunts on the hill, 
  although they remained unconfirmed for over a year.
   Not long thereafter, in Germany, people got their first look at der 
  Übermensch, Hitler’s “Over-Man,” poster-boy of the Aryan “Master Race.” 
  With powers to rival the Centurion, Übermensch left many nations wor-
  ried about the future. What no one knew at the time was Hitler’s so-called 
  “Aryan superman” wasn’t German, or even truly human, in fact, but a 
  rogue member of a secret race of superhumans known as the Ultima (see 
  Chapter 4 and Chapter 5 for more information).
   As the banner headline of the 
  Freedom Ledger read, “The Age 
  of the Super-Man” had arrived. 
  Costumed 
  crime-busters 
  were 
  no longer “mystery men,” they 
  were “super-heroes” and their 
  foes were “super-criminals” or 
  “super-villains.” The term “super” 
  entered common usage to refer 
  to anyone with powers or abili-
  ties beyond those of ordinary 
  people. Although scientists pre-
  ferred terms like “metahuman” or “paranormal,” to most people, they were 
  supers, and so they remain.
  THE WORLD AT WAR: 1941–1945
  Although a number of supermen were active by the 1940s, the sum-
  mer of 1941 saw the first appearance of the first super woman, with the 
  same name and motif as the Revolutionary-era Lady Liberty, but this Lady 
  Liberty could fly through the air and stop tanks with her bare hands. The 
  sultry Siren appeared not long thereafter, gifted with powers from the sea, 
  including a hypersonic singing voice.
   On December 7th, 1941, the empire of Japan made a sneak-attack 
  against the United States Naval Base at Pearl Harbor. One day later, a 
  strange visitor appeared in Freedom City—the man known as Dr. Tomorrow. 
  Arranging a meeting with President Roosevelt, Doc revealed he came from 
  some fifty years into the future—a future where the Axis powers defeated 
  the Allies and ruled a world without freedom or justice. He offered his 
  help to change that future, and the president immediately ordered the 
  formation of a team of American mystery men, led by Dr. Tomorrow and 
  called the Liberty League.
   Freedom City hosted the League’s public headquarters, although they 
  split their activities between the homefront and the European and Pacific 
  Theatres of war, thwarting the plots of spies, saboteurs, and Axis super-sol-
  diers. America was also plagued with homegrown criminals and bundists, 
  some of whom became enemies of the Liberty League and banded 
  together to form the first Crime League.
   The Liberty League was not the only group of heroes during the war. 
  Several heroes from different nations banded together as the Allies of 
  Freedom. They were more active behind the lines in Europe, with the 
  Liberty League operating based on Dr. Tomorrow’s unusual insights. One 
  thing Dr. Tomorrow did not account for (as he was himself unaware of 
  it) was the influence of the mystical Thule Society in Germany and the 
  Green Dragon Society in Japan, operating behind the scenes and using 
  their occult powers to aid the Axis.
  ing out the British and securing the area for the colonial army. Following 
  the war in 1789, Freedom and the outlying settlements formally incorpo-
  rated as Freedom City.
  FREEDOM BY GASLIGHT: THE 1800S
  The nineteenth century saw continued growth and development for the 
  city. Freedom City University was established in 1825 and the city became 
  a bustling port as well as a center for learning and the arts. That same 
  year Henry Beaumont began publishing the Freedom Ledger, the city’s 
  first daily newspaper. The outlying districts of the city were largely defined 
  and the new West End and Southside neighborhoods began to grow with 
  the influx of immigrants from Europe.
   Stories found their way to Freedom City about the western frontier. They 
  included “dime novel” tales of the exploits of mysterious masked men 
  like the Pale Ranger, the Silver Sheriff, and the Indian magician Broken 
  Crow of Magic Mesa, along with 
  the Dust-Devil, Eagle Rider, el 
  Gaucho, Madame Colt, and oth-
  ers. Similar stories came from 
  Europe of the exploits of extraor-
  dinary gentlemen like Professor 
  Challenger and Arthur Gordon 
  Pym exploring lost worlds, includ-
  ing Dakana in darkest Africa, the 
  depths of the inner earth, and a 
  plateau in South America where 
  dinosaurs still roamed.
   In 1890, a series of grisly murders took place in the West End of 
  Freedom City. A killer butchered four women over the course of the sum-
  mer and autumn, identifying himself only as “Jack-a-Knives” in letters 
  to the local press, similar to the “Ripper” killings in London two years 
  previously. Despite the best efforts of the police, the murderer was never 
  caught, although the killings—and the letters—eventually stopped. Rumors 
  attribute the end of the reign of terror either to an appearance by Lantern 
  Jack reported on nearby Lantern Hill or the presence of a famed British 
  consulting detective and his associate, on holiday in Freedom City at the 
  time.
  DAWN OF A NEW CENTURY: 1900–1940
  The start of the twentieth century saw Freedom City as a modern metropo-
  lis, but the gay abandon of the 1920s quickly gave way to the violence of 
  gangsters and Prohibition. After that, the Great Depression saw fortunes 
  ruined and the city sank into economic and social despair. The city and 
  federal governments instituted work programs for the legions of Freedom 
  City’s unemployed, including a number of construction and beautification 
  projects.
   The start of the twentieth century bore witness to an event that for-
  ever altered the future of Freedom City and the world, although no one 
  was aware of it at the time. Many saw comets as omens, but in 1918, 
  the spectacular “comet” that appeared over Freedom City was in fact a 
  life-pod from an alternate universe arriving in a flash of fire and cosmic 
  power. Scientists speculate the arrival of the life-pod released a cascade of 
  extradimensional energies, but perhaps something unusual about the city 
  actually drew the life-pod there. Whatever the case, Freedom City quickly 
  became a focus for the unexpected and the strange.
   In the 1930s, adventurers and “mystery men” like the Bluesman, Doc 
  Prophet, and John Danger operated in Freedom City, their exploits written 
  about in the pulp magazines. Although their adventures were often fan-
  tastic, it was easy for the public to dismiss them as just stories, and their 
  unusual powers as tall tales or exaggerations.
  “Patrons and people outside the First National Bank of Freedom City 
  yesterday witness the end of an era when they saw a man in blue, 
  white, and gold lift up a getaway car with his bare hands, bullets 
  bouncing off his gleaming breastplate. The age of the mystery man 
  is over. The age of the Super-Man has arrived.”
  — The Freedom City Ledger, June 1938
  
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  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  THE  LIBERTY LEAGUE
  The Liberty League was the world’s first true superhero team and the 
  premier team during the 1940s and ‘50s. A number of heroes banded 
  together under orders from President Roosevelt and the guidance of Dr. 
  Tomorrow, the Man from the Future.
   For more information on some of these heroes and the legacies they 
  left behind, see Chapter 5.
   DR. TOMORROW
  (Tom Morgan/Tomas Morgen): A time-traveler from a future world where 
  the Axis won World War II.
   BEACON (LANGSTON ALBRIGHT)
  A later addition to the League, wielder of a mystic 
  white light.
   BOWMAN &  ARROW 
  (FLETCHER BEAUMONT & TIM QUINN)
  A crusading newspaperman and his young 
  ward, who used their archery expertise and 
  an arsenal of trick arrows to fight crime.
   CENTURION (MARK LEEDS)
  Strange visitor from another Earth with pow-
  ers of super-strength and endurance.
   DR. ATOM (ALEXANDER ATOM)
  Brilliant scientist and explorer, who more often 
  worked in an advisory capacity with the League.
   ELDRICH (ADRIAN ELDRICH)
  Mysterious master of the arcane arts who advised 
  the League in mystic matters, but otherwise oper-
  ated largely on his own.
   ENVOY (SARLYN)
  Envoy from Utopia, sent to better understand 
  humanity and, later, to prevent the Axis from threat-
  ening his homeland.
   FREEDOM EAGLE (MICHAEL O’CONNOR)
  Engineer who designed a winged flight suit the 
  Nazis attempted to steal.
   JOHNNY ROCKET (JOHNNY WADE)
  Young lab assistant exposed to chemicals that gave him 
  super-human speed.
   LADY LIBERTY (DONNA MASON)
  FBI secretary invested with the power of the 
  Spirit of Liberty after she uncovered a Nazi 
  sabotage plot. Lady Liberty possessed super-
  strength and wielded “the Light of Liberty.”
   MIDNIGHT (TRAVIS HUNTER)
  Dark-clad crimefighter and peerless detective with a “midnight mist” able 
  to black out an area.
   PATRIOT (JACK SIMMONS)
  Subject of a government super-soldier program, possessing near-perfect 
  physical abilities and combat training.
   SIREN (LYNN SIDON)
  Torch singer lost overboard in a Nazi U-boat attack. Rescued by Prince 
  Thallor of Atlantis and granted mystic sonic and aquatic powers in accor-
  dance with an Atlantean prophecy.
  THE  ALLIES OF FREEDOM
  The Allies of Freedom were more of a war-front team than 
  the Liberty League. While the League acted under orders 
  from the President and traveled around the world protect-
  ing Allied interests and the homefront, the Allies fought 
  primarily in Europe, where they were well 
  known. It wasn’t until after the war that sto-
  ries of their exploits and heroism reached 
  the United States.
   Most of the members of the Allies were 
  killed by their archenemies, Wilhelm 
  Kantor and the shadow-villain Nacht-
  Krieger during the final days of the war. 
  The Japanese villain Crimson Katana 
  killed the Human Tank and Gunner, the 
  last survivors of the team, in Japan in 1946.
   LE REYNARD ROGUE (AMELIE DUTEMPS)
  Masked French Resistance fighter renowned for her cun-
  ning, the “Rogue Fox” was the bane of Nazis occupying 
  France and the leader of the Allies.
  THE  HUMAN TANK &  GUNNER 
  (HANK & TOMMY GRIFFIN)
  American brothers granted super-powers in a 
  lab explosion; Hank (the Human Tank) was 
  transformed into “living metal” while Tommy 
  (Gunner) could create sprays of metal and absorb 
  metal weapons, including bullets, into his body.
   LADY CELTIC (AMANDA PHIPPS-GORDON)
  British woman wielding the magical power 
  of the druids, later Hank Griffin’s wife.
   SERGEANT SHRAPNEL 
  (TONY GORMAN)
  American soldier abducted by 
  aliens who granted him the power 
  to make metallic objects, particu-
  larly machines, stop working or 
  explode.
  SERGEANT SHRAPNEL
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  1515
  SPITFIRE JONES (HORATIO “DAVID” JONES)
  British RAF pilot able to fly, and exert considerable strength while doing 
  so. He was a dedicated foe of the German Red Eagle.
  WHITE ROSE &  WHITE THORN (SOPHIE & WOLFGANG SHAAL)
  German wielders of the mystic “White Light” hunted by SS officer Wilhelm 
  Kantor and Nacht-Krieger. White Rose and White Thorn imprisoned Nacht-
  Krieger in the sea near Freedom City and their powers were passed on to 
  Langston Albright, the Beacon.
  POST-WAR FREEDOM: 1945–1959
  In 1945, World War II came to an end with the atomic bombings of 
  Hiroshima and Nagasaki. Although Dr. Tomorrow returned home to the 
  future, the Liberty League remained together. Freedom Eagle 
  became their new chairman and they maintained their head-
  quarters in Freedom City. With the war over, they fought 
  profiteers in occupied Japan and Germany, aided in 
  the rebuilding of Europe, and fought the Crime 
  League and other malcontents in America.
   Earth’s first modern contact with extrater-
  restrial life came in 1947, when a scout 
  ship from the Grue Unity crashed in 
  the American Southwest after being 
  damaged in a skirmish in space with 
  their enemies from the Lor Republic. 
  The U.S. government covered up the 
  crash and took possession of the wreck-
  age and the remains of the crew.
   By the 1950s, the specter of commu-
  nism was growing in the minds of Americans, 
  and some began to question whether or not cos-
  tumed heroes presented the proper image to 
  American citizens, particularly impressionable 
  young children. Politicians accused costumed 
  heroes of encouraging vigilantism and promot-
  ing immorality. The government also became 
  increasingly concerned with the indepen-
  dence of superheroes and sought to 
  tighten their control, especially over 
  the highly visible Liberty League. By 
  this time the League operated on 
  private donations—largely the for-
  tune of Fletcher Beaumont (the 
  Bowman)—and did not rely on gov-
  ernment authority or approval.
   The activities of a Grue 
  scouting party on Earth 
  did not help matters. The 
  shapeshifting aliens sowed 
  paranoia and suspicion in 
  the United States. Although 
  the truth of their presence was 
  never revealed to the general public, and the Grue were rooted out and 
  exposed, they drove a wedge between heroes like the Liberty League and 
  an already mistrustful government. One rogue Grue, eventually known to 
  humans as Pseudo, remained on Earth in the guise of journalist Rick Fox.
   In 1955, the House un-American Activities Committee called the mem-
  bers of the Liberty League to testify, raising allegations of communist 
  sympathies and immoral activities. The Committee demanded the League 
  unmask and reveal their true names and identities as well as submit 
  to governmental supervision. When the Leaguers refused to do so, the 
  government declared the team dissolved and the League reluctantly dis-
  banded. Some of its members continued to operate on their own for a 
  few years, while others quietly disappeared into retirement. It would take 
  a major crisis to reunite them. Only Centurion and a few other heroes 
  remained active by the end of the decade.
  HEROES RETURN: 1960–1972
  By the start of the 1960s, much of the Red Scare fervor of 
  the HUAC hearings and the disbanding of the Liberty 
  League had died down. Heroes like Centurion and Lady 
  Liberty continued to operate, largely ignoring criticism 
  of their activities. Prosperity across America seemed 
  to bring out both the good and the bad, as super-
  villains returned from inactivity and new threats 
  appeared from the skies and other dimensions. 
  Luckily, heroes old and new answered the call, 
  and superheroes returned to Freedom City.
   In 1960, the Greek god Hades 
  invaded Freedom City with 
  an army of the dead from 
  Tartarus. A number of heroes 
  united to oppose him, includ-
  ing Centurion, Lady Liberty, 
  Daedalus, and the Raven. They 
  were successful and Zeus forbade Hades to so directly inter-
  fere in mortal affairs again. Afterward, the heroes chose 
  to remain together as a team to deal with similar 
  threats that might arise, threats too great for any 
  one of them, a team like the Liberty League. Since 
  the Liberty League was no more, they would be 
  known as: the Freedom League!
   The public reacted positively to the return 
  of the heroes, and teams like the Freedom 
  League and later the Atom Family 
  became celebrities and role models 
  for a new generation of heroes. While 
  new heroes began coming to Freedom 
  City or elsewhere, old and new supervil-
  lains made their presence known as well. 
  The most dangerous and hated of these villains 
  were surviving Axis super-agents like the Crimson 
  Katana and Nacht-Krieger, not to mention a revived 
  Crime League and SHADOW.
   
  Since few if any superheroes wished to work under 
  government supervision, the United States government 
  created the American Elite Government Intervention 
  Service (AEGIS) in 1962 to deal with superhuman and 
  paranormal threats to public and national safety. Jack 
  Simmons—formerly the Patriot of the Liberty League—was 
  appointed the agency’s first director.
   Throughout the 1960s, superhuman activity continued to rise, as if the 
  years away had concentrated the wills of heroes and villains alike. Invasions 
  from space and other dimensions became almost commonplace, but unlike 
  the previous decades, humanity’s faith in its heroes rarely wavered for long. 
  Omega and the Terminus first attempted to invade Freedom City in 1965, 
  and some speculate that the aftereffects of the incursion may have contrib-
  uted to the rise of superhuman activity in the area.
  THE BLACK AVENGER
  
  1616
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  FREEDOM’S TWILIGHT: 1972–1992
  The 1970s saw the beginning of another decline for 
  costumed superheroes. Heroes fell prey to villains 
  and their own human frailties. Others went 
  missing for long periods of time or left Earth 
  for other endeavors, while still more began to 
  feel their age and retired or passed away.
   An increasing number of occult scares occurred 
  during the 1970s, including the arrival of the vam-
  pire lord Dracula in Freedom City and the exposure 
  of several “Satanic” cults, most of them connected 
  with the long-hidden Serpent People. The murder-
  ous Jack-a-Knives went on a killing spree in the 
  summer of 1977 while the Atom Family grappled 
  with the lupine Wolfjack (actually their team-
  mate Jack Wolf, under the influence of the cosmic 
  Moonstone). Mystic figures like Lantern Jack and 
  Eldrich were often associated with these happen-
  ings, although few gave them any credence.
   By the 1980s, the public felt abandoned by 
  the same heroes they counted on in years past. New 
  heroes walked the streets of Freedom, but darker and more 
  violent, capable of using deadly force to fight their foes. 
  Their excesses seemed to fit the mood of the nation. Even 
  today, sociologists debate whether the darkness of the 
  late 1980s and early 1990s in Freedom City was a result 
  of the darker heroes of the time or if they merely grew 
  darker to reflect the attitudes of society.
   In 1984, Freedom City elected  Franklin Moore mayor 
  on a platform of “zero tolerance” for vigilantism. He was 
  supported by the  Citizens for Order, Decency, and Ethics 
  (CODE), and secretly backed by some influential crime 
  families. Mayor Moore quickly outlawed “costumed vig-
  ilantism” in “his” city. Costumed heroes became illegal, 
  and would be arrested if they continued to operate out-
  side the law. Some heroes, like Centurion, felt they had 
  no choice but to obey the law and retired or left Freedom 
  City. Other new heroes chose to defy the law, and Archer (Ethan Keller, 
  formerly the third Arrow) forged a number of them into a team called 
   FORCE Ops (Freelance ORganization of Criminal Elimination Operatives).
   For the rest of the decade, grim vigilantes fought a shadow war with psy-
  chotic criminals and gangsters, opposed by an increasingly corrupt police 
  force and the mayor’s office, which were both heavily influenced by the 
  most powerful criminal kingpins.
  A NEW FREEDOM: 1993–PRESENT
  Freedom City’s fortunes seemed 
  bleak for a long time, but the early 
  1990s saw changes large and 
  small heralding a new day in the 
  city by the bay. The city’s darkest 
  hour was the  Terminus Invasion. 
  Omega and his forces once again 
  invaded Freedom City, but this 
  time there were fewer heroes to 
  stop them and they quickly estab-
  lished a beachhead.
   Although the FORCE Ops fought 
  back, they were no match for an 
  army of Omegadrones, let alone Omega himself. The world’s heroes 
  united against Omega, resulting in a climatic battle in Freedom 
  City, devastating the downtown area. A number of heroes 
  perished in the struggle, including Andrea Atom, 
  Mentac, members of FORCE Ops, and Centurion 
  himself, who sacrificed his life in single combat with 
  Omega, shattering the mad nihilist’s support-armor 
  and driving him back into the Terminus.
    In the aftermath of the Invasion, large areas of 
  Freedom City were damaged or destroyed, the 
  downtown area all but leveled, and some of 
  the world’s greatest heroes were dead, but 
  the bravery and sacrifice of those heroes kept 
  things from being far worse. Freedom 
  City reeled from the terrible blow, and 
  might never have recovered had it not 
  been for two figures: Doctor Metropolis 
  and Michael O’Connor.
      A mysterious entity of concrete, glass, 
  and steel rose from the rubble of the 
  city after Omega’s defeat. Known as Dr. 
  Metropolis, this “urban spirit” used his amaz-
  ing powers to help restore Freedom City, 
  making it better and stronger than ever before. 
  He hardly worked alone, as heroes like Daedalus 
  (who returned from his wanderings in space to 
  help fight Omega) pitched in however they could. 
  Some initially believed Metropolis was the soul or 
  reincarnation of the Centurion, though this has since 
  been proven nothing more than a rumor.
   
  The city also found new leadership in the 
  form of Michael O’Connor, Jr., son of the Freedom 
  Eagle. Elected mayor only months before the Terminus 
  invasion, O’Connor worked tirelessly to clean up the city’s 
  politics, strengthen the police department, draw a line against 
  crime, and create new prosperity and jobs, with great success. 
  Most importantly, he oversaw the repeal of the Moore Act, 
  making Freedom City a welcome home once again to the 
  heroes that saved it and the world.
   
  Public confidence followed these brave men and 
  their actions. Freedom City saw advancements in econom-
  ics and technology through the 1990s and its population 
  increased accordingly. New heroes began appearing as suddenly as they 
  had in the 1940s and ‘60s, and many veteran heroes returned publicly 
  or in secret to guide and advise a new generation. New incarnations of 
  older heroes and institutions rose again, and Freedom City is proud to be 
  home to more superheroes than any other city in the world. Recent years 
  have seen the expansion of the 
  Freedom League in the wake of 
  an alien invasion, to better safe-
  guard Earth from all manner of 
  threats.
      Now, Freedom City strides 
  boldly into the twenty-first cen-
  tury. The city and its heroes 
  prosper in the spirit of coopera-
  tion and mutual understanding. 
  Although the world and the city 
  still face many challenges, the 
  future of Freedom looks bright 
  indeed.
  “The first thing he said to those stunned National Guardsmen was “I 
  am Metropolis.” They said it was like the city itself spoke to them. He 
  worked a great deal with us, and we grew quite used to referring to 
  each other by title. Since he was so intelligent, it was a small step from 
  “Metropolis” to “Dr. Metropolis.” The nickname sort of stuck and Dr. 
  Metropolis he became. He seemed both pleased and amused by the 
  name at the same time.”
  —Dr. Arthur Trent, Freedom City University, 
  in an interview from the book Rebirth of Freedom
  BOWMAN
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  1717
  FREEDOM CITY TIMELINE
  CIRCA 2 MILLION BC
  The Serpent People found the Empire of Lemuria.
  CIRCA 100,000 BC
  The alien Preservers first visit Earth and tamper 
  with humanoid genetics, taking various sam-
  ples with them, which they use to “seed” other 
  worlds with humanoid life.
  CIRCA 50,000 BC 
  The Preservers make their last visit to Earth. They 
  build a city on the far side of the Moon and place 
  a human colony there before they depart.
  CIRCA 20,000 BC 
  Humans advanced by the Preservers found the 
  island nation of Atlantis.
  CIRCA 10,000 BC 
  War between human-controlled Atlantis and 
  serpent-controlled Lemuria triggers a great 
  cataclysm, sinking both island continents. 
  Atlantean survivors scatter, some founding 
  the Utopian society, others the hidden city of 
  Ultima Thule.
  CIRCA 9500 BC 
  The Atlanteans rediscover the surface world and 
  fight a war with Athens.
  CIRCA 3000 BC 
  The Egyptian sorcerer Tan-Aktor betrays and 
  murders Prince Heru-Ra. The Greek gods grant 
  Daedalus immortality after the death of his son 
  Icarus.
  CIRCA 1200 AD
  English Lord Richard Beaumont, renowned 
  for his skill in archery, meets his time-dis-
  placed descendant, Fletcher Beaumont III (the 
  Bowman).
  1606 
  Jamestown, Virginia, the first permanent English 
  settlement in the New World, founded.
  1630 
  Landing of settlers in Great Bay at the future 
  site of Freedom.
  Buccaneers claim Tortuga, off the northwest 
  coast of Hispaniola, in the Caribbean. Tales of 
  the legendary Crimson Corsair spread as far as 
  Freedom.
  1631
  Freedom officially founded with the building of 
  its first common house and town hall
  1669
  Founding of Bayview 
  1694
  Prophet’s Crusade, witch-hunts begin in the 
  Freedom area.
  1696
  Elijah Prophet leaves Freedom, ending the infa-
  mous witch-hunts.
  1698
  Founding of Port Regal 
  1719
  Founding of Kingston
  1745
  Founding of Hanover
  1770
  Initial protests against the excesses of British 
  troops in Freedom, Boston, and New York.
  1773
  Kingston Tea Party (a show of solidarity with 
  Colonial rebels in Boston)
  1775
  Battle at Lexington Green and the start of the 
  American War of Independence.
  1776
  The Declaration of Independence signed. 
  American and British troops report the first 
  sightings of a mysterious masked woman 
  who becomes known as “Lady Liberty.” The 
  Minuteman first appears in the Boston area.
  1779
  American Major Joseph Clark wins decisive victo-
  ries over the British, driving them from Freedom 
  and the surrounding area.
  1781
  The British surrender to the American army at 
  Yorktown.
  1787
  United States constitution framed and ratified.
  1789
  Incorporation of Freedom City.
  1799
  Establishment of Freedom College on the out-
  skirts of the city
  1825
  Establishment of Freedom City University.
  Freedom City’s first daily newspaper—the 
  Freedom Ledger—begins publication.
  1861
  American Civil War begins.
  1865
  American Civil War ends.
  1889
  Freedom City celebrates its centennial.
  1890: 
  Jack-a-Knives terrorizes the red light districts of 
  Freedom City.
  The vampire lord Dracula terrorizes London.
  Sioux shaman (and Master Mage) Broken Crow 
  dies at Wounded Knee, South Dakota.
  Occult rituals by the Brotherhood of the Yellow 
  Sign thwarted by mages of the Order of Light.
  1908
  A massive explosion in Tunguska, Siberia flat-
  tens everything in a 35-mile radius. The cause 
  remains unknown, with theories ranging from 
  a rogue comet or meteor to an alien vessel or 
  microscopic black hole.
  1912
  The S.S. Titanic sinks on her maiden voyage. 
  Although the ship struck an iceberg, some later 
  scholars suggest the Atlanteans were responsi-
  ble, although there has never been any evidence 
  to support this theory.
  1914–1918
  World War I fought in Europe.
  
  1818
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  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  1918
  Centurion’s life-pod enters Earth’s dimension 
  and lands west of Freedom City.
  Thule Society founded in Europe based on ancient 
  legends of the “lost land” of Ultima Thule.
  1925
  Police reports and newspapers attribute dis-
  rupted gangland activities to a mysterious 
  crime-fighter called the Ghost.
  1927
  Johnny Danger delivers “Six Fingers” Scocci to 
  police and breaks up the Tomo mob.
  The Bluesman fights mob influence in the West 
  End.
  1928
  Aurora Press produces pulp adventures of Johnny 
  Danger, the Ghost, Bluesman, and others.
  1935
  Archeologist Adrian Eldrich discovers the lost 
  Temple of Sirrion and awakens Malador the Mystic. 
  Eldrich becomes Earth’s new Master Mage.
  Wilhelm Kantor becomes an initiate of the Thule 
  Society and begins studying black magic.
  1938
  Centurion first appears, preventing a robbery at 
  the First National Bank by lifting the getaway 
  car off the ground with his bare hands, bullets 
  bouncing harmlessly off him.
  Midnight prevents a robbery by bogus 
  “Martians” during Orson Wells’ broadcast of 
  War of the Worlds.
  The Thule Society makes contact with the super-
  human inhabitants of Ultima Thule, who erase 
  their memories of the encounter after rejecting 
  the notion of “Aryan superiority.” However, one 
  rogue Ultiman named Kal-Zed chooses to initi-
  ate contact with the Nazis, posing as a “sport” 
  superhuman.
  1939
  The Freedom Eagle first appears.
  The first non-American “mystery man” debuts 
  when der Übermensch (Kal-Zed) appears in 
  Germany. A number of German supers follow.
  1940
  The first Bowman makes his public debut, fol-
  lowed by Johnny Rocket.
  Lantern Jack makes his first confirmed appear-
  ance in the modern era.
  1941
  A new Lady Liberty makes her first appearance 
  in Washington D.C.
  Nazi mastermind Wilhelm Kantor grants Nacht-
  Krieger his shadow-powers and lures a group 
  of heroes into an ambush in Poland. Three are 
  killed but the survivors go on to form the Allies 
  of Freedom.
  A German U-boat torpedoes and sinks a European 
  luxury liner. American singer Lynn Sidon is among 
  those missing and presumed dead.
  The Japanese attack the American Naval Base 
  at Pearl Harbor, Hawaii.
  Dr. Tomorrow arrives from the future with the 
  prediction that the Axis will win the war if his-
  tory as he knows it remains unchanged.
  President Roosevelt announces the formation of 
  the Liberty League.
  1942
  The Patriot first appears in Boston and joins the 
  Liberty League.
  First appearance of the Siren along Freedom 
  City’s waterfront.
  The Human Tank and Gunner appear in Port 
  Regal and soon fight overseas in Europe, join-
  ing the Allies of Freedom.
  
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  1919
  Formation of the first Crime League in Freedom 
  City, composed of costumed criminals threat-
  ened by the activities of the Liberty League.
  1945
  Nacht-Krieger kills many of the members of the 
  Allies of Freedom. White Rose and White Thorn 
  imprison him at the bottom of the ocean near 
  Freedom City at the cost of their own lives.
  Germany surrenders to the Allies.
  The United States drops two atomic bombs on 
  Japan at Hiroshima and Nagasaki. Japan surren-
  ders, ending the Second World War.
  1946
  The Crimson Katana murders the Human Tank 
  and Gunner in occupied Japan.
  Siren marries Prince Thallor of Atlantis and 
  leaves the surface world for her new home.
  1947
  Several UFO sightings reported as a result of 
  a Grue/Lor skirmish in Earth’s solar system. 
  A Grue scout ship crashes near Roswell, New 
  Mexico. The wreckage and the bodies of the 
  crew are taken into government custody.
  1950
  A group of Grue scouts begin infiltrating and 
  spying on the United States government.
  1954
  Hepcat, beat poet and vigilante, begins oper-
  ating in the Fens area of Freedom City. Heroes 
  thwart a secret Grue invasion of Earth.
  1955
  The HUAC hearings force the conscientious dis-
  banding of the Liberty League.
  The Freedom Eagle and Bowman retire.
  After stopping King Cole and his Blackbirds, 
  Midnight goes underground and is never heard 
  from again.
  1960
  Hades, the Greek god of the Underworld, 
  invades Freedom City with an undead army. A 
  number of heroes band together to fend off the 
  invasion. The heroes remain together to combat 
  similar threats, founding the Freedom League.
  1961
  Dr. Alexander Atom makes his home in Freedom 
  City, purchasing the newly constructed Goodman 
  Building and moving there with his wife Anne 
  and their daughter Andrea.
  1962
  The U.S. government establishes AEGIS (the 
  American 
  Elite 
  Government 
  Intervention 
  Service), appointing Jack Simmons (formerly the 
  Patriot) as its first director.
  1964
  AEGIS opens Blackstone Penitentiary off 
  the coast of Freedom City, a prison specially 
  designed to hold superhuman inmates, moving 
  criminals from existing prisons.
  Freedom City faces a British invasion when the 
  Beatles visit the city. The Freedom League stops 
  the musical mastermind Maestro from using the 
  band to mind-control thousands of screaming 
  fans.
  1965
  Omega and the forces of the Terminus pierce 
  the dimensional barriers and invade Freedom 
  City. Omega and his army are driven back by the 
  League and Dr. Atom.
  Sea-King (the son of Siren and Prince Thallor of 
  Atlantis) joins the Freedom League.
  1966
  The Freedom Friends premieres, a cartoon very 
  loosely based on the Freedom League’s real 
  adventures. Although campy and childish, the 
  show is a hit, but only lasts until 1970 when 
  legal issues and “creative differences” with the 
  League lead to its cancellation. It remains a cult 
  classic.
  1969
  Earth takes its “giant leap for mankind” with the 
  first lunar landing, which draws the attention of 
  the inhabitants of Farside City.
  Freedom City mourns the death of Chester Brown, 
  blues musician and former hero as the gang-bust-
  ing Bluesman. Mayor Herbert Huntington honors 
  him with a statue in Liberty Park.
  Blackstar and Star Knight arrive on Earth. Star 
  Knight later joins the Freedom League.
  A scouting party from the Grue Unity arrives 
  on Earth. They attempt to weaken Earth’s 
  defenses by impersonating the Freedom 
  League. Although the Grue are soon exposed 
  and repelled, the deception shakes public confi-
  dence in the League.
  1971
  Fletcher Beaumont, Jr., partner of the second 
  Bowman, retires as Arrow due to problems with 
  alcohol abuse. Although the story never goes 
  public, Bowman retires not long thereafter.
  The first annual Chester Brown or “C.B.” Blues 
  Festival takes place in Freedom City’s Liberty 
  Park.
  1972
  The Raven confronts his archenemy Dr. Sin and 
  suffers crippling injuries while destroying Sin’s 
  airship fleet. He marries Dr. Sin’s daughter 
  Jasmine by the end of the year and hangs up his 
  cape and cowl. Their daughter, Callie Summers, 
  is born the following year.
  Lady Liberty’s powers fade and eventually dis-
  appear altogether. She continues to operate for 
  a time without them, but eventually chooses to 
  retire.
  1973
  Dracula, lord of vampires, stalks the streets of 
  Freedom City.
  1974
  Fletcher Beaumont, Jr., now in recovery, adopts 
  the identity of Bowman with Ethan Keller as the 
  new Arrow, each the third person to continue 
  the legacy of the Daring Duo.
  1975
  Daedalus leaves Earth on board his starship 
  Icarus to explore the galaxy.
  Black Avenger quits the Freedom League, decid-
  ing he can do more good as a solo hero.
  1977
  Four prostitutes in Freedom City’s Fens neigh-
  borhood are murdered. The killer turns out to be 
  Jack-a-Knives, although the public believes it is a 
  copycat imitating the crimes of the 19th century 
  serial killer.
  The Atom Family, including daredevil Jack Wolf 
  and a young debunker of the paranormal called 
  Mentac the Magnificent, explore other dimen-
  sions, outer space, and the deepest recesses of 
  the Earth. Although they fend off alien inva-
  sions, rampaging dinosaurs, and would-be 
  conquerors while exploring lost worlds, fantastic 
  ruins, and the inner Earth, many of the Atom 
  Family’s adventures do not become widely 
  known to the public.
  Due to pressures in his work and personal life, 
  Bowman secretly begins drinking again.
  Star Knight leaves Earth to return to Citadel, tak-
  ing Blackstar there for trial and imprisonment.
  1978
  The Daring Duo suffers a humiliating public 
  defeat due to a drunken Bowman, who retires 
  in disgrace. Arrow defeats the Shark Syndicate 
  
  20
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  alone, and continues to operate on his own, refus-
  ing to adopt the name and costume of Bowman.
  1979
  Lucius Cabot returns to Freedom City for the 
  first time in a century and moves the law firm of 
  Cabot, Cunningham & Crowley from New York 
  to Freedom City.
  Brainstorm and Scarab sacrifice their lives to 
  save the Freedom League from the mental 
  domination of the Scions of Sobek, long-dead 
  Egyptian sorcerer-priests, awakened by the 
  machinations of SHADOW. The Freedom League 
  begins a series of reorganizations and changes.
  1980
  Ethan Keller adopts the code-name Archer and 
  begins a ruthless war on drug-lords and orga-
  nized crime. Unlike his predecessors, Archer 
  sometimes uses lethal force to strike fear among 
  the criminals of the city.
  1981
  Two members of the Freedom League—Tectonic 
  and Halogen—die stopping the rampage of 
  the Katanarchists, led by the Crimson Katana. 
  Centurion disbands the League before more 
  lives are lost.
  1984
  The wedding of Andrea Atom and Prince Mentac 
  marks the end of the original Atom Family’s 
  adventuring careers. Jack Wolf leaves Freedom 
  City to become a mercenary.
  Franklin Moore elected Mayor of Freedom City 
  on a platform of “zero-tolerance” for crime and 
  vigilantism. Costumed heroes are outlawed, and 
  even some stalwarts like Centurion are forced to 
  stop operating in Freedom City.
  1985
  Castle Comics starts up in New York City and 
  buys up the rights to the pulps and comics 
  properties of the long-defunct Aurora Press and 
  Aurora Publishing Group.
  Maximus Atom is born. Anne Atom dies from 
  complications due to cancer.
  In defiance of the Moore Act, Archer forms 
  FORCE Ops, uniting a young (sometimes brutal) 
  cadre of heroes to fight Mayor Moore’s political 
  machine as well as more standard menaces and 
  enemies. They new heroes are branded outlaws.
  1986
   Tess Atom is born.
  1988
   Victoria Atom is born.
  1989
  Harry Wiseman takes the helm of Castle Comics 
  and immediately plans the move of its central 
  publishing house and offices to Freedom City.
  Chase Atom is born.
  Freedom City celebrates its bicentennial.
  1992
  Michael O’Connor Jr.’s “No Moore” campaign 
  wins him the mayoral election by a landslide—
  particularly after FORCE Ops exposes some of 
  Franklin Moore’s criminal ties. Mayor O’Connor 
  devotes his efforts (and considerable personal 
  fortune) toward rebuilding people’s trust in their 
  leaders and in Freedom City.
  1993
  The Terminus Invasion. The armies of Omega 
  invade Freedom City. The largest alliance of 
  heroes ever seen unite to repel the invaders. 
  Many heroes die or are seriously injured in the 
  battle. Centurion sacrifices himself to shatter 
  Omega’s support armor, forcing the overlord 
  to retreat back into the Terminus. Freedom City 
  
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  A VISTOR’S GUIDE TO FREEDOM CITY
  2121
  and the world mourn the loss of their greatest 
  hero.
  Dr. Metropolis makes his presence known in 
  Freedom City. FORCE Ops is no more in the 
  aftermath of the invasion, leaving Freedom City 
  without a team of heroes.
  Jack Wolf returns to Freedom City, with Andrea 
  Atom and Mentac missing and presumed dead 
  following Omega’s defeat. Dr. Atom, himself 
  dying of cancer, transfers his intellect into a 
  holographic computer system. Jack becomes the 
  legal guardian of the Atom children.
  Mayor O’Connor repeals the Moore Act, making 
  superheroes legal in Freedom City once again. 
  A grateful city welcomes their return with open 
  arms.
  1994
  A group of heroes re-establishes the Freedom 
  League, and it quickly becomes the world’s pre-
  mier superhero team.
  Mayor O’Connor establishes Honor Day, the 
  annual citywide holiday to commemorate 
  the defeat of Omega and the sacrifice of the 
  Centurion and other fallen heroes, with the ded-
  ication of the Sentry Statue in Riverside Park
  1995
  Malador the Mystic takes control of Dr. 
  Metropolis and has him seal up five occupied 
  buildings for a ritual sacrifice on a massive 
  scale. Eldrich, Lantern Jack, and Siren defeat the 
  enthralled hero and the evil sorcerer. Malador 
  appears slain when Dr. Metropolis drops a build-
  ing on him, but reappears to battle Eldrich the 
  following year.
  1996
  Mayor O’Connor wins re-election.
  1998
  The next generation of the Atom Family becomes 
  well known when Dr. Atom’s four grandchildren 
  develop super-powers.
  1999
  Despite worldwide fears of computer chaos, the 
  Freedom League handily defeats the Millennium 
  Bug and his Y2K Drones.
  2000
  Michael O’Connor Jr. wins re-election to a third 
  term in office.
  The Millennium Bug, with some extradimen-
  sional help from the Terminus, wreaks havoc 
  by freeing the inmates of Blackstone. While 
  the Bug and most others meet defeat that 
  night, it takes the world’s heroes more than six 
  months to recapture all the escapees, the last 
  being the Green Man after his defeat by the 
  Next-Gen.
  Jack Simmons, the Patriot, passes away in a 
  government hospital. His memories and person-
  ality are downloaded into an advanced android, 
  allowing Simmons to continue working as a 
  government agent behind the scenes.
  2001
  An alliance of super-villains destroys Freedom 
  Hall and seriously wounds or disables most 
  of the Freedom League. Daedalus defeats the 
  villains apparently by himself, though uncon-
  firmed rumors suggest he had aid from the 
  mysterious Foreshadow. The League rebuilds 
  Freedom Hall to its current splendor within the 
  year.
  Duncan Summers, the original Raven, opens 
  the Claremont Academy in Bayview. He begins 
  teaching the next generation of super-powered 
  youngsters about the deeds and the sacrifices 
  of all those who came before them.
  2002
  The Centurion reappears, claiming to have been 
  trapped in the Terminus for years. He turns out 
  to be an imposter created by Omega to infiltrate 
  Earth’s heroes. Chase Atom exposes the decep-
  tion and the false “Alpha Centurion” is defeated 
  and trapped in the Zero Zone.
  The Freedom League and the Atom Family stand 
  off against Atlanteans preparing to invade the 
  surface world. The Next-Gen travels to Atlantis 
  with their teammate Nereid to help free her 
  father and the rest of the Atlantean royal fam-
  ily from the clutches of the Deep Ones, who 
  have seized control of Atlantis using the Serpent 
  Scepter. The Atlanteans are freed and the inva-
  sion averted.
  Omega attempts to destroy the multiverse with 
  a series of cosmic bombs. Only last-minute 
  intervention by a small band of heroes and the 
  cosmic entity known as the Norn saves all cre-
  ation from annihilation.
  2003
  The Green Man co-opts and uses Dr. Metropolis’ 
  power to turn Freedom City into a primeval 
  rainforest. Freed by fellow heroes, Metropolis 
  reclaims his power and imprisons the Green 
  Man deep within the Earth.
  2004
  With the escape of the rogue Blackstar, Mentor 
  appoints police officer Maria Montoya the new 
  Star Knight of Earth’s sector of space.
  Fletcher Beaumont III, the fourth Bowman, grad-
  uates from the Claremont Academy and joins 
  the Freedom League.
  The Grue Unity launches an invasion of Earth. 
  The Freedom League and its allies—including 
  numerous reserve and inactive members—man-
  age to hold off the alien fleet. Chase Atom 
  defeats the Grue Meta-Mind in psychic combat 
  with the aid of the Moonstone and Earth’s gath-
  ered psychics and mystics. Star Knight officially 
  joins the Freedom League following the inva-
  sion.
  2005
  The Freedom League builds a satellite head-
  quarters dubbed “the Lighthouse” and greatly 
  expands its ranks to act as guardians of the 
  entire world. Freedom Hall becomes the team’s 
  local outpost in Freedom City.
  
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   THE CENTURION 
  POWER LEVEL 16
  Real Name: Mark Leeds
  Identity: Secret
  Occupation: History professor
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 6’1”
  Eyes: Blue
  Weight: 200 lbs.
  Hair: Blond
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +20
  +1
  +20
  +1
  +2
  +2
  50
  13
  50
  13
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +20
  +20
  +6
  +10
  Skills: Concentration 8 (+10), Diplomacy 6 (+8), Intimidate 8 (+10), 
  Knowledge (art) 2 (+3), Knowledge (civics) 4 (+5), Knowledge (history) 
  9 (+10), Knowledge (technology) 8 (+9), Knowledge (theology and 
  philosophy) 4 (+5), Language 1 (Latin), Notice 8 (+10), Profession 
  (teacher) 6 (+8), Sense Motive 12 (+14)
  Feats: All-out Attack, Attack Focus (melee) 2, Improved Initiative, Inspire, 
  Power Attack, Second Chance (Will saves against Mind Control), Ultimate 
  Effort (Strength checks)
  Powers: Flight 8 (2,500 MPH), Immunity 8 (aging, cold, 
  disease, heat, poison, radiation, pressure, starvation), 
  Impervious Toughness 10, Speed 4 (100 mph), 
  Super-Senses 4 (extended vision 2, low-light vision, 
  ultra-hearing), Super-Strength 12 (50,000 tons)
  Combat: Attack +10 (+12 melee), Grapple +42, 
  Damage +20 (unarmed), Defense +10, Knockback –15, 
  Initiative +5
  Note: These traits do not take into account any points 
  Centurion had allocated to his equipment, such as 
  his Sanctum (see Chapter 4) or anything found in 
  it. In the early years of his career, Centurion had 
  ranks in Leaping rather than Flight.
  Abilities 95 + Skills 19 (76 ranks) + Feats 8 
  + Powers 66 + Combat 40 + Saves 13 
  = Total 241
   A “shooting star” seen above Freedom City streaked westward and came 
  quietly to rest in Wharton Forest. Tom Leeds found the capsule, 
  and the baby boy inside. Concealing the life-pod, Leeds and his 
  wife Mabel turned the child over to the Danvers Orphanage in 
  Freedom City and adopted him soon thereafter, naming him 
  Mark.
       The Leeds raised Mark and, as his powers matured, taught 
  him to use his gifts responsibly. Young Mark Leeds later learned 
  the truth about his origins, the existence of the Terminus, 
  and the world from which he came from a recording 
  device in his life-pod. Fashioning a Romanesque costume 
  to conceal his true identity, he adopted the sobriquet 
  “Centurion” and used his powers to fight crime and 
  injustice. In his secret identity, Leeds worked as a 
  professor of history at Freedom City University (special-
  izing in the Roman Empire).
     The Centurion was a founding member of both 
  the Liberty League and the Freedom League. It 
  wasn’t until his time with the Freedom League that 
  it became clear the Centurion’s powers included 
  a greatly extended lifespan; although over forty 
  years old by the founding of the Freedom 
  League, he still looked like a man in his late 
  twenties.
      Mark Leeds married Laurie Lamont in the 
  1950s. They were never able to have children, 
  most likely because of the cosmic energies that 
  altered Mark’s physiology. Mrs. Leeds passed away in 
  the late 1980s while Mark remained young and vital 
  (using makeup to make it appear Mark Leeds was 
  aging normally). Leeds disappeared into “retirement” 
  after that, and Centurion spent most of his time in 
  his costumed identity. He was invited on several 
  occasions to live with the Ultima (see Chapter 4) 
  but felt he couldn’t abandon his responsibilities to 
  the world.
     Throughout much of his career, one of the Centurion’s 
  greatest foes was Omega, who destroyed his home world. 
  Centurion swore the same fate would not befall his adopted 
  home. He finally gave his life in battle against the Lord of 
  the Terminus to save the world, and every nation on 
  Earth mourned his loss. Freedom City commissioned 
  and dedicated the Sentry Statue in his honor, and the 
  legacy of the Centurion continues to inspire a new gen-
  eration of heroes.
      Although there has been at least one imposter posing as the 
  Centurion returned to life, as yet no new hero has adopted 
  the Centurion’s distinctive name or costume, and wisely so; 
  both are considered sacred in the superhero community.
  Although some masked “mystery men” 
  appeared before him, the Centurion was 
  Freedom City’s first true superhero and 
  remains one of its greatest to this day. He 
  was born on a parallel Earth where the 
  Roman Empire never fell; this Earth also 
  held a far more advanced technological 
  civilization than any on twentieth century 
  Earth.
   Invading forces from the Terminus, 
  led by Omega (see Chapter 5) were 
  on the verge of conquering that Earth 
  when one of its leading scientists 
  placed his infant son in an experimen-
  tal dimensional capsule and sent it 
  across dimensions to another habitable 
  world: our own Earth. In so doing, he inadver-
  tently exposed Freedom City to a cascade of 
  interdimensional energies and made Omega aware of its existence. 
  Exposure to the cosmic energies also changed the infant, giving 
  him the potential for tremendous powers.
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  23
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  F
  reedom City is situated along the coast at the confluence of the 
  Wading and South Rivers where they flow into Great Bay, which makes 
  its way through the Centery Narrows out into the ocean. The Interstate 
  passes close by the city along the coast, providing easy access to all points 
  of the city by land.
   The heart of the city—downtown—lies between the rivers while the 
  entire metropolitan area spans both sides of the rivers. Southside can be 
  found on the far bank of the South River. Northward is Hanover, a largely 
  college and technical community, home to a number of small businesses. 
  To the west are a collection of suburbs and national forest with unspoiled 
  natural terrain and opportunities for camping, hiking, and other outdoor 
  activities. The downtown peninsula’s elevation rises gradually toward 
  Lantern Hill, while the land south of the South River rises toward low hills 
  in Bayview and the areas south of the Jordan Airport. Parts of the seaside 
  around the Centery Narrows and Great Bay rise a short distance above the 
  water with some seaside cliffs in spots. Along the east are several coastal 
  communities, exclusive estates, and manor houses, some of which date 
  back centuries.
   The city planners laid out downtown Freedom City as logically as pos-
  sible within the constraints of existing roads, land area, and geological 
  features. The central areas of the city are fairly new, heavily reconstructed 
  after the Terminus Invasion, as are the suburban communities to the west. 
  Sandwiched in between those areas are older communities, ranging from 
  the affluent Lantern Hill in the north and the crowded West End to the 
  less fortunate Greenbank and Fens neighborhoods along the South River.
   Downtown Freedom City generally follows a grid pattern. East-west streets 
  have the names of prominent individuals honored by Freedom City. North-
  south avenues are numbered, starting from Riverside and heading west to 
  the Wallace Expressway. Alleys running between buildings in the downtown 
  area are common, and are generally numbered separately from streets.
   In outlying areas (like Lantern Hill, Hanover, and Southside), streets 
  tend to meander. There are also more one-way streets, cul-de-sacs, and 
  multi-street intersections. These streets are older, so they are often nar-
  rower, less organized, and in slightly worse condition. Traffic back-ups are 
  becoming increasingly common on both sides of the downtown area, and 
  renovations are ongoing.
  LAYOUT OF THE CITY
  
  24
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  A VISTOR’S GUIDE TO FREEDOM CITY
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  M
  any Freedonians get around by driving, and the city is relatively 
  “car friendly,” although there are the occasional traffic problems, 
  particularly in the downtown area. Freedom City offers several other 
  transportation options, as well as ways of getting into and out of the 
  metro area.
   FREEDOM CITY TRANSIT AUTHORITY (FCTA)
  The city government is justifiably proud of the Freedom City Transit Authority, 
  or FCTA. The system handles mass transit in the metropolitan area, using a 
  combination of buses, subways, and a monorail line. The city prides itself on 
  having a mass transit system that is efficient and in widespread use, reduc-
  ing traffic congestion on the city streets. Any part of Freedom City’s metro 
  area is reachable by public transportation (and possibly a bit of walking). 
  City buses run throughout the metro area with frequent stops. A new fleet 
  of buses was put into service only a few years ago.
   The Freedom subway system underwent heavy reconstruction and ren-
  ovation after an attack by the Terra-King and his Sub-Terran minions. A 
  number of subway tunnels collapsed or were so badly damaged it was 
  considered safer to seal them off. The assistance of several heroes (par-
  ticularly Dr. Metropolis) permitted the excavation of newer tunnels and 
  stations. Freedom City currently has one of the most modern and efficient 
  subway systems in the country. The trains run throughout the metro area, 
  to the outskirts of the city, with regular stops. Letters (A through E) des-
  ignate the different subway lines. Centennial Station in City Center is the 
  oldest subway station in the city, opened during Freedom City’s centen-
  nial celebration in 1889.
   The pride and (usually) joy of the FCTA is the city’s monorail system, 
  running in a ring around the downtown area, carrying passengers quickly 
  around the city. The monorail runs on an elevated track two stories above 
  street level, with regular stops at street-side platforms or even inside some 
  buildings. Two tracks run in parallel, allowing trains to run in both direc-
  tions at once. The monorail is a popular means for tourists to see the city, 
  as well as inexpensive public transportation.
   BRIDGES &  HIGHWAYS
  Four bridges connect central Freedom City to outlying districts. The 
  Lindroos Bridge connects Kingston to the business district, while the 
  Pramas Bridge runs from Riverside to Bayview, with Route 4 connecting 
  them. To the west, the Mangold Bridge crosses the Wading River from 
  Hanover into the North End and Lantern Hill, while the Mona-Glenn 
  Bridge crosses the South River from Greenbank to Lincoln with the two 
  connected by the Wallace Expressway.
   The long Centery Bridge stretches across the Centery Narrows, allowing 
  the state highway to cross between Great Bay and the city. The bridge 
  affords a spectacular view of Freedom City and is high enough not to 
  interfere with water traffic entering or leaving the Narrows. Unfortunately, 
  the Centery Bridge is also a popular target for criminals, terrorists, and 
  giant sea monsters.
   TAXIS
  Many different taxi services operate in Freedom. The city government 
  takes pains to ensure the city’s taxis are clean and efficient. The primary 
  cab companies in the city are the red and white Liberty Cabs, ubiquitous 
  Yellow Cabs, and F.C. Taxi, the green and black taxis driven by Freedom 
  College students, the fares helping fund the college and paying the driv-
  ers’ tuitions. The newest and smallest of the cab companies is NETaxi, 
  a USNet affiliated service providing sleek silver cabs with PDA and lap-
  GETTING AROUND THE CITY
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
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  25
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  top ports and wireless hookups so no one (especially USNet employees) 
  misses a meeting or an e-mail while stuck in traffic.
  THE  PHANTOM CAB
  One unusual “taxi service” also shows up in Freedom City. Since colonial 
  times, Freedonians in trouble and in desperate need of transport have 
  found themselves confronted by a mysterious cab—be it a horse and 
  buggy or the most modern of automobiles—which gets them quickly and 
  safely out of harm’s way. While in the driver’s presence, folks never feel 
  any unease, and in fact are calmed by his quiet confidence. Only after-
  wards do they think of him and his cab as a strange visitation. Locals 
  refer to it as “the Phantom Cab” and to its driver as “Max.” No one knows 
  where the Phantom Cab comes from, or where it goes. It seems to appear 
  when and where it’s needed for reasons beyond mortal comprehension.
  RAILROADS
  A Union Railroad freight yard is located on the outskirts of the metro area 
  in Greenbank, where tracks run along the South River. Boxcars arrive here 
  from all over the country bound for various destinations. Warehouses in 
  Greenback handle freight entering and leaving the city, although some of 
  them are derelict these days. Some conceal hidden bases or serve as meet-
  ing places for criminal activity.
   A new passenger bullet train also stops in Freedom and is a popular 
  way for tourists to arrive in the city in style. The train rides along a maglev 
  track, and stops at a restored 1930s Art Deco style train station on the 
  outskirts of the downtown area in the city’s North End.
  BOATS AND SHIPS
  The Freedom Port Authority handles all shipping in and out of the city. The 
  docks along the waterfront see all kinds of ships, from fishing boats and tugs 
  to cargo-haulers and tankers to cruise ships and private vessels. Warehouses 
  hold cargo until it is shipped off elsewhere. The Mob is rumored to control 
  a portion of all dockside business, and several warehouses have proven to 
  hold contraband being smuggled in or out of the country. Parts of the water-
  front are home to cheap pool-halls and dives frequented by sailors.
   AIRPORTS
  Three airports handle air-traffic entering and leaving Freedom City. Most 
  visitors to the city arrive by car or by air these days, and the city’s largest 
  airport has steadily expanded over the years.
    Jordan International Airport, located south of the metro area, 
  provides commercial air service to most U.S. cities, Canada, Mexico, and 
  several cities in Europe. Short commuter flights to nearby cities depart on 
  a regular basis, popular with business travelers.
  The original airport was opened in 1927, but expanded and upgraded in 
  1962, and again a few years ago, to handle the increased air traffic. The 
  terminals have been extensively renovated and expanded, and all major 
  U.S. airlines are represented here, along with a number of independents. 
  The airport has a new eight-story concrete parking garage, along with 
  kiosks, restaurants, and gift shops located in the main terminal.
   The  Jameson Airport, on the northern outskirts of the city, has three 
  runways, 50 hangars, and some 150 aircraft tie-downs. Charter services to 
  nearby cities can be found here. The airport is popular as a business travel 
  alternative, as well as the primary landing and departure site for private 
  aircraft.
   The  Trainor Airport, north of Great Bay, is a single-runway facility 
  with some 100 aircraft tie-downs that serves mostly private aircraft own-
  ers and private charter flights. Local pilots often refer to it as the “trainer 
  airport” because of the number of people taking flying lessons and the 
  number of private planes there.
   Several private helicopter companies based at the Jameson and Trainor 
  airports offer charter services for short trips, including quick hops from the 
  airports to downtown Freedom or out to the estates of Port Regal. Jordan 
  International only has helipads and service for emergency response heli-
  copters to help keep their always-busy airspace clear. Several of the major 
  buildings in the city have helipads, including GBN Tower and Federal Plaza. 
  The police department uses helicopters and small zeppelins for aerial 
  patrols, and the major television news stations in the city all have their own 
  helicopters.
   Lonely Point Naval Station has its own runway and facilities, but they 
  are restricted to military planes and helicopters except in emergencies.
  FREEDOM CITY  DISTRICTS
  F
  reedom City is roughly divided up into four main districts: downtown 
  (occupying the central peninsula), north freedom (north of the 
  Wading River), south freedom (south of the South River), and west 
  freedom (west of the Wallace Expressway toward Wharton Forest). These 
  districts are further divided into various neighborhoods, described here.
   DOWNTOWN
  The central area of Freedom City features ultra-modern buildings, many 
  of them created by Dr. Metropolis. The remaining buildings in the city use 
  the finest modern construction methods and materials, making downtown 
  Freedom one of the greatest North American metropolises.
   The downtown area is far from sterile and “planned,” however. Buildings 
  show a variety of architectural styles and there are a number of parks and 
  tree-lined streets, giving the city a pleasant, colonial charm in many areas, 
  contrasting with the modern structures and conveniences.
   THE WATERFRONT
  The city’s waterfront is located along the tip of the peninsula, lined with 
  piers that handle Freedom City’s shipping traffic, along with warehouses 
  storing goods being shipped in and out of the city. The Waterfront is 
  considerably cleaner and more prosperous than many similar areas in 
  other eastern cities, which is a source of considerable civic pride to most 
  Freedonians.
   The piers feature several fine seafood restaurants as well as the Freedom 
  Aquarium, a modern tourist attraction and scientific research facility. Pier 
  Two has been converted into a shopping center, with a number of local 
  stores and restaurants.
   The city’s labor unions are quite influential on the Waterfront and most 
  of the dockside workers are union members. Thus far this has caused no 
  disputes, since workers are well paid and working conditions are generally 
  good. Despite this, the criminal element is often attracted to places like 
  the Waterfront. The police department has expressed some concern over 
  smuggling from Southside working its way up into the Waterfront, and 
  keeps a close watch on shipments moving in and out of the docks.
  PLACES OF INTEREST
  Freedom Aquarium (page 50)
  Infinity (nightclub, page 56)
  Pier Two Shopping Center (page 34)
  
  FREEDOM CITY
  WESTERN SIDE
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  2727
   RIVERSIDE
  South of the Waterfront is the bohemian, Old World charm of Riverside. 
  The area features several small parks, tree-lined streets, and brickwork 
  buildings. The neighborhood is popular with young people, particularly 
  students and artists, for its relatively low rents and loft apartments. 
  Riverside is becoming pricier, but not as quickly as parts of Midtown or 
  the western suburbs.
   The rest of the neighborhood features small shops and restaurants, 
  often catering to the avant-garde. There are vegetarian restaurants and 
  bistros, craft boutiques, pagan, New Age, and gay and lesbian bookshops, 
  comic book stores, game stores, and so forth. Meadow Street is the main 
  thoroughfare where many of these places can be found.
   A number of the side streets in Riverside, such as Ditko Street, are 
  closed to all but foot traffic (and the ever-present locals wearing roller-
  blades, and skateboarders), making them popular places for afternoon 
  strolls and shopping. In the evening, Riverside offers a number of bars, 
  coffeehouses, and nightclubs, many with open-mike nights showcasing 
  local talent.
   Riverside Park, along the waterfront, is home one of Freedom City’s 
  greatest landmarks, the massive Sentry Statue, dedicated to the fallen 
  hero Centurion.
  PLACES OF INTEREST
  Ditko Street (page 139)
  The Freedom School for the Arts (page 40)
  The Never-Ending Story (page 34)
  Riverside Park and the Sentry Statue (page 51)
  The Midnight Hour (nightclub, page 56)
   WADING WAY
  Running along the northern side of the downtown area is Freedom’s 
  business district, centered on Wading Way. The street is lined with bro-
  kerage houses, banks, investment companies, and other businesses, all 
  of which exchange billions of dollars on a daily basis.
   Like the rest of the downtown area, the business district benefits from 
  the city’s ultra-modern infrastructure, particularly information and com-
  munication networks, carrying the tremendous load of calls, faxes, and 
  e-mails going in and out every minute. There is even a brand new wiresless 
  computer network run by Horizon Communications (see page 63) that 
  blankets this part of the city, along with City Center. The district’s build-
  ings are some of the tallest in the city, towers of glass and steel featuring 
  some novel architectural styles and techniques, courtesy of Dr. Metropolis 
  and some of the world’s most famous architects.
   The city monorail runs along the outside edge of the business district, 
  carrying many to and from work each day. Most of the office buildings 
  have extensive underground parking garages as well. Street parking can 
  be difficult to find and the streets are nearly always lined with cars. The 
  sidewalks bustle with businesspeople, often talking on cell phones, as 
  they make their way between offices, as well as messengers, and other 
  people going about their business.
   The so-called “Golden Row” of the business district has some of the tall-
  est buildings in Freedom. It includes Rath & Stromberg Plaza, built by the 
  investment corporation, the Eastern Seaboard Bank Building, a towering 
  structure of steel and blue-tinted glass, and the massive Pyramid Plaza, 
  a trio of triangular office towers set at the corners of a triangular plaza. 
  The triple-towers are the tallest buildings in the city. The area also fea-
  tures numerous stores, mostly high-priced national chains like Macy’s and 
  Neiman Marcus.
  PLACES OF INTEREST
  Eastern Seaboard Bank Building (page 37)
  Pyramid Plaza (page 37)
  Rath & Stromberg Plaza (page 37)
   CITY CENTER
  The heart of the downtown area, City Center rises around Centennial 
  Circle, a traffic circle where the city’s diagonal roads converge. City Center 
  is home to Federal Plaza and governmental buildings, including the tower-
  ing Federal Building. It is also the location of City Hall and Freedom Hall, 
  the local headquarters of the Freedom League.
  PLACES OF INTEREST
  City Hall (page 64)
  Federal Plaza (page 68)
  Freedom Hall (page 112)
  Freedom Public Library (page 41)
  Pinnacle Path Headquarters (page 54)
  MIDTOWN
  The central area of Freedom City, bounded by the monorail lines, Liberty 
  Park, and City Center is called Midtown. Among other things, it is the 
  largest downtown residential area and features a number of high-rise 
  apartment buildings and condominiums.
   Midtown is also home to shopping with the massive Millennium Mall 
  and numerous other stores. There are a number of fast-food restaurants as 
  well as more upscale establishments, small bistros and the restaurants of 
  the fine hotels in the area. One of the most popular eateries in Midtown is 
  the original Champion’s franchise, located next door to the Super Museum.
   On the spiritual side, Midtown has a number of churches, including 
  St. George’s Cathedral, located on 52nd Avenue across from Liberty Park. 
  That avenue features expensive townhouses and private clubs, such as the 
  Cape and Cowl Club and the Midnight Society.
   Finally, Midtown is the location of the Goodman Building, the home 
  and headquarters of the world-famous Atom Family (page 123).
  PLACES OF INTEREST
  The Cape & Cowl Club (page 60)
  Castle Comics (page 44)
  Champion’s (page 55)
  Freedom Ledger Building (page 45)
  Freedom City Historical Museum (page 41)
  The Goodman Building (page 123)
  Legends (page 56)
  McNider Memorial Hospital (page 43)
  Millennium (page 57)
  The Midnight Society Mansion (page 60)
  The Millennium Mall (page 34)
  St. George’s Cathedral (page 53)
  The Super Museum (page 42)
  THE  NORTH END
  The North End lies north of Liberty Park and the monorail line, centered on 
  the campus of Freedom City University and focused on high-tech companies 
  like ASTRO Labs. Small businesses catering to students and people in the tech 
  industry are found throughout the area, including computer stores, clothing 
  shops, small cafés and coffeehouses. It’s a contrast to nearby Lantern Hill.
  
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  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  PLACES OF INTEREST
  ASTRO Labs (page 59)
  Hunter Museum of Natural History (page 41)
  Freedom Medical Center (page 43)
  Freedom City University (page 39)
   PARKSIDE
  The strip of land between Route 6 and Liberty Park, hemmed by the North 
  End and the Theatre District, is called Parkside. It resembles Midtown but 
  tends to combine the high-tech feel of the North End with the artistic sen-
  sibilities of the Theatre District.
   Parkside is home to a number of high-rise apartments and condomini-
  ums overlooking Liberty Park, priced for those with money to burn. Most 
  are home to up-and-coming businesspeople working in the North End and 
  Wading Way, along with some well-off artists and media personalities. A 
  Parkside address is a sure sign of someone who’s arrived on the Freedom 
  City scene.
   Parkside is also known as the home of the Globe Broadcasting Network 
  building, not far from Liberty Park. GBN is one of the largest media out-
  lets in the world, owned by New Horizon Media, Inc.
  PLACES OF INTEREST
  GBN Building (page 47)
  Liberty Park (page 54)
  Kirby Fine Arts Museum (page 42)
  THE  THEATRE DISTRICT
  South of Parkside is the Theatre District, a neighborhood of small apart-
  ment buildings clustered around a number of local theatres and clubs 
  featuring some the best nightlife in Freedom City. Entertainment ranges 
  from Broadway-style plays and opera to avant-garde productions of perfor-
  mance art and rock concerts.
   The emphasis in the Theatre District is on performance; gallery shows 
  and the like tend to take place in Riverside. Many young actors and per-
  formers live in the area, although some complain the rents are becoming 
  too expensive for them. The truly successful move up to Parkside when 
  they hit the big time.
   The eastern edge of the Theatre District, where it meets City Center, 
  is home to the massive Liberty Dome, which holds sporting events and 
  concerts. The Theatre District also features many small restaurants and 
  eateries, open late to cater to the after-show crowds.
  PLACES OF INTEREST
  Beaudrie Opera House (page 41)
  The Liberty Dome (page 62)
  THE  FENS
  The Fens are a corner of the Theatre District on the shore of the South 
  River. Originally a marshy area, it was filled in years ago to allow for the 
  expansion of the city and to eliminate disease-carrying insects. Now a new 
  sort of disease is infecting the Fens. The area becomes progressively more 
  low rent with each block away from the heart of the Theatre District and 
  toward the river and Greenbank.
   The Fens are home to sleazy porn theaters and adult bookstores, a large 
  number of waterfront bars, and relatively cheap housing. More than a few 
  have commented that it is unfortunate the Fens have been largely spared 
  the damage inflicted on the rest of the downtown area by super-battles. 
  Of any of the areas of Freedom City, it’s one that should be leveled. Still, 
  the Fens are cleaner and less dangerous than they have been in the past. 
  The FCPD has undertaken increased vigilance in the area and the city is 
  doing what it can to “clean up” the Fens.
   NORTH FREEDOM
  North of the Wading River, Freedom City is strongly influenced by the 
  image of “the city of the future” combined with an appreciation for the 
  structures of the past. The North Freedom area is made up of communi-
  ties involved in education and high technology along with some of the 
  wealthiest and most influential areas of the city.
   HANOVER
  The largest area of North Freedom is Hanover, covering nearly as much 
  area as downtown. Much of Hanover is focused on small high-technol-
  ogy businesses, particularly Internet “e-business”. This is enhanced by the 
  presence of the Hanover Institute of Technology, one of the nation’s most 
  prestigious schools for technical education.
   New business opportunities have helped revitalize Hanover. Property 
  values continue to climb and considerable urban renewal has taken place 
  with the conversion of old structures and the building of new housing, 
  shopping, and other facilities. The district has a “college town” feel to it, 
  with the area near the HIT campus catering to the needs and interests of 
  students and young technical professionals.
  PLACES OF INTEREST
  The Albright Institute (page 58)
  Daily Word offices (page 45)
  The Fourth World (page 56)
  Freedom City Correctional Facility (page 75)
  Greeley Street (page 34)
  Hanover Institute of Technology (page 40)
  Hanover Square (page 34)
  Hanover Zoo (page 51)
  Jameson Airport (page 25)
  Machine (page 56)
  Master Lee’s School of Self Defense (page 40)
  The Promenade (page 51)
  Schuster Auditorium (page 62)
  USNet office park (page 37)
   KINGSTON
  The Kingston area, tucked between Route 4 and the Interstate, is more 
  upper middle class than Hanover, progressing away from student living 
  to places owned by technology professionals. Despite being close to the 
  city, Kingston still retains a suburban feel, something local residents value 
  and fight to maintain. Property values have increased over the years, but 
  people in Kingston resist over-development, wanting to keep the charm 
  and pleasant aspects of their community intact.
   NORTH BAY
  From the bay-shore to Route 9 is the North Bay area, a posh district of 
  expensive waterfront homes and historic mansions owned by some of 
  Freedom City’s wealthiest families. North Bay features exclusive yacht 
  clubs and beachfront property, with few stretches of public beach. During 
  the holiday season, North Bay’s stately mansions are beautifully deco-
  rated and there are tours to see them.
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
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  PLACES OF INTEREST
  North Bay Yacht Club (page 61)
  Trainor Airport (page 25)
   WEST FREEDOM
  The area of the city west of the Wallace Expressway comprises West 
  Freedom. It’s a contrast between old and new, progress and old-fashioned 
  ways of doing things. It includes some of the older intact neighborhoods 
  of Freedom City, as well as newly developed areas that expanded the out-
  skirts of the city.
   LANTERN HILL
  The north side of the peninsula along the Wading River rises to a hill 
  that is the site of some of the oldest settlement in the Freedom area. 
  Lantern Hill was built up in Revolutionary times and became one of the 
  most exclusive neighborhoods for judges, bankers, and the “old money” 
  of Freedom City.
   These days, Lantern Hill isn’t as exclusive as it used to be. The gar-
  den apartments and row houses are still wonderful examples of 18th and 
  19th century architecture, many of them having undergone modern reno-
  vations. The neighborhood has a distinctly colonial flavor with narrower, 
  tree-lined streets, brick-front buildings, and small garden plots or window 
  boxes of flowers.
   Lantern Hill is home to a number of historical sites, from the home of 
  Revolutionary War hero Major Joseph Clark to the Lantern Hill Cemetery 
  and one of Freedom’s oldest houses of worship, St. Stephen’s Church. It is 
  better known as the haunt of the mysterious Lantern Jack, mystic watchman 
  of Freedom since the days of the Revolutionary War (see Chapter 5).
   In addition to Lantern Jack, the Hill is known for the occasional haunt-
  ing, weird sighting, or other paranormal event, often connected to the city’s 
  colonial history (such as the witch-trials of the 17th century) or even to when 
  Lantern Hill was a sacred spot to the local Native American tribes.
  PLACES OF INTEREST
  Lantern Hill Cemetery (page 53)
  St. Stephen’s Church (page 53)
  THE  WEST END
  Flowing down from Lantern Hill toward Greenbank is the West End of 
  Freedom City. The West End was originally a number of small ethnic commu-
  nities settled around the end of the 19th century. Today, they have blended 
  together into an overall community, although pockets of the original cul-
  tures can still be found, along with a number of newcomers to the area.
   It’s a boisterous, mostly lower middle-class, area. Row houses and apart-
  ment buildings are common, along with garden-style apartments with 
  common courtyards. Due to cheap housing in its infancy, the West End 
  became home to Irish, Italian, Greek, and Jewish immigrants. African-
  Americans, Hispanics, and Asians followed in later years. The West End 
  features the best ethnic restaurants in the city, particularly delis and pizza 
  places.
   Unfortunately, the West End still sees a fair amount of crime, particu-
  larly from gangs, and organized crime retains a stronghold here, despite 
  the best efforts of the FCPD. Culturally, the West End is squeezed in 
  between Parkside and the new developments like Ashton. This leaves the 
  area with little room to grow, and some feel Freedom City’s growth will 
  eventually mean the end of the older neighborhoods as they’re torn down 
  to make way for new developments.
  PLACES OF INTEREST
  Ashton Mall (page 34)
  The Secret Bar (page 57)
  St. Sebastian’s (page 53)
  Temple Ben David (page 54)
  Trinity Hospital (page 44)
   GREENBANK
  Greenbank, in between the West End and the South River, was best known 
  as a railroad stop where goods moved in and out of the Freedom City area 
  by train. It is filled with warehouses, rail yards, and shipping companies, 
  where a lot of West Enders used to work.
   These days, Greenbank is a fairly depressed area. Freedom City doesn’t 
  see as much rail-traffic as it used to, and many of the old warehouses 
  are closed down. The recent extension of a maglev track for a new high-
  speed bullet train into the city has improved conditions in Greenbank 
  and created new jobs. Still, the area is a haven for criminals and orga-
  nized crime and the city government hopes new prosperity will help to 
  clean it up.
   Greenbank is centered on the old Union Rail Yards, where trains move 
  in and out of the city. It’s occasionally used for smuggling and clandestine 
  meetings, so the police (and heroes like Foreshadow) keep a watchful eye 
  on it. The rail yards make a great place for a super-battle, with plenty of 
  things for heroes to throw around (or get thrown into). Abandoned ware-
  houses, train yards, and roundhouses have also served as hideouts and 
  headquarters for heroes and villains alike.
   ASHTON AND  GRENVILLE
  The bedroom communities of Ashton and Grenville are fairly new, having 
  grown up over the past twenty years. Both are clean, modern suburban 
  communities only barely keeping up with the demand for new homes 
  from the people moving into the Freedom area. Although some think 
  the new communities are too “uniform,” with their six or seven styles of 
  single-family homes, most find Ashton and Grenville pleasant, with new 
  neighborhoods, schools, shopping, and the like. Many of Freedom’s mid-
  dle class families live in the area, with more moving in all the time.
   SOUTH FREEDOM
  South Freedom lies on the other side of the South River from the downtown 
  area and is the area that may face the greatest challenges in Freedom’s future. 
  Parts are affluent or middle class, but others are stricken with poverty and 
  plagued by crime, particularly the influence of organized crime. Wealth and 
  poverty stand side by side in the area and the government hopes to make a 
  difference there. It only remains to be seen if it can.
  THE BOARDWALK
  South Freedom is best known for the Boardwalk, running along the 
  shore of the South River between the Wallace Expressway and Route 4. 
  The boardwalk is lined with hotels and casinos, since gambling is legal 
  in the area (but not in other parts of Freedom City, by local ordinance). 
  Originally built during the heyday of gangsters in the 1920s, some of 
  the hotels show their age while others have been recently rebuilt or 
  renovated.
   Money pours into the Boardwalk from local people and thousands of 
  tourists from all across the country. The local government and law enforce-
  ment are well aware the Boardwalk is riddled with Mob corruption and 
  influence, but efforts to close it down are met with stiff resistance because 
  
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  A VISTOR’S GUIDE TO FREEDOM CITY
  A VISTOR’S GUIDE TO FREEDOM CITY
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY
  of the substantial amounts of income the city earns from taxing gambling 
  and other recreational activities along the Boardwalk. Where the police 
  are often stymied, heroes like Foreshadow (see Chapter 5) have made 
  greater progress.
  PLACES OF INTEREST
  Atlantis (page 57)
  The Golden Calf (page 57)
  Our Lady of Mercy (page 63)
  The Paradise (page 57)
  The Southside Palace (page 57)
   SOUTHSIDE
  South of the Boardwalk is the Southside district of the city, bounded by 
  Route 4 to the east and Route 6 to the west. Southside is mostly middle- 
  and lower-middle class, but growing pockets of poverty and crime have 
  been eating away at the community for years. Much of the housing near 
  the Boardwalk has dropped in value as crime and gang activities have 
  increased. Many parts of Southside have seen crack houses and meth 
  dealers spring up, get rooted out by the police, then show up somewhere 
  down the street. Areas of low-income housing seem to breed crime, and 
  people are careful about avoiding parts of Southside at night.
   The southernmost area of Southside remains the safest and most 
  middle-class, centered on the Freedom College campus and Jordan 
  International Airport. However, property values near the airport tend to 
  be fairly low, creating a kind of “buffer zone” of cheap housing. Freedom 
  College is an accredited state college with something of a reputation as 
  a “party school” and some local businesses (legal and otherwise) cater to 
  the interests of college students looking for a good time.
   Even Southside is seeing the impact of the prosperity of Freedom City, 
  with more money going into public works and new construction. But, as 
  some point out, there are concerns that the contractors and construction 
  companies getting that money are influenced by organized crime, merely 
  strengthening their position in Southside.
  PLACES OF INTEREST
  DeCosta Construction (page 34)
  Eclipse (page 56)
  Freedom College (page 40)
  Jordan International Airport (page 25)
  Freedom Juvenile Hall (page 75)
  Rocket Records (page 34)
   LINCOLN
  West of Southside is the neighborhood of Lincoln, built up in the 1950s 
  and 60s. Lincoln has been a predominantly African-American area from 
  the beginning and remains so today, although with a fair number of 
  Hispanics and other ethnic groups. Many of the people living here work 
  in places along the Boardwalk, but many young people also become 
  involved in gangs and criminal activities as a way out of the poverty of 
  the neighborhood.
   Lincoln was known as the stomping-grounds of the gang-busting Black 
  Avenger in the 1970s. The Avenger was a member of the Freedom League 
  who also operated solo in the neighborhood. Although he retired and 
  disappeared into obscurity years ago, Lincoln is now home to another 
  local superhero, the teenaged Sonic, who is secretly a student at Joseph 
  Clark High School as well as attending “extra-curricular” classes at the 
  Claremont Academy.
  PLACES OF INTEREST
  City Landfill (page 67)
  Joseph Clark High School (page 39)
  Lincoln Youth Center (page 63)
  South River State Penitentiary (page 75)
  Southside Botanica (page 53)
   BAYVIEW
  East of Southside is the community of Bayview, between Route 4 and 
  the Interstate, bounded by South Bay Road on one side and the South 
  River on the other. Bayview is a more affluent community than Southside, 
  resembling Kingston, on the other side of the narrows. It goes from 
  waterfront property with a spectacular view of the Centery Narrows and 
  Riverside toward the higher ground near South Bay Road, known as 
  Bayview Heights. Property in Bayview is more expensive than average 
  and there is community concern about crime filtering in from Southside. 
  Neighborhood watches are becoming more common, along with contracts 
  with Stronghold Security.
  PLACES OF INTEREST
  Bayview Waste Treatment Plant (page 67)
  The Claremont Academy (page 39)
   PORT REGAL
  Port Regal is similar in many respects to North Bay, but it’s somewhat 
  less affluent and some of the old mansions and Victorian-era homes have 
  been sold to businesses or turned into bed-and-breakfast inns. Port Regal 
  clusters around Lake MacKenzie and the peninsulas jutting out into the 
  bay. The lake area features more upscale homes, particularly those with 
  lakefront property. The lake is a popular place for recreation during the 
  summer and fall, replete with boating and other water activities.
   Further north, the demographics become solidly middle-class with the 
  Ocean Heights amusement park located at the end of the peninsula. Off 
  an out-of-the-way seaside road stands Providence Asylum, the sprawling 
  Victorian mansion of the Phillips family that became a mental hospital 
  in the early twentieth century and continues in that role today. Some of 
  Freedom City’s most infamous criminals are committed there.
  PLACES OF INTEREST
  Lake MacKenzie (page 50)
  Providence Asylum (page 43)
  Ocean Heights Amusement Park (page 50)
   LONELY POINT
  The most isolated point of land in Freedom, Lonely Point is named for its 
  rocky and desolate terrain. There are sandbars and scrub plants, but little 
  else along the narrow peninsula. Lonely Point is home to a United States 
  Naval base, and a single road leads out there from Port Regal. The Naval 
  base sometimes serves as a drop-off or pick-up point for prisoners moving 
  to and from Blackstone Island and often works in cooperation with the 
  Space Control Center on Star Island.
  PLACES OF INTEREST
  Lonely Point Naval Base (page 49)
  Blackstone Prison (page 75)
  Star Island (page 49)
  
  CHAPTER ONE: A VISITOR’S GUIDE TO FREEDOM CITY 
  FREEDOM CITY CAMPAIGN SETTING
  FREEDOM CITY
  EASTERN SIDE
  
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  LIFE IN FREEDOM
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  CHAPTER TWO: LIFE IN FREEDOM
  I
  n Freedom City, you can see heroes flying through the sky, zombies and 
  giant dinosaurs emerging from the ocean, trees uprooting and rampag-
  ing in the streets, and even buildings coming to life. Still, it’s also a city 
  where millions of people live, work, and play every day.
   Like most big cities, Freedom City has a schism between rich and poor, 
  but people don’t always let themselves notice it. In the new high-rise apart-
  ments and sprawling manors, the wealthy have lives of leisure, interrupted 
  by the occasional plot to rob or blackmail them. Others aren’t so lucky and 
  struggle with poor living conditions, or work in a constantly changing world 
  that seems to have left them behind. Some don’t even have that and face 
  life out on the streets with nowhere to turn. Like the worlds of normal peo-
  ple and superhumans, those of the rich and poor rarely mix.
   Despite the occasional unnatural storm or super-powered battle among 
  the skyscrapers downtown, most people in Freedom go about their daily 
  lives. They go to work, complain about traffic and construction, go out 
  for lunch or dinner, and go home to their families at night. Evenings and 
  weekends, they find time to get out and enjoy some of the unique things 
  the city has to offer. This is the majority of the citizenry—middle class and 
  comfortable, except when demons rampage down the streets or aliens 
  invade. Life in Freedom City is many things, regardless of income and liv-
  ing conditions, but it’s certainly never dull.
   This chapter looks at the different aspects of life in Freedom City, from 
  major businesses and industries to entertainment, the arts, shopping, health 
  care, and all the other many and varied aspects of life in the big city.
  CHAPTER 2: LIFE IN FREEDOM
  BUSINESS
  O
  ne of the keys to Freedom City’s success has always been its entrepre-
  neurial spirit. Freedom has a reputation as a city of opportunity for 
  small business and major corporations alike. These businesses form a 
  major part of day-to-day life in the city and the backbone of its economy.
  LOCAL CHAINS
  The local Freedom City business community has many different chains 
  and franchises found alongside popular national businesses.
  BROMWELL’S DEPARTMENT STORES
  Bromwell’s is a chain of department stores native to the Freedom City 
  area. It is popular with the middle and upper class and found in down-
  town and the more affluent suburbs of the city.
  FREEDOM SOUND
  This local music chain has several outlets in the metro area. Freedom 
  Sound stocks an extensive selection of CDs, along with related mag-
  azines, videos, T-shirts, and accessories. The chain is popular with the 
  high school and college-age crowds, which make up the majority of the 
  store’s customers and employees.
  GO-MART
  This rapidly expanding chain of convenience stores can be found through-
  out Freedom City and the east coast. Most GO-Marts feature or are 
  located near gas stations. They offer a variety 
  of overpriced convenience items and foods and 
  are open 24 hours a day, their main draw for 
  most in search of food late at night.
  HARVEST SUPERMARKETS
  A major chain of supermarkets, there are numer-
  ous stores throughout the Freedom metro area. 
  Harvest Supermarkets always include a bakery, 
  pharmacy, in-store deli, and a small newsstand.
   VIDEOTECH
  VideoTech is the largest independent chain of video rental stores in 
  Freedom. The stores go for a slick, “hi-tech” feel and offer special discounts 
  on popular current releases. The chain rents DVDs and VHS tapes, DVD 
  and tape players, and video game consoles and games.
  PROMINENT STORES
  Along with the chain stores, Freedom City features several well-known 
  independent shops and businesses.
   HAAS BROTHERS JEWELERS
  This is one of the oldest and most respected jewelers in the city. After 
  the loss of their store as a result of a super-battle, Nicholas and Raymond 
  Haas rebuilt their business with a newer and even more extensive store. 
  The brothers are well known for appearing in their own television and 
  radio ads, often talking about how their father started in the jewelry busi-
  ness.
   MILLENNIUM COMICS
  Considered the best comic book store in the Freedom metro area, 
  Millennium Comics has expanded from a single store to three over the 
  past ten years. Customers called the destruction of the main store’s exten-
  sive back-issue collection in a fire a tragedy of epic proportions, but owner 
  Jerry Webster has managed to bring the collection back to where it was 
  before and then some. Customers can find 
  thousands of different back issues, along with a 
  wide selection of comic book memorabilia.
  THE NEVER-ENDING STORY
  This small antiquarian bookshop nestles on the 
  bottom floor of a building in Riverside, a carved 
  wooden sign with its name hanging above the 
  door. Owner Andrew Orlando works in the shop 
  and lives upstairs. He’s a portly, bearded gentle-
  
  CHAPTER TWO: LIFE IN FREEDOM 
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  CHAPTER TWO: LIFE IN FREEDOM
  man with a deep love of books and a fondness for cats, tweed, and exotic 
  flowers. At least one of Orlando’s several feline friends can be found dozing 
  in the sun or near the radiator of the shop at all times. The store specializes 
  in “well-loved” (used) books, including rare editions. Andrew has an uncanny 
  knack for finding rare volumes and occasionally stumbles onto tomes of 
  interest to those versed in the arcane arts, such as his friend (and fellow 
  Riverside resident) Adrian Eldrich (see Chapter 5).
   ROCKET RECORDS
  A small record store tucked away on the second floor of a building in 
  Southside, Rocket Records is considered the best place in the city for sec-
  ond-hand, rare, and underground music. The store’s stock includes imports, 
  bootlegs, and recordings by local bands. They even have a wide selection 
  of vinyl records.
  SHOPPING CENTERS
  Freedom City features a number of shopping malls and plazas with col-
  lections of major chain stores.
    Pier Two Shopping Center along the waterfront is two levels of 
  stores and restaurants and a few major chain stores. The Pier often 
  features outdoor entertainment in good weather, as well as open-air 
  farmer’s- and fisherman’s-markets in season.
    Millennium Mall in Midtown is one of the largest of its kind in a 
  metro area: three stories encompassing some nine square blocks. The mall 
  holds more than 150 different shops and an extensive third-floor food 
  court with an open-air balcony and skylights. Parking is generally difficult, 
  despite the presence of a four-story parking garage attached to the plaza.
    Ashton Mall, which only recently opened, caters to the shopping 
  needs of the western suburban residents of the city, although there have 
  been some concerns regarding gangs and “patrons” from the poorer 
  West End areas. This in turn has led to complaints about elitism and 
  racism on the part of the mall association.
    Meadow Street in Riverside features numerous small avant-garde 
  shops, mostly specialty bookstores, galleries, jewelers, and boutiques.
    Greeley Street in Hanover is known as a place to find unique shops, 
  boutiques, trendy clothing stores, and sidewalk cafés. It’s a popular place 
  to spend a weekend afternoon shopping, eating, and people watching.
    Hanover Square, the area near the Hanover Institute of Technology, 
  is known for bookstores and shops catering to the college-age crowd.
    Bayview Mall in central Bayview is a new shopping center best 
  known as the site of a battle between the Next-Gen and one of Doc 
  Otaku’s giant mecha. The damage to the mall has since been repaired, 
  and the mall management would be dismayed to discover it has become 
  a regular hangout of students from the Claremont Academy in their 
  secret identities.
  MAJOR BUSINESSES
  Freedom City has one of the fastest-growing job markets in the country. As 
  the job market grows, additional businesses are motivated to move into 
  the area. Corporations are major players in both the economic and politi-
  cal life of Freedom City.
   The city primarily attracts information-based businesses, both the 
  media and companies specializing in the distribution of information, such 
  as brokerage houses, research companies, telecommunications, and the 
  like. These companies take advantage of Freedom City’s high-tech infra-
  structure and telecommunications network.
   DECOSTA CONSTRUCTION
   DeCosta Construction is the largest building contractor in Freedom 
  City. The company is a local success story and quite popular with the 
  blue-collar community for the number of jobs its provides. It is based out 
  of a renovated brownstone in Southside. DeCosta runs a series of televi-
  sion ads showing images of some of the best-known buildings in Freedom 
  being repaired and new landmarks going up with the slogan “DeCosta, 
  building Freedom.”
   The owner and founder of the company is Frank “Buddy” DeCosta, an 
  amiable man who worked construction and managed Fairhaven Builders 
  before starting his own company. Although he constantly reminds people 
  Size: 250 square miles (metro area)
  Average Elevation: 94 feet
  Climate: Temperate
  POPULATION
  Metro area: 3,812,500
  Civilian Workforce: 2.9 million
  RACIAL BACKGROUND
  Caucasian: 53%
  African: 20%
  Latino: 18%
  Asian: 6.7%
  Native American: 0.9%
  Other: 1.4%
  LEADING RELIGIOUS DENOMINATIONS
  United Methodist Church
  United Church of Christ
  Church of Jesus Christ, Latter Day Saints
  Southern Baptist Church
  RELIGIOUS BACKGROUND
  Percentage of population regularly 
  attending religious services: 37%
  Protestant: 59%
  Catholic: 20%
  Jewish: 9%
  Muslim: 3%
  Buddhist: 1.5%
  Hindu: 1.2%
  Other: 6.3%
  ECONOMICS
  Average household income: $41,000
  Percentage of households below 
  poverty line: 8.4%
  Unemployment:  3% (metro area), 
                        6.4% (total area)
  Average home price: $265,000
  Average monthly rents, two-bedroom 
  apartment: $750 to $1,400
  POLITICS
  Percentage of population registered 
  to vote: 63%
  Average voter turnout: 54.8%
  Democrat: 45%
  Republican: 41%
  Independent: 8%
  Libertarian: 4%
  Green: 1%
  Other: 1%
  Mayor: Michael O’Connor, Jr.
  TALLEST BUILDINGS
  Pyramid Plaza: 100 stories
  Rath & Stromberg Building: 65 stories
  Federal Plaza: 60 stories
  Goodman Building: 55 stories
  GBN Tower: 52 stories
  Eastern Seaboard Bank Building: 50 stories
  FREEDOM CITY  DEMOGRAPHICS
  
  CHAPTER TWO: LIFE IN FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  LIFE IN FREEDOM
  LIFE IN FREEDOM
  35
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  he has nothing more than a high school education, Buddy still runs a suc-
  cessful company. He’s quite proud of the work DeCosta Construction does 
  in Freedom.
   Rumors suggest ties between DeCosta Construction and the Freedom 
  City Mob, which does have ties to the city’s labor unions. DeCosta vehe-
  mently denies any such allegations, and police investigations have not 
  turned up any evidence of Mob ties.
   Southsiders know Buddy DeCosta as a family man and a decent, hard-
  working guy who built his company up from nothing into the largest 
  construction business in Freedom City. Although he works hard to make 
  his company a success, Buddy’s true pride and joy is his wife Angelina 
  and their four children—Mary, Julie, Frank Jr., and Cindy, ranging in age 
  from 22 down to 13.
   DeCosta is a simple, straightforward man who speaks his mind. He 
  never hesitates to tell a customer the truth and expects the same in return. 
  He’s known for having a temper, especially when it comes to insults and 
  insinuations about his company and business practices. Any suggestion 
  DeCosta Construction is involved with illegal activities, particularly ties to 
  the Mob, usually triggers an angry shouting fit from DeCosta.
   DELPHIC INDUSTRIES
  An international holding company and conglomerate with interests in 
  Freedom City (and most of the world, for that matter), Delphic Industries 
  is far from a household name. Some of its subsidiary companies are better 
  known, and Delphic occupies a suit of offices in Pyramid Plaza downtown 
  where it quietly goes about its daily business.
  CONSTANTINE  URALLOS
  What is not so widely known is that the wealthy controlling shareholder 
  of Delphic Industries, Greek tycoon Constantine Urallos, is also a master 
  criminal. Although he seems to be a charming old man in his 70s, Urallos 
  is actually a cunning and ruthless figure with underworld ties. His four 
  marriages have all ended in the sudden and tragic deaths of his wives, 
  although no foul play was ever proven.
  CONSTANTINE URALLOS 
   POWER LEVEL 3
  Str 10
   Dex 11
   Con 16
   Int 18
   Wis 18
   Cha 18
  Skills: Bluff 10 (+14), Diplomacy 8 (+12), Gather Information 10 (+14), 
  Intimidate 6 (+10), Knowledge (business) 8 (+12), Knowledge (current 
  events) 6 (+10), Knowledge (streetwise) 6 (+10), Notice 4 (+8), Profession 
  (CEO) 10 (+14), Sense Motive 8 (+12)
  Feats: Connected, Contacts, Well-Informed
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), Defense +3, 
  Knockback –1, Initiative +0
  Saving Throws: Toughness +3, Fortitude +4, Reflex +1, Will +8
  Abilities 31 + Skills 20 (80 ranks) + Feats 3 + Powers 0 + Combat 12 + 
  Saves 6 = Total 72
   FUN-TIME TOYS
  This manufacturer of children’s toys was founded and originally owned by 
  the Lettam family. Desmond Lettam used Fun-Time’s resources and facilities 
  as part of his initial career as the super-criminal Toy Boy (see Chapter 6).
   Control of Fun-Time passed to its other stockholders after Lettam’s arrest 
  and incarceration. They have installed new management and Fun-Time is 
  back on an even keel, with no lasting harm from its connections with Toy 
  Boy. In fact, management plans to produce a line of toys based on some 
  of Toy Boy’s more infamous designs and exploits. Whether or not this pro-
  vokes any response from the terrible toy-maker remains to be seen.
   GRANT CONGLOMERATES
  Grant Conglomerates is a multinational holding company overseeing a 
  number of high-tech interests. The true interest of Grant Conglomerates 
  and its owner, Jonathan Grant, is profit at any cost.
   Since the 1980s, Grant Conglomerates has used a number of differ-
  ent schemes to engineer superhumans. The company’s preferred methods 
  involve various drug-treatments and gene-splicing, some techniques 
  
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  LIFE IN FREEDOM
  LIFE IN FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER TWO: LIFE IN FREEDOM
  derived from the work of Nazi scientists (based on Ultima genetic secrets). 
  Many subjects go mad or die from the process, but there have been a few 
  rare success stories, most notably the DNAscent process and some cyber-
  netic enhancements.
   Heroes have shut down various corrupt Grant Conglomerate subsidiar-
  ies over the years, but the central corporation carefully insulates itself from 
  liability. It sacrifices a subsidiary and its management whenever things get 
  too hot, shifting attention elsewhere. So far, no one has been able to prove 
  any wrongdoing on the part of Grant Conglomerates or Jon Grant himself.
   JONATHAN GRANT
  The owner of Grant Conglomerate has changed quite a bit since his youth 
  in the 1970s, when he was part of the drug and hippie counter-culture. 
  That sparked Grant’s interest in chemistry and his involvement in the early 
  market in designer drugs. The money he made in his early “entrepreneurial 
  ventures” started Grant Conglomerates, allowing him to continue to develop 
  newer and more powerful ways to “improve on the human experience.” 
  Today, Grant is fabulously wealthy from the creation of pharmaceuticals 
  and the private manufacture of illegal drugs and artificial superhumans.
   Jonathan Grant is in his 40s but affects a younger look, wearing his 
  long, blond hair in a ponytail, a full beard, and small glasses. He wears 
  suits and lab-coats most of the time, and always has at least two “aug-
  mented” bodyguards on hand. He assumes his wife and most of his family 
  are loyal to him and know nothing of his illegal activities, but his eldest 
  child, 17-year-old Sarah Grant, secretly hates him; she’s a budding mutant 
  empath who picks up on some of her father’s nastier thoughts and feel-
  ings, and is close to discovering the truth about him and his business.
  JONATHAN GRANT 
   POWER LEVEL 3
  Str 10
   Dex 13
   Con 15
   Int 19
   Wis 16
   Cha 16
  Skills: Craft (chemical) 12 (+16), Knowledge (life sciences) 12 (+16), Language 
  3 (German, Greek, Russian), Notice 5 (+8), Profession (CEO) 8 (+11)
  Feats: Connected, Well-Informed
  Powers: Immunity 1 (poison), Mind Shield 7
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), Defense +3, 
  Knockback –1, Initiative +1
  Saving Throws: Toughness +2, Fortitude +6, Reflex +2, Will +5
  Abilities 29 + Skills 10 (40 ranks) + Feats 2 + Powers 8 + Combat 12 + 
  Saves 7 = Total 68
   MAJESTIC INDUSTRIES
  Majestic is a large international corporation with interests in chemicals 
  and heavy industry. Its corporate headquarters is in an office building 
  in downtown Freedom City, and its owner, Hieronymus King, lives in a 
  sprawling mansion in North Bay.
   HIERONYMUS KING
  The Majestic CEO is in his 50s, with hair gone almost completely white 
  and a full moustache. He wears tailored suits most of the time, though a 
  blazer over a sweater and ascot is standard when he’s on board his yacht, 
  the Ocean Queen.
   Hieronymus King is a ruthless and cunning man. His willingness to do 
  anything to increase profits, including breaking the law, make him danger-
  ous. He is secret backer for many criminal operations, reaping large profits 
  with only minimal risk. King is willing to bankroll super-criminals and pro-
  vide for the needs of criminal organizations, but only if he gets a cut of 
  any plunder or information. He carefully insulates himself from any liability, 
  working through intermediaries and front companies to provide deniability.
  HIERONYMUS KING 
   POWER LEVEL 5
  Str 10
   Dex 10
   Con 11
   Int 17
   Wis 15
   Cha 13
  Skills: Bluff 10 (+11), Diplomacy 10 (+11), Gather Information 10 (+11), 
  Intimidate 8 (+9), Knowledge (business) 10 (+13), Knowledge (current 
  events) 6 (+9), Knowledge (streetwise) 8 (+11), Knowledge (technology) 4 
  (+7), Notice 4 (+6), Profession (CEO) 8 (+10), Sense Motive 10 (+12)
  Feats: Connected, Equipment 20, Master Plan, Minions 12, Well-Informed
  Combat: Attack +0, Grapple +0, Damage +0 (unarmed) or by weapon, 
  Defense +1, Knockback –0, Initiative +0
  Saving Throws: Toughness +0, Fortitude +2, Reflex +2, Will +6
  Note: Distribute (or adjust) King’s Equipment and Minions points as desired 
  to suit the needs of the campaign.
  Abilities 16 + Skills 22 (88 ranks) + Feats 35 + Combat 2 + Saves 8 = 
  Total 83
   NEW HORIZON MEDIA
  Freedom’s largest local corporation is the sprawling New Horizon Media 
  empire with interests in virtually every local media outlet, including the 
  Globe Broadcasting Network. New Horizon owns film studios, newspa-
  pers, magazines, and book publishers. New Horizon Media’s Freedom 
  City offices are scattered across three different skyscrapers in the Parkside 
  area, including the GBN Tower, though the central corporate offices are 
  the top seven floors of the Hayward Building overlooking Liberty Park.
  New Horizon has a provocative reputation for the content of its news and 
  media outlets alike. Some media watchdogs question the company’s stan-
  dards and ethics, but NHM points to its success as proof that it’s only 
  giving the public what it wants.
   New Horizon’s owner is media mogul Henry “Hank” Allard, a man 
  well known for both his business savvy and ruthless boardroom dealings. 
  Already incredibly wealthy, Allard works hard to increase and maintain his 
  corporate empire every day.
   Allard is a man who knows what he wants and goes after it, and 
  Heaven help anyone who gets in his way. He parlayed a small personal 
  fortune into a corporate media empire through his negotiating skills and 
  shrewd sense of what the public wants. Those qualities, coupled with a 
  willingness to do whatever it takes to win, have put Henry Allard at the 
  top of the media heap. He intends to stay there.
   Hank Allard is 49, with short, black hair going gray at the temples and 
  on his Van Dyke beard and moustache. He smokes expensive cigars and 
  wears fine suits and expensive jewelry (including a ring set with an emer-
  ald). His eyes are gray and hard as flint, particularly when he’s angry or 
  wants something out of someone.
   Over the years, Hank Allard has done everything in his power to dis-
  tance himself from any superheroes or supervillains. He doesn’t talk about 
  it much, but many suspect it has to do with a love affair that fell apart 
  after Quirk transformed the restaurant in which he and a date were din-
  ing into a pie-throwing monster during a super-battle ten years ago. Since 
  then, Allard has avoided anything to do with the supers apart from send-
  ing his reporters out after their stories (they do, after all, get ratings).
   NOVA COMMUNICATIONS
  Nova Comm is one of the country’s largest cellular communication 
  networks. Stores and kiosks with its familiar sunburst symbol are com-
  mon throughout Freedom City and sell many different models of 
  
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  3737
  cellular phones. The company’s digital network extends nationwide and 
  continues to expand coverage. Nova Communications also provides pag-
  ers, voice mail systems, and standard telephones, all as part of the “Nova 
  Communications explosion,” as the ads say.
   Naomi Sinclair, the President of Nova Communications, is a savvy busi-
  nesswoman who joined the company on the promise of increasing its 
  market share. She has followed through on her promise and then some. The 
  board of directors is quite pleased with Ms. Sinclair’s performance, including 
  her decision to move the corporate headquarters to Freedom City. Sinclair, 
  a raven-haired woman of Greek and English descent, spends much of her 
  time on the go handling company business. She lives in an apartment in the 
  downtown area and always has her cell-phone close at hand.
  THE RHODES FOUNDATION
  This multinational investment, holding, and management firm built and 
  owns Pyramid Plaza and manages a number of different companies in 
  Freedom and around the world. Founded by Alexander Rhodes in the 
  1950s, its current CEO is Sophia Cruz. In addition to its many business 
  interests, the Rhodes Foundation is heavily involved in charitable work 
  begun by its founder.
   In 1979, Brainstorm, a rookie hero, died defending Pyramid Plaza from a 
  Freedom League under the mental domination of the Scions of Sobek; his 
  heroism bought precious time for the Scarab 
  to free the heroes from the Scions’ control at 
  the cost of his own life. Brainstorm gained 
  a posthumous membership in the League 
  and both heroes were honored with statues 
  on Heroes’ Knoll.
  USNET
  Freedom City’s most rapidly growing com-
  pany is the Internet service provider USNet, 
  “the online company for US.” It offers online 
  services and Internet access to millions of 
  customers. The main offices are located in a 
  multi-level brick and glass office complex in 
  Hanover. USNet has poured millions of dollars into improving their exten-
  sive network of modems and servers across the country, smoothing out 
  many complaints about the reliability of the company’s online services.
   The company is the brainchild of entrepreneur Scott Hamilton. Hamilton 
  believes the Internet will eventually encompass all forms of communica-
  tion and media. He has therefore positioned his company to be one of the 
  primary providers of those services. USNet was one of the first providers 
  to bundle a Web-browser with their software, exposing many customers 
  to the World Wide Web for the first time. The company offers web page 
  hosting as part of its standard membership package, making it a booming 
  business among the high-tech companies in Freedom.
   The company has of late put money into virtual reality research, promis-
  ing to provide multi-sensory virtual environments. Such services are still 
  in the experimental stage. The cutting edge research attracts plenty of 
  student interns and graduates from the Hanover Institute of Technology.
   USNet has an aggressive marketing strategy to compete with other major 
  online service providers. They bundle their online software on most new 
  personal computers built by the Braunberg Group, multiplatform computer 
  producers with a subsidiary plant and office in Freedom City. The company 
  also works closely with New Horizon Media to provide extensive multi-media 
  content for customers, including access to 24-hour GBN.com news and infor-
  mation website, and GBN Online services. Rumor has it New Horizon Media 
  may offer to buy USNet. Whether or not Hamilton is willing to sell is another 
  matter. Following current trends, USNet may soon be able to buy New Horizon 
  Media instead (though not if Hank Allard has anything to say about it)!
   The young CEO of USNet is still a computer geek at heart. In his late 
  30s, Scott Hamilton wears polo shirts and blue jeans to work. Of average 
  height with sandy colored hair and blue eyes, Scott wears gold-rimmed 
  glasses. He likes nothing more than to talk about computers and his 
  company. He gets very energetic while discussing plans for the future of 
  USNet and what he sees as the most exciting business field in the world. 
  He still spends a considerable amount of his free time surfing the Internet. 
  Hamilton is unmarried and a bit shy around attractive women, despite his 
  usual confidence.
  BANKING & FINANCE
  Banking and finance are big business in Freedom City, particularly in the 
  city’s financial district along Wading Way. Their presence makes Freedom 
  City one of the East Coast’s major financial centers.
   EASTERN SEABOARD BANK
  “E-Sea” is the largest bank in Freedom City, having bought out and con-
  solidated several smaller financial institutions. The bank does a booming 
  business providing loans to developers and new businesses moving into 
  the city. It owns a considerable amount of real estate, which it leases or 
  sells as needed. It holds mortgages on more property than any other finan-
  cial institution in the Freedom City area.
      The bank’s blue-and-white lighthouse logo 
  is a common sight on ads and billboards 
  around the city, and can be found on most of 
  Freedom’s automatic teller machines as well. 
  Their advertising uses the slogan “E-Sea—We 
  make banking easy!” The bank prides itself 
  on quick and courteous customer service at 
  all its branches, and now offers online “e-Sea 
  banking” services.
      One of the prime concerns of Eastern 
  Seaboard is the need for increased security 
  in their Freedom City branches. The threat 
  of super-criminals has led E-Sea to install 
  more sophisticated security and monitoring systems. The bank also relies 
  heavily on the assistance of the FCPD and local superheroes to deal with 
  super-powered bank robbers. Super-criminals have robbed E-Sea banks sev-
  eral times in the past year, but each time authorities apprehended the 
  criminals within 48 hours and returned all the money they stole.
   RATH & STROMBERG INVESTMENTS
  A brokerage house on Wading Way, Rath & Stromberg is the largest of 
  its kind in Freedom City and one of the largest in America. The company, 
  originally based in New York City, relocated their main offices to Freedom 
  several years ago. Inexpensive land and the promise of a new, ultra-modern 
  communications network were enough to prompt the otherwise conserva-
  tive corporation to take a chance, which has paid off handsomely.
   The corporation’s headquarters building is a marvel of modern archi-
  tectural design, and Rath & Stromberg have saved a considerable amount 
  over their rivals in other cities simply by supporting the stocks of local 
  businesses in Freedom. Their brokers’ reputations for integrity and a his-
  tory of solid performance rather than high-risk speculation also enhance 
  the firm’s worth with clients and the industry. Watchers of the stock mar-
  ket say Wading Way has the potential to become “the new Wall Street.”
   The company’s CEO is Arthur W. Stromberg, son of one of the original 
  founding partners. Stromberg is well known as a staid and conservative 
  old man with a keen business sense and biting wit. At age 67, he has the 
  
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  CHAPTER TWO: LIFE IN FREEDOM
  energy and drive of men half his age and a commanding presence in the 
  boardroom. He’s publicly known for appearing in the company’s televi-
  sion and radio ads with his famous tagline, “If you want to gamble, go 
  visit a casino. If you want to make money, come visit us.” In his off-hours, 
  Stromberg spends time with his wife Anne, their three children and seven 
  grandchildren. The company is rife with speculation about when “the old 
  man” will retire and who will replace him when he does. Current opinion 
  is Stromberg will be around for several years to come.
  OTHER FINANCIAL INSTITUTIONS
  Many other banks operate in Freedom City, some of them branches of 
  larger banks and other lending institutions and credit unions. The Hanover 
  Credit Union is the largest of its kind in the city, with branches throughout 
  the city and its headquarters in Hanover. Like the moves by E-Sea over the 
  past few years, there have been a number of mergers and consolidations 
  among the middle-tier banks to help keep them competitive.
  LAW FIRMS
  Freedom City has a substantial legal community with several prominent law-
  firms and a bar association with thousands of members. Attorneys range 
  from high-powered corporate lawyers to smaller firms and non-profit legal 
  aid clinics. Although the Freedom City Bar Association maintains a high 
  standard of ethics, there are always lawyers willing to do whatever it takes 
  to win a case or make a buck, and they have little trouble finding work.
   CABOT, CUNNINGHAM & CROWLEY
  CC&C is one of the oldest law-firms in Freedom City in more ways than 
  one. Founded in 1766, the firm moved its offices to New York City from 
  1866 until 1979, when it moved back to Freedom.
   CC&C is a cutthroat firm, defending criminals able to afford its rates and 
  involved in all manner of shady dealings. Lawyers are drawn to the firm’s ruth-
  less reputation and its top salary rates. Those who succeed are quickly seduced 
  by lives of wealth, power, and influence, much like the firm’s founder.
   Lucius Cabot was a skilled attorney in colonial-era Freedom, but always 
  cared more about winning than justice. In 1768, he convinced a woman 
  accused of witchcraft to reveal her secrets in exchange for clemency. He 
  summoned a demon and struck a bargain for wealth, power, success, and 
  eternal youth to enjoy it. He then secured the woman’s conviction and 
  death by hanging to safeguard his secret.
   Since then, Cabot has adopted a number of identities across the world, 
  though he never relinquished the deed for his colonial townhouse on 
  Lantern Hill. At the urging of his demon master in 1979, Lucius moved his 
  law firm back to Freedom City, posing as his own descendant. Cabot doesn’t 
  yet know the reasons for this move, but he is once more a powerful figure in 
  the city’s legal landscape and enjoying the fruits of his success.
   Cabot’s occult dealings have led to run-ins with both Siren and Eldrich. 
  Despite this, no one can prove he or his firm are involved with anything 
  illegal, much less the occult. Cabot’s status as an occultist is fairly well 
  known in the city’s mystic subculture, but not at all outside of it.
   LUCIOUS CABOT 
   POWER LEVEL 6
  Str 10
   Dex 11
   Con 14
   Int 15
   Wis 16
   Cha 18
  Skills: Bluff 8 (+12), Diplomacy 8 (+12), Gather Information 8 (+12), 
  Knowledge (arcane lore) 11 (+13), Knowledge (history) 10 (+12), Perform 
  (oratory) 9 (+13), Profession (lawyer) 9 (+12), Sense Motive 9 (+10)
  Feats: Connected, Ritualist
  Powers: Immunity 3 (aging, disease, poison)
  Combat: Attack +2, Grapple +2, Damage +0 (unarmed), Defense +2, 
  Knockback –1, Initiative +0
  Saving Throws: Toughness +2, Fortitude +6, Reflex +4, Will +8
  Abilities 24 + Skills 18 (72 ranks) + Feats 2 + Powers 3 + Combat 8 + 
  Saves 13 = Total 68
   HARTFORD, GRAYSON & COLE
  The largest law firm in Freedom is Hartford, Grayson & Cole. It’s a rela-
  tively new company formed by the partnership of two previous law firms: 
  Hartford & Cole and Grayson Associates. Both 25-year-old companies 
  were solid firms before coming together to form a single partnership with 
  tremendous legal expertise and a huge client list. They cover all areas of 
  the legal spectrum from tax and corporate law to criminal, civil, and mari-
  tal law. The senior partner is Anthony Grayson, a seasoned attorney with 
  more than 30 years of legal experience.
   NELSON & BANNERLY, ATTORNEYS AT LAW
  The law firm of Nelson and Bannerly operates in the West End and han-
  dles a variety of cases, mostly civil law. The firm has been in business 
  for ten years and they’re well known in the area. In addition to personal 
  injury cases they also tackle lawsuits against major companies involving 
  insurance and cases of negligence. A small firm of two partners and one 
  associate, Nelson & Bannerly operated below most people’s radar until 
  they won a major suit against Consolidated Insurance a few years ago 
  and forced the insurance giant to pay out large settlements on property 
  destroyed in the Terminus Invasion.
  SUPERHUMANS AND THE LAW
  The existence of superhumans has created volumes of law and legal 
  precedent over the years. The salient points of superhuman law for 
  Freedom City campaigns are:
  • Offensive super-powers are considered weapons, and using a power 
  against someone is generally considered aggravated assault unless 
  the individual is acting in self-defense or to prevent a crime.
  • Superheroes do not have to follow criminal procedures unless they are 
  members of a police force or other law-enforcement agency. Among 
  other things, this means superheroes don’t need to read a criminal his 
  rights when making a “citizen’s arrest.”
  • Superheroes can be charged with “excessive force” if they use more 
  than the minimum force required to disable or restrain opponents. 
  This is most often invoked in the case of violent vigilantes who kill or 
  maim criminals.
  • Costumed identities are recognized as legal entities, allowing 
  costumed superhumans to engage in commerce, testify in court, or 
  be sued without revealing their alternate identity.
  • Superhumans are public figures, subject to the same sort of media 
  coverage as other public figures.
  • The use of Super-Senses and powers like Telepathy can be considered a 
  violation of the Fourth Amendment prohibition against “unreasonable 
  searches.” No one can be forced to submit to a telepathic scan, 
  and evidence acquired solely through extrasensory means is not 
  admissible in court.
  
  CHAPTER TWO: LIFE IN FREEDOM 
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  LIFE IN FREEDOM
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  39
  39
  F
  reedom City is touted as “the City of Tomorrow” and really tries to 
  live up to the name with its schools. Mayor O’Connor has always 
  made education a priority in the city and many of his speeches, 
  because “learning opens the doors of opportunity for new generations.” 
  Freedom City strongly supports its public schools and institutions of 
  higher learning.
  PUBLIC AND PRIVATE SCHOOLS
  Freedom City is divided into a number of school districts, each with pub-
  lic elementary, junior high, and high schools. Elementary and junior high 
  schools are often found together in the same building, while districts 
  sometimes share high schools. The city has 25 high schools, with two 
  more under construction to meet increased demand.
   The city government makes every effort to ensure quality education 
  for students, although there are some faculty concerns about larger 
  class sizes. Families in Southside and parts of the West End are wor-
  ried about the safety of students in high schools and even in the lower 
  grades. Police and school officials have programs to keep schools safe 
  from guns and drugs and to limit the activities of gangs and related 
  youth crimes in the area.
   JOSEPH CLARK HIGH SCHOOL
  This high school in Lincoln has seen better days since it was built back in 
  the 1960s. The school faces problems like growing class size and shrinking 
  faculty along with student absenteeism, drug problems, gang violence, 
  and teen pregnancy. Throughout the year the school’s dedicated faculty 
  of teachers works hard to keep the students learning and out of trouble, 
  but they don’t always succeed.
   Joseph Clark High School has become the focus of more attention in 
  recent years because the young superhero Sonic (see Chapter 5) has 
  shown up on the school grounds several times. Some suspect Sonic is a 
  student at JCHS, although there’s nothing to prove it. The school admin-
  istration has chosen to respect the student body’s privacy and not asked 
  any probing questions.
   FRANKLIN D. ROOSEVELT HIGH SCHOOL
  Roosevelt High is a public high school in the Midtown area of Freedom. It 
  benefits from fairly new facilities but still has many of the same problems 
  plaguing all American high schools, such as drugs, violence, and legal 
  issues. The school’s faculty and staff work hard to ensure a quality level 
  of education for their students, but often feel they are more often called 
  upon to be social workers, counselors, and even parole officers. The major-
  ity of the student body is made up of kids who vary between working 
  hard and wanting to have fun with their friends. Any problem kids just 
  happen to be the ones that take up the most time. FDR High School has 
  a successful athletics program and its football and basketball games are 
  well attended.
  THE  CLAREMONT ACADEMY
  The Claremont Academy is a prestigious private school in Bayview Heights. 
  The Academy, founded in 1871 by Dr. Charles Claremont, has maintained 
  a small and exclusive student body. In recent years, attendance at the 
  Academy slowly declined as students attended newer private schools in 
  the Freedom City area.
   The school was forced to close its doors in 1993 due to severe damage 
  it couldn’t repair from the Terminus Invasion. It was rebuilt and revitalized 
  with money from Duncan Summers, who also became the school’s new 
  headmaster when it reopened. Unknown to the world at large, Summers 
  was once the masked hero known as the Raven, a role now assumed by 
  his daughter Callie and the Claremont Academy now serves as a school 
  for young superheroes-in-training. See Chapter 5 for more information.
  HIGHER EDUCATION
  Freedom City is quite proud of its institutions of higher learning, all rec-
  ognized among the finest in the country. All of them have expanded their 
  facilities to accommodate increased enrollment over the years.
   FREEDOM CITY UNIVERSITY (FCU)
  Freedom City University (or FCU) occupies a sprawling campus in the 
  North End between Liberty Park and the Wading River. The school was 
  established in 1825 and has been extensively expanded and refurbished 
  from its original single building and tiny campus area. Although once con-
  sidered the lesser college in the city, its enrollment and prestige have long 
  since overtaken those of the elder Freedom College.
   The campus itself covers almost two square miles of the North End, 
  encompassing more than a score of buildings (known as “halls”). The 
  campus features modern landscaping and tree-lined walkways among the 
  buildings, along with dormitories, fraternity and sorority row houses, and 
  other facilities for students. All of the university’s facilities are state of the 
  art, including the campus’ computer network.
  EDUCATION
  SECURITY
  Although the FCPD can be relied upon to handle matters once a crime 
  takes place, many people and businesses in Freedom City want to take 
  extra steps to prevent crime. They rely on the many private security compa-
  nies operating in and around the metro area, each catering to a variety of 
  different clients. Although hired security personnel receive training in how 
  to deal with dangerous situations, their main job is to observe and report 
  to the police, not to be heroes and make arrests, particularly when super-
  criminals might be involved.
   STRONGHOLD SECURITY
  Stronghold Security, based in Hanover, offers security packages for resi-
  dential and small business customers. Their slogan is “Turn your home 
  into a castle with Stronghold” and “Protected by Stronghold” stickers are 
  common in more affluent neighborhoods like Bayview, Kingston, and 
  North Bay. Uniformed security personnel patrol “high-risk” areas (i.e. areas 
  that have paid for the extra service), and report anything suspicious to the 
  authorities.
   TITAN SECURITY SERVICES
  Titan bills itself as a top-of-the-line security consulting company for busi-
  nesses and large organizations. They provide complete security consulting 
  and contracting services. They survey a site, plan out a security system to 
  handle its needs, quote prices on installation, and provide trained person-
  nel, from technicians to security guards. The company’s circled “T” logo 
  is common in windows downtown, along with night-shift security guards 
  wearing the same logo on their green uniforms.
  
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   FCU is notable for its liberal arts programs, with a world-class faculty 
  for English, history, philosophy, and communications. Its business program 
  has become nationally renowned and strongly associated with firms along 
  Wading Way. The university’s science programs are well regarded but over-
  shadowed by those of HIT. FCU also has well known medical school and 
  law school graduate programs.
  FREEDOM COLLEGE
  Located in Southside, Freedom College is the oldest college in the Freedom 
  area, though it lay outside the city proper when it was constructed and 
  opened in 1799. While it was once considered equal to the Ivy League 
  colleges and the preferred school 
  for the city’s privileged, it hasn’t 
  withstood the test of time as well 
  as others. Its facilities and materi-
  als are often out of date and it has 
  acquired a reputation as a “party 
  school.” Since 1957, its tuition has 
  been less expensive than the other 
  schools in Freedom, often making 
  it the only choice for lower-income 
  families. For the athletic-minded 
  student, Freedom College is heavily 
  involved in college sports, although 
  there are rumors that so are some 
  of the city’s Mob families.
   There has been some effort to 
  improve Freedom College recently 
  in its standing, reputation, and facilities. The mayor and the college’s 
  Board of Trustees would like nothing better than to see Freedom College 
  restored to its colonial architectural glory as well as modern academic 
  excellence, but the process has been a slow one compared to many 
  improvements made in Freedom City.
  THE  FREEDOM SCHOOL FOR THE ARTS (FREESA)
  The Freedom School for the Arts, or “FreeSA” as it is locally known, is located 
  in the Riverside area, not far from Route 4 and the monorail line. Intended 
  to encourage and enhance the arts in Freedom, it has drawn students from 
  all across the country to its fine facilities and faculty. The school focuses 
  on an arts education, providing everything from fine arts like painting and 
  drawing to dance, music, or performance art.
   Students at FreeSA tend to be on the obsessive side about their chosen 
  artistic disciplines; they need to be, since the school’s entrance require-
  ments are high, and there’s a long waiting list to get in. In addition to 
  attending classes, students often put on shows and recitals for their fellow 
  students and the public. They also regularly show or perform their work at 
  the galleries and clubs in Riverside and the Theatre District.
  THE  HANOVER INSTITUTE OF TECHNOLOGY (HIT)
  Located across the Wading River from FCU is the Hanover Institute of 
  Technology, or HIT. Where better to learn the skills for the “City of 
  Tomorrow” than at one of the finest technical schools in the nation? 
  HIT compares favorably with CalTech and the Massachusetts Institute of 
  Technology. It has a rivalry with FCU over the cutting-edge status of their 
  comparative scientific resources. FCU 
  recently scored points because its 
  facilities are somewhat newer than 
  those at HIT, although the school 
  is scrambling to update things as 
  quickly as it can.
   
  The HIT campus spreads along 
  the northern bank of the Wading 
  River, and occupies more than a 
  dozen low brick-front buildings and 
  some more modern structures. Its 
  strong technical focus embraces 
  renowned programs in computer 
  programming, engineering, chemis-
  try, and physics. While HIT remains 
  at the forefront in other fields, FCU 
  outshines the Institute in biology 
  and biochemistry. HIT students have reputations not only as “science 
  geeks” but also inveterate pranksters, usually targeting FCU or their own 
  rivals on the HIT campus.
   MASTER LEE’S SCHOOL OF SELF DEFENSE
  A small and unassuming two-story concrete-block building in northern 
  Hanover houses this martial arts school. Master Lee, an older Chinese gen-
  tleman who immigrated to America in his youth, teaches various styles of 
  kung fu to his students. Actually, Master Lee’s advanced students do most 
  of the teaching under the watchful guidance of their sifu.
   Although the school is a legitimate and successful business, Master Lee 
  also secretly uses it as a front to search for students worthy of the esoteric 
  martial arts secrets he learned from his own masters in China. After an 
  unfortunate incident in which one of first students used his skills for evil, 
  Master Lee now chooses his apprentices more carefully.
  ARTS & ENTERTAINMENT
  F
  reedom City bills itself as a cosmopolitan center for the arts, and lives 
  up to that claim in the variety of concerts, museums, galleries, and 
  other attractions it offers.
  MUSIC
  Freedom City has an active classical music scene, featuring the renowned 
  Freedom Philharmonic, a full 115-piece orchestra. They give regular per-
  formances at the Beaudrie Opera House, but the highlight of the year is 
  their Independence Day “Let Freedom Ring!” concert in Riverside Park, 
  accompanied by a spectacular fireworks show. The current conductor of the 
  Philharmonic is Arthur Tan, well-known Chinese-American composer. Tan has 
  worked on a number of musical scores for popular films and television. The 
  Philharmonic is unfortunately a favorite target of the villainous Maestro, one 
  of its former conductors (see Chapter 6).
   The Freedom City Opera Company is one of the best in the nation, 
  also performing at the Opera House. They put on between six and eight 
  operas each year, attracting the cream of Freedom high society. While 
  performances tend toward traditional fare, a few years ago the Opera 
  Company put on Pax Centurionus, a modern opera in Latin celebrating 
  the life and death of the Centurion. Gerard Phillips, the noted soprano 
  who plays Centurion, has become quite the local celebrity with his role, 
  and the show always plays to a sold-out house.
  
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  4141
   Events like the opera and the orchestra tend to attract the upper crust 
  of Freedom society, making them targets for criminals looking to rob or 
  merely hold them hostage, whether for ransom or to prove a point. Player 
  characters who are upper-class or influential in their secret identities might 
  attend an evening at the opera or the ballet, and anyone might go out for 
  an evening of culture and refinement, including some of the heroes and 
  their supporting NPCs.
  THE  BEAUDRIE OPERA HOUSE
  Originally built in 1874 by Richard Beaudrie, the Beaudrie Opera House 
  has long been a landmark of Freedom City’s theatre district. The Opera 
  House was painstakingly restored using photographs and information 
  gathered from the local historical society after suffering tremendous dam-
  age from a super-battle against the Maestro and the Crime League. The 
  current Opera House is considered even grander than the original but 
  with at least as much Old World charm and class. The Beaudrie Opera 
  House is home to the Freedom Philharmonic and Opera Company. It also 
  serves as host to a number of other events, including plays, musicals, and 
  even rock concerts.
   DRAMA AND  DANCE
  There are more than a dozen active performance companies in Freedom 
  City’s bustling Theatre District, performing everything from contemporary 
  plays and musicals to Shakespeare and ballet. A number of touring com-
  panies perform in the area before moving on to New York, Boston, or Los 
  Angeles. The more popular modern performances tend to draw bigger 
  crowds, but visits from the Russian Ballet and London’s Royal Shakespeare 
  Company sell out quickly as well. Many consider the modern Goodrich 
  Theatre or the elegant Hellmann Odeum equals of any Broadway venue 
  in New York.
   LIBRARIES
  Freedom City has some 134 libraries, ranging from neighborhood branches 
  of the Freedom City Public Library to college and university libraries. The 
  city also boasts private collections such as law and medical libraries, not 
  to mention the extensive collections owned by the Super Museum and the 
  Freedom City Historical Society.
   The city’s public library system has 48 branches throughout the metro 
  area encompassing a total collection of more than three million volumes 
  and bound newspaper archives spanning the periodicals of Freedom 
  City for the past 162 years. It also contains microfilm and microfiche 
  files, audio and videotapes, and electronic information to support all the 
  printed materials.
   The Freedom Public Library has an extensive and easy-to-use website, 
  allowing patrons to search for materials and reserve or renew them online. 
  The main branch of the city library is located in City Center. The heavy 
  granite building has a broad stairway flanked by stone sphinxes nick-
  named April and May, though no one quite remembers why. The steps 
  of the Central Library are a popular spot for meetings and lounging and 
  reading in good weather.
  MOVIE HOUSES
  While a number of historians and law enforcement officials try to over-
  look it, Freedom City owes its incredible movie houses to the Mob. During 
  Prohibition, the Freedom Mob put a lot of money into entertainments to 
  distract the populace and flaunt its wealth. Although most movie houses 
  moved on to independent management by the 1960s, any remaining Mob 
  interests in all but the seediest Fens cinemas were eliminated by the end 
  of Mayor O’Connor’s first term.
   Some theatres were built at the turn of the century as vaudeville houses 
  and later converted, while the bulk of them were built in the grand fashion 
  of movie houses of the 1920s. Unlike most major cities, Freedom patrons 
  have never embraced the modern cineplex, preferring their well-kept and 
  lovingly restored theaters. After all, with more than 25 cinemas scattered 
  across the city, they actually screen more new and old movies every night 
  of the week than would normally be seen.
   Freedom’s only real movie megaplex was in Greenbank. The hopes of 
  the Greenbank Shopping Center and its cineplex reviving the economy of 
  the area were dashed when a running battle between FORCE Ops and the 
  R.I.O.T. destroyed half of the new structure. Since 1990, the property has 
  been abandoned, though Scott Hamilton has talked of buying it to house 
  a new USNet technology center and a testing ground for his virtual reality 
  simulators. The city councilor for Greenbank is ecstatic over this possibility 
  and presses for it.
   When people are asked which movie house they like best, most remem-
  ber the Pharaoh in Hanover with its stylized Egyptian motifs. Others like 
  the gothic style of Castle Cinema in Port Regal, with its dark stone, gar-
  goyle carvings, and torch-sconce lighting. Then there’s the Victorian, a 
  three-story behemoth dominating Kanigher Boulevard in Parkside with its 
  interior designs of blood-red velvet and gold detail. Last but hardly least 
  is a theater returned from the dead; the Radiodeum was long abandoned 
  and recently renovated after the Toon Gang was evicted from using it as a 
  hideout. People flock to see it and its two screens, enjoying the films but 
  also marveling at the woodwork and Art Deco style furnishings.
   MUSEUMS
  Freedom City has a number of museums and art galleries, especially in 
  the Riverside and Parkside areas. Museums are popular tourist attractions 
  and play host to numerous school field trips. Many are also available for 
  private parties and events. The galleries exhibit the best and brightest of 
  Freedom’s artistic communities, and they are popular nighttime destina-
  tions for the “in crowd” of Riverside.
  THE  FREEDOM CITY HISTORICAL MUSEUM
  Not far from Liberty Park, this nineteenth century building was a privately 
  owned mansion until 1906 when it became the Freedom City Historical 
  Museum. The museum features a variety of attractions related to the 
  history of Freedom City, from its founding to the present day. Most of 
  the museum’s exhibits are re-creations, although local individuals have 
  donated some genuine historical pieces.
   The main attraction is only a few years old and has revived interest in 
  this old institution. A massive scale model of Freedom City (circa 1908) 
  rests beneath the museum’s central rotunda. After a battle against Rant 
  and Rave, Dr. Metropolis created the model while helping to repair the 
  damage. It recreates exacting details that could only come from mem-
  ory, not photographs or newspaper accounts, with the most delicate and 
  precise craftsmanship. Kids particularly love the animatronic horses and 
  buggies in the streets.
  THE  HUNTER MUSEUM OF NATURAL HISTORY
  Just north of Liberty Park, between the monorail line and the FCU campus, 
  stands the Hunter Museum of Natural History. An anonymous donor funded 
  the museum, and Dr. Metropolis and Daedalus of the Freedom League 
  helped build the actual structure. The three-story marble and steel building 
  resembles a Greek temple on the outside, and inside the museum features 
  displays on archeology, anthropology, paleontology, and technology.
   The museum’s collection includes artifacts from ancient civilizations, 
  many of them donated by Daedalus and others; Adrian Eldrich volunteers 
  
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  his time to evaluate or screen any items of mystical power with Daedalus. 
  Often, the two create a replica to show the item without risking its loss or 
  abuse. To the delight of younger visitors, a giant replica of a tyrannosau-
  rus rex skeleton greets visitors in the main lobby.
  THE  KIRBY MUSEUM OF FINE ARTS
  Located near the monorail stop on the west side of Liberty Park is the 
  famed Kirby Museum of Fine Arts. “The Kirby,” as locals call it, contains a 
  large number of paintings, sculptures, and other works by American and 
  international artists. The museum itself is a marvel of modern architectural 
  design with two levels and three wings off the main lobby area and the 
  impressively lit crystal spire that makes it an easy to spot landmark. The 
  museum runs regular theme exhibits, the most recent being an exhibit of 
  “urban art”—artworks created in or for an urban environment using mod-
  ern tools and techniques.
   The museum suffered twice in super-battles. The original glass spire 
  atop the building broke when used as a perch by Titanus, the giant 
  mutant gorilla. It has since been replaced with a crystalline compound 
  of greater tensile strength. The museum also lost several irreplace-
  able Impressionist paintings and more than a dozen statues when the 
  Philistine went on a rampage. Since then, the museum has increased 
  security, and no one is allowed within three feet of any artwork without 
  special clearance.
  THE  SUPER MUSEUM
  The most popular museum attraction in Freedom City by far is the famed 
  Super Museum on Allen Street in Midtown. The museum has exhaustively 
  detailed exhibits on supers throughout history, including special displays 
  on the “mystery men” of the 1930s, the Liberty League, and modern 
  heroes like the Freedom League and the Atom Family. The current curator 
  is historian Dr. Jerry B. R. Thomas.
   The museum has lifelike statues of supers, dioramas, actual donated 
  costumes, and replicas of various super-gadgets and equipment. There are 
  three small theaters, one for newsreels and footage of the early heroes 
  from the 1920s on through the early 1950s, another for the modern 
  heroes of the 1960s through today, and a third for footage of the villains 
  and a special documentary on the Terminus Invasion. The museum also 
  has a busy gift shop selling all manner of super-memorabilia, including T-
  shirts, statuettes, comic books, poster prints, videos and DVDs, and more.
   Outside the museum stands the 20-foot bronze sculpture “Atlas 
  Triumphant,” a man holding a representation of the Earth high above 
  his head, by artist Raul Diaz. Attached to the museum is the original 
  Champion’s theme-restaurant. Owner and founder Todd Campion helped 
  supply many exhibits for the museum, and more can be found inside the 
  restaurant itself. Champion’s does a booming business, and occasionally 
  gets visited by one or more of Freedom’s resident heroes, making it all the 
  more popular for tourists hoping to spot a superhero.
  
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   The Super Museum is a great place for heroes to visit in their secret 
  identities or in costume. They can be guests of the museum to open a new 
  exhibit—perhaps an exhibit about them!—or they might just drop in for a 
  surprise visit to sign autographs and have their pictures taken with some 
  eager tourists. The museum is also a somber place of reflection, where the 
  players can get an appreciation of the legacy of heroism that came before 
  them, most of all in the Hall of Honor, a dark hall featuring spotlights illu-
  minating statues of heroes who gave their lives fighting for Freedom City: 
  Andrea Atom, Brainstorm, Centurion, Halogen, Hepcat, Mentac, Scarab, 
  Tectonic, and others.
   Of course, the Super Museum also interests super-criminals. Most of the 
  gadgets on display are replicas, but some are originals, since they are harm-
  less (or so the museum staff believes). A criminal might simply want the 
  pleasure of trashing a place important to so many heroes, or use a threat to 
  the museum to draw the attention of an enemy or set up an ambush.
  VISUAL ARTS
  The Freedom City art scene is strongly concentrated in the Riverside com-
  munity, though there are some other artists and galleries in Hanover, the 
  West End, and Southside. Riverside features a number of small galleries, 
  and the city government hires artists for public works intended to enhance 
  the city’s appearance.
  NOTABLE ARTISTS
  There may be many more artists in Riverside than the populations of some 
  small towns, but these are Freedom City’s artists who stand out in many 
  ways.
   JACQUES CRENAIRE
  Strange for any other city than Freedom, prison helped create one of the 
  city’s most notable artists. L’Enfant Terrible, a French supervillain, immi-
  grated here and became a nemesis of Hepcat, Lady Liberty, and other 
  heroes in the late 1950s. His permanent child-like appearance and psy-
  chic powers masked a deeply disturbed personality, but Crenaire was 
  eventually incarcerated for life in Blackstone for the murders of 17 people 
  in 1963. After more than a decade in prison, he discovered a talent for 
  painting. Despite some public outcry, there have been showings of his 
  work at galleries in Riverside since the mid-1980s. The proceeds from sales 
  of his artwork go to a relief fund for his victims’ families.
   RAUL DIAZ
  Famed sculptor Raul Diaz originally hails from Costa Rica, although he 
  moved to the United States with his family as a child. He embarked on his 
  career as an artist as a young man in New York City, earning critical acclaim 
  for his work. He met Michael O’Connor, Jr. at a gallery showing in 1991, 
  where O’Connor purchased some of Diaz’s work for his own collection.
   As mayor, O’Connor engaged Diaz’s services to provide pieces to 
  enhance Freedom City, particularly the Sentry Statue standing at the tip 
  of the peninsula, which is Diaz’s largest and greatest work to date. Raul 
  now lives in Freedom City and has his own gallery in Riverside, where he 
  displays and sells his work, in demand worldwide. He has a small studio 
  of artists trained in his style so he doesn’t have to be the one to always 
  repair and fix his statuary after the latest super-battle.
   JOAN ENRIKSON
  Joan Enrikson is an African-American painter known for her use of ancient 
  tribal motifs in her work. She lives in the West End and has displayed her work 
  at galleries in Riverside to rave reviews. She was commissioned by the city to 
  paint a series of murals in the Riverside area, which are nearing completion.
   CHRISTINA VALLEY
  Ms. Valley is a photojournalist and art photographer who has done work 
  abroad, mostly in Australia and South America. After spending years traveling 
  the world, Christina fell in love with Freedom City and bought a condominium 
  in Parkside. Her photography from the front lines of the Terminus Invasion 
  would have more than ensured her fame, but her photo of the fallen Centurion 
  garnered her a Pulitzer Prize and is one of the most famous photographs in 
  the world. Since then, she has focused more on art photos. Her photographs of 
  Freedom City have appeared in magazines nationwide and a show is planned 
  at the Historical Museum in the near future.
  HEALTH CARE
  F
  reedom City cares deeply about the health and welfare of its citizens 
  and has some of the finest medical facilities in the world, both in 
  terms of mental and physical health.
   FREEDOM MEDICAL CENTER
  The foremost hospital in the city is the sprawling Freedom Medical 
  Center near the downtown campus of FCU. The FMC is affiliated with 
  the university and serves as a “teaching hospital” for interns and medical 
  students. The 700-bed hospital has a staff of some 1,200 physicians and 
  7,500 employees in all, including students and volunteers. Most of the 
  physicians on staff are renowned specialists in their fields, including seven 
  specializing in superhumans, their powers, and how to treat them.
   The Medical Center recently received a substantial grant from the U.S. 
  government to study triage methods and disaster management, two issues 
  of importance to Freedom City. The staff studies the records of various 
  accidents and natural disasters—including major super-battles and events 
  like the Terminus Invasion—with an eye toward formulating more effective 
  strategies for treating victims. The hospital’s trauma team and emergency 
  room are among the finest on the east coast.
   MCNIDER MEMORIAL HOSPITAL
  McNider Hospital was once the largest hospital in Freedom City. It has 
  long served Midtown, but these days plays second fiddle to the newer 
  and more modern Freedom Medical Center. Staff members at Memorial 
  are touchy about their loss of status and funding, but remain dedicated 
  to their jobs. The hospital has facilities for 500 patients and a full staff of 
  physicians and health care workers.
  THE  PROVIDENCE ASYLUM
  The Providence Asylum is located in a fairly isolated part of Port Regal, 
  near a cliff overlooking the ocean. It was originally the estate of the 
  Phillips family, one of Freedom’s founding families. Mr. Howard Phillips, 
  the patriarch at the time, willed the estate to Dr. Reginald Carter to estab-
  lish an asylum for the mentally ill upon his death in 1908.
   Dr. Carter set up the asylum and served as its director for many years, 
  until he disappeared under mysterious (and still unexplained) circum-
  stances in 1929. The Board of Trustees hired a new director and the 
  asylum has continued to operate to this day. Facilities at the Providence 
  
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  Asylum have been greatly updated since its estab-
  lishment, although they still lag somewhat behind 
  the state of the art.
   A few years ago, the Asylum’s Board of Trustees 
  approved a proposal to begin treating mentally 
  ill superhumans at the facility. Current asylum 
  director Dr. Ashley Ellis has high hopes of making 
  breakthroughs in the rehabilitation of superhu-
  man criminals. Some Freedonians express concern 
  with putting convicted super-criminals back on the 
  street, even if they are considered cured.
   TRINITY HOSPITAL
  Located in West End, Trinity Hospital began as a 
  Catholic-run public hospital. It was later bought 
  out by a private health-maintenance organization 
  in 1989. There have been some concerns regard-
  ing the hospital’s outdated facilities, especially 
  when compared to the new hospitals in the metro 
  area. The HMO that owns the hospital, Asclepian 
  Associates, is considering upgrading the facility. Trinity has the unique 
  distinction of being the only hospital in Freedom City never to suffer a 
  superhuman battle on its premises.
  NOTABLE DOCTORS
  Given the reliability of super-battles in Freedom City, there is always a 
  need for medical personnel of all stripes and specialties from EMTs and 
  nurses all the way up to the chief of staff at FMC.
   DR. RANDOLPH COLLINS
  Dr. Collins is chief of staff at McNider Memorial Hospital, and quite 
  proud of his facility’s achievements during his ten years at the helm. He 
  is devoted to giving hospital patrons the highest level of care possible. 
  Dr. Collins is well known for his reserved nature and his dislike of “super-
  human antics” (as he calls them). In his view, supers like the Freedom 
  League or the Atom Family may be helpful in a disaster, but most of the 
  time, they do nothing but fight amongst themselves, which always leads 
  to more casualties.
   DR. ASHLEY ELLIS
  Director of the Providence Asylum, Dr. Ellis is either 
  a saint or a martyr, depending on whom you ask. 
  She fiercely devotes herself to helping patients 
  many deem incurable and is seen as “soft” when 
  it comes to dangerous or super-powered psychotics. 
  At the same time, she keeps the asylum running 
  smoothly and ensures its patients receive quality 
  care rather than simple incarceration and heavy 
  medication. It remains to be seen whether or not 
  her work will prove successful. Already she’s fended 
  off complaints about the asylum and fought efforts 
  to move some of her patients to Blackstone. Ashley 
  Ellis is an attractive woman in her late-30s with 
  shoulder-length auburn hair and striking lavender 
  eyes. She usually wears her white coat over a pas-
  tel blouse and a dark skirt, and wears black-rimmed 
  glasses for reading.
   DR. SERGEI IVANOV
  An immigrant from the Baltic Republics, Dr. Ivanov is a neurologist and 
  a skilled neurosurgeon. He wrote a popular book on psionic studies in 
  the former Soviet Union after working for a time on once-classified Soviet 
  experimental studies of psychic abilities. He was an associate of Dr. Mina 
  Kosmova before her transformation into the Cosmic Mind (see Chapter 
  6). In addition to his practice at Freedom Medical Center, Dr. Ivanov 
  pursues studies in psionic neurology under a grant from the U.S. govern-
  ment.
   DR. EMILY TANNER
  Dr. Emily Tanner is a relative newcomer to Freedom Medical Center. She 
  hopes to prove her personal theory that there is a biological explanation 
  for the large number of superhumans in Freedom City. She plans to sub-
  mit her initial findings soon to secure an Albright Institute grant so she 
  can study the phenomenon further. Dr. Tanner is a dark-haired woman in 
  her mid-30s, with a strong—one might say “obsessive”—interest in super-
  human physiology.
  FREEDOM CITY HOSPITALS
  Freedom City Veterans Hospital
  Freedom Medical Center
  Hanover Medical Center
  Kingston Community Medical Center
  McNider Memorial Hospital
  North Bay Medical Center
  Parkside General Hospital
  Pineview Hospital
  Port Regal Medical Center
  Providence Asylum
  Shriners’ Children’s Hospital
  Southside General Hospital
  St. Joseph’s Hospital
  St. Margaret’s Hospital
  Trinity Hospital
  THE MEDIA
  T
  he media, from newspapers to radio and television, is a powerful force 
  in Freedom City. The city is home to one of the world’s largest media 
  corporations and its citizens are used to a constant stream of informa-
  tion and entertainment. Naturally, a big focus of Freedom City’s media is 
  on superheroes and supervillains.
  PRINT MEDIA
  Freedom City has a number of daily newspapers and other publications 
  reporting the exploits and accomplishments of Freedonians common and 
  super alike. Like many of the businesses in the city, Freedom’s major news-
  papers have made the transition to the electronic market with websites 
  and online services for their readers.
   Journalists of all stripes are a staple of the comics and can be in your 
  Freedom City series, too. They offer heroes access to up-to-the-minute informa-
  tion on the latest happenings and make great supporting characters, since 
  they’re good at getting into trouble. Heroes may have secret identities as 
  reporters, editors, photojournalists, or other media people, while younger 
  characters might be interns, gofers, cub reporters, or perhaps writers or artists 
  at Castle Comics, recreating the adventures of their costumed identities!
   CASTLE COMICS
  A publisher of superhero comic books, Castle Comics relocated to Freedom 
  City and became the officially licensed publisher of comics based on the 
  adventures of the Freedom League. They bought the rights to the origi-
  nal pulps and comics of Freedom’s old Aurora Publishing Group and have 
  since acquired licenses for the Atom Family and several other independent 
  heroes and teams around the country. They publish some 30 monthly or 
  bimonthly books, but their biggest sellers are Freedom League Adventures 
  and (to everyone’s surprise) Tales of the Scarab.
   Castle’s staff of writers and artists primarily creates “reality comics” 
  based on news reports, along with interviews and information provided by 
  the heroes (or sometimes the villains) themselves. Unlike most comic com-
  
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  panies, Castle keeps two computers tied to the wire services at all times 
  to track the latest actions of “their” superheroes. Every effort is made to 
  keep the comics “true to life,” since that’s what the audience demands, 
  although Castle has to take certain liberties when it comes to working 
  around the private lives of heroes with secret identities. Naturally, they 
  prefer heroes with public identities like Captain Thunder, although some 
  controversy arises over how much of Johnny Rocket’s personal life to show 
  in their comics. Assuming there are no conflicts with a hero’s estate, Castle 
  also produces comics speculating on the secrets and mysteries behind a 
  deceased hero’s adventures and life.
   The Freedom League visited the Castle Comics offices only once. 
  Thanks to Quirk’s tag-along appearance, they’re not likely to be invited 
  back any time soon. It’s hard to produce comic books when art pages 
  giggle (“because pencils tickle!”), cubicle walls topple like dominoes, writ-
  ers are turned into two-dimensional comic strips, and computer coloring 
  programs want to print everything with a paisley pattern.
  THE  DAILY HERALD
  Known as the most conservative paper in Freedom City, the Herald is a 
  morning daily. It focuses on business and political news and its editorials 
  support one right-wing cause after another. Due to its frequent hard-line 
  editorial stances on crime and other issues, the Herald building and its 
  presses and staff are favorite targets of some supervillains.
   The publisher, Lana Loeb, uses the paper as her personal platform to 
  sound off on a wide variety of topics, following the tradition set by her 
  late husband and former publisher, Lester. The Herald has questioned 
  Mayor O’Connor’s spending practices and the efforts of City Hall to come 
  down on corruption in the construction industry.
   The paper questions the actions of the Freedom League and other heroes 
  almost daily. If they make a mistake, they can expect to read about it in the 
  Herald the following day, alongside a scathing editorial. Johnny Rocket is a 
  favorite target of Mrs. Loeb’s editorial, as she questions whether or not “a 
  known sexual deviant should be held up as a role model for children.” Her 
  paper reserves particular venom for the “lawless vigilantes” in Southside. 
  “These so-called heroes are little more than armed thugs,” according to Mrs. 
  Loeb, “who should be arrested and taken off the streets.”
  THE  DAILY WORD
  One of Freedom’s smaller daily newspapers, this tabloid-format morning 
  daily comes out of Hanover. The Daily Word carries stories relating to 
  Freedom society and entertainment. It has an excellent arts and entertain-
  ment section as well as a number of juicy gossip columns. Some dismiss 
  the paper as superficial fluff, but many take their reviews of local restau-
  rants and attractions quite seriously. The paper also delights in digging up 
  dirt on Freedom’s celebrities, including its superheroes.
  THE  FREEDOM LEDGER
  The Ledger is Freedom City’s oldest daily newspaper, started in 1847 by 
  Henry Beaumont. It has run morning and evening editions for more than 
  150 years through wars, disasters, strikes, and more. Even alien invasions 
  and cosmic calamities have failed to delay its publication, though they did 
  reduce it to a single daily edition during the Terminus Invasion. The paper’s 
  motto is “All That You Need to Know,” and they take it very seriously.
   The Ledger operates in downtown Freedom out of a building equipped 
  with state-of-the-art printing presses and computer equipment. Fletcher 
  Beaumont II is the paper’s publisher, while Jerry Jonas is Editor-in-Chief. 
  Beaumont writes a weekly editorial column for the Sunday edition. The 
  publisher has a reputation for expressing his opinion, which has a decid-
  edly liberal bent. The Ledger has always vocally supported the city’s 
  superheroes except for some of the more violent and bloodthirsty vigilan-
  tes active during the Moore years.
   The Freedom Ledger is published seven days a week with Sunday being the 
  only day with a single (but larger) edition. It also has a massive website in 
  cooperation with USNet, which provides online content for readers and access 
  to up-to-the-minute news updates and information. Thus far, the website has 
  been very successful, and there are plans to continue to expand it. Between 
  two dailies and the website, the Ledger stays on top of the news at all times, 
  their sources and news items rarely being more than a few hours old.
   The Ledger employs some 2,000 people at its downtown offices, with 
  another 150 or so at its secondary printing plant in Southside. Its primary 
  “bullpen” of some 55 reporters covers state and local news, while the busi-
  ness, sports, and lifestyle departments each have a dedicated staff of five 
  to ten reporters. The paper’s award-winning staff and freelance photogra-
  phers capture images to accompany the stories (both in print and online). 
  The company’s graphics and layout department includes the web design 
  department, which is rapidly growing.
   The Freedom Ledger has won several Pulitzer Prizes over the last 150-
  odd years, the most recent for its coverage of Omega’s invasion of the city 
  and the death of the Centurion.
  THE  RIVERSIDE REVIEW
  A small weekly paper published in Riverside, the Review focuses on the 
  artistic community of Freedom City along with a number of news items 
  and editorials of interest to their readership. Promoting a strong liberal 
  slant, the paper is aimed at hip, young readers, and contains a substantial 
  arts section, covering everything from gallery openings to theatre, televi-
  sion, and movies. It has a large classified and personal ad section as well 
  
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  as a special section that rotates among four features: the arts, local music, 
  the club scene, and gay & lesbian. It also delves into pop culture and local 
  items of interest. People often compare and contrast the Riverside Review 
  with the Daily Word.
  THE  WADING WAY BULLETIN
  This daily publication caters to professionals along Wading Way, particu-
  larly those in the financial industry. The Bulletin covers the latest financial 
  news, stock market reports, activities of major businesses, and so forth, 
  with a sharp focus on the Freedom City area. The paper has also become 
  popular with businesspeople in other cities interested in keeping an eye 
  on both the fiscal and fantastic happenings in Freedom.
   WORLD MAGAZINE
  World Magazine, one of America’s foremost newsmagazines, is published 
  by New Horizon Media. Each weekly issue contains stories on major news 
  events, politics, economics, social trends, and other topics of interest to 
  the informed reader. The magazine relies on sensationalism no more than 
  it has to in order to boost sales, and features serious journalism along 
  with award-winning photography.
  PRINT MEDIA PERSONALITIES
  While some reporters become well known to their readers, most people in 
  Freedom either know columnists or publishers, as their names are more 
  prominent on the op-ed pages or among the headlines.
   FLETCHER BEAUMONT II
  The publisher and current owner of the Freedom Ledger is Fletcher Beaumont 
  II, a descendant of the paper’s founder. His family has owned and run the 
  newspaper for over a hundred years, and Mr. Beaumont remains dedicated 
  to the ideals of truthful and timely reporting. Beaumont is heir to another 
  legacy as well. His father, Fletcher Beaumont I, was the original Bowman 
  in the 1940s. The younger Fletcher became the second Arrow and partner 
  of Timothy Quinn (the original Arrow and the second Bowman), and both 
  of them were members of the Freedom League in the 1960s. In the early 
  1970s, Fletcher became an alcoholic and his drinking effectively ended his 
  and Quinn’s partnership after nearly costing both their lives.
   A few years after Quinn retired, Fletcher took on the Bowman identity 
  in an effort to redeem himself. He trained a young partner, Ethan Keller, 
  as the third Arrow, but this partnership dissolved when the stresses of 
  his heroic identity drove Fletcher back into the bottle. After nearly get-
  ting himself killed by being drunk on duty, he retired, and Arrow operated 
  alone until he adopted the name Archer and founded FORCE Ops.
  Now sober for more than ten years, 
  Fletcher Beaumont II has reclaimed 
  his self-confidence and his integ-
  rity by focusing on his newspaper 
  work and his family. Beaumont’s 
  son, Fletcher III, carries on the 
  family’s heroic legacy as the current 
  Bowman (see Chapter 5).
   JERRY JONAS
  The Editor-in-Chief of the Freedom 
  Ledger truly has printer’s ink in 
  his veins. Jonas started out with 
  the paper as a cub reporter back 
  in the 1960s, and worked his way 
  up through editorial to become Editor-in-Chief thirteen years ago. Since 
  then, Jonas has taken great pride in the achievements of “his” paper, not 
  the least of which is winning a Pulitzer. He’s a believer in “hard” journal-
  ism, and won’t run anything his reporters can’t back up. He encourages 
  his people to get out into the thick of things rather than just running a 
  story down by making calls or using the Internet. “The real stories are out 
  there,” he says. “So go get ‘em!”
   Jerry is 55, with thinning brown hair, hazel (but often blood-shot and 
  wearied) eyes, and a prominent nose. He usually wears button-down shirts 
  with the sleeves rolled up and has his tie loosened more often than not. 
  He needs reading glasses, although he dislikes wearing them and fre-
  quently misplaces them. He lives in the West End with his wife Alice. Their 
  son, Tom, is 26 and working as an actor in New York City. His sister June 
  is 23, a recent graduate of Brown University. She moved back to Freedom 
  City to take a job as a programmer at USNet.
   JULIE STREETER
  Ms. Streeter is one of the star reporters of the Ledger. Her reporting on the 
  death of the Centurion won her and the paper a Pulitzer, and she turned 
  down offers from other major papers to stay in Freedom City. Julie started 
  out covering the police beat in Freedom, so she’s willing to dive in and tackle 
  just about anything. That includes slipping past police lines and into off-lim-
  its areas if it means getting the scoop on a good story. Unfortunately for her 
  editor’s peace of mind, Julie is heedless of her own safety and has gotten 
  hurt numerous times getting too close to some superhuman melees. She’s 
  currently hoping to get an exclusive interview with Foreshadow, although 
  the mysterious hero has eluded her for some time now.
   HARRY WISEMAN
  The editor-in-chief of Castle Comics is a 30-year veteran of the business, start-
  ing out with a company in New York. He was lured away when the young 
  people who started Castle Comics realized they didn’t really know how to 
  run a publishing company. With Harry at the helm, Castle has become a 
  huge success, particularly following its move to Freedom City. Harry loves 
  telling stories about real superheroes, and fondly remembers the ones he’s 
  met over the years. He enjoys talking with young comics fans, who remind 
  him of when he was a kid. The 57-year-old Wiseman lives with his wife, 
  Dora, in Kingston. Their three children are all grown and live out of state.
   RADIO
  The airwaves of Freedom City are filled with a variety of different radio 
  stations and programs. The top five stations, ranked by the numbers of 
  confirmed listeners, are: WXLL (news/talk); WFAN (top-40); WNCC (classic 
  rock); WNTT (alternative); and WHIT (college).
  RADIO PERSONALITIES
  There are plenty of deejays and 
  commentators on Freedom’s air-
  waves, but the most well known 
  are:
   FREDDIE LEMANCHE
  Freddie “the Banshee” Lemanche 
  is the daytime deejay of WNTT, 
  known for his propensity for fast 
  music, fast talk, and the fast life in 
  general. Lemanche got his start in 
  college radio and worked his way 
  
  CHAPTER TWO: LIFE IN FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  LIFE IN FREEDOM
  LIFE IN FREEDOM
  47
  47
  up to become NTT’s most popular deejay. 
  His program is on in the afternoons, and 
  its listeners are primarily teenagers and 
  college-age. Lemanche has been censured 
  several times for inappropriate comments 
  on the air, but it only increases his popu-
  larity with his target audience. Freddie 
  hosts the annual summer “South River 
  Rave” sponsored by WNTT in Riverside 
  Park. The show features the country’s hot-
  test alternative rock bands and a portion 
  of the proceeds go to charity.
   DR. ANDREW LOVE
  Andrew Love has parlayed his name and 
  his psychiatry degree into fame and for-
  tune as the host of the syndicated radio 
  show “Ask Dr. Love,” which is broadcast 
  throughout the Freedom area at different 
  times during the night on WLSH, WNTT, 
  and WSAR. The show is aimed towards 
  teens and college-age listeners who call in 
  with their questions. Dr. Love usually has 
  a celebrity guest on the show and his pre-
  vious guests have included superheroes, 
  rock stars, and actors. Dr. Love is 36 and 
  married, much to the disappointment of 
  many of his listeners. His wife, Susanne, left her job as an administrator 
  at Trinity Hospital to care for their son Alan, age 4. More conservative ele-
  ments of Freedom find Dr. Love’s program too explicit, and would like to 
  see it censored (or off the air altogether).
   ROGER OMAK
  The daredevil pilot of “Sky Eye One,” Roger flies a news chopper for 
  WFAN, though he owns a helicopter himself. Omak delivers traffic reports 
  every day during the morning rush hour. Listeners tune into his program 
  in hopes of hearing one of Roger’s famed “Sky-Eye” reports of some super 
  activity in the city. Omak has braved many super battles to get a close up 
  look at the situation, which he reports live to his listeners. He often works 
  on the side for various television news stations, since he’s one of the few 
  pilots brave (or crazy) enough to do close fly-bys of a superhuman fra-
  cas. Since they worked together during the Terminus Invasion, Roger and 
  photographer Christina Valley have been romantically involved, though 
  neither has any desire to get married.
   TELEVISION
  Freedom City supports six television stations, 
  five of which are affiliates of national broad-
  casting companies. The major networks are 
  the American Broadcasting Network (ABN), 
  Columbia Broadcasting Network (CBN), the 
  National Broadcasting Network (NBN), the 
  Filmore Network Association (FNA), and the 
  Globe Broadcasting Network (GBN). GBN, head-
  quartered in Freedom City, is the undisputed 
  king of television there.
      In addition to local channels, nearly every household in the Freedom 
  area is hooked up to cable television, providing access to dozens of differ-
  ent channels, including premium and pay channels.
  TELEVISION PERSONALITIES
  Freedonians joke that all TV personalities 
  have a common superpower to keep their 
  hair perfect at all times. Among the more 
  notable TV celebrities are the following:
   AMY FENG
  Amy Feng is a reporter for Channel 3’s 
  “Action News” team. She’s one of the 
  first reporters on the scene of any major 
  happening in Freedom, trailing a new cam-
  eraman behind her every other week (“I 
  just wear them out, I guess,” she says with 
  a shrug). She’s smart, savvy, and unflappa-
  ble; she has faced down a super-criminal 
  with microphone in hand to ask just why 
  he was lobbing cars down the street. She’s 
  scored a number of major reports by being 
  in the right place at the right time.
  Amy originally hails from Maryland, where 
  she attended the University of Maryland. 
  She worked for a local station in Virginia 
  for several years before she applied for a 
  job in Freedom City. So far, WNTW is very 
  happy with her performance and her rat-
  ings, although her expense reports are an 
  occasional concern (“It wasn’t my fault he 
  decided to throw the news van at Captain Thunder!”). Amy lives in an 
  apartment in Midtown with her two cats, Ariel and Pumpkin. In her spare 
  time, she studies judo; her secret vice is reading trashy romance novels.
   JENNIFER LOCKSLEY
  Jen Locksley is the weather girl on WCZA Channel 7 News. A former Miss 
  America contestant, Locksley landed the job with her looks, but she has 
  since seriously begun studying meteorology at Freedom City University. 
  Her proposal to insert snippets of what she’s learning into her reports 
  was shot down by station management, which just wants her to “smile 
  and read the weather.” She’s frustrated by her “blonde bimbo” image, but 
  feels she doesn’t have any better prospects at the moment. She very much 
  wants to prove herself to her colleagues. Jennifer’s meteorological studies 
  might lead her to information about Dr. Stratos or another weather-con-
  trolling villain. Of course, if she can’t get anyone to listen to her, Jennifer 
  might just try to investigate on her own.
   CHARLES MAXFIELD
  The evening news anchor on Channel 5 is Charles 
  Maxfield, a lifelong Freedom City journalist with 
  years of experience. Maxfield is in his forties 
  with graying hair and a distinguished air about 
  him that inspires trust. His ability to remain 
  level headed in a crisis is almost legendary; he 
  remained on the air throughout the Terminus 
  Invasion, for example, reporting on the crisis. 
  Maxfield spent years as a reporter himself, and 
  likes to get out in the field from time to time to perform interviews. He lives 
  in Ashton with his wife, Diane, and their 16-year-old daughter, Jessica. In his 
  off-hours, Charles plays golf and collects model trains; he’s very proud of the 
  scale layout of the Greenbank train yards in his basement.
  MAJOR FREEDOM RADIO STATIONS
  FM Stations
  WBTO 89.4 FM, jazz
  WJLA 92.1 FM, classical
  WLSH 93.9 FM, NPR news and information
  WNTT (“The Entity”) 94.5 FM, alternative
  WKYO (“Whacko Radio”) 96.4 FM, rock
  WYNJ 98.5 FM, easy listening
  WSTR 100.7 FM, rock
  WFAN (“The Fan”) 101.1 FM, top-40
  WHIT (“Hit Radio”)102.4 FM, Hanover college station
  WJSA 103.9 FM, oldies
  WTSC 104.5 FM, Spanish language
  WBAT (“The Bat”) 105.7 FM, hip-hop, and R&B
  WNCC 106.3 FM, classic rock
  WBNB 106.8 FM, country
  WLAW (“The Law”) 107.9 FM, rock
  AM Stations
  WAST 890 AM, classical
  WSAR 1240 AM, news/talk radio
  WNLL 1460 AM, sports
  WXLL 1380 AM , news/talk radio
  WXRB 1550 AM, talk radio, radio drama, big band music
  MAJOR FREEDOM TV STATIONS
  WJAC Channel 2 (Public Broadcasting)
  WNTW Channel 3 (GBN affiliate)
  WBAL Channel 4 (NBN affiliate)
  WXAD Channel 5 (ABN affiliate)
  WCZA Channel 7 (CBN affiliate)
  WNRQ Channel 25 (FNA affiliate)
  
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER TWO: LIFE IN FREEDOM
  STEVEN AND  JOANNE  PARKER
  Thousands start their days with the married hosts of “A.M. Freedom,” a 
  popular morning talk show on Channel 3. The Parkers are a couple known 
  for their witty banter and charm. The show has various guests from movie 
  stars to artists, and usually features various home segments like cooking 
  and decorating. The Parkers are local celebrities, and often make appear-
  ances at different events in and around the city. Despite years of trying, 
  the couple remains childless.
   RICHARD “VOYEUR” ROYER
  Rich Royer was just another freshman at Freedom City University when 
  he discovered he had a unique ability. Rich can project whatever he sees 
  and hears as an electromagnetic signal, showing whatever he perceives 
  directly on television monitors. He first discovered his ability by accident 
  when it began overriding TVs in his dorm. After a few somewhat embar-
  rassing incidents, Rich went down to the hospital for an examination. The 
  doctor there passed him on to the Albright Institute, where scientists con-
  firmed Rich was a super-powered mutant, albeit a low-powered one.
   At first, he just wanted to forget about his ability, but the president 
  of GBN approached him with an offer. He wanted Rich to star in a new 
  television series about his life, living together with other young people 
  from around the country. Rich accepted and the reality TV show “Point 
  of View” (popularly known as “POV”) premiered the following season to 
  become an instant hit. Rich learned to broadcast directly to recording 
  units at the GBN studio, which allowed them to edit the footage for 
  content and language before broadcasting. The show is now starting its 
  third season, and the producers are adding other low-powered supers to 
  the cast.
   Rich still has some difficulties adjusting to his newfound celebrity sta-
  tus. Nearly every moment of his day is recorded for broadcast, and he 
  can’t go anywhere in Freedom City without being recognized. People 
  tend to do strange and funny things in front of him, just like they would 
  in front of somebody holding a camera. His presence also makes some 
  people uncomfortable, since they think he might be “filming” them at any 
  time, which has had a negative impact on his romantic and social life.
  SUPER-VISION
  New Horizon Media’s latest venture is Super-Vision, multimedia devoted 
  to supers of all stripes. It includes a cable channel, website, and glossy 
  monthly magazine. Programming includes documentaries, biographies, 
  news, and the popular reality show POV. Super-Vision Magazine features 
  historical retrospectives, interviews, and profiles of famous supers; articles 
  on super-powers and the science of super-powers; news and gossip, and 
  pretty much anything else its readers want to know about their favorite 
  superhumans. There’s been some controversy over the coverage Super-
  Vision gives to super-criminals as well as costumed heroes; New Horizon is 
  quick to point out they have in no way “glorified” criminals or made their 
  activities out to be acceptable.
  RICH “VOYUER” ROYER 
   POWER LEVEL 0
  Str 10
   Dex 12
   Con 10
   Int 11
   Wis 13
   Cha 12
  Skills: Computers 2 (+2), Knowledge (popular culture) 4 (+4), Notice 4 (+5), 
  Profession (cameraman) 4 (+5), Sense Motive 2 (+3)
  Powers: Radio Communication 3 (audio-visual, Area)
  Combat: Attack +0, Grapple +0, Damage +0, Defense +0, Knockback –0, 
  Initiative +1
  Saving Throws: Toughness +0, Fortitude +2, Reflex +2, Will +3
  Abilities 8 + Skills 4 (16 ranks) + Feats 0 + Powers 6 + Combat 0 + 
  Saves 5 = Total 23
  
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  49
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  THE  MILITARY
  T
  he United States military has a modest presence in Freedom City that 
  has increased since the construction of the space monitoring and con-
  trol site offshore.
   LONELY POINT NAVAL BASE
  Lonely Point Naval Base has undergone a surge of activity since the 
  establishment of Star Island. Originally, the base was a secondary facility 
  for naval vessels and Coast Guard personnel working along the Atlantic 
  Coast. The base had been in decline since the end of World War II, and 
  the government nearly closed it down during a series of military cutbacks. 
  The establishment of Star Island changed that, however, and the govern-
  ment has refurbished and expanded Lonely Point.
   The Lonely Point Naval Base now houses some 700 military personnel 
  and their dependents, along with a civilian staff of 150. The base has 
  facilities for the maintenance and repair of naval vessels. Its staff works 
  closely with Star Island, ferrying VIPs to and from the center and helping 
  maintain security. Personnel at the base also cooperate with the U.S. Coast 
  Guard in shore patrol operations and drug-busting efforts. The relative iso-
  lation of the base from the metro area helps its security. Captain Foster, 
  the base commander, keeps the men and women under his command pre-
  pared for the possibility of an attack by terrorists and super-criminals.
   For the personnel at the Naval Base, use the Soldier archetype on page 
  229 of M&M, changing the Profession skill to Profession (sailor). For the 
  naval vessels at the base, use the vehicle information on page 144 of 
  M&M. There are rarely ships larger than cutters or the occasional destroyer 
  stationed at Lonely 
   STAR ISLAND SPACE CONTROL CENTER
  Located off the coast is the Star Island Space Control Center (SCC), a new 
  government facility designed as a, telemetry, recovery, and launch plat-
  form for space-based missions. The SCC is built on an island extensively 
  altered to the government’s specifications by the Army Corps of Engineers 
  and members of the Freedom League.
   Renamed “Star Island” for its rough resemblance to a five-pointed 
  star, the island houses the main facility along with a conventional mili-
  tary airfield and housing for the SCC’s workforce. The launch facility can 
  handle U.S. space shuttles and spaceplanes as well as conventional rocket 
  launches. The rest of the facility contains labs and administrative offices.
   The SCC collects astronomical data and works with other NASA facili-
  ties in Florida and Texas on space-related projects, from new shuttle and 
  rocket designs to the engineering and execution of a manned mission to 
  Mars. Since the construction of the Lighthouse (see the Freedom League 
  in Chapter 5), the Space Control Center also serves as a center for com-
  munication with the Freedom League’s orbital headquarters.
   Heroes and supporting characters with appropriate skills might work 
  at Star Island, while trouble at the facility certainly draws the attention 
  of heroes. Terrorists may seize control of the facility, either to hold it for 
  ransom or to use it to launch some sort of weapon. Super-criminals might 
  do the same, or use the launch facilities to send death-ray or mind control 
  satellites into orbit.
   Aliens might visit Star Island, either hitching a ride on-board a return-
  ing ship or following one back to Earth. Aliens stranded on Earth might 
  attempt to use the launch facilities to return to outer space, as well. Alien 
  visitors don’t have to be humanoid, either. A space probe can bring back 
  an alien disease, for example, or spores that take over human host bodies 
  so their telepathic hive mind can grow in power.
  NOTABLE FEDERAL AND MILITARY PERSONNEL
  The Freedom City metro area features nearly 2,000 active-duty or reserve 
  military recruits. Some notables include:
   DR. ARTHUR ANDEL, DIRECTOR OF STAR ISLAND
  Dr. Andel is a 15-year veteran of NASA’s other facilities in Florida and 
  Texas, who became director of the SCC on his qualifications and devotion 
  to his work. He intends to prove the facility’s worth to the government and 
  involves himself in all aspects of its operations. Excited about the poten-
  tial offered by the exploration of space, he communicates that enthusiasm 
  to everyone around him. Arthur is in his mid-40s, almost totally bald save 
  for a fringe of dark hair, has a dark brown full beard and moustache, 
  and wears dark-rimmed glasses. He dresses casually in button-down shirts 
  with the sleeves rolled up, and rarely wears a tie, choosing bow ties when 
  he must. He lectures occasionally at the Hanover Institute of Technology. 
  Dr. Andel’s knowledge of astrophysics and astronomy might be useful to 
  heroes looking for information on stellar phenomena.
   CAPTAIN ARNOLD FOSTER, USN
  Captain Foster is commander of the Lonely Point Naval Base. He is a career 
  naval officer with a reputation for doing things by the book. Rather than 
  being overwhelmed by the surge in activity at his post, Foster continues 
  to run things quietly and efficiently. Foster enjoys such an active facility, 
  although he occasionally looks at the stack of work on his desk and thinks 
  wistfully about the days when Lonely Point lived up to its name. The cap-
  tain is in his late-30s with a black crewcut going to gray at the temples. 
  He’s an avid sailor and owns a small pleasure craft that he likes to take 
  out on his time off. He’s also an amateur philatelist (stamp collector). The 
  pride of his collection is first-day issues of all six Centurion stamps made 
  from 1949 to 1993.
   MAJOR ANA CHULPAK, USA, AEGIS LIASON
  Major Chulpak is the U.S. military liaison to AEGIS in Freedom City. 
  She’s an Army officer with a reputation for forceful administration and 
  a stubborn streak. She parlayed her job as a Pentagon aide to her cur-
  rent position, which affords her more autonomy and opportunities to 
  ensure the military’s interests are protected within AEGIS. Although she 
  and AEGIS Director Powers rarely see eye-to-eye, they respect each other. 
  Powers knows he can rely on Maj. Chulpak to give him her honest opinion 
  (whether he wants it or not). Ana Chulpak is a 35-year-old woman of Inuit 
  (Eskimo) extraction with short brown hair and brown eyes, and while on 
  the short side, she easily stares down people much taller than her.
   COLONEL RANDALL AUSTIN, USAF
  Col. Austin is an Air Force pilot and astronaut assigned to Star Island, and 
  also the ranking military officer at the facility. He still flies missions, but 
  finds himself increasingly bound to a desk by administrative duties. Randy 
  Austin has known Ray Gardener (Captain Thunder) for twenty years, and 
  the two are good friends, although they don’t see as much of each other 
  these days. Austin was married for a number of years but he and his wife 
  Elaine divorced some nine years ago. She retains custody of their daugh-
  ter Virginia, who is often in her father’s thoughts. Col. Austin is a fit man 
  in his 40s, his dark hair in a military crewcut.
  
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  CHAPTER TWO: LIFE IN FREEDOM
  A
  lthough Freedonians like the city life, there’s no lack of places to get 
  away from the city for a little while and enjoy the peace of nature, or 
  just have some fun. Outdoor activities are quite popular for people in 
  Freedom, and the city offers several places to indulge in them.
  THE  FREEDOM AQUARIUM
  The Freedom Aquarium is located on its own pier on the city’s waterfront. 
  A walled-in area underneath the pier serves as a habitat. The Aquarium 
  building is three stories tall and constructed around a massive seawater 
  tank rising through the middle to the building’s full height. Part of the 
  Aquarium is “the Ark,” an oceanic research vessel moored alongside the 
  pier and serving as additional space to accommodate and display speci-
  mens. The aquarium houses a wide variety of fish, sharks, dolphins, and 
  sea lions. Siren from the Freedom League has visited the Aquarium and 
  says the sea creatures there are happy and well cared for.
   LAKE MACKENZIE
  Lake MacKenzie is a large freshwater lake in Port Regal, the only major 
  lake in the Freedom area. The lake’s narrow beaches and calm waters are 
  popular for swimming, boating, and water sports during the summer and 
  early fall. Small cottages and houses surround the outskirts, many of them 
  with private piers reaching out from the shore.
   Some people still talk about a strange humanoid “lake monster” that 
  terrorized the area back in the 1940s—along with tales of psycho-killers 
  and giant crocodiles living in the lake—although no one believes any of 
  these urban legends.
   LIBERTY PARK
  In the midst of Freedom City is a broad swath of verdant green, a testa-
  ment to the beauty of life and nature. Liberty Park was a central part of 
  the city plans since the early 1800s—an area where people could come to 
  get in touch with nature and enjoy some time away from the hustle and 
  bustle of city life.
   High stone walls surround the park, pierced by open wrought-iron gates 
  every few blocks. One paved road immediately inside the walls encircles 
  the park and is a major jogging path. Two paved roads cross the park 
  north to south and two more east to west, but only foot traffic (along with 
  bicycles, skateboards, and rollerblades) is permitted on them. The roads 
  are closed to all but emergency vehicles and a few horse-drawn carriages 
  offering rides around the park. Numerous unpaved foot and bicycle trails 
  cross the park.
   Liberty Park has a number of attractions, including the open lawns 
  and athletic fields, the Botanical Gardens, the City Reservoir and its 
  surrounding trails and picnic areas, the small Children’s Zoo, and the 
  Bandshell for outdoor concerts and performances. Liberty Park is infused 
  and surrounded by art and culture. Inside the park are many statues 
  and fountains, while just outside are the Kirby Museum of Fine Arts, St. 
  George’s Cathedral, and even the stately Midnight Society Mansion on 
  52nd Avenue.
   Liberty Park makes an interesting place for characters to spend a quiet 
  afternoon in their secret identities, until some threat or another interrupts. 
  The park has many different features, and there’s always the possibility of 
  a late night mugging or similar crime.
   Liberty Park is attractive to supers with a nature motif. The Green Man, 
  for example, can animate the trees in the park and send a vegetable 
  army marching out into the streets of Freedom. The park offers a lot of 
  open land away from the buildings, where heroes have less of a chance of 
  endangering innocent people, and, if you need to set down a falling pas-
  senger jet, it’s the best spot in the city for it (actually it’s the only real spot 
  in the city for it).
   HEROES’ KNOLL
  As much art as honorarium, a small hill in the park abutting the reservoir 
  has become known as Heroes’ Knoll. Since the 1960s, statues of Freedom 
  City’s deceased heroes have dotted this hill, even if other memorials exist 
  elsewhere. The first statue honored the Bluesman, followed swiftly by stat-
  ues of Sergeant Shrapnel, the Human Tank and Gunner, and others over 
  the years. The most recent addition is Raul Diaz’s statue of the Centurion, 
  mirroring the massive Sentry Statue in Riverside Park.
   OCEAN HEIGHTS AMUSEMENT PARK
  Located in Port Regal, the Ocean Heights Amusement Park overlooks the 
  Centery Narrows where they open out into Great Bay. The park was estab-
  lished in 1958 and has remained a popular tourist attraction in the area. 
  It suffered through a long dry spell through the late ‘80s and ‘90s, but the 
  resurgence of the city has given the amusement park a new lease on life. 
  The past few years have been some of the park’s best and next year looks 
  even better as more and more people are paying visits to Ocean Heights.
   The park is located on a rocky rise, surrounded by a high chain-link 
  fence with a single entrance toward the south. The amusement park 
  features several rides, including a Ferris wheel, roller coaster, log flume, 
  haunted house, hall of mirrors, and a number of other small rides like a 
  tilt-a-whirl, bumper cars, and so forth. Rows of traditional arcade games 
  and an arcade building with modern electronic games are popular with 
  the local kids. The park’s sideshows and live performances have become 
  smaller and fewer over time, and it’s likely they’ll be phased out soon. 
  Stands serve fried dough, hot dogs, hamburgers, and similar food, while 
  candy- and caramel-apples are traditional fare in the late summer and 
  early fall.
   Ocean Heights is open from Memorial Day through Labor Day in the 
  summer and closed down the rest of the year. Management sometimes 
  rents the park for private events, which can keep it operational until 
  November 1 or the first snows. The park management-company has a 
  year-round contract with Stronghold Security to provide security personnel 
  for the park when it is open and to protect it when it’s closed.
   Ocean Heights is a great setting for a super-battle, with rides like the 
  roller coaster and Ferris wheel to imperil, and places like the Hall of 
  Mirrors and the Haunted Mansion for opponents to hide out and prepare 
  an ambush. A villain with an amusement park or funhouse motif (maybe 
  Toy Boy or the Toon Gang) might take over Ocean Heights in the off-sea-
  son and set it up as a deathtrap (complete with deadly versions of the 
  traditional carny games and rides). It is also a good venue if the circus 
  comes to Freedom City, expanding the park and its attractions while con-
  cealing some sort of criminal operation for the heroes to bust up.
   Characters with a background involving a carnival or amusement park 
  might be tied to Ocean Heights in some way. Maybe they know the park 
  manager or one of the people currently working there. The park is a good 
  place for heroes to visit in their off hours for some fun and relaxation, and 
  it makes a great backdrop for a group of younger characters, like the Next-
  Gen (see Chapter 5).
  PARKS & RECREATION
  
  CHAPTER TWO: LIFE IN FREEDOM 
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  LIFE IN FREEDOM
  LIFE IN FREEDOM
  5151
  THE  PROMENADE
  The strip of land along the north bank of the Wading River in Hanover 
  is a park known as the Promenade after its numerous walking and bike 
  trails. It’s a popular place for locals to enjoy the number of gardens and 
  manicured paths in which they stroll, sit, and talk in pleasant weather. 
  The Bandshell hosts numerous concerts throughout the year and its big-
  gest event is the Independence Day celebrations with fireworks out over 
  the river and the bay.
   On nights of the new moon with mist rising off the river, people over 
  the years have seen ghosts here, though reports are unsubstantiated and 
  the mood here is not one usually associated with hauntings (unless the 
  ghosts seek a peaceful place of rest as well).
  THE  HANOVER ZOO
  Not far from the Promenade is the Hanover Zoo, 
  the largest in the state. It displays hundreds of 
  different animals from all over the world. Lions, 
  gorillas, tigers, monkeys, bears, seals, and many 
  other animals can be found at the zoo, each 
  housed in custom-built habitats. Paved walkways 
  wind their way among the habitats, allowing visi-
  tors to see the animals. The zoo also maintains a reptile house, an aviary, and 
  a bat house designed like the interior of a dark cave.
   The zoo is busiest on summer weekends, though it sees busloads of 
  children on field trips throughout the school year and families in the after-
  noons and evenings during the week.
   In addition to the public facilities of the zoo, the staff also maintains 
  breeding programs for endangered species and research programs into 
  animal behavior and biology.
   RIVERSIDE PARK
  Riverside Park is a pleasant area of greenery at the end of the peninsula 
  overlooking Great Bay. Although it’s a relatively small park, it’s the site of 
  one of the city’s most famous landmarks. At the 
  tip of the peninsula near the water stands a giant 
  statue, designed by noted sculptor Raul Diaz and 
  dedicated to the Centurion, the hero who sacri-
  ficed his life to help save the world from Omega.
  THE  SENTRY STATUE
   
  The Sentry Statue stands 100 feet tall, made 
  from golden-tinted marble molded over a metal 
  framework. Diaz designed and built the seven-
  
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  foot-tall model—which now stands on Heroes’ Knoll in Liberty Park—and the 
  Sentry was built with help from Dr. Metropolis and the Freedom League. 
  The figure gazes out over the Centery Narrows toward Great Bay. His hands 
  rest on the pommel of a sword, the point at its feet. Diaz says the statue 
  represents “eternal vigilance” combined with “looking toward the future.”
   The Sentry Statue is clearly visible from the Bay and it’s a major tour-
  ist attraction, especially when lit up at night so it can be seen for miles. 
  Visitors can climb up inside the hollow statue and look out through spe-
  cial one-way windows, providing a 360-degree view from the observation 
  deck in its head.
  THE SENTRY IN ACTION
  Should someone actually animate the Sentry Statue (using Animate 
  Objects or a similar power), its game stats look something like this:
  THE SENTRY STATUE 
   POWER LEVEL 10/MINION RANK 8
  Str 42
   Dex 10
   Con —
   Int —
   Wis 10
   Cha —
  Powers: Growth 16 (colossal, Permanent, Innate), Immunity 30 (Fortitude), 
  Protection 10 (Impervious)
  Combat: Attack +2 (includes –8 due to size), Grapple +42, Damage +16 
  (unarmed), Defense +2 (includes –8 due to size), Knockback –26, Initiative +0
  Saving Throws: Toughness +18, Fortitude —, Reflex +0, Will —
  Note: The statue may have somewhat different traits depending on the nature of 
  the force infusing and animating it. Use those presented as a baseline. It could 
  have versions of the Centurion’s other powers, for example (see page 22), and 
  perhaps even mental ability scores, if given sufficient awareness or mystically 
  “awakened” in some way, such as being possessed by the spirit of the Centurion!
  Abilities –20 + Skills 0 + Feats 0 + Powers 99 + Combat 40 + 
  Saves 0 = 119
   WHARTON STATE FOREST
  The Wharton State Forest lies west of Freedom City and covers hundreds of 
  square miles. The forest includes a number of camping areas and nature 
  preserves, and a Native American historical site. It is also a cause celébre 
  for the environmentalists of the region.
   When the outlying neighborhoods of Ashton and Grenville were built, 
  environmentalists argued about the impact on forest land. Now there is 
  the looming possibility of future expansion cutting even deeper into the 
  remaining forest. Environmental groups lobby to protect the forest and 
  radicals occasionally chain themselves to trees to keep them from being 
  cleared. Thus far, confrontations between protesters and the police have 
  not resulted in any serious injuries.
   The state forest offers hiking trails and room for all manner of outdoor 
  activities. Boating along the Wading River remains popular, along with 
  camping at one of several small campgrounds found in the forest.
  
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   HAPPANUK HILL
  The Happanuk Hill historical monument in Wharton State Forest is dedi-
  cated to the Happanuk tribe of Native Americans that once lived in the 
  area. The site was a Happanuk burial ground centuries ago, but it is now 
  a preserved historical site and tourist attraction, administered by the fed-
  eral government.
   The site draws some tourists and an intertribal pow-wow is held at the 
  site once a year, which tends to be the biggest event in the state forest 
  each year. Authorities have discounted reports of Native American ghosts 
  at the site, although Eldrich and other adepts confirm there are lingering 
  traces of power there.
   There are other sacred sites within the forest, many with far more mystical 
  power than Happanuk Hill. Native shamans have wisely kept this informa-
  tion to themselves, although they have hinted at forces in the forest outsiders 
  should respect. The Green Man accidentally tapped into these powers once; 
  native nature spirits subsumed his mind and used his powers to accelerate the 
  decomposition of deadfall and groundcover in the forest to provide the trees 
  nutrients for the coming harsh winter. Since that incident and his capture by 
  the STAR Squad, the Green Man avoids the Happanuk Hill area.
  RELIGION
  T
  he people of Freedom City have a strong need for faith. It helps carry 
  them through crises and the loss of loved ones, and it gives them the 
  strength to rebuild and go on rather than give up. Faith forms an 
  important part of life in Freedom, and the city embraces a diverse range 
  of faiths, from the most traditional religions to relatively new or fringe 
  beliefs. Of course, having gods walking the streets of the city from time to 
  time only reinforces some people’s faith, one way or another.
  MAJOR RELIGIONS
  Nearly every religion in the world is represented in Freedom City to one 
  degree or another. The city’s population is predominantly Christian and 
  Protestant. There is a substantial Catholic minority, along with adherents 
  to other faiths like Judaism and Islam. Catholicism and Judaism are partic-
  ularly influential in the West End with its diverse immigrant communities. 
  Islam is strongest among the African-American and Arabic segments of 
  the city’s population.
   Freedom City has a small pagan population. There are people embrac-
  ing Wicca and others following African traditions like Santeria and Voodoo. 
  The latter tend to practice behind the scenes, and a number of believers in 
  Santeria and Voodoo attend Christian churches while continuing their own 
  cultural practices in private. Certainly, the presence of the Voodoo goddess 
  Siren in the Freedom League has encouraged their faith, and this is some-
  thing of concern to some of the city’s more conservative religious leaders. 
  Neo-pagans tend to be most common in the Riverside area, while Santeria 
  and Voodoo are found more often in the West End and Southside.
  MAJOR CHURCHES AND TEMPLES
  The Freedom City metro area has hundreds of churches and other places 
  of worship. Some of the most prominent are described here.
   ST. GEORGE’S CATHEDRAL
  The largest and most magnificent church in Freedom is St. George’s 
  Cathedral in Midtown across from Liberty Park. The cathedral is built in 
  the Gothic style like the great cathedrals of Europe. It features tall, thin 
  steeples, a high bell tower, a cruciform shape, and space enough for hun-
  dreds of parishioners. The church is named for the famed dragon-slaying 
  saint, and a huge stained glass depiction of St. George’s greatest deed is 
  a centerpiece of the cathedral. The numerous other stained glass windows 
  depict other saints and religious figures.
   The cathedral is the seat of the Catholic Archdiocese of Freedom 
  City. Archbishop Charles Fairwell heads the Archdiocese. Over the past 
  30 years, the cathedral has been subject to superhuman battles on its 
  premises; for some unknown reason, the Repentant (former Mob enforcer 
  Bobby “Bulletproof” Masoni) has caused a lot of damage to the cathedral, 
  looking for something there every time he breaks out of prison.
   ST. SEBASTIAN’S CHURCH
  St. Sebastian’s is a Greek Orthodox Church in the West End at the heart of 
  Freedom City’s Greek and Eastern European neighborhood. Its distinctive 
  Eastern Orthodox style dominates the neighborhood and the church still 
  draws a regular number of worshippers, although the clergy are concerned 
  that fewer and fewer young people in the area bother to attend. The 
  elders of the neighborhood fear their traditional way of life is fading in 
  comparison to the newer and more modern draw of downtown Freedom.
   ST. STEPHEN’S CHURCH
  Located near the top of Lantern Hill, St. Stephen’s is a landmark as the old-
  est standing church in Freedom City. It was established in 1742 and recently 
  restored to its original glory. The church is a tall, narrow building with 
  high, thin stained glass windows and a tall steeple. St. Stephen’s currently 
  holds Methodist services, but also offers tours of its historic architecture. 
  Attendance has been up since the renovations, and St. Stephen’s claims 
  hundreds of local people as parishioners. The graveyard adjacent to the 
  church, Lantern Hill Cemetary, has tombstones dating back to just after the 
  church’s construction. No new graves have been dug there since 1934, but 
  it’s still church property and the church maintains it as a historical site.
   The current pastor of St. Stephen’s is the Reverend Madeline Dickenson, a 
  woman with many years of experience as a minister and professional coun-
  selor. Rev. Dickenson came to the ministry relatively late in life, after raising 
  three children and losing her husband, Mark, to cancer. She turned to her 
  faith for solace and chose to attend seminary and become a minister. Her 
  previous experience as a social worker and counselor serves her well in her 
  new calling and she has focused on offering spiritual support and guidance 
  to the members of her congregation. She became pastor of St. Stephen’s five 
  years ago and members of her congregation sing her praises to anyone who 
  cares to listen. Madeline Dickenson is in her late-50s with a full figure and 
  curly gray hair. She has a bright and mischievous smile and a twinkle in her 
  eye that gives her a warm and welcoming presence.
   Reverend Dickenson knows the mysterious Lantern Jack has some 
  connection with her church, and she has seen and spoken with him on 
  occasion. Although she’s convinced Jack is a force for good, she still finds 
  his ghostly presence disturbing. She has tried to encourage him to recall 
  his compassion and humanity as well as his duty to justice.
  THE  SOUTHSIDE BOTANICA
  This small storefront in Lincoln is actually the most active Voodoo temple 
  in the city. The store in front sells candles, herbs, trinkets, and charms 
  along with simple household goods. A space in back and the main temple 
  area in the basement serve the needs of members of the Voodoo commu-
  nity when they gather for worship.
  
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   Madame Marie Otando is the mambo, or priestess, and proprietor of 
  the establishment. Her family comes from Haiti but Marie grew up in 
  Lincoln and knows the neighborhood exceedingly well. What most people 
  don’t know is Madame Marie has a small measure of true mystical power. 
  She uses it only to help people in her neighborhood from time to time and 
  to warn them against the work of evil spirits. She has earned Siren’s trust 
  and aided her in the past, and would gladly do so in the future.
   The Botanica has had some legal trouble regarding the practice of sac-
  rificing chickens and other animals during Voodoo rituals. For the time 
  being, the courts have upheld the sacrifices under the context of freedom 
  of religion, but some locals aren’t satisfied with the ruling and there have 
  been threats made against the Botanica and Madame Marie.
   TEMPLE BEN DAVID
  A synagogue in the predominantly Jewish part of the West End, Temple 
  Ben David is the largest in Freedom City. The synagogue has had trouble 
  with youth-gang vandalism, but the community rallied to help repair the 
  damage and keep the area safer with neighborhood watches and the 
  assistance of the FCPD. The synagogue follows Reform Judaism and is led 
  by Rabbi Murray Feingold.
  THE  PINNACLE PATH
  The religious organization called the Pinnacle Path is a newcomer to 
  the spiritual scene. It began in Freedom City, the city that inspired Ross’ 
  vision of a better humanity. Founder Jeremiah Ross gave up his advertis-
  ing career and wrote a book entitled The Pinnacle Path: Achieving Your 
  Highest Potential. The book put forth his ideas for a spiritual discipline 
  allowing people to achieve their highest potential.
   Although considered “New Age claptrap” by many, the book steadily 
  climbed up the best-seller lists and remained there. The book and its mes-
  sage gathered a popular following for Ross, who appeared on the talk 
  show circuit to promote his work and his vision.
   He established the Pinnacle Path Foundation, an official church preach-
  ing the beliefs from his book, with an office headquarters in downtown 
  Freedom City. Since then, the Path steadily draws new converts and main-
  tains good relations with the city government. Followers of the Path are 
  usually well-educated professionals disaffected from mainstream religions. 
  The followers of the Pinnacle Path perform an abundance of charitable 
  work, since helping others is a strong part of their philosophy.
   JEREMIAH ROSS
  Jeremiah Ross is a man with a vision of a world where all people achieve 
  their potential through hard work, introspection, and dedication to a 
  higher ideal. He believes superhumans are a reflection of that potential, 
  embodying the best—and the worst—humanity can achieve. In many ways, 
  supers are the gods and demons 
  of a modern mythology for Ross. 
  These ideas resonate with a lot 
  people, if book sales are any indi-
  cation.
   In addition to being a good 
  writer, Ross is a charismatic and 
  persuasive speaker, and believes 
  strongly in what he’s selling. 
  There’s still a bit of the advertising 
  executive in him, and he knows 
  how to turn a phrase to make it 
  sound appealing to his audience. 
  Still, he doesn’t think he’s deceiv-
  ing people or pushing anything on them. He simply wants to show them 
  the truth as he understands it, giving everyone a chance to reach their full 
  potential.
   Jeremiah Ross is in his late-30s, with jet-black shoulder-length hair and 
  crystal blue eyes described as “intense.” He’s usually clean-shaven and 
  impeccably dressed, though his audience determines if he pulls his hair 
  back into a ponytail or leaves it loose.
  THE  MAYOMBE
  The cult of the Mayombe stretches back as far as the history of Voodoo 
  itself. For as long as people have worshipped the loa, the gods of Voodoo, 
  there have been those drawn only to the corrupt side. Whether motivated 
  by hatred, vengeance, or simple power-lust, they have fallen under the 
  influence of evil spirits and become their agents in the material world.
   The Mayombe’s stronghold has always been the New Orleans area of 
  Louisiana, the center of American Voodoo practices. There the cult thrived 
  in the shadows of the bayous late at night, when other folk were asleep. 
  Mayombe cultists were responsible for many crimes, and did a great deal 
  to give Voodoo its dark and sinister reputation among non-believers. At 
  least a part of the Mayombe’s power came from an intermingling between 
  humans and debased Serpent People in the bayous. Their families often 
  initiated members of the cult from childhood, and some bloodlines were 
  particularly influential within the Mayombe’s ranks.
   In modern years, the Mayombe came under the sway of Lady Mamba, 
  an initiate of the cult. They served as Lady Mamba’s agents and under-
  lings in her schemes to accumulate power and influence for herself. On a 
  larger scale, the Mayombe cult also became the agents of a faction of the 
  Voodoo loa who considered humanity unworthy, and wished to prove it 
  to their fellow gods. The goddess Siren opposed this faction of loa (led by 
  Baron Samedi) and took a human host in order to prove humanity worthy 
  of the protection and guidance of the gods. Siren became the primary 
  adversary of the Mayombe, although she has found allies on occasion, 
  including the Master Mage, Adrian Eldritch.
   Lady Mamba gave birth to two children by two fathers. Her daughter’s 
  father was human, although Dahlia inherited a measure of her mother’s 
  mystical potential. Her son’s father, on the other hand, was a Serpent Man, 
  making him a mutant mix of human and reptilian characteristics. The two 
  siblings were raised in the ranks of the Mayombe as Lady Mamba’s heirs 
  and, later, her primary agents. They have never known life outside of the 
  cult’s ranks, and have no purpose except to serve the Mayombe’s cause, 
  although they sometimes chafe under the watchful eye of their mother. 
  Dahlia, in particular, considers what things would be like if she led the 
  cult.
   In the present day, however, the Mayombe is only a shadow of what it 
  once was. Many of the cult’s members are older, and it hasn’t replaced its 
  losses in recent years. Lady Mamba’s power and influence have diminished, 
  and her children are not permit-
  ted to lead without her guidance. 
  Baron Samedi focuses far more on 
  his criminal empire in Freedom 
  City and has largely abandoned 
  the cult. The Mayombe want to 
  reclaim the favor of the loa and 
  the power they once held and are 
  willing to take great risks in order 
  to do so.
   Use 
  the 
  Cultist 
  archetype 
  from Chapter 11 of Mutants & 
  Masterminds for the rank-and-file 
  members of the Mayombe.
  “Yeah, those Pinnacle types have got a point, all right, but it’s on 
  top of their heads. I can’t believe so many people fall for that sort 
  of scam. If going to church was going to make anyone into a super, 
  trust me, everybody would be going every Sunday.”
  “The Pinnacle Path is about achieving all that we can in this life 
  and beyond. There’s so much potential that goes untapped in the 
  world, so much each of us has to offer. The Path shows us how to 
  reach our potential and is with us, every step of the way.”
  —Two Freedonians interviewed on Person to Person
  
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  RESTAURANTS, BARS & NIGHTCLUBS
  F
  reedom City has a profuse number of places to eat, drink, and have 
  fun. For a city on the move, places to go out and blow off steam or 
  enjoy a pleasant meal are important, and Freedom has attracted 
  plenty of entrepreneurs up to the challenge. The city already has a reputa-
  tion as a place that doesn’t sleep; you can find somewhere to eat or have 
  fun at nearly any hour of the day or night.
   RESTAURANTS
  Freedom is home to hundreds of restaurants serving a wide range of food, 
  from the finest four-star nouvelle cuisine to ethnic restaurants to old-fash-
  ioned home-style cooking and fast food.
   CHAMPION’S
  The American cuisine at this restaurant is 
  good, but the real reasons to visit are the 
  restaurant’s extensive collection of super 
  memorabilia and its connection to the Super 
  Museum. The place is nearly always packed, 
  so they recommend customers put their 
  names on a waiting list and spend some 
  time looking around the museum. Museum 
  patrons receive coupons for discounts and 
  specials at Champion’s. The restaurant has 
  a full children’s menu and plenty of attrac-
  tions and fun for kids as well as adults.
   CHEZ HENRI
  The four-star French restaurant in Midtown is known for the quality of 
  its food but, more importantly, for the elite and snobbish attitude of its 
  staff. It caters to the wealthy and those who want to feel wealthy for an 
  evening.
   LIBERTY PERK
  A coffeehouse located near Liberty Park, where patrons can sip lattes, cap-
  puccino, and espresso at the sidewalk tables while enjoying the view of 
  the park across the street.
   MADDEN’S
  A chain of franchised restaurants, Madden’s serves American-style food in 
  a cozy atmosphere. Madden’s is popular with middle-class families, and 
  they always have a great selection of ice cream and desserts.
  THE  PLAZA
  Located on the second floor of the Plaza Hotel in downtown Freedom, the 
  Plaza restaurant serves high-class cuisine in a refined atmosphere popular 
  with the well to do businessmen.
   SHAUGHNESSEY’S
  A popular chain of local “brew-pub” restaurants with a Irish-American 
  flair, all are decorated in brass and green-stained wood with liberal 
  amounts of stained glass. The menu is broad and eclectic, including 
  dozens of varieties of beer, most produced by local microbreweries. 
  Shaughnessey’s also owns its own microbrewery, which produces its sig-
  nature Shaughnessey’s Stout. The most popular beer remains the city’s 
  signature Freedom Ale, however, brewed by the Stars & Stripes Brewing 
  Company out in Greenbank.
   STAN’S SUPER HEROES
  Stan’s is a local chain of sandwich shops known for reasonable prices and 
  large portions. The various sandwiches are named for different heroes and 
  the stores have a number of autographed pictures of famous supers. With 
  three days’ notice, Stan’s can produce the 12-foot Gigantosaur Sub for 
  parties.
   STARBASE COFFEE
  Starbase Coffee is the survivor of a series 
  of cyber-cafés that sprang up along the 
  east coast. It has become one of the most 
  successful chains of its kind with locations 
  throughout Freedom City, particularly the 
  North End and Hanover. Its sleek science 
  fiction theme is popular with its patrons—
  mostly younger people in the high-tech 
  industry and college students. All of its 
  locations offer free WiFi connections for 
  Internet surfing.
   THE STARLIGHT ROOM
  High atop the Tremont Hotel in downtown Freedom is the Starlight Room, 
  a revolving restaurant offering a spectacular view of the city skyline and 
  serving fine cuisine prepared by its staff of chefs. The Starlight room also 
  features nightly dancing and live music, making it a popular nightspot.
   TIA MARTA’S
  This West End restaurant has been voted among the city’s best for several 
  years running. Tia Marta’s serves a unique blend of Spanish and Italian 
  cuisine and it comes family-style with enormous portions; people always 
  take home leftovers from a meal here.
   TIMOTHY’S BISTRO
  A chef-owned bistro in Midtown, it serves a variety of cuisine based on 
  Chef Timothy Kandro’s eclectic tastes. It’s small, upscale, and popular with 
  local people and tourists alike, so make a reservation for one of its few 
  tables. The bistro offers live Jazz on weekends.
   TOYS
  A Chinese restaurant located in the Theatre District, Toys is popular with 
  the late theatre crowd and club-goers, since it’s open until 3:00 a.m. It 
  serves a variety of Chinese-American foods and has an extensive buffet.
   WADING WAY BREWERY
  A microbrewery and American pub-style restaurant, it is located on Wading 
  Way near Liberty Park. It’s popular with young families and local business-
  men.
  
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   WINTERGREEN
  This upscale cafe on Lantern Hill is the converted bottom floor of an 
  old rowhouse. Far from any competing Starbase Coffee, this cozy setting 
  serves a variety of coffees and teas, pastries, and other delicacies.
   NIGHTCLUBS AND  BARS
  The city has nightspots catering to nearly every kind of taste, although 
  the clubs lean toward the young and hip crowd making up so much of the 
  nighttime scene. A few of the hottest spots are described here:
   ECLIPSE
  This club in Southside caters to the Goth and Industrial crowd. The owners 
  like to claim the club was built in an old church, but the building was actu-
  ally owned by Freedom College and renovated to look like a church. The 
  club’s closeness to the college makes it a popular nightspot for students. 
  Foreshadow recently broke up a criminal gang at Eclipse, and the rumor it 
  was made up of actual vampires has only enhanced the club’s reputation.
   FOURTH WORLD
  A modern entertainment complex in Kingston, featuring three dance 
  floors, an arcade, a billiards room, and a full bar. The four-story building 
  was bought out and heavily renovated by the current owner while retain-
  ing its red brick and steel “industrial” look.
   HOT LICKS
  This Midtown jazz bar features live acts for the connoisseur. It’s in a rebuilt 
  early 1900s house that’s deliberately cozy—some would say “cramped”.
   INFINITY
  A popular downtown nightclub near the waterfront, Infinity is filled with 
  smoked glass, chrome, and pulsating lighting. Dance and disco music are 
  popular, and Infinity has live deejays on the weekends.
   LEGENDS
  Located not far from the Liberty Dome, this club has a supers theme. 
  Servers wear spandex costumes, often with short capes, and a raised 
  transparent dance floor lets dancers try out their “flying” moves. Supers 
  memorabilia is on display in glass cases around the club. Not unexpect-
  edly, Todd Campion, the memorabilia collector who owns Champion’s 
  restaurants, also owns Legends.
   MACHINE
  The city’s foremost gay club is in Hanover. The building is a renovated 
  warehouse with plenty of exposed pipes and brickwork overlaid with a lot 
  of exposed metal. Pounding dance music fills the entire place. The main 
  dance floor spans the building’s first floor while tables and bars occupy 
  the two upper balcony areas that overlook the scene.
   MIDNIGHT HOUR
  This underground alternative (and dry) dance club in Riverside was 
  opened by the owners of the original Midnight Hour in Los Angeles. It’s 
  located not far from the waterfront area and very popular with the high 
  school and college patrons not yet old enough to enter the other clubs 
  legally.
  
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  5757
   MILLENNIUM
  Midtown’s biggest nightclub caters to the young and upwardly mobile. 
  Its emphasis is on futuristic, sleek, and stylish, and deejays mix different 
  styles of music for different nights of the week.
   THE SECRET BAR
  Not so secret, this bar and restaurant’s name comes from its motif—1960s-
  style spy movies and television shows. The West End bar maintains an 
  innocuous front as an “import/export business.” Patrons enter through 
  a “secret passage” from the reception area into the bar. The entire two 
  floors of the Secret Bar are filled with spy memorabilia and the bartenders 
  serve code-named drinks not for the faint of heart.
   CASINOS
  In the Southside area of Freedom City, gambling is legal within a number of 
  hotels and casinos. Money pours into this area with newer and glitzier places 
  going up all the time. The Freedom Mob has a stranglehold on the casino 
  business, and a lot of Mob money gets laundered through the casinos.
   The mayor would love to shut the gambling industry down, but it’s 
  a valuable source of revenue and tourism for the city, to say nothing of 
  the jobs it provides for the population of Southside. If there’s to be any 
  hope of improving the Southside economy, the city has to live with the 
  Boardwalk and its casinos for the time being, at least.
   ATLANTIS
  A hotel and casino built on an aquatic theme, Atlantis features a massive 
  fountain with a statue of King Neptune and his frolicking nymphs out-
  side. It’s heavily decorated in gold leaf, marble, shells, and gauzy fishing 
  nets. The colors of everything are predominantly sea greens and blues. 
  The below ground restaurant (specializing in seafood, of course) features 
  a wide window looking out into the South River, and the glass tabletops 
  rest on tanks of exotically colored fish. As might be expected, the Atlantis 
  casino is none too popular with actual Atlanteans.
   GOLDEN CALF
  This casino revels in some of the gaudiest aspects of the gambling business. 
  Its decor is a combination of Art Deco opulence and late 1800s decadence. 
  A statue of a golden calf sits over the door, and gold is used heavily in 
  interior decorations. The casino was fading somewhat, but has started to 
  bounce back due to its bookings of younger, more popular singers and 
  comedians.
   PARADISE
  This hotel and casino tries to emulate a tropical resort with only mod-
  est success, given the climate in Freedom is only warm for about half of 
  the year. Still, the hotel is luxurious and features enough indoor activities 
  (including an indoor pool) to attract a lot of interest from tourists looking 
  for an inexpensive alternative to actually visiting the tropics.
   THE SOUTHSIDE PALACE
  The biggest and oldest casino on the Boardwalk is the Southside Palace, 
  owned by Al Driogano, the most powerful mobster in Freedom City (see 
  Chapter 3). The casino features all sorts of card and dice games as 
  well as rows upon rows of slot machines. It also features nightly enter-
  tainment, from singing to dancing to stand-up comedy routines. The 
  police and the local FBI office keep a close eye on the Southside Palace, 
  although Big Al is smart enough to keep the public face of the “family 
  business” clean.
  LOCAL MUSIC SCENE
  Freedom City has a lively music scene. Many of the city bars and clubs fea-
  ture live bands and open mike nights. Although there aren’t any major music 
  industry companies in the city (yet), there’s a lot going on in the Freedom 
  music scene.
  BANDS AND MUSICIANS
  While there are undoubtedly more bands out there waiting to be dis-
  covered, these are the notables of the current crop of Freedom City 
  musicians.
   ALBION
  Pitched as a Celtic-rock fusion band combining rock stylings with old 
  Celtic folk melodies, the seven-member band uses instruments like the 
  fiddle and the bagpipes and they’re widely known for their frenetic perfor-
  mances. They perform at clubs and cultural festivals, although they also 
  tour cities in the local area.
  
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   BOY WONDERZ
  The biggest pop phenomenon of the day, this “boy band” is under con-
  tract to the music division of New Horizon Media. The quintet has recently 
  started a national tour, playing sold-out shows at the Freedom Liberty 
  Dome. Despite the name and their costumed motif, none of the boys have 
  paranormal abilities.
   CROSSBONES
  A “voodoo rap” band combining islands music and modern rap, Crossbones 
  goes for a lurid Hollywood Voodoo style, complete with top hats and 
  dark sunglasses, white greasepaint, and lots of skulls and macabre props. 
  They’ve invited Siren to attend their shows before, but the heroine has 
  always politely declined.
   JOY BUNNIES
  This hard-rock trio of Japanese girls swept through Freedom City on a 
  world tour. Unfortunately, Doc Otaku turned out to be a big fan and kid-
  napped the girls to download their brain patterns into androids. The Joy 
  Bunnies were rescued and have returned to touring.
   KINGS IN YELLOW
  This alternative rock band recently signed with a major record label owned 
  by New Horizon Media. Their style of dark, brooding music is popular with 
  the Goth and alternative crowds.
   MADMAN FINALE
  This rock alternative trio can be found playing many of the clubs in 
  Freedom and it is popular among the local college crowds. They’ve got 
  their own website for private sales of their CDs along with some other 
  merchandise.
   THE NEW TOWN ORCHESTRA
  This swing music vocal group plays some of the city’s clubs and dance 
  palaces with their particular brand of swing music and dancing. Oddly 
  enough, they have become popular among even what they call “the 
  stuffed-shirt set of Port Regal.”
   THE SOUL STAMPEDE
  This jazz vocal group has grown popular performing in some of the city’s 
  bars and clubs. They’d be notable for the sweet and mellow voice of their 
  lead singer Patti DuMont alone, but the three singers and four musicians 
  all have incredible skills at improvisation, and one never knows what will 
  happen at a Stampede show.
  SHOWS AND CONCERTS
  In addition to local talent, Freedom City draws a number of national acts. 
  The city is a stop on the tours of major musicians and bands across the 
  country, and the citizens of Freedom regularly crowd into concert halls 
  and stadiums to see them.
   FRESH SOUNDS PROMOTIONS
  The city’s major concert promoter is Fresh Sounds, owned and operated 
  by Frank Mills, the most influential promoter in the Freedom area. Fresh 
  Sounds books the majority of shows in the city and surrounding area, 
  in venues like the Liberty Dome, the major clubs, and the new Shuster 
  Auditorium on the outskirts of Hanover. More than a few people aren’t 
  fond of Mills or his slick attitude, but few can deny he gets the job done.
   The smaller promoters in the area would like to get a bigger piece 
  of the pie, but Mills has them shut out for the time being. Rumors say 
  Mills is in debt to the Mob, or at least has enough connections to ensure 
  nothing goes wrong with his shows and, should a competitor suffer an 
  unfortunate “accident,” well that’s hardly his fault, now is it?
  SCIENCE & TECHNOLOGY
  F
  reedom City is hailed as “the City of Tomorrow” at least in part for 
  its focus on science and the advancement of technology. The city has 
  a number of hi-tech businesses, fine technical schools, and scientific 
  research organizations.
  THE  ALBRIGHT INSTITUTE
  The Albright Institute is a private foundation that gathers information 
  about superhumans for scientific research and study. It was established 
  by Langston Albright (alias Beacon), a member of the Liberty League 
  before his retirement in the 1950s. The Institute’s ostensive purpose is to 
  increase knowledge and understanding of superhumans but it also has 
  several functions of which the general public isn’t aware.
   The first is to have information on superhumans available in case 
  something should go wrong. Albright himself understands the risks of a 
  superhero abusing his powers or falling under the influence of an outside 
  force, so it’s wise if there are precautions in place. He’s careful to ensure 
  the Institute’s data doesn’t fall into the wrong hands, where it could be 
  used against heroes (although that is always a possibility).
   The Institute’s other purpose is to find Albright’s successor as Beacon. 
  His light-based powers stem from a mystical source and they are intended 
  to hold certain forces of darkness at bay. Langston Albright has grown too 
  old to effectively wield the power and uses it now solely to stay alive while 
  he searches for a worthy successor. Thus far, his search has been unsuccess-
  ful, and he’s beginning to feel that his time is growing short. The return of 
  Nacht-Krieger has only increased his concern (see Chapter 6).
   The Albright Institute occupies a small four-story office park in Hanover, 
  where their personnel perform research related to supers and paranormal 
  phenomena in the Freedom City area. The facility is the Institute’s primary 
  data processing, administrative and research site (with smaller research 
  facilities in other cities). The Institute has also benefited from government 
  grants, giving them greater opportunities to study the effects of superhu-
  mans on all aspects of society. Aside from the Freedom Medical Center, 
  the Institute is one of the few places equipped to handle superhuman 
  medical care.
   LANGSTON ALBRIGHT
  Langston Albright’s father was a minister and he grew up with both 
  strong moral values and a belief that there was such a thing as evil in 
  the world. He believed it was the duty of good men and women to do 
  something about that evil. Langston worked on a trawler off the coast of 
  Freedom City in 1945. One night, an unexpected storm hit and the ship 
  could barely stay afloat. A wave swept Langston overboard into the dark, 
  
  CHAPTER TWO: LIFE IN FREEDOM 
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  59
  59
  roiling water. He sank into the darkness, and he could feel things moving 
  around him, circling him. Suddenly, he saw a light rise up out of the dark 
  depths to surround him and fill him. He burst from the water, aglow with 
  this new power, and helped to tow the ship back to port. He adopted the 
  masked identity of Beacon, the master of light, and became a member of 
  the post-war Liberty League.
   From his own studies and work with the Scarab, Beacon learned his 
  power is part of a prophecy of about a “champion of light” who would 
  combat the forces of darkness in the world. A part of that darkness was 
  the Cult of the Serpent People and the unspeakable god they worshipped. 
  Another is Wilhelm Kantor, Nacht-Krieger, and SHADOW. Even after his 
  public career as Beacon ended in the 1950s, Albright continued the fight 
  against the forces of eldritch evil behind the scenes.
   He achieved some measure of wealth and fame writing about his 
  heroic exploits and making public appearances, but his primary focus was 
  his work as a protector of humanity. He founded the Albright Institute 
  to increase understanding about superhumans, gather potentially useful 
  information, and find a suitable successor. Although remarkably fit for a 
  man his age, Albright is no longer able to carry on the fight. He’s also 
  concerned that the forces of evil are gathering and preparing to take 
  advantage of his weakness, so the time must be soon.
   Langston Albright is a dignified African-American man in his 80s. 
  He’s tall and only slightly bent by the weight of his years. His short hair 
  has gone entirely white, but his dark eyes retain their keen intellect and 
  insight. He dresses in dark suits in all but the most casual circumstances. 
  Albright lives in Kingston and spends much of his time at the Institute’s 
  offices in Hanover.
   ASTRO LABS
  The Applied Scientific and Technical Research Organization (ASTRO) was 
  founded by Dr. Allan Grant, who saw the opportunities inherent in Freedom 
  City back in 1942 and decided to seize them. Through friends and contacts 
  in the scientific community and the government, Grant secured the sup-
  port and financing to start his own research company. It originally produced 
  weapons and rocketry for the war effort, and their designs helped keep the 
  Axis in check for much of the war. ASTRO quickly drew attention from the 
  intellectual community of Freedom City along with a number of lucrative 
  contracts from the government and various corporations.
   Now ASTRO Labs is the largest scientific research company in the 
  world. The company occupies its own office park in the North End, quite 
  near the FCU campus and just across the river from the Hanover Institute 
  of Technology. ASTRO Labs has established itself as a resource for the 
  Freedom League, and the team often consults the company when they are 
  in need of specialized equipment or assistance in analyzing a particularly 
  difficult scientific problem.
   DR. CLARENCE MACLEOD
  Dr. Macleod is one of ASTRO Labs’ leading researchers, a brilliant scientist 
  and inventor, although somewhat befuddled when it comes to dealing 
  with the minutia of everyday life. His harried assistants keep track of the 
  doctor’s appointments, the whereabouts of his glasses, his personal digi-
  tal assistant, and other such minutiae.
   Macleod, in his mid-50s, is totally bald but has a full and somewhat 
  unruly beard. He wears horn-rimmed reading glasses (when he can find 
  them) and is nearly always wearing his white lab coat over his wrinkled 
  and creased clothes. Use the Scientist archetype from Chapter 11 of 
  Mutants & Masterminds for Dr. Macleod’s traits.
   DANGER INTERNATIONAL
  A foundation started by 1930s explorer and adventurer Johnny Danger got 
  its start-up capital from diamonds collected from a secret mine in Africa. DI 
  began around the nucleus of Johnny’s old organization, the Jungle Patrol, 
  and has always kept a strong interest in environmental protection issues and 
  preserving peace in Africa. The foundation has worked with the government 
  of Dakana many times in the past, and serves as an NGO (non-governmen-
  tal organization) go-between for Dakana and the U.S. government at times. 
  (For more information on the nation of Dakana, see Chapter 4).
   Although Mr. Danger is long since retired, his five grandchildren run the 
  foundation quite well and keep his spirit in the foundation. DI provides 
  money for humanitarian aid, exploration, research projects, and similar 
  activities. Based in New York City, Danger International has offices in 
  downtown Freedom headed up by Rachel Danger, the youngest of John’s 
  grandchildren.
   IMPERVIUM
  Impervium is a unique “living metal” created by ASTRO Labs. Not only is it incredibly hard and durable, but impervium also has a remarkable ability to 
  “heal” damage over time. It also “remembers” its original shape enough to regrow or replace damaged parts, making it incredibly useful in situations 
  where wear and tear are concerns.
   Impervium is a Toughness 20 material with the ability to recover from any damage, provided the object hasn’t been entirely destroyed. Objects made 
  of impervium essentially have Regeneration 11 (injured and disabled, per hour, +9 bonus).
   The process and materials to produce impervium are very expensive, making the metal far too costly for common use or public consumption. Still, 
  some government facilities make use of impervium armor and the Blackstone prison uses impervium cells and restraints. ASTRO Labs also has a number 
  of impervium-related research projects underway. Security has gotten ever tighter, particularly since the renegade robot Talos attempted to steal the 
  formula.
  LANGSTON ALBIRGHT 
   POWER LEVEL 10
  Str 10
   Dex 13
   Con 16
   Int 13
   Wis 15
   Cha 13
  Skills: Concentration 8 (+10), Knowledge (arcane lore) 6 (+7), Knowledge 
  (current events) 8 (+9), Knowledge (history) 6 (+7), Notice 8 (+10), Sense 
  Motive 8 (+10)
  Feats: Assessment, Attack Focus (ranged) 2, Dodge Focus, Quick Change, 
  Precise Shot
  Powers: Flight 4 (100 MPH), Force Field 8 (Impervious), Light Control 8 
  (Alternate Powers: Blast 8, Create Object 8, Dazzle 5 [visual, Area Burst]) 
  Combat: Attack +6 (melee), +8 (ranged), Grapple +6, Damage +0 (unarmed), 
  +8 (blast), Defense +9 (+4 flat-footed), Knockback –9 (–1 without force 
  field), Initiative +1
  Saving Throws: Toughness +11 (+3 without force field), Fortitude +6, Reflex 
  +4, Will +8
  Abilities 20 + Skills 11 (44 ranks) + Feats 6 + Powers 43 + Combat 28 + 
  Saves 11 = Total 119
  
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  CHAPTER TWO: LIFE IN FREEDOM
  G
  et a large enough group of people together and they naturally gravi-
  tate toward those who share their interests. The people of Freedom City 
  are no different, and many different clubs and social groups can be 
  found in the city, some of particular interest to supers and their associates.
  CLUBS AND ORGANIZATIONS
  Numerous clubs and social organizations cater to the interests of people 
  in Freedom City. They include various ethnic heritage clubs, mostly based 
  in the West End and Midtown. These organizations promote cultural festi-
  vals and education for youth and adults on their heritage. Organizations 
  like the Masons are common in Freedom, with a Masonic Temple in City 
  Center just south of the Financial District. There are also veterans’ organi-
  zations like the Veterans of Foreign Wars (VFW) and the like.
  THE  CAPE AND COWL CLUB
  One exclusive club in Freedom is the upscale and utterly discrete C&C 
  Club, located in a rebuilt Tudor-style mansion on 52nd Avenue across 
  from Liberty Park. Unknown to the general public, the C&C stands for 
  “Cape and Cowl,” and the club caters solely to costumed adventurers, 
  super or not, offering them a place to meet and relax in the presence 
  of their peers. The club’s history and tradition dates back to when it was 
  known as the “Black Mask Club” in the 1930s.
   Club rules require formal dress and prohibit costumes. Members are 
  expected to attend in their “civilian” identities, although they’re not 
  required to reveal their real names, and domino masks are permitted 
  (and even provided, if a member wishes). More than a few club mem-
  bers attend in some sort of disguise that does not involve their usual 
  masks. Concerns about eavesdroppers are alleviated by the club’s hid-
  den security; any attempts at surveillance by any means only pick up 
  scenes from various Marx Brothers films rather than the exposed faces 
  of club guests. No one asks how the security works, but everyone is glad 
  it does.
   The Club is well known throughout the superhuman community, and 
  people come from all over the world to visit it (particularly those able to 
  travel quickly and discretely). However, entry is by invitation only unless 
  someone is a guest of an established member. The club’s owners remain 
  anonymous, although rumors abound, claiming a trio of retired heroes 
  active in the 1940s own the Cape and Cowl, that it’s a secret government 
  operation to monitor supers, a front for super-criminals, or the Albright 
  Institute’s latest means for gathering information.
  THE  LEGION
  “Our name is Legion, for we are many,” says the infamous signature of 
  the group of underground hackers. The Legion is a loose alliance of crimi-
  nal computer hackers that provide services and information to the highest 
  bidder. They do this partly for the money but largely for the challenge 
  and kicks of overcoming the latest and best computer security. The iden-
  tities of the Legion members are a closely guarded secret, and most of 
  the members have never even met face to face. Membership is limited to 
  those hackers smart and ruthless enough to track down the group and 
  force their way into it.
   Government authorities believe the Legion works with the Foundry 
  (see Chapter 6) and other criminal organizations on occasion, providing 
  them with stolen data in exchange for money or more advanced computer 
  technology. There may be ties between the Legion and the HIT campus 
  or USNet, although authorities have yet to uncover any solid evidence 
  or connections. The Freebooter was once a member of the Legion, until 
  clashes of ego caused him to strike out on his own (see Chapter 6).
   For the typical Legion hacker use the Scientist archetype from Mutants 
  & Masterminds, increasing Computers skill to 12 ranks, and changing 
  Knowledge to the technology specialization.
  THE  MIDNIGHT SOCIETY
  The Midnight Society is the most exclusive social club in Freedom City, and 
  quickly on its way to becoming one of the most exclusive in the world. It 
  includes some of the wealthiest and most influential people in the coun-
  try and throws the most exclusive parties. Membership is by invitation 
  only and such invitations are a social coup of the highest order, rarely, if 
  ever, refused.
   The club has a reputation for old money, Old World charm and civility, 
  and a high degree of snobbery. At least part of its popularity is in direct 
  proportion to the exclusivity of the C&C Club. As it happens, supers are 
  not invited to join the Society. It’s not an official rule, but no superhuman 
  has ever been invited to become a member of the club.
  THE  SONS OF FREEDOM
  The Sons of Freedom is an organization devoted to “preserving the cul-
  tural and historical heritage of Freedom City for future generations.” It 
  takes its name from the group of patriots that operated in the city during 
  the Revolutionary War. Its membership is exclusively male, although there 
  is a sister organization (the Daughters of Freedom) that has existed since 
  the 1930s. The club sponsors the local historical society and various cul-
  tural events such as plays, operas, museum displays, art shows, and such. 
  It tends to attract old money and serves as a “good old boys” network for 
  many of the most influential people of Freedom City. It’s not as presti-
  gious as the Midnight Society but also considerably more open about its 
  activities.
  HIGH SOCIETY
  Freedom City is a place of opportunity, where people can make their for-
  tune if they’re willing to take chances. There’s a great deal of money to be 
  made in a wide range of business endeavors from the booming real estate 
  market to the high-tech industry or the media. Freedom City also has its 
  share of “old money” dating back to the first founders of the city.
   The world of the rich and famous often comes into contact with that of 
  supers. Superheroes who are wealthy in their secret identities are a staple 
  of the comics. Players with wealthy characters should work with the GM 
  to determine where they fit on the list of the city’s wealthiest, shifting 
  around some of the existing names, if need be. If the Freedom Leaguers 
  aren’t used in your game, you can drop them from the list, freeing up 
  more room for other entries.
   The wealthy are tempting targets for criminals looking to make money 
  from theft, kidnapping, or extortion. Any of the characters on this list are 
  potential victims of such schemes. One interesting possibility is for Callie 
  Summers (alias the Raven) to become the target of a kidnapping. Her kid-
  nappers get lucky and manage to grab Callie, keeping her unconscious. 
  Her father Duncan contacts the PCs for help in finding her, hopefully 
  without having to compromise her secret identity.
   Wealthy NPCs make excellent patrons for a team of supers. A philan-
  thropist like Fletcher Beaumont II might fund a team for the public good 
  SOCIAL LIFE
  
  CHAPTER TWO: LIFE IN FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  LIFE IN FREEDOM
  LIFE IN FREEDOM
  6161
  (and a little personal redemption), or a wealthy individual might want 
  a team of supers as company representatives, bodyguards, or personal 
  flunkies. Even a philanthropic team might run into problems when their 
  wealthy patron asks them for a favor, or runs into financial trouble and 
  the money starts drying up.
  THE NORTH BAY YACHT CLUB
  One of the more prestigious organizations in the city, the North Bay Yacht 
  Club counts many of Freedom’s wealthiest and most influential people 
  among its members. The club is based at the North Bay Marina and its 
  annual summer regatta is a major social occasion. Parties and informal 
  gatherings at the Yacht Club form part of the “insiders” network of the 
  wealthy and powerful of Freedom.
  PROMINENT WEALTHY PEOPLE
  Most of the people on the Top 20 list are described elsewhere in this book 
  (primarily under the Business section). The rest are described here:
   ANGELA BEAUDRIE
  The matriarch of the Beaudrie family married into her fortune. Mrs. 
  Beaudrie’s late husband, Thomas, was the grandson of the man who built 
  the Beaudrie Opera House, and Mrs. Beaudrie helped see to its restora-
  tion. The real estate she owns in and around the city has greatly increased 
  in value, and Mrs. Beaudrie has used her extra income to help fund a 
  number of charitable organizations, benefiting the arts and efforts to help 
  the poor and homeless in Freedom. Mrs. Beaudrie is 62 years old and has 
  three grown children (ages 35, 33 and 30) as well as four grandchildren. 
  She lives at the Beaudrie estate in Port Regal.
   FLETCHER BEAUMONT
  Patriarch of the Beaumont family and the original Bowman of the 
  1940s and 50s, Fletcher Beaumont is a remarkably vital man in his 80s. 
  Although long since retired from both the publishing and superhero busi-
  nesses, he finds time to advise those who succeeded him in both roles. His 
  son, Fletcher II, is the publisher of the Freedom Ledger, which has been in 
  the Beaumont family since the newspaper was founded. His grandson is 
  the fourth Bowman and a member of the Freedom League. Mr. Beaumont 
  still lives at the family home in North Bay.
   WAYNE CLARK
  The owner of one of the major American book publishers, Mr. Clark has 
  moved the main offices of Clark & Co. Publishers to Freedom and currently 
  lives in North Bay. He is friends with Henry Allard and there are plans for 
  media tie-ins between Allard’s New Horizon Media and Clark & Co. At age 
  54, Clark has been married to his wife, Rose, for 29 years and they have 
  two children, Amanda (age 26) and Christopher (“Kit,” age 22 and a grad 
  student at Harvard University in Boston).
  TOP 20 WEALTHIEST FREEDONIANS
  1. Reserved for PCs or GM-created characters
  2. Henry Allard (media mogul)
  3. Hieronymus King (CEO, Majestic Industries)
  4. Duncan Summers (teacher and investor)
  5. Reserved for PCs or GM-created characters
  6. Arthur W. Stromberg (investor)
  7. Scott Hamilton (CEO, USNet)
  8. Jonathan Grant (CEO, Grant Conglomerate)
  9. Callie Summers (heiress)
  10. Reserved for PCs or GM-created characters
  11. Fletcher Beaumont I (publisher)
  12. Naomi Sinclair (CEO, Nova Communications)
  13. Angela Beaudrie (heiress)
  14. Wayne Clark (publisher)
  15. Reserved for PCs or GM-created characters
  16. Lucius Cabot (attorney)
  17. Jeremiah Ross (director, Pinnacle Path Foundation)
  18. Frank “Buddy” DeCosta (developer/contractor)
  19. Lana Loeb (newspaper publisher)
  20. Reserved for PCs or GM-created characters
  Note: Al Driogano (page 78) could easily be placed on this list between 
  #9 and #10 from the income of his legitimate holdings in the casinos 
  and hotels in Southside. His Mob affiliations and the suspect nature of 
  the bulk of his fortunes keep him off this list. GMs should bear in mind 
  that most of the Mob dons in the city easily have the capital to be 
  considered equal to at least the latter half of this list.
  SPORTS
  F
  reedom City has its own local sports franchises and fans are quite 
  devoted to their local teams. Turnout is usually quite high for sporting 
  events in the city.
  PROFESSIONAL SPORTS TEAMS
  Freedom has four professional sports teams along with a number of ama-
  teur and semi-pro teams. There is a strong likelihood of the area attracting 
  other professional sports franchise in the future.
  THE  FREEDOM BLADES
  The Blades hockey team has made quite an impact on the NHL, scoring 
  wins in four out of their first five games as a professional franchise. Some 
  are skeptical whether or not the team’s winning streak will continue. 
  A large part of their success hinges on the talents of star-player Andre 
  Leroux, who has led the Blades to victory.
  THE FREEDOM CITY COMETS
  The Freedom Comets baseball team could be a potential “dream team,” 
  if Coach Russell Mills can pull the diverse group of players together into 
  a smoothly functioning team. The Comets put in good showings over the 
  past few seasons, but it remains to be seen if they’ll actually make it into 
  the playoffs for the World Series.
   The original baseball team of Freedom City was the Flags, who won 
  their first pennant in 1959. Their greedy owner, Matthew Sandston, 
  moved the team out of the city in 1994 since the city could not meet 
  his demands for a new stadium for the team. Given the ongoing repairs 
  across the city from the Terminus Invasion of the previous year, baseball 
  did not become a priority for Freedom City until a few years ago when 
  Scott Hamilton and Fletchers Beaumont I and II sponsored and purchased 
  this new team for Freedom City. Games against the now out-of-state Flags 
  are always grudge-matches.
  
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  CHAPTER TWO: LIFE IN FREEDOM
  THE  FREEDOM CITY RAYGUNS
  The Freedom City Rayguns basketball team plays regular home games at 
  the Liberty Dome. While they have a number of great players, the star 
  attraction is star player Andy “Lancer” Tyler, a local boy from Southside 
  and a graduate of Freedom College. While the Rayguns’ fans are intensely 
  loyal, the team has languished toward the bottom of the standings for a 
  few years and currently seeks a new coach and new players to turn things 
  around.
  THE  FREEDOM CITY HEROES
  The Heroes football team was the first major sports franchise in the city—
  Freedom City fielded the first Heroes team in the third year of the NFL’s 
  existence—and it remains the most popular sports team today. Heroes 
  games are always packed with screaming fans, and the team has earned 
  three Super Bowl championships over the years. Although they didn’t 
  quite make it to the Super Bowl last season, they promise that this year 
  will be the one. The team’s star quarterback, Darrell Marks, is a popular 
  local celebrity and beloved enough that folks forgive him for being born 
  in Birmingham, Alabama instead of Freedom.
   The Heroes do not have a single owner or consortium of owners. Team 
  stock for the team was sold publicly to Freedonians in 1950 and again in 
  1988, and the city itself collectively owns the team. The largest stockhold-
  ers are Lucius Cabot and the Veterans of Foreign Wars Posts in Bayview 
  and Hanover, but their holdings account for only 6% of the total stock. 
  Proceeds from any team merchandising goes to support public schools 
  and community athletic programs after the team’s operating expenses 
  are deducted. This community feeling toward the Heroes (and the team 
  toward the public) is one of the reasons behind its continuing popularity.
  COLLEGE SPORTS
  Freedom City University and Freedom College both have full collegiate 
  sports programs, including football, basketball, and baseball teams. FCU 
  is well known for its rowing team, which practices on the Wading River. 
  Freedom College’s renowned track team ignores jibes about how FC stu-
  dents have to learn to run fast to attend school in Southside. The two 
  schools also support teams in swimming, gymnastics, wrestling, track & 
  field, and other sports.
   Both schools have their own athletic stadiums and facilities, although 
  FCU’s facilities are newer and more up-to-date. There is a fierce rivalry 
  between the two school’s teams, and one of the major events of the year 
  is the annual Homecoming Game between their two football teams.
  THE  ULTIMATE WRESTLING LEAGUE (UWL)
  The so-called Ultimate Wrestling League started a few years ago as the 
  brainchild of fight-promoter Julius Norman. It stages professional wrestling 
  bouts between opponents with super-powers, in particular superhuman 
  strength and toughness, making the matches spectacular crowd-pleasers. 
  Although the UWL doesn’t have a large number of contract wrestlers, it 
  has signed up about a dozen or so over the years. As with most profes-
  sional wrestling, common wisdom is that Ultimate Wrestling matches are 
  staged, but the UWL still has no lack of fans.
  STADIUMS AND ARENAS
  There are a number of arenas and stadiums throughout the Freedom City 
  metro area.
  THE  LIBERTY DOME
  Situated between the Theatre District and Midtown is the Liberty Dome, 
  the large events complex where the city’s major sports teams play. The 
  80,000-seat stadium also plays host to other sporting events as well as 
  major concerts and shows during the year.
  THE  SCHUSTER AUDITORIUM
  Located in Hanover not far from the West Expressway is the Schuster 
  Auditorium, a frequent site for concerts and various sporting events. It 
  was the largest of its kind in the area, now dwarfed by the newer Liberty 
  Dome.
   STONE STADIUM
  A small arena on the Freedom College campus where various sporting 
  events are held. It’s primarily the home of the Freedom College Patriots 
  football team. The stadium facilities were behind the times but the school 
  recently allocated some funds to refurbish them.
  STREET LIFE
  A
  lthough Freedom City is renowned as a remarkably clean, peaceful, 
  modern city, it still has its dark underside. No city is perfect, and 
  Freedom City is no exception.
  TROUBLE IN THE WEST END
  Moving westward, the shining, new, and ultra-modern buildings of the city 
  give way to the old-world buildings and streets of the West End. With 
  the value of properties in the West End climbing, developers move in to 
  renovate or simply tear down the old buildings to make way for new con-
  struction.
   As a result, many have sold their homes to move outside the city or 
  to other parts of the country. The old character of the neighborhood is 
  eroding under the pressures of growth and development. Still, a great 
  many people in the West End prefer to stay where they are, either because 
  it’s where their families have lived for years, or because they want to see 
  what’s going to happen next in their fair city.
   The West End sees some measure of street crime and a growing number 
  of affluent criminals moving into the area. The neighborhood has suffered 
  from minor gang trouble for decades, although the gangs are slowly being 
  squeezed out along with many local residents. West End gangs dislike 
  outsiders, which is to say anyone who hasn’t lived in the area for most of 
  their lives. They are increasingly coming under the influence of the Mob, 
  which uses gangs as “mules” to carry things like drugs and weapons to 
  sell them in different places in the city.
  DOWN AND OUT IN SOUTHSIDE
  Contracting firms in Southside and a number of businesses are booming. 
  Jobs are more available than ever. Freedom College and the surrounding 
  community are attracting new students, new workers, and new money 
  into the area. The casinos and hotels along the Boardwalk are more profit-
  able than ever. However, along with this increased prosperity comes an 
  increase in drug addiction, muggings, urban violence, and vagrancy.
  
  CHAPTER TWO: LIFE IN FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  LIFE IN FREEDOM
  LIFE IN FREEDOM
  63
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   Teenage runaways make up a large portion of the Southside homeless. 
  A number of teenagers from all over the country run away to Freedom 
  City every year in hopes of finding fame and fortune, meeting (or even 
  becoming) supers, or just making better lives for themselves. The bright 
  promise of the city draws them like moths to a flame. More often than 
  not, they end up hooked on drugs, relying on prostitution, panhandling, 
  or petty theft to get by. They often drift into the college-age community 
  around Freedom College, where they can blend in and sometimes scam 
  money and a place to sleep for the night.
   OUR LADY OF MERCY
  This shelter and soup kitchen in Southside operates not far from the 
  edge of the Boardwalk. The mission was established by the Catholic 
  Archdiocese, which continues to run it with a dedicated staff of nuns 
  and volunteer help. The success of the mission is linked to the fact that 
  the Mob has declared Our Lady of Mercy off-limits. They leave the mis-
  sion alone, and even donate money to it from time to time. Anyone who 
  causes trouble for the nuns or the mission has to answer to the Mob, so 
  most criminals give it a wide berth.
  THE  LINCOLN YOUTH CENTER
  A community center for Lincoln and Southside youth, the Lincoln Youth 
  Center was established some fifteen years ago by charitable donations 
  and has always been run by Wilson Jeffers, a Lincoln native. In addition to 
  handling the administration of the Center, Mr. Jeffers also runs some of its 
  programs. The LYC offers afternoon sports and activities aimed at keeping 
  kids off the streets and out of gangs. It also provides kids a place to go 
  when their parents have to be at work. The Center has been successful in 
  reducing gang and youth violence in Lincoln, along with educating youth 
  on issues like teen pregnancy and sexually transmitted diseases.
   The Youth Center’s personnel and clients are unaware Wilson Jeffers 
  was once the Black Avenger, a member of the Freedom League in the 
  1960s and ‘70s. Although retired as a superhero, Jeffers is still a superb 
  athlete for his age and helps the community the best way he knows how. 
  Jeffers’ chance to “pass it on” also paid off when Lemar Phillips, one of the 
  kids who came to the Youth Center, developed super-powers and became 
  the costumed hero Sonic. Jeffers revealed his past as the Black Avenger 
  to Sonic and now acts as the young hero’s mentor and trainer when Sonic 
  isn’t working with the Next-Gen at the Claremont Academy.
   WEIRD MAGGIE
  Nobody really knows the real story of Weird Maggie. She’s a strange old 
  bag lady who lives in Southside, although she’s been seen as far across the 
  city as Lantern Hill and Hanover on occasion. She can be seen from time 
  to time, trundling her shopping cart full of bags filled with who knows 
  what, wearing a shapeless old coat and a battered hat with crumpled silk 
  flowers. Her wild gray hair looks like it hasn’t been washed in years, and 
  what teeth she still has are yellowed. She tends to mutter to herself most 
  of the time.
   Most of the things Maggie says make people think she’s crazy, but they 
  also make some people wonder. She claims to remember what Lantern Jack 
  was like when he was alive. She mentions knowing George Washington 
  and President Ulysses S. Grant. She recognizes people with magical abili-
  ties on sight, and she sometimes seems to know what’s going to happen 
  before it does. She says she tried to warn people once, but, “nobody ever 
  listens to weird ol’ Maggie,” so she stopped trying. She and Lucius Cabot 
  apparently know—and despise—each other.
   UTILITIES
  U
  tilities are the life-blood of a modern city like Freedom, and the city 
  has the most modern and up-to-date utilities available. Together, 
  these entities provide the “blood” that keeps the vibrant heart of 
  Freedom City beating.
   WATER
  Most of the city’s drinking water comes from the surrounding rivers, as well 
  as reservoirs upriver and the lake reservoir in Liberty Park. City-run treat-
  ment plants process the water for domestic use, and sewage treatment 
  plants treat water before it is released back into the rivers. Ultra-modern 
  facilities ensure both rivers and the bay are some of the cleanest on the 
  East Coast. Criminals looking to try out their latest experimental formula 
  (like the Green Man’s plot to transform all of the people of Freedom into 
  plant-life) have been known to try introducing it through the reservoirs or 
  treatment plants.
   SEWER
  Because part of the land where Freedom City stands was originally fairly 
  swampy, the city has an extensive and modern sewer and drainage sys-
  tem intended to dispose of waste and prevent flooding. Sewage is treated 
  before the remaining water is piped out into the rivers. The city’s sewer 
  system has been heavily renovated over the years. Some of the older tun-
  nels (dating back more than 100 years) still exist. Although they’re no 
  longer connected to the drainage network, they’ve been known to serve 
  as hideouts for criminals and urban legends abound about strange crea-
  tures living down there.
   GAS AND  ELECTRICITY
  The Atlantic Gas and Electric Company provides all of Freedom’s power needs 
  under contract to the city. They have power plants located in Southside as 
  well as upriver, but the new Raymond Nuclear Plant along Route 9 provides 
  the majority of the city’s electrical power. There have been some protests 
  about the establishment of a nuclear plant along the coast, but supporters 
  claim it is the most effective way to provide for Freedom’s energy needs. The 
  Nuclear Regulatory Commission is considering a proposal to launch nuclear 
  waste into space from nearby Star Island. The Freedom League has volun-
  teered to assist with this operation however they can.
   TELECOMMUNICATIONS
  Horizon Telecomm provides all of Freedom’s telecommunications needs, 
  using state-of-the-art fiber optic systems installed throughout the city. 
  Downtown Freedom is the only major metropolitan area in the world that 
  doesn’t use any old copper wiring for its telecommunications, making its 
  phone and data service particularly robust. Horizon also has an extensive 
  cellular network installed throughout the city, connecting it to a network 
  extending up and down the east coast, so many people in the city have 
  cell phones and pagers, most equipped with Internet access.
   Recently, Horizon has been setting up wireless Internet access in areas 
  throughout the city, starting in City Center and the Wading Way business 
  district. The service is paid for by the city and provided for free to its citi-
  zens. Horizon expects service to cover the entire downtown area within a 
  year.
  
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  I
  f by “government” you mean the exercise of authority, then Freedom 
  City has always had an active government. Unfortunately, the gov-
  ernment hasn’t always lived up to the city’s name. There have been 
  times  in the not too distant past when political corruption ran rampant 
  in Freedom City. The administration has been working to change that and 
  it has succeeded, slowly but surely. For the first time in decades, most 
  people in Freedom City respect their elected officials and trust them to 
  do right.
   The city government has had many different relationships with 
  Freedom’s superheroes. At times, the city has supported them in every 
  way. During other administrations, Freedom City has discouraged or even 
  outlawed superheroes. Although the current city government is on friendly 
  terms with Freedom’s super-powered protectors, experienced heroes know 
  that relationship can change almost overnight, and they are cautious 
  about trusting any politician too much. The same can be said for the poli-
  ticians, who walk a narrow line between cooperation and caution.
  CHAPTER 3: LAW AND ORDER
   CITY GOVERNMENT
  T
  he mayor and an elected city council oversee municipal affairs in 
  Freedom City. The city council has eight members chosen from dis-
  tricts throughout the city. The mayor serves as a ninth member and 
  chairperson. City council-members and the mayor all serve four-year terms, 
  and half of the council seats are up for re-election every two years. There is 
  no limit to the number of terms a councilor or mayor may serve.
   Although the mayor handles the day-to-day affairs of the city and acts 
  as city manager, the city council holds the true executive power. Still, the 
  mayor exercises considerable influence as head of the council and always 
  casts any tie-breaking vote. Mayor O’Connor’s popularity is such that he 
  usually has no difficulty getting his initiatives through the council.
   CITY HALL
  Builders constructed Freedom City Hall in a neo-classical style, with broad 
  columns supporting the peaked roof and golden dome. The exterior of the 
  building features beautiful carvings and relief work. Broad marble steps 
  lead up to the entrance. Mayor O’Connor often holds press conferences 
  on the steps of City Hall rather than in the building’s pressroom, since 
  the backdrop makes for an impressive sight. Freedom City Hall is nearly 
  always bustling with activity, even at night. It houses the offices of the 
  mayor, city council, and most city agencies.
  THE MAYOR’S OFFICE
  The Freedom mayor’s office has changed a great deal from previous admin-
  istrations. In the best of times, mayors used to be politicians with lots of 
  connections and experience in city politics. They were often elected on a 
  conservative platform of maintaining the status quo for the major interest 
  groups of the city. That the mayor was fairly ineffective was largely taken 
  as a matter of course.
   The Moore years in Freedom City colored the mayor’s office and those 
  of his appointees with a reputation for graft, vice, and greed. Indeed, 
  despite state and federal probes, the Moore machine seemed untouch-
  able during his tenure. In 1991, despite years of destroying evidence 
  and bribing judges, Deputy Mayor Albert Barker became directly linked 
  to underworld figure Alfredo Oliverti and the drug-related killings of two 
  DEA agents. After that conviction, indictments followed for other close 
  associates of the mayor over the next 13 months. While no hard evi-
  dence ever proved Moore’s complicity with corruption in his city, more 
  than 34 city officials from the Moore administration currently serve 
  prison sentences for racketeering, bribery, tax evasion, corruption, and 
  other charges. Franklin Moore left the city in disgrace after losing the 
  1992 election in a landslide.
   The ineffectiveness and corruption people associated with the mayor’s 
  office changed when Michael O’Connor took the post. He immediately 
  installed a new staff of people wanting to revolutionize and revive 
  Freedom City. “Have Pride in Your Freedom!” is one of Mayor O’Connor’s 
  catch phrases, and he and his people believe in it. A life-long resident, 
  O’Connor asked the public and his people “to help make Freedom City a 
  place to be proud of again,” and they succeeded. Despite misgivings and 
  protests from some long-established bureaucrats and lobbyists, Mayor 
  O’Connor’s changes have met with sweeping public approval.
   MAYOR MICHAEL  O’CONNOR, JR.
  Michael O’Connor, Jr. is an unlikely hero for Freedom City. His father was 
  secretly the Freedom Eagle, a member of the Liberty League in the 1940s 
  and 1950s. After he retired, the elder Mike O’Connor made a fortune as 
  an engineer and inventor. That fortune sent his son to the finest schools 
  to earn an MBA and take over the family business.
   However, being born with advantages didn’t spoil Michael. He appreci-
  ated the opportunities he had in life and understood not everyone was 
  so fortunate, which led him to volunteer work with various charities. He 
  become well known in Freedom City for altruistic causes and interest in 
  local politics, but the Moore City Hall was too set in its ways to allow for 
  the kind of changes Michael wanted to see.
   After years as a successful businessman before and after his father’s 
  retirement, Michael became fed up with corruption of the city government. 
  In late 1991, he decided to run for mayor against the corrupt Franklin 
  Moore. Despite efforts to discredit him politically and even death threats, 
  O’Connor’s integrity proved impeccable. His “No Moore!” campaign won 
  over the people and O’Connor promised to restore to the city the vision it 
  had lost. Although attempts were made on his and his family’s lives, he 
  persevered and won the election by a landslide.
   His zeal hasn’t diminished at all since his first election more than a 
  decade ago. Although he’s proud of everything that’s been accomplished 
  in Freedom City, O’Connor doesn’t rest on his laurels and works tirelessly 
  for never-ending progress in the city. His most recent crusade has been 
  to clean up the West End and Southside and crack down harder on orga-
  nized crime. The mayor’s progressive and liberal policies have earned him 
  the enmity of some conservatives, but he remains very popular with the 
  voters.
  
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   Michael O’Connor cuts a dashing figure. He’s in his mid-40s, six feet 
  tall and in excellent shape. His dark hair is neatly trimmed and his green 
  eyes have a magnetic quality to them. Mayor O’Connor is unmarried and 
  one of the most eligible bachelors in the city. He attends the opera or 
  other events with any of a number of ladies, but he hasn’t had a serious 
  romantic relationship in over a year. Freedom City is Michael O’Connor’s 
  first love and it remains to be seen if any woman can eclipse it in his 
  heart.
  THE  CITY COUNCIL
  Freedom City is divided into eight council districts, each with an elected 
  representative on the city council. The mayor occupies the ninth seat as 
  chairman of the council and issues the tie-breaking vote in situations 
  where the council is deadlocked.
   Unlike the mayor, city council members tend to be longer-standing poli-
  ticians and far more conservative. Most of them have ties to various unions 
  and interest groups throughout the city, some of which dislike change, 
  leading to friction between the dynamic mayor and more “old school” 
  councilors. Overall, the council supports the mayor’s policies, although 
  some of the more conservative voices ensure things move slowly enough 
  that no one gets caught in the wheels of progress.
   Three of the city council members are described here, with the rest left 
  for the Gamemaster to create as desired.
  COUNCILMAN  CONRAD EVERETT
  Councilman Everett has been on the city council for nearly twenty years 
  now and he’s well known as the most conservative voice of the council. 
  Many think Conrad had his eye on the mayor’s office back in Moore’s 
  day, and he still may, but Michael O’Connor’s presence has thrown a 
  kink into his political ambitions. Still, Councilman Everett is a reason-
  able man interested in what’s good for Freedom City. His focus is on the 
  creation of infrastructure and opportunities to continue the growth of 
  the city’s economy. He tends to resist some of the Mayor’s more ambi-
  tious social policies, proclaiming them “nanny governing.” He firmly 
  believes greater economic prosperity will solve many of the city’s prob-
  lems by itself.
  COUNCILWOMAN  JOANNA TOLBERT-HOLMES
  Councilwoman Tolbert-Holmes represents the Bayview and Port Regal 
  areas of the city and is known for her strong stance against crime and 
  support for anti-crime programs. One of her greatest concerns is the slow 
  but steady increase in criminal activity in her district, so she supports 
  any program that strengthens the Freedom City Police Department and 
  empowers them to deal with criminals. She has occasionally criticized the 
  Freedom League for being “lax” in her view when it comes to cleaning up 
  street-crime, although she acknowledges the good the team has done for 
  the city (and the world). She doesn’t comment publicly on the Next-Gen, 
  but privately she is quite happy her district seems to have its own local 
  heroes, even if they are young.
  COUNCILMAN TOM GOLF
  Councilman Golf represents the Hanover district of the city. He’s quite 
  proud of his district and what it brings to Freedom and looks out for 
  Hanover’s interests on the council. He’s also well known for his dry sense 
  of humor and the ability to get people to work together. The amiable 
  older man mediates disputes between fellow council members and serves 
  as a voice of cooperation on the council. He admires Michael O’Connor 
  and all he’s done for the area, and the two men are good friends.
   CITY COMMISSIONS
  City commissions are adjunct councils to the city council. Some are autho-
  rized to issue rulings on behalf of the council. Others are merely advisory 
  bodies that gather information and report their findings to the city 
  council, keeping them up to date on matters of importance to Freedom. 
  Commission appointments are often made for political reasons, although 
  nearly any interested citizen can serve on a commission. The mayor’s office 
  sets up advisory commissions for important issues to satisfy different inter-
  est groups and individuals in the city that want their concerns heard.
  THE  COMMISSION ON ECONOMIC DEVELOPMENT
  Perhaps the most important commission in the city, the CED gathers infor-
  mation and makes recommendations to the city council regarding Freedom 
  City’s economic climate and their opinions on ways to improve it. The CED 
  has a fairly easy job since the Freedom economy is doing well, something 
  some members of the commission consider their achievement. The commis-
  sion holds representatives of the city’s business community and investor 
  Arthur W. Stromberg sits as its chairman. The CED pushes for improvements 
  to infrastructure and tax codes that aid and encourage local business. Mayor 
  O’Connor measures the CED’s desire for economic growth against the needs 
  of the community. Commissioner Everett is a strong supporter of the CED.
   One topic of debate in the CED that has waxed and waned since the 
  1940s has been the effects of the superhuman population on the city at 
  large. Some members wonder if the presence of the Freedom League and 
  other superheroes helps or hinders economic growth in Freedom. Although 
  it’s undeniable that the city wouldn’t even exist in many ways without its 
  superheroes, some committee members suggest they act as a “draw” for 
  super-threats that cause untold amounts of damage, and this discourages 
  some businesses and people from moving into the area.
  THE  COMMISSION ON LAW ENFORCEMENT
  Mayor O’Connor sponsored the formation of the Commission on Law 
  Enforcement to help tackle the issues of cleaning up some of Freedom’s 
  worse neighborhoods and ensuring the city remained a safe place for its 
  citizens. The CLE develops plans in conjunction with the police department 
  for cleaning up organized crime, making the city streets safer, and educat-
  ing people about how to better protect themselves against criminals.
   The police department views the commission as a bunch of well-mean-
  ing paper-pushers who don’t understand that issuing a press release about 
  something and making it happen aren’t the same thing. The police know 
  the commission’s plans aren’t always as easy to implement as they seem 
  on paper. Police Commissioner  Barbara Kane does her best to act as a 
  bridge between the CLE and her department.
  THE  HUMAN RIGHTS COMMISSION
  Also sponsored by the current mayor, the Human Rights Commission inves-
  tigates discrimination, hate crimes, and abuses of civil rights in Freedom 
  City. It then presents impassioned pleas to the city council for action and 
  legislation to curb these problems.
   The Commission is well known for its liberal stance on the issue of human 
  rights, particularly equal rights for gay and lesbian people. However, the 
  commission has no authority of its own. It can only make recommendations 
  to the city council. So far, the commission’s recommendation that the city 
  pass a domestic partnership law has not met with success, although the 
  Commission was successful in getting the city to pass a non-discrimination 
  act that includes race, religion, gender, age, and sexual orientation.
   The Human Rights Commission works with the Commission on Law 
  Enforcement in matters of racial and ethnic conflict in the city, although the 
  
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  two commissions tend to be on opposite sides of the issues. The HRC wants 
  stronger hate crimes legislation and enforcement while the CLE supports 
  law-and-order measures, including things like racial profiling of criminals.
  CITY DEPARTMENTS
  Freedom City employs thousands 
  of people to handle the day-to-
  day business of keeping things 
  running smoothly. The city coun-
  cil and the mayor’s office hire 
  (and fire) the executives who 
  oversee these municipal employ-
  ees. This includes everyone from 
  administrative staff at City Hall 
  to employees of the Department 
  of Public Works and the Freedom 
  City Police Department.
   A number of major depart-
  ments contribute to the overall 
  health and well being of Freedom. 
  Departments such as the Fire and 
  Police Departments, as well as the 
  District Attorney’s office, are cov-
  ered in Chapter Four. A few other major departments are described here.
   MEDICAL EXAMINER’S OFFICE
  The Freedom Medical Examiner’s Office investigates all suspicious deaths 
  in the city, performing autopsies to determine cause of death and gather-
  ing evidence for the authorities to investigate further, if necessary.
   The law mandates autopsies in all cases of murder and most cases of 
  suicide and accidental death, particularly where foul play is suspected. 
  Forensic pathologists often testify to their findings in court. The Medical 
  Examiner’s Office also investigates suspicious deaths to stave off out-
  breaks of disease or other hazards to public health.
   The Medical Examiner’s Office is housed in a building in City Center 
  toward Midtown. The administrative offices are located on the upper sto-
  ries of the six-floor building, while the labs and examining rooms are found 
  on the first floor, with the morgue and other facilities in the building’s two 
  below ground levels.
   The morgue increased on-site security after an incident in which follow-
  ers of Baron Samedi caused a series of deaths using “zombie powder” that 
  caused the victims to rise as walking corpses three days later. Only one 
  city employee was killed in the rampage of zombies before the Freedom 
  League contained them, but the Medical Examiner’s Office still takes no 
  chances. The current policy is to assume all corpses are “potentially haz-
  ardous” until proven otherwise.
    The current Chief Medical Examiner is Dr. Colin Broome, an African-
  American man in his 40s who had experience with unusual pathologies 
  even before he moved to Freedom City. Dr. Broome has graying hair and 
  wears horn-rimmed glasses. He’s divorced and devotes most of his time to 
  his work. He’s had a crush on the heroine Siren since the first time they 
  worked together years ago. He’ll 
  never admit to it, however, since 
  he can’t imagine a literal goddess 
  would be interested in a slightly 
  overweight, aging pathologist.
   PUBLIC WORKS
  The Freedom Department of 
  Public Works (FDPW) has under-
  gone a downsizing in the past 
  few years, letting go a number 
  of freelance workers who helped 
  in rebuilding the city’s infra-
  structure. Most of these workers 
  have found jobs in the city’s 
  burgeoning construction indus-
  try. The FDPW is still one of the 
  largest city departments and 
  the busiest with numerous proj-
  ects constantly requiring their 
  attention. It is responsible for the maintenance of the city streets, roads, 
  infrastructure, and public buildings and also oversees utilities like water 
  and sewer service.
   The FDPW would be about ten times busier than they are if it wasn’t 
  for the regular assistance of Dr. Metropolis in cleaning up and repairing 
  damage done to the city by various super-battles. Still, the Department of 
  Public Works is quite skilled at dealing with the most unusual problems, 
  from fixing roads torn up by a Sub-Terran invasion to replacing streetlights 
  blown out by a creature of living electricity.
   WASTE MANAGEMENT
  The Department of Waste Management is responsible for trash removal 
  in the city, maintenance of the city’s waste treatment facilities, and the 
  administration of the municipal landfills. They have a reputation for help-
  ing keep Freedom clean and pleasant and take their work seriously. Waste 
  Management Director Charlie Pasmore has held his job for over ten years 
  with a spotless record. Pasmore is married and has three kids, one son in 
  college and a son and daughter in high school.
   The city Waste Treatment Plant is located in Bayview, where it processes 
  sewage with bacteria, enzymes, and chemicals before releasing the treated 
  and filtered water back into the South River to flow out to sea. The depart-
  ment also manages the Freedom Municipal Landfill, located in Lincoln. 
  The hundreds of acres are used to dispose of solid waste, and occasionally 
  something someone wants to ensure is never found. Foreshadow has pre-
  vented at least one Mob killing from taking place at the landfill.
   “Working for the FDPW in Freedom is weird. It ain’t because of hav-
  ing to clean up after the supers when they have a fight in Midtown or 
  something like that, although that happens sometimes. It’s weird ‘cuz 
  of the way things just seem to fix themselves sometimes. We don’t 
  talk much about it, but it happens. Like there was this one time when 
  I saw this big pothole, down on Siegel Street on my way in to work. 
  Looked like something landed there pretty hard, probably someone 
  Captain Thunder punched or something. I put in a work order, but 
  by the time I got out there with a crew, it was gone. We looked all 
  around and there was no sign it had ever even been there. Maybe Doc 
  Metro came along and fixed it, but nobody saw him. I swear, it’s like 
  the city fixes itself sometimes.”
  — Paul Bannerman, age 28, DPW worker
   COUNTY,  STATE &  FEDERAL GOVERNMENT
  N
  umerous country and state offices and agencies are found in City 
  Center, but some are scattered throughout the city. These agencies 
  range from the Department of Motor Vehicles to agencies dealing 
  with the environment, parklands, health, and law enforcement.
   Schuster County encompasses all of greater Freedom City. County ser-
  vices include the Department of Parks and Recreation, County Clerk’s 
  office, Social Services, Planning and Zoning Board, and the Schuster 
  County Sheriff’s Department.
   In addition to the County and State offices in Freedom CIty, various 
  federal agencies maintain offices here as well. Most of them are clustered 
  downtown at Federal Plaza. These agencies include the Federal Bureau 
  of Investigation, the National Security Council, Immigrations & Custom 
  Enforcement, the Internal Revenue Service, the National Forestry Service, 
  and many others. A further federal presence canbe found in the form 
  of Lonely Point Naval Base and the Star Island Space Control Center, 
  detailed in the last chapter, and the AEGIS offices (see page 72). 
  
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   FEDERAL PLAZA
  The Federal Plaza Building is one of 
  the tallest structures in City Center, 
  clad in red granite with brass fix-
  tures and copper-tinted windows. 
  The broad base of the building fea-
  tures a paved plaza complete with 
  water fountains and tall windows 
  looking into the spacious lobby. 
  The design of the plaza is not 
  just ornamental, it also creates an 
  effective barrier to prevent anyone 
  from crashing a vehicle into the 
  base of the building. The lobby has 
  a government bookstore selling 
  various federal publications. The 
  building holds the offices of federal 
  agencies in the city, including the 
  FBI, IRS, Veterans’ Administration, 
  and so forth.
   The 23rd floor of Federal Plaza 
  houses the public offices of 
  AEGIS but the agency’s real work 
  gets done in the sub-basement 
  levels underground, where AEGIS 
  maintains a secret facility to 
  coordinate operations. It is off all 
  building plans, heavily shielded, 
  and equipped with the latest in 
  high-tech equipment including 
  an extensive computer database 
  for tracking superhuman activity 
  around the world.
  LAW ENFORCEMENT
  S
  everal law enforcement agencies operate in Freedom City. In addition 
  to AEGIS, the FBI, and various state agencies, there is, first and fore-
  most, the Freedom City Police Department.
   FREEDOM CITY POLICE DEPARTMENT (FCPD)
  The Freedom City Police Department is a shining example thanks to the 
  work of people like Mayor O’Connor and Police Commissioner Barbara 
  Kane. One of the first goals of the O’Connor administration was cleaning 
  up corruption within the FCPD. Mayor O’Connor sought an honest cop in 
  a police department rife with graft under the leadership of the thoroughly 
  corrupt Commissioner Roy Alquist, long-time crony of Franklin Moore.
   The Terminus Invasion interrupted the search but showed the mayor 
  part of his city’s future when Captain Barbara Kane held together a 
  squad of terrified but dutiful cops and a few rookie superheroes to defend 
  Bayview against a group of Omegadrones. She was the kind of cop the 
  mayor wanted and later appointed to the Commissioner’s post over other 
  senior police officials. Many of them objected but soon resigned rather 
  than face Internal Affairs investigations of their past activities. Although 
  there are still some hard feelings among the officers of the department 
  over the “inquisition,” most agree the new FCPD is better organized and 
  run than ever.
   The city government spares no expense for Kane or her department, 
  but they also expect a return on their investment. Commissioner Kane reg-
  ularly assures the mayor and city council that crime rates in the Freedom 
  City area will decrease, as has been the case over the past eight years. 
  Officers work on improving the safety of outlying neighborhoods and 
  crack down on smuggling and organized crime. If the department’s suc-
  cess rate continues, Commissioner Kane is sure to keep her job directing 
  the city’s police force. She has certainly earned the respect of the public 
  and the men and women under her command.
   POLICE COMMISSIONER BARBARA KANE
  Commissioner Kane comes from a long line of good cops; her father, 
  uncle, and grandfather were all police officers. She’s been a cop her entire 
  professional life, so she knows what it’s like on the streets and working 
  cases. She also knows from personal experience what the FCPD was like 
  during the Moore administration: a department with a lot of hard-work-
  ing and honest people undermined by budget cuts, politicians, and dirty 
  cops on the streets and in the halls of power. One of the things that got 
  Barbara her job was her dedication to making sure that fate never befalls 
  her department or her city again. She made it clear to Mayor O’Connor 
  from the start that she doesn’t like politicians, but she works with the city 
  government to get the job done.
   Kane has thrown herself into her work and earned the respect of the 
  officers under her command. She’s also dedicated to breaking organized 
  crime in Freedom City, earning her the enmity of the Mob, which would 
  like to see some terrible accident befall Commissioner Kane. She has the 
  unwavering support of her husband, Fred, a tax attorney and junior part-
  ner at Hartford, Grayson, & Cole. They have two children, Theresa, age 
  21, a junior at Freedom City University, and Aaron, age 18. The family 
  lives in Bayview. Commissioner Kane spends what little time off she has 
  tending her garden in the spring and summer and cooking in the fall 
  and winter.
   Barbara Kane is in her early 50s, 5’5” and somewhat heavyset, her 
  short, dark brown hair going gray in front but her blue eyes still with a 
  hint of steel in them. She dresses conservatively and wears little jewelry 
  beyond her wedding ring and a locket that belonged to her mother. She 
  has a commanding presence that more than makes up for any lack of 
  height and has swiftly earned the respect and cooperation of many of the 
  city’s superheroes. Use the Police Chief archetype from Chapter 11 of 
  Mutants & Masterminds for Commissioner Kane’s stats.
  THE  STAR SQUAD 
  (SUPERHUMAN TACTICS AND REGULATION)
  One of the first programs started by Commissioner Kane is the STAR, or 
  Superhuman Tactics and Regulation, Squad. These officers are specially 
  trained and equipped to deal with super-criminals. High-tech companies 
  like ASTRO Labs often give the squad experimental prototypes for field-
  testing. STAR officers are trained in tactics for dealing with supers and 
  regularly tested on their knowledge of them.
   The FCPD STAR Squad works in cooperation with superheroes like the 
  Freedom League to handle superhuman threats in the city. Officially, City 
  Hall and the Commissioner expect STAR to yield to the League, since the 
  heroes have powers of their own and a greater expertise in dealing with 
  super-menaces. In practice, however, there is a professional rivalry between 
  STAR and the city’s superheroes.
  “I used to think working for the IRS was a pretty quiet job, until I 
  ended up working at the new Federal Plaza. I walked into the lobby 
  one morning and saw Captain Thunder, Raven, and Dr. Metropolis 
  standing there as plain as day, talking to some people from the FBI 
  office. The security guard told me there was some sort of terrorist 
  bomb threat and led me out of the building. I just waited outside the 
  police cordon and watched to see what would happen. There wasn’t 
  really anything to see from the outside, but by lunchtime they said it 
  was safe to come back in. I guess the League handled it. “
  — Dale Corwell, age 40, accountant
  
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  69
   STAR takes great pride in its ability to handle super-criminals on its 
  own. Likewise, STAR jealously guards its bailiwick against intrusions from 
  AEGIS, even though the federal agency and the police department often 
  work on similar cases. The general view is the feds are glory-hogs who 
  arrive after STAR officers have already done all the hard work. For their 
  part, AEGIS agents think of STAR officers as “small time” and “not aware 
  of the big picture.”
   CAPT. BILL “BULLDOG” MADDICKS, STAR SQUAD COMMANDER
  Freedom STAR Squad commander “Bulldog” Maddicks is a man with a 
  reputation for knowing his business. Maddicks came to police work from 
  the U.S. Marines with a desire to do some good and a lot of talent in the 
  areas of combat and tactics. He quickly worked his way up to the SWAT 
  division in New York City, eventually commanding his own SWAT team 
  there. It was his record that earned him the job of STAR commander in 
  Freedom. Maddicks applied as soon as he heard about the opportunity. 
  He’s worked since to make his STAR unit the best anywhere.
   Maddicks gets along well enough with Commissioner Kane, once 
  she made it clear she wasn’t going to tolerate any insubordination. He 
  respects the commissioner’s strength of will and character. Unfortunately, 
  Capt. Maddicks doesn’t get along nearly so well with anyone else. His men 
  respect him, and he has the commissioner’s confidence, but Maddicks has 
  gotten into public disputes with Director Powers and AEGIS field agents, 
  Captain Thunder and members of the Freedom League, and local and 
  state authorities over matters of jurisdiction and how to handle certain 
  situations involving super-criminals. Bulldog earned his nickname for his 
  tenacity; he wants STAR to be number one and will not settle for anything 
  less.
   Bulldog Maddicks is an imposing man, 6’3” with broad shoulders and a 
  heavily muscled frame he keeps in top shape. He’s 38 years old with black 
  hair kept military short, ice blue eyes, and a square jaw. He maintains a 
  fondness for military-style fatigues in his off-hours. Use the SWAT Officer 
  archetype from Chapter 11 of Mutants & Masterminds for Maddicks’ 
  traits.
  STATE LAW ENFORCEMENT AGENCIES
  The State Police Department patrols state and federal highways in the 
  Freedom City area, and deals with crimes that extend beyond the city 
  limits or in cases where criminals flee the city limits. The state police main-
  tain offices in Kingston, Hanover, and Bayview.
  FEDERAL LAW ENFORCEMENT AGENCIES
  In addition to AEGIS, other federal law-enforcement agencies operate 
  in Freedom. They enforce federal law and offer assistance to local law-
  enforcement as needed.
   COAST GUARD
  The U.S. Coast Guard patrols the shoreline and Great Bay, assisting vessels 
  in distress and dealing with smugglers and vessels crossing illegally into 
  American waters. Freedom City’s Coast Guard contingent works closely 
  with the DEA and the U.S. Naval base at Lonely Point. They also have a 
  good working relationship with Siren and call upon her when they need 
  superhuman assistance.
   DRUG ENFORCEMENT AGENCY
  The DEA investigates drug-related crimes, including the manufacture, dis-
  tribution, and sale of narcotics. Their prime concern in Freedom City is the 
  drug trade controlled by the Mob, and drug smuggling operations along 
  
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  the waterfront areas of the city and offshore. The appearance of various 
  new “designer drugs” like max and zoom is also a growing concern. The 
  DEA fights offshore drug smuggling with the assistance of the Coast 
  Guard and occasionally the naval forces at Lonely Point. They fight drug 
  distribution in the city using undercover operations. The DEA maintains 
  offices in the Federal Building in City Center.
   FEDERAL BUREAU OF INVESTIGATION
  The FBI also maintains offices in the Federal Building downtown and 
  investigates all federal crimes, which include bank robberies and terror-
  ism, while assisting local authorities in dealing with organized crime. They 
  coordinate with AEGIS when a potential threat involves superpowers. The 
  director of the Freedom FBI office is Harlan Schultz, an experienced agent 
  and administrator.
   AEGIS
  (AMERICAN ELITE GOVERNMENT INTERVENTION SERVICE)
  The United States government established the American Elite Government 
  Intervention Service, or AEGIS, in 1962. The agency oversees federal law-
  enforcement involving super-humans and threats to national security like 
  SHADOW, the agency’s archenemy. AEGIS has been active in Freedom City 
  since its inception, as a great many super-powered threats have appeared 
  in the city over the years.
   Since AEGIS is a federal agency, the Moore Act restricting costumed 
  vigilantism in Freedom City did not overly affect it, although AEGIS did 
  sometimes find itself in the unenviable position of having to enforce the 
  law against superheroes who chose to break it. On the other hand, super-
  humans working for AEGIS at the time were not subject to the Moore 
  Act, since they were sanctioned federal agents and not “vigilantes.” This 
  created some friction between AEGIS and any “rogue” supers at the time, 
  although the agency has since tried to heal such rifts.
   The official AEGIS headquarters in Freedom City is a suite of offices on 
  the 23rd floor of the Federal Building downtown. In truth, the agency’s 
  main Freedom City headquarters is a hidden complex beneath the Federal 
  Building’s foundations, where the real work gets done.
   AEGIS FIELD AGENT
  AEGIS agents are recruited from the military, civilian police forces, and 
  federal agencies like the FBI. They’re selected for intelligence, drive, and 
  dedication, and trained in law, police procedures, and combat, although 
  their training emphasizes not going up against super-powered opponents 
  unless necessary.
  AEGIS FIELD AGENT 
   POWER LEVEL 4
  Str 10
   Dex 12
   Con 13
   Int 15
   Wis 14
   Cha 10
  Skills: Computers 2 (+4), Diplomacy 3 (+3), Drive 4 (+5), Gather Information 
  4 (+4), Intimidate 4 (+4), Investigate 6 (+8), Knowledge (behavior sciences) 
  3 (+5), Knowledge (civics) 2 (+4), Knowledge (current events) 2 (+4), 
  Knowledge (streetwise) 2 (+4), Notice 4 (+6), Profession (agent) 3 (+5), 
  Search 5 (+7)
  Feats: Defensive Roll, Equipment 3
  Equipment: blaster pistol (+5 damage), armored uniform (+2 Toughness), 
  handcuffs, commlink
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), +5 (pistol), Defense 
  +4, Knockback –2, Initiative +1
  Saving Throws: Toughness +4 (+3 flat-footed), Fortitude +4, Reflex +1, Will +6
  Abilities 14 + Skills 11 (44 ranks) Feats 4 + Combat 14 + Saves 7 = 50
   MAX ARMOR
  AEGIS has recently upgraded its MAX (Man-Amplifying Exoskeleton) 
  power armor units with the addition of new Super-MAX (Super Man-
  Amplifying Exoskeleton) units. MAX armor helps even the odds against 
  super-powered opponents, in some cases allowing agents to go toe-to-toe 
  with them. AEGIS deploys the MAX and Super-MAX units sparingly, saving 
  them from situations where they’re really needed. The Freedom City divi-
  sion has about a dozen MAX units and half that many Super-MAX suits, 
  although rarely more than half of them are in service at once.
  
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  MAX ARMOR 
  Powers: Device 11 (hard to lose) [Communication 4 (radio), Energy Blast 
  7 (Alternate Power: Dazzle 7 (visual), Snare 7), Enhanced Strength 10, 
  Immunity 9 (life-support), Protection 7 (Impervious), Super-Senses 1 
  (low-light vision)],
  Cost: 44 power points
   SUPER-MAX ARMOR 
  Powers: Device 14 (hard to lose) [Communication 4 (radio), Energy Blast 
  9 (Alternate Power: Dazzle 9 (visual), Snare 9), Enhanced Strength 10, 
  Immunity 9 (life-support), Protection 9 (Impervious), Super-Senses 1 
  (low-light vision), Super-Strength 4],
  Cost: 56 power points
  OTHER AEGIS DEVICES
  AEGIS uses other devices in dealing with super-powered threats. The most 
  common are described here:
   NULLIFYING MANACLES 
   DEVICE
  Powers: Device 8 (hard to lose, Nullify 10 [all powers], Continuous, 
  Touch Range)
  Cost: 32 power points
  These heavy metallic manacles fit on a subject’s forearms, connected by 
  a heavy cable (Toughness 12). When locked on, the manacles create a 
  power-nullifying field around the wearer.  32 points.
   SCANNER 
   DEVICE
  Powers: Device 1 (easy to lose, Super-Senses 5 [Detect Energy, 
  Acute, Ranged, Radius, Extended])
  Cost: 3 power points
  A hand-held device able to pick up various energy readings, often useful 
  for tracking energy-wielding supers.
   C. HORATIO “HARRY” POWERS, AEGIS DIRECTOR
  Harry Powers joined AEGIS after earning his degree in Criminal Justice 
  from Georgetown University. He proved an excellent agent in the field and 
  distinguished himself with his keen intellect and his ability to take charge 
  of any situation, as well as a knack for “sniffing out” unusual things in the 
  most difficult circumstances.
   Powers tracked down the telepathic serial killer Gemini and rescued 
  three of his would-be victims, killing Gemini in a shoot-out. He cracked 
  many other cases, and earned a promotion to Assistant Director with the 
  agency. In 1990, he became Director of AEGIS.
   Director Powers is actually a mutant with the ability to detect the 
  presence of other supers. Even he isn’t entirely certain where his amaz-
  ing “hunches” come from, but Powers suspects he may be a superhuman 
  (ironically, his power, and others like it, don’t work on him). His “knack” 
  has saved his life on a number of occasions.
   Director Powers wants to make AEGIS a success, partly to further his 
  own career, but mostly because he believes the agency is needed. He has 
  a good working relationship with the Freedom League, although Captain 
  Thunder has occasionally been forced to remind Powers that the League 
  doesn’t play by the same rules, regulations, and restrictions as a govern-
  ment agency.
  THE  PATRIOT
  Jack Simmons gained superhuman abilities by ingesting a unique serum, 
  activating a latent genetic potential within him. He adopted the name 
  and the red, white, and blue garb of the Patriot, becoming a member 
  of the Liberty League during World War II. After the war, the Patriot 
  continued to work for the United States government as a special agent 
  and troubleshooter long after the dissolution of the League. He hung up 
  the Patriot’s uniform and became the first director of AEGIS after being 
  instrumental in its organization and planning.
   Although his powers lengthened his life and gave him greater than 
  normal vitality, the years still caught up with Simmons eventually and 
  he chose to retire, passing the directorship of AEGIS to Harry Powers, his 
  most trusted agent.
   A few years ago, Jack learned he suffered from inoperable cancer, 
  possibly from fighting nuclear-powered villains over the years or even as 
  a side effect of the Patriot Serum. Secluded in a government hospital as 
  his condition deteriorated, Jack received a last-chance offer from some 
  friends of his. They could help him, and he could help America. He 
  agreed, and not long thereafter, Jack Simmons quietly passed away.
   What the world doesn’t know is the U.S. government used engram-
  recording technology (pioneered by Dr. Atom) to “download” Jack 
  Simmons’ mind into an advanced android resembling Jack in his younger 
  days. His new android body gives the Patriot abilities greater than ever 
  before, and he continues to work as a “secret weapon” in America’s 
  arsenal against terrorists, super-criminals, and other threats.
   The Patriot answers to Director Powers and higher-ups in the U.S. 
  government, but his role is “unofficial” and kept out of any but the most 
  classified records. Powers is currently considering a proposal to have the 
  “new” Patriot join the Freedom League in order to keep an eye on the 
  reformed League’s activities.
  THE PATRIOT 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +7
  +10
  +1
  +2
  +2
  30
  24
  30
  13
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +10
  +10
  +8
  Skills: Acrobatics 8 (+15), Bluff 8 (+10), Climb 4 (+14), Disable Device 4 (+5), 
  Drive 4 (+11), Gather Information 6 (+8), Intimidate 6 (+8), Investigate 4 
  (+5), Knowledge (civics) 4 (+5), Knowledge (history) 4 (+5), Knowledge 
  (streetwise) 6 (+7), Knowledge (tactics) 6 (+7), Notice 8 (+9), Pilot 8 (+15), 
  Search 6 (+7), Sense Motive 6 (+8), Stealth 8 (+15)
  Feats: Accurate Attack, Ambidexterity, Connected, Defensive Attack, Eidetic 
  Memory, Inspire, Leadership, Move-by Action, Power Attack, Set-Up, 
  Takedown Attack
  Powers: Immunity 30 (Fortitude), Impervious Toughness 5, Mind Shield 
  5, Sensory Shield 5 (all senses)
  Combat: Attack +10, Grapple +20, Damage +10 (unarmed), Defense +10, 
  Knockback –7, Initiative +7
  Abilities 66 + Skills 25 (100 ranks) + Feats 11 + Powers 50 + Combat 40 
  + Saves 9 = Total 201
  
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   Powers lives with his wife Linda just outside of Washington D.C. He 
  travels regularly between Washington and Freedom City as part of his job. 
  His daughter Alice is a student at Freedom City University, and Powers 
  has undercover AEGIS personnel keeping an eye on her at all times.
   Powers is a tall African-American man in his early 50s with dark eyes 
  and a surprisingly broad smile. His hair has gone mostly gray, and he has 
  a neatly trimmed beard and mustache. He keeps fit and is an avid jogger 
  and weightlifter. He wears a dark, conservative suit when he’s working, 
  and dark sunglasses outdoors. He still carries a sidearm in a shoulder hol-
  ster under his jacket. When leading agents in the field, he wears an AEGIS 
  standard uniform.
  INTERNATIONAL LAW ENFORCEMENT AGENCIES
  The Freedom City Police Department and the FBI maintain ties with inter-
  national agencies like Interpol, allowing them to exchange information 
  with police departments around the world and to access a vast database 
  of crime files. They also work in cooperation with UNISON, the United 
  Nations International Superhuman Oversight Network, to exchange infor-
  mation and track the activities of super-powered criminals. This keeps all 
  law enforcement organizations up-to-date on the status and whereabouts 
  of some of the greatest threats to the world’s safety and wellbeing. This 
  information is made available to heroes with the appropriate government 
  contacts or clearance, such as the Freedom League.
  DIRECTOR POWERS 
   POWER LEVEL 7
  Str 14
   Dex 13
   Con 13
   Int 16
   Wis 15
   Cha 18
  Skills: Acrobatics 4 (+5), Bluff 8 (+12), Climb 4 (+6), Computers 4 (+7), 
  Diplomacy 8 (+12), Disable Device 8 (+11), Drive 8 (+9), Escape Artist 4 
  (+5), Gather Information 10 (+14), Intimidate 8 (+12), Investigate 8 (+11), 
  Knowledge (behavioral sciences) 4 (+7), Knowledge (civics) 6 (+9), Knowledge 
  (current events) 8 (+11), Knowledge (streetwise) 8 (+11), Language 2 (French, 
  Russian), Notice 8 (+10), Search 8 (+11), Sense Motive 10 (+12), Sleight of 
  Hand 8 (+9), Stealth 8 (+9), Survival 8 (+10), Swim 4 (+5)
  Feats: Assessment, Connected, Contacts, Defensive Roll 2, Elusive Target, 
  Equipment 3, Evasion, Improved Initiative, Leadership, Precise Shot, Quick 
  Draw, Track
  Powers: Concealment 2 (detect and sense powers, Close Range, 
  Permanent), Super-Senses 4 (Sense Powers, Ranged, Radius)
  Equipment: blaster pistol (+5 damage), armored jumpsuit (+3 Toughness), 
  commlink
  Combat: Attack +9, Grapple +11, Damage +2 (unarmed), +5 (blaster pistol), 
  Defense +8, Knockback –3, Initiative +5
  Saving Throws: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7, Will +6
  Abilities 29 + Skills 39 (156 ranks) + Feats 15 + Powers 9 + Combat 34 
  + Saves 14 = Total 140
   EMERGENCY SERVICES
  C
  rime isn’t the only thing that can threaten public safety. Fires, acci-
  dents, and medical emergencies also need to be alleviated, along 
  with disasters created by super-criminals. This is the responsibility of 
  the city’s fire department and ambulance services.
   FREEDOM METRO FIRE DEPARTMENT
  The Freedom Metro Fire Department is a consolidated agency that 
  responds to fire and emergency calls in the greater metro area. The depart-
  ment has fire stations throughout the city, their crews able to respond 
  immediately to any emergency. The fire department can call upon the U.S. 
  Forestry Service for assistance in handling fires on the outskirts of the city, 
  and often assists them in fighting forest fires in the state parklands. The 
  fire department is also responsible for dealing with hazardous materials. 
  In Freedom City, these can range from conventional explosives and toxic 
  chemicals to weird alien, radioactive, or mystical material, mutagens, and 
  even stranger things.
   FIRE CHIEF  PAUL DUMAR
  Paul DuMar has served as fire chief in Freedom City for fourteen years. 
  Chief DuMar earned a considerable reputation as a fireman in the city, 
  keeping a cool head under the most difficult of circumstances. His leader-
  ship is credited with saving hundreds, if not thousands, of lives over the 
  years, when various disasters have threatened the city. The chief’s face is 
  familiar to many Freedonians, and he’s particularly popular with many of 
  the older inhabitants. DuMar is slightly embarrassed by the attention, but 
  uses it to build good PR for his department.
   Paul DuMar is 52 years old. He’s still quite fit, about six feet tall, and 
  almost completely bald, save for a fringe of dark, graying hair. He often 
  jokes about losing his hair in a fire. (“See kids, this is what happens 
  when you play with fire,” he says, taking off his helmet for dramatic 
  effect.) He and his wife Mary have three boys, ages 15, 18, and 20. Use 
  the Firefighter archetype from Chapter 11 of Mutants & Masterminds 
  for Chief DuMar’s traits.
   JUNE “ASBESTOS” ABADOS
  June Abados was a secretary living in Freedom City with her husband and 
  son when their apartment building caught fire and the flames trapped 
  June and her son, Tommy. Freedom City firefighters battled through the 
  blaze to reach them, and June ensured her son made it out first, even 
  though it required risking her own life. Somehow, the fire and the stress 
  activated some hidden potential in June. She discovered the smoke and 
  fire didn’t harm her, and she was able to walk out safely. Although her 
  clothing was burned and charred, she was untouched.
   The incident showed up in the press, and was as quickly forgotten, 
  but June didn’t forget. She felt a need to use her newfound ability to 
  help people like the fire fighters who saved her son, so she applied to 
  the Freedom Fire Department. When she demonstrated her resistance to 
  flame to Chief DuMar, he hired her on the spot. She quickly picked up the 
  nickname “Asbestos” among her fellow firefighters.
   Unfortunately, the stress of being a firefighter took its toll on June’s 
  marriage. She and her husband Roger divorced when she refused to give 
  up her fire-fighting career and go back to being a secretary. The couple 
  has joint custody of their son, Tommy, age 10. Tommy idolizes his mother, 
  a source of concern for Roger Abados, who thinks Tommy might injure 
  himself trying to be like June. There’s also the possibility, if June is a 
  mutant, that Tommy might be one too.
   June Abados is a perky, 5’8” woman with short, strawberry blond hair, 
  blue eyes, and a face covered in freckles. While she’s always been fit, June 
  now maintains a strict exercise program to better perform her duties and 
  is in excellent shape. Use the Firefighter archetype from Chapter 11 of 
  Mutants & Masterminds for Asbestos’ traits; lower Str to 12, add Profession 
  (secretary) 4, and give her Immunity 10 (fire and heat).
  
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  THE  U.S. FORESTRY SERVICE
  The United States Forestry Service, a branch of the Department of the 
  Interior, is responsible for handling fires in the forest outside of Freedom 
  City. The service handles most routine fires, but calls on the city fire depart-
  ment in times of need. The famous “smoke jumpers,” who parachute into 
  the forest to fight fires there, are connected with the service. The forestry 
  service also conducts “controlled burns” of certain areas of forest to help 
  ensure healthy growth and development. Recently, while attempting to do 
  so, the service ran into trouble with an angry Green Man, but got some help 
  from the members of the Next-Gen, who were in the Wharton Forest on a 
  camping trip at the time.
  PRIVATE AMBULANCE FIRMS
  Along with the ambulances operated by the fire department, several pri-
  vate ambulance firms operate in 
  Freedom City. These companies 
  are licensed by the city govern-
  ment and overseen by the city’s 
  Department of Health.
   CHARON AMBULANCE SERVICES
  Named after the ferryman of 
  the dead from Greek mythol-
  ogy, Charon Ambulance Services 
  hears and expects a lot of mor-
  bid jokes. Despite this, Charon is 
  an efficient service with a long-standing reputation in the city. Its owner, 
  George Kapetelis, plays poker with fire chief Paul DuMar and some other 
  friends twice a month.
   FORGAN EMERGENCY SERVICES
  Forgan is the newest service operating in the city but has a reputation 
  as a high-tech, sophisticated, and talented company. Madeline Forgan 
  established her company by buying up and consolidating several smaller 
  ambulance firms in the city. A few people consider Forgan something of 
  a literal “ambulance chaser,” claiming she set up shop in Freedom City 
  banking on trouble to provide her with business. Forgan ignores these 
  accusations and focuses on running her company.
   TRINITY AMBULANCE
  Originally 
  started 
  by 
  Trinity 
  Hospital, this service was sold off 
  and privatized after the Terminus 
  Invasion. Trinity has the oldest 
  vehicles and equipment (and the 
  smallest budget) of any of the 
  city’s services. Madeline Forgan 
  has already made an offer to John 
  Grummett, the owner of Trinity, 
  to buy the company from him. 
  For the time being, Grummett 
  chooses not to sell.
  “What can I say? Yeah, it was dumb, but even with all the supers 
  around, you don’t think about stuff from the movies being real! I 
  mean, c’mon—the guy had a freaking stake in his chest! I pulled it 
  out so we could try to treat him. How was I supposed to know he 
  was a real vampire? It was a good thing Foreshadow showed up 
  when he did.”
  —Michael Saunders, age 27, EMT
  JUDICIAL SYSTEM
  W
  henever criminals get arrested (either by superheroes or conven-
  tional authorities), they move into the criminal justice system. 
  Freedom City’s justice system has become the focus of considerable 
  media attention, a fact that has not escaped attorneys with political ambi-
  tions, looking to build a strong public reputation.
  THE  DISTRICT ATTORNEY’S OFFICE
  The District Attorney’s office files and prosecutes all criminal charges in 
  Freedom City. The DA’s office reviews arrest reports filed by the Freedom 
  City Police Department and decides which charges, if any, to file in coop-
  eration with or on the behalf of the victims of alleged crimes.
   The City District Attorney, a four-year elected position, heads the office. 
  The DA hires and oversees several dozen Deputy District Attorneys who 
  try the majority of the cases. The DA handles the administrative duties 
  and prosecutes the highest profile criminal cases. In addition, the DA’s 
  office employs various investigators to gather evidence to support their 
  cases.
   DISTRICT ATTORNEY  DANIEL R. DURGAN
  Daniel Durgan won his election as district attorney by promising to be 
  tough on crime, especially organized crime. His winning smile, powerful 
  speaking voice, and his record as an Assistant DA (not to mention the sup-
  port of Mayor O’Connor) helped him win the election easily. Now, much to 
  the chagrin of some long-time politicos and less effective DAs across the 
  country, Durgan means to make good on his promises.
   The Freedom Police Department has a love-hate relationship with 
  Durgan. On the one hand, the DA is tough on crime, backs the police 
  department’s cases and sees them through to trial. On the other hand, 
  Durgan has a reputation for grandstanding and plays up his cooperation 
  with superheroes like the Freedom League. Some see this as an affront 
  to those doing the real criminal investigation work in the city. More than 
  a few wonder just how far Durgan will go to get a conviction. He hasn’t 
  even been suspected of anything illegal or improper, but his zeal some-
  times makes people wonder.
   Durgan has obviously made enemies in Freedom City’s underworld 
  with his crusade against organized crime. The local Mob wants the DA 
  dead, but an outright hit could backlash and bring superheroes like the 
  Freedom League into the picture, and it’s bad enough the Mob has to deal 
  with Foreshadow and the Silencer. For the time being, the Mob bosses 
  have agreed to keep an eye on Durgan and look for a weakness to exploit 
  instead.
   Durgan is age 39 with sandy-colored hair and blue eyes. He’s unmar-
  ried and devotes nearly all of his time to his work, leaving very little time 
  left over for a social life.
  THE  PUBLIC DEFENDER’S OFFICE
  The Public Defender’s office represents criminal defendants who can-
  not afford to hire their own attorneys. The office is run by the city Public 
  Defender, a post appointed by the city government. The PD is assisted by 
  other city-employed attorneys, contracted lawyers, and lawyers doing pro-
  bono work for the city.
   The public defender’s office is not an overly popular one, so the city 
  government tends to play down its importance, both in terms of media 
  coverage and in terms of budget. Fortunately for defendants, the politi-
  cal climate of Freedom City is ripe for idealistic attorneys who believe 
  
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  in the rights of the accused, including current Public Defender Caitlin 
  Grenville-Thomas.
  PUBLIC DEFENDER  CAITLIN GRENVILLE-THOMAS
  Caitlin Grenville-Thomas got the job of Freedom City Public Defender 
  largely because she wanted it more than anyone else. A graduate of 
  Georgetown University, Grenville-Thomas is a firm believer in the legal 
  system and the rights of every defendant. She applied for the PD job 
  in Freedom after working for eight years as a public defender in the 
  Washington D.C. area. Her sterling reputation and proactive attitude 
  helped win her the job. Caitlin is a strong supporter of efforts to reha-
  bilitate super-criminals, including those of the Freedom City Probation 
  Department.
   Caitlin Grenville-Thomas is an attractive 38-year-old African-American 
  woman. She is 5’8” tall with shoulder-length black hair and dark eyes. She 
  favors skirted business suits with some tasteful jewelry. She lives with her 
  husband, Kyle Thomas, in an apartment in City Center. Kyle is a freelance 
  technical writer who works mostly at home. Her uncle, Albert Grenville is 
  an investment broker with Rath & Stromberg.
  THE  PROBATION DEPARTMENT
  The Freedom City Probation Department follows up with criminals after 
  their release and ensures they fulfill the conditions of their probation. 
  They also oversee the city’s juvenile detention facilities. Probation officers 
  meet regularly with their assigned cases to provide counseling, legal and 
  job assistance, and to prevent them from leaving the metro area. A proba-
  tion officer has wide latitude in ensuring someone who has served his or 
  her time maintains the conditions of his or her probation.
   HARRIET WAINWRIGHT
  The head of the probation department is a woman with an iron constitu-
  tion and a will to match. Her duties are challenging, given the number 
  of super-criminals in the Freedom City area, but this doesn’t daunt Mrs. 
  Wainwright in the slightest.
   In fact, she lobbies for a revolutionary new “work release” program for 
  superhuman criminals; she wants to rehabilitate them by having them 
  perform public service, suitably supervised and controlled, of course. Thus 
  far, the city has approved a pilot program on a limited basis with some 
  less-hardened criminals from Blackstone. She has high hopes of showing 
  criminal supers how to use their abilities constructively.
   Mrs. Wainwright, age 56, is only 5’2” and heavyset. She wears bifocal 
  glasses and has her graying brown hair pulled back in a bun. She main-
  tains a no-nonsense attitude both at work and at home. Her husband 
  Carl was a Freedom City police officer killed in the line of duty during the 
  Terminus Invasion. Harriet’s only child, her daughter Carolyn, is married 
  and lives in Philadelphia.
  STATE AND FEDERAL ATTORNEYS
  The state and federal governments are also active in the legal scene of 
  Freedom City. The state Attorney General’s office assists the city District 
  Attorney as needed, as well as investigating cases involving the District 
  Attorney’s office itself.
   The United States Attorney is the federal equivalent of the district attor-
  ney and prosecutes federal cases in the Freedom metro area. The current 
  U.S. Attorney in Freedom is Charles D. Telemachus, a veteran lawyer who 
  knows the federal legal landscape as it pertains to superhumans quite 
  well. Mr. Telemachus has his offices in Federal Plaza downtown.
  THE  COURT SYSTEM
  Once the District Attorney has filed charges, cases go into the hands of 
  the court system. The Freedom City court system is divided into local and 
  federal courts.
   Local state-affiliated courts handle most civil and criminal cases, rang-
  ing from small claims and traffic violations all the way up to major cases 
  handled by the State Supreme Court. The court facilities for the Freedom 
  City metro area are housed in the district courthouse near City Hall.
   The federal courts try cases involving violations of federal law. The fed-
  eral court occupies the handsome neo-Classical building newly rebuilt 
  near Federal Plaza; the original federal court building was one of the old-
  est landmarks in the city center but it was destroyed in Centurion’s final 
  battle with Omega.
   Here are just a few of the various  judges people might encounter inter-
  acting with the Freedom City justice system.
   GERALD R. BAKER
  Judge Baker is a long-time Superior Court judge with a reputation as a 
  firm and fair jurist. He runs his courtroom with a no-nonsense attitude, 
  saying “everyone is equal under the law, even if they can fly.” Judge Baker 
  insists on proper courtroom decorum even for sensational cases involving 
  super-criminals (especially for such cases, in fact). He hates media intru-
  sions in his courtroom, preferring the old days when no cameras were 
  allowed. He has been known to ban the press from cases when he feels 
  their presence is disruptive. Lawyers fond of theatrics are well advised to 
  restrain themselves in Judge Baker’s courtroom.
   NAOMI WALLACE
  The Honorable Judge Wallace is a Superior Court judge known for com-
  mon sense and creative sentencing. A strong believer in efforts to reform 
  criminals and super-criminals alike, Judge Wallace favors community ser-
  vice over imprisonment, which gives her a reputation of being “soft on 
  crime” in some circles. She supports Harriet Wainwright’s criminal reha-
  bilitation programs, and not just because they have been friends for years. 
  Creative lawyers can often arrange plea-bargains or particular sentences 
  with Judge Wallace, so long as they do not compromise her clear sense of 
  justice or attempt to subvert the law.
   THOMAS NAKAMURA
  A fairly young Federal Court judge at the age of 45, Judge Nakamura 
  relishes the opportunity provided by sitting on the bench in Freedom City. 
  His courtroom sees precedent-setting cases involving things like superhe-
  roes and super-powered criminals. Judge Nakamura is an ambitious man, 
  with his eye on the U.S. Supreme Court some day, so he enjoys playing to 
  the media.
   JOSEPH COLEMAN
  “Judge Joe” is the popular local star of the GBN program “Video Justice,” 
  which features mostly small-claims cases that are televised live from the 
  judge’s courtroom. Many in the legal community consider Judge Joe a 
  joke, but his popularity is enormous. A 16-year veteran of the bench, Joe 
  has a very dry wit and keen insight into people’s motivations. The pro-
  gram’s docket is backed up for months and his show captures high ratings 
  in its afternoon time-slot. GBN continues to try to get some “real life super 
  stories” on the show, but small-claims matters involving supers are (thank-
  fully) rare.
  
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  T
  he final component of the criminal justice system is the corrections 
  system, for the imprisonment and potential rehabilitation of convicted 
  criminals. The Freedom City area originally had two prisons—one state 
  and one county jail. There is constant discussion about building a new 
  prison to handle the city’s needs, but the issue is sensitive, since taxpayers 
  want more security, but don’t want a prison near their homes.
   FREEDOM CITY CORRECTIONAL FACILITY
  The FCCF is a small prison located north of the Wading River just out-
  side of Hanover. It houses mainly non-violent offenders and those with 
  short sentences. Hardened criminals generally go to the South River 
  maximum-security facility, but overcrowding at South River forces authori-
  ties to relocate many prisoners here. This situation causes some conflicts 
  among the prisoners and an increased public concern over breakouts. The 
  Schuster County Sheriff’s Department is responsible for managing the 
  prison. The facility has a current population of 1,350 inmates and a staff 
  of 500 led by Warden JoAnne Koller.
   SOUTH RIVER STATE PENITENTIARY
  When criminals in Freedom City refer to “going up the river,” they mean 
  it literally. Located along the South River in Lincoln is the South River 
  State Penitentiary. The prison sits on an isolated plot of land just outside 
  the metro area and not far from the national forest. With only one road 
  into it, most of the land around the prison is undeveloped and swampy; 
  urban legends talk of prisoners who escaped only to end up drowning in 
  the swamp or being eaten by alligators, even though there have never 
  actually been any alligators in the area (aside from the Freedom Eagle’s 
  encounter with the so-called “Alien-Gator” in 1949).
   South River currently holds some 3,800 inmates, which exceeds the 
  institution’s official capacity of 3,500 persons; this is, of course, the main 
  reason for talk of a new prison facility in the metro area. The warden, 
  John Ermanos, runs South River with the aid of a staff of 2,000 guards 
  and administrative personnel.
   FREEDOM JUVENILE HALL
  Located in Southside, “juvie hall” handles inmates under the age of 18. It 
  has a capacity of 650 and is never less than half filled with youth gang 
  members and other offenders, most often there on drug charges. Some of 
  the youths in juvenile hall are merely runaways, though sadly quite a few 
  return here after becoming involved in drugs or prostitution in Southside.
   BLACKSTONE FEDERAL PENITENTIARY
  In 1964, the federal government commissioned a prison capable of 
  holding super-powered inmates in response to the growing number 
  of super-criminals. Blackstone Penitentiary was the first of its kind and 
  remains in operation today.
   Formed of dark granite jutting out of the sea, “Blackstone” aptly 
  describes the small, isolated island about a mile and a half beyond 
  Freedom City’s Great Bay. It was a military weapons depot and brig affili-
  ated with Lonely Point during the Second World War, decommissioned by 
  the federal government and later refitted as a super-prison.
   Operational as of 1964, Blackstone has become the de-facto prison for 
  many American super-criminals. Blackstone saw many escapes in its early 
  years but fewer after Warden Jerry Kramer accepted Daedalus’ assistance 
  in redesigning the cell blocks in 1966. The Blackstone Riots of 1983 saw 
  the warden and 40 guards killed by inmates trying to escape; only the cool-
  headedness of a few guards (including then-rookie Joshua Drummer) and 
  the technology of Dr. Abby Wallace kept all the prisoners on the island. 
  The only prisoner casualties of the riot were its instigators—Doc Abattoir 
  and Countess Azure—and the villains Ramrod, Sir Razor, the Wrath, the 
  Silver Satyr, Ms. Malice, and the pyrotechnic triplets ConflagNation (all 
  killed by other inmates or by not retreating from energy barriers erected 
  against their escape).
   Omega struck Blackstone during the Terminus Invasion, his 
  Omegadrones blasting away the western wall of the complex and unleash-
  ing many of the prisoners to sow chaos, or become agents of the Lord of 
  THE  CORRECTIONS SYSTEM
  
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  the Terminus. After that, the surface structures of the prison were almost 
  all moved underground.
   At first glance, the complex has only two visible buildings: the arrival 
  dock and boathouse and the low structure atop the lonely rock hill, used 
  as a secondary watch post. Below ground, and accessible from either 
  building, is where Blackstone truly begins: a series of corridors and cham-
  bers cut from solid rock. Tunnels connect all sites, and a monorail provides 
  personnel with fast transport to all areas of the penitentiary and around 
  the mile-deep central core. 
   Blackstone has a Command and Control (C&C) room at the heart of 
  the complex, where administrators and senior guards monitor all activities 
  within the prison. There are barracks and personal apartments for staff 
  in the uppermost parts of the complex (within 80 feet of the surface and 
  reachable by stairwells if the prison is not on alert). Fresh air cycles into 
  the prison constantly, and supplies come in by ferry twice a week. A geo-
  thermal tap supplies energy for cell integrity, life support, and defenses, 
  with tidal power from the currents around the island covering all other 
  energy needs. Life support, air, and some foodstuffs come from hydropon-
  ics bays lining the central core.
   Prisoners reside no closer than 150 feet to the surface and the most 
  dangerous are kept in the deepest levels of the complex. All cells are off 
  corridors radiating out from the central core, with six-man guard posts at 
  each end of corridor. At the center of each corridor is a common room 
  where prisoners congregate for up to four hours a day. Unless they have 
  visitors or are paroled, most prisoners do not leave their security corridor.
   There are 24 cells along each 200-foot corridor, 12 on each side; 
  between 15 and 20 of these corridors (out of 30) are operational and 
  occupied at any time. For the most dangerous inmates, security reduces 
  the number of cells to eight with 20 guards. All prisoners have cells cus-
  tomized specifically for them, and energy fields permeate the rock walls 
  of the cells, preventing anyone from digging their way out. Artificial dia-
  mond-matrix panels (Hardness 18) seal the front of the cells, allowing full 
  visual contact with prisoners at all times, though they do have some lim-
  ited privacy by staggering cells entrances across the corridor. 
   Found in the common rooms and nearly everywhere in the complex are 
  the main defenses of the prison, supplementing any individual defenses 
  placed on any inmate’s cell and controlled from the guard posts, C&C, and 
  by senior Blackstone personnel with special control pads. These defenses 
  include:
  • 
  Powerful strobe lights aimed into each individual cell (visual Dazzle, 
  Reflex/Fortitude save DC 18).
  • 
  Anesthetic gas released into the security corridors or cells (Fatigue, 
  Fortitude save DC 20).
  • 
  An electrical field along cell seals, security corridor floors, cell walls, 
  and floors (Stun, Fortitude save DC 22).
  • 
  Seismic sensors (Tremorsense, Notice +8) pick up any digging in the 
  surrounding rock and trigger force fields (rank 12) around the intru-
  sion areas.
  WARDEN JOSHUA DRUMMER
  Joshua Stormcloud Drummer, the warden of Blackstone, is one of the most 
  respected people in Freedom City who doesn’t wear spandex to work. 
  Some people say Warden Drummer must have super-powers to do the job 
  he does, but the warden makes no comment. He simply insists Blackstone 
  be run efficiently, morally, and safely.
   Drummer is the fourth warden of Blackstone and he’s had the longest 
  tenure, promoted from Security Chief in 1990. Since then, Blackstone 
  has become the paramount prison on Earth despite the setbacks of the 
  Terminus Invasion. While AEGIS wanted the primary say in the prison’s 
  reconstruction, Drummer used his political pull and kept the redesign 
  in the hands of Abby Wallace, John Warden, Daedalus, and the Raven. 
  Although he claimed he was doing what he considered best for the proj-
  ect, Drummer also secretly enjoyed causing trouble for AEGIS Director 
  Harry Powers.
   Warden Drummer is the strong-and-silent type. While he is proud of the 
  technological marvels in his prison, he prefers psychology and tactics to keep 
  the inmates in line. He’s not averse to providing concessions to prisoners, but 
  he’s equally quick to revoke privileges from any troublemakers. He believes in 
  rehabilitation, and his demands have resulted in a better staff of psycholo-
  gists and therapists. He makes it a point to know the names of everyone on 
  the prison staff, and he cares about their safety first, then the security of the 
  prisoners, and finally, his own. Joshua sees the prison, its inmates, and its 
  staff as his sole responsibility, and he takes it very seriously.
   ABIGAIL WALLACE
  Dr. Abby Wallace joined the staff at Blackstone decades ago and while 
  she was an innovative inventor and designer of superhuman restraints, 
  previous wardens disliked her no-nonsense attitude and unwillingness to 
  play politics. Her demands for more humane treatment of prisoners and 
  calls to redesign much of the prison were also unpopular.
   When Joshua Drummer was promoted to Warden, he promoted Abby 
  to Chief of Security and got her the budget she needed to redesign 
  Blackstone the way she envisioned it. It took three years to complete the 
  revamp of the prison, but Blackstone’s record has improved and there’s no 
  denying the prison is safer and more secure than ever.
   WARDEN DRUMMER 
  POWER LEVEL 7
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +2
  +4
  +2
  +2
  +3
  18
  15
  18
  14
  14
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +6
  +6
  +8
  *without armor
  Skills: Bluff 8 (+11), Concentration 8 (+10), Diplomacy 8 (+11), Gather 
  Information 6 (+9), Intimidate 8 (+11), Investigate 6 (+8), Knowledge 
  (behavioral sciences) 4 (+6), Knowledge (civics) 6 (+8), Knowledge (current 
  events) 6 (+8), Knowledge (streetwise) 6 (+8), Notice 8 (+10), Search 6 
  (+8), Sense Motive 8 (+10)
  Feats: Accurate Attack, Connected, Defensive Attack, Elusive Target, 
  Equipment 3, Improved Disarm, Leadership, Master Plan, Power Attack, 
  Precise Shot, Quick Draw, Takedown Attack
  Powers: Concealment 2 (detect and sense powers, Close Range, Permanent), 
  Nullify 7 (all powers, Power Resistance, Subtle 2), Super-Senses 4 (Sense 
  Powers, Ranged, Radius)
  Equipment: blaster pistol (+5 damage), armored vest (+2 Toughness), commlink
  Combat: Attack +9, Grapple +13, Damage +4 (unarmed), +5 (blaster pistol), 
  Defense +8, Knockback –3, Initiative +2
  Abilities 35 + Skills 22 (88 ranks) + Feats 14 + Powers 39 + Combat 34 
  + Saves 12 = Total 156
  
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   Abby, while brilliant, lacks tact and tends to step on people’s toes. 
  She spends most of her time in Blackstone’s C&C, monitoring “her baby” 
  at or designing new cells for incoming prisoners. She used to have a life 
  away from the prison, but her husband died in the Terminus Invasion 
  and she’s spent the last ten years becoming more and more consumed 
  by her work.
   She had a brief affair with John Warden (see Warden in Chapter 6) 
  when the two of them worked together redesigning Blackstone. She real-
  izes now their relationship was largely a way of consoling her grief over 
  the death of her husband, and it blinded her to Warden’s obsessions. The 
  breakup was bitter, and she wonders if it was part of what pushed John 
  over the edge to become a criminal.
   Use the Scientist archetype from Chapter 11 of Mutants & Masterminds 
  for Dr. Wallace, giving herthe Inventor feat, and both Craft (electronic) 
  and Craft (mechanical) at the listed ranks.
   BLACKSTONE SECURITY (“ BLACKGUARDS”)
  There are hundreds of security officers at Blackstone who rotate on six dif-
  ferent 4-hour shifts. Guards remain on the island unless on furlough, two 
  days out of every ten, living in on-site barracks the rest of the time.
  Blackguards train and work in pairs and quartets, preventing prisoners 
  from overwhelming a single guard. Basic Blackguard tactics focus on 
  keeping prisoners contained first, subdued second, so problems with more 
  than one inmate often have guards using force fields to limit their move-
  ment before they move in to secure the prisoner.
   Blackguards have access to MAX and Super-MAX armor and usually have 
  six MAX units on-duty at any given time (Super-MAX units are only bro-
  ken out in times of emergency). In keeping with their nickname, Blackguard 
  power-armor units are painted in grey-black urban camo schemes.
  TYPICAL BLACKGUARD 
   POWER LEVEL 4
  Str 12
   Dex 13
   Con 13
   Int 11
   Wis 13
   Cha 10
  Skills: Drive 4 (+5), Gather Information 4 (+4), Intimidate 4 (+4), Investigate 
  4 (+4), Knowledge (behavior sciences) 2 (+2), Knowledge (civics) 4 (+4), 
  Knowledge (current events) 2 (+2), Knowledge (streetwise) 4 (+4), Notice 4 
  (+5), Profession (guard) 6 (+7), Search 6 (+7)
  Feats: Defensive Roll, Equipment 3
  Equipment: blaster (+5 damage), armored uniform (+2 Toughness), handcuffs, 
  commlink
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), +5 (pistol), Defense 
  +4, Knockback –2, Initiative +1
  Saving Throws: Toughness +4 (+3 flat-footed), Fortitude +4, Reflex +1, Will +6
  Abilities 14 + Skills 11 (44 ranks) Feats 4 + Combat 14 + Saves 7 
  = Total 50
  THE FREEDOM UNDERWORLD
  A
  lthough the city government doesn’t like to admit it, Freedom City 
  isn’t perfect. The city has its bad side: poor neighborhoods, gangs, 
  organized crime, smuggling, and other troubles, just like every other 
  major city in the world.
   For the most part, Freedom City is safer than most and crime rates are 
  relatively low. There are still parts of the city where it’s dangerous to be at 
  night, and violent crime still happens. Smuggling is a major part of crime 
  in the city, with ships moving goods illicitly to the docks of Southside and 
  Port Regal and beyond. That includes drugs, weapons, and other illegal 
  goods.
  THE  FREEDOM CITY MOB
  The Mob has been a power in the Freedom City area since the early 1900s. 
  It grew considerably during the Prohibition era, selling bootleg liquor and 
  running speakeasies and secret gin parlors. Although the FBI and local 
  police worked hard to bring down the powerful Mob bosses, they were 
  never able to do more than treat the symptoms, rather than curing the dis-
  ease. For every mobster taken down, another came along to fill his place.
   In the 1950s, the Mob extended its influence over the docks in 
  Southside and Downtown, places where contraband was smuggled in and 
  out the city. They also exerted considerable influence with the local labor 
  unions and the casinos and businesses along the Boardwalk.
   During the 1980s, the Freedom City Mob rose to new heights of power 
  when Boss Raphael Oliverti established a “working relationship” with 
  Mayor Franklin Moore’s administration. Rogue superheroes like FORCE 
  Ops were nearly the only check on the Mob’s influence in Freedom City at 
  that time, when the police looked the other way and city hall was in the 
  syndicate’s pocket. That came to an end when Mayor O’Connor assumed 
  office and chased Moore out of town.
   Nine years ago, Boss Oliverti was assassinated. The “family business” 
  passed to his oldest son, Giovanni “Johnny” Oliverti, but other families 
  insisted that leadership of the Mob go to Alberto “Big Al” Driogano. 
  Boss Driogano moved quickly to secure his power and surprised everyone 
  by aggressively expanding Mob operations in the city, opposing Mayor 
  O’Connor’s cleanup efforts.
   Since then, the Mob’s influence has been linked to the prosperity of 
  Freedom City. Tourism brings thousands of people to casinos along the 
  boardwalk, fattening Mob coffers. Their influence in the booming con-
  struction business has been a windfall. There is always income from the 
  usual markets in drugs, vice, and prostitution. Contraband is smuggled 
  in to the Southside docks in the dead of night, stored in Mob-controlled 
  warehouses. Despite their best efforts, the DA’s office cannot pin anything 
  on the higher-ups in any of the major Mob families of Freedom. The police 
  bring in Mob soldiers and made-men, only to release them on bail soon 
  after, thanks to their high-priced attorneys.
   The biggest challenge the Mob faces comes from the heroes like 
  Foreshadow (see Chapter 5). He regularly busts up Mob operations with 
  his uncanny insight and detection abilities. More recently, the Mob has 
  had to deal with the vigilante known as the Silencer. Unlike Foreshadow, 
  the Silencer clearly has a personal grudge, and he’s doing whatever it 
  takes to hurt Mob operations in the city. Rumors say the Silencer killed 
  Oliverti and it may be only a matter of time before he comes after the 
  other Mob bosses. In truth, the Silencer is closer to the Mob than anyone 
  suspects (see Chapter 6 for details).
   “BIG AL” DRIOGANO
  “Big Al” Driogano lives up to his name in height, girth, and a formidable 
  presence. Alberto Driogano has run the Freedom City Mob for nearly a 
  decade, and has made great strides in seizing new opportunities.
   At least part of Driogano’s success he owes to the mysterious woman 
  called “Lady Tarot,” a fortuneteller the boss keeps in his employ. Although 
  a number of people in the Mob scoffed at the idea of Big Al consulting 
  a fortune-teller, most have started to reconsider their opinion. Given that 
  
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  Big Al survived or avoided half a dozen assassination attempts before he 
  came into power, it’s clear Driogano knows things. It may be from well-
  placed informants, or it may through Lady Tarot’s predictions. Whatever 
  the case, Driogano always seems to have information he needs to stay 
  one step ahead of his enemies on both sides of the law.
   The “wild cards” Driogano (or Lady Tarot) can never seem to predict are 
  the supers. The Freedom League, luckily for the Mob, is too involved in 
  bigger things to pose a serious threat. It is the street-level masks operating 
  outside the law like Foreshadow and Silencer who cause the most prob-
  lems. Driogano has made it known he’ll handsomely reward anyone who 
  brings him either man’s head on a platter, mask and all.
   “Big Al” Driogano is in his 50s, 6’4” and weighing in at nearly 300 lbs. 
  He has short, black hair always slicked straight back from his forehead, 
  with a closely-trimmed moustache and goatee, and his bushy eyebrows 
  draw attention to his intense blue-gray eyes. He has a deep and com-
  manding voice and loves to sing opera (and has a private box at the 
  Beaudrie Opera House). He wears dark suits and carries a pistol—which 
  he is licensed to use “for self defense”—with him at all times, as well as a 
  cane when he’s out for an evening on the town.
   Use the Crime Lord archetype from Chapter 11 of Mutants & 
  Masterminds for Boss Driogano, increasing his attack bonus to +5 and 
  dropping the Attack Focus feat and the Computers skill.
  OTHER MOB BOSSES
  There are three major Mob Families in Freedom City, and the other two 
  bosses answer to Driogano.
   FRANK “THE HITTER” TONIFANNI
  Frank Tonifanni backs Boss Driogano all the way. Of course, Tonifanni 
  always backs the winner. He backed old Boss Oliverti, too, and will prob-
  ably back Driogano’s successor, assuming Tonifanni doesn’t make a grab 
  for power himself. Frank worked his way up through the ranks as a made-
  man, earning his nickname for knocking off “problem people” for the 
  Mob. Tonifanni has been running his family for ten years now and he likes 
  where things are going in Freedom City. Business has never been better, 
  and he’s riding high on the success.
   His only problem is Boss Driogano wants Tonifanni to deal with vigi-
  lantes like Silencer and Foreshadow, and the Hitter and his men haven’t 
  been able to take the mysterious heroes out. The Silencer always seems 
  prepared for anything, and every trap Tonifanni has set for him has failed. 
  The Boss is starting to believe Silencer and Foreshadow may have the 
  same source of information: an informant inside the Families. He’s also 
  considered the possibility Driogano might actually be working with one 
  or both heroes, using them to get at his rivals. Maybe he even used one of 
  them to take down Boss Oliverti. Tonifanni keeps his suspicions to himself, 
  but watches his back, just in case.
   Frank Tonifanni is in his 40s with receding dark brown hair and a 
  pencil thin mustache. He has a penchant for pinstripe double-breasted 
  suits and still talks with a Brooklyn accent, despite living in Freedom for 
  decades.
   GIOVANNI “JOHNNY” OLIVERTI
  The eldest son of Boss Raphael Oliverti, Johnny inherited his father’s place 
  as head of the family after his untimely demise. He’d been groomed for 
  the role all his life and readily stepped into his father’s shoes. He suspects 
  Al Driogano had his father killed, but he can’t prove it... yet. Going to 
  war with Driogano is pointless while Boss Tonifanni backs him. So Johnny 
  bides him time and waits, watching the other bosses for any weaknesses 
  he can exploit.
   Boss Oliverti is a clever man—a graduate of NYU with an MBA—and he 
  runs his Mob like a modern business venture. He respects the old tradi-
  tions, but definitely looks toward the future. Oliverti always planned to be 
  ruler of the Freedom underworld by the time he was 40, and he still will, if 
  he has his way.
   One of the best resources Johnny has is his brother Thomas. Although 
  he’s an “egghead,” Tommy Oliverti has a keen analytical mind, and he’s 
  
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  good at spotting business opportunities. His scientific knowledge could 
  serve him well at ASTRO or any high-tech firm, but Thomas remains close 
  to “the family business.” John relies on his advice, since he has no idea 
  his “little brother” is secretly the vigilante Silencer. If he were to find out, 
  Johnny would want Thomas dead at any cost, more for lying to him and 
  betraying the family than any damage he might have done to the business.
  THE  TOON GANG
  Freedom’s most unusual “mob” element, the Toon Gang was literally 
  brought to life by Raven’s foe Toy Boy, using a “realizer ray” created by 
  Quirk. The gangsters originally starred in the popular Keystone Cops car-
  toon. While the other cartoon characters brought to life by the realizer 
  ray faded away after Toy Boy’s weapon was destroyed, the members of 
  the Toon Gang are still around. It could be the strange forces lingering 
  in Freedom or simply Boss Moxie’s, well, moxie, keeping them around. 
  Whatever the case, the Toon Gang remains in Freedom City and its heroes 
  (and Mob families) have to deal with them.
   The problem for their foes is this: The Toon Gang are all still three- 
  to four-foot tall cartoon characters, virtually impossible to kill or even 
  hurt for very long. Their idea of a “hit” involves dropping a safe or grand 
  piano on somebody’s head from a fifth-story window, and their idea of 
  “organized crime” is running protection rackets and knocking over jewelry 
  stores and banks. Subtler concepts like money laundering and numbers 
  schemes—much less drug running, smuggling, and vice—are completely 
  over their disproportionate heads. The Toons aren’t especially bright, 
  either, although their logic is so simple and direct it sometimes seems 
  clever. The only good point is there are only five of them: Boss Moxie, his 
  moll Roxie, and his faithful henchmen Knuckles, Lucky, and Joey Scars.
   Within a year of their arrival in Freedom City, Joey’s attempts to drive 
  anything larger than a bumper car at Ocean Heights ended with them plow-
  ing into walls and getting captured quite often (though few jails can hold 
  Toons that want out). Boss Moxie approached the Foundry with his usual 
  bluster to get a car scaled to their size. Talos accepted the commission after 
  securing permission to submit Joey, Lucky, and Knuckles to a battery of tests 
  (the results of which may result in additional problems for Freedom City’s 
  heroes). Now, the tinny sound of a miniature Model T announces the arrival 
  of the Toon Gang, but those who laugh at the little car soon realize it can 
  outrun most police cars and it’s tougher than a tank.
   Boss Moxie considers himself and his gang at war with the other Mobs 
  in Freedom, since “dey don’t show me no respect!” The truth is the Toon 
  Gang is more of a nuisance to the Mob than anything else, although the 
  Toons have managed to kill off some of Driogano’s and Tonifanni’s people. 
  Big Al would love to rid himself of the annoying cartoon gangsters, but for 
  the moment they’re as much a distraction for the police and heroes like 
  Foreshadow as they are for him. The Toons’ efforts to be taken seriously 
  have resulted in more than fifteen mobster deaths, the most recent being 
  five enforcers crushed to death beneath a truckload of marbles. One thing 
  is for sure, nobody is laughing at the Toon Gang anymore.
   BOSS MOXIE
  Boss Moxie is a 3’6” stocky cartoon gangster with a big fedora, a zoot suit, 
  and a literal square jaw. Men have died for accidentally knocking off his hat, 
  as Moxie is embarrassed that he’s only got a few strands of hair on his head 
  in a comb-over. He’s always smoking a cigar and carrying a violin case con-
  taining a cartoon Tommy gun that never runs out of ammo. He sounds like 
  a Hollywood movie gangster and punctuates most of his sentences with the 
  word “see.” (“I’m takin’ over dis town, see? And there’s nuttin’ youse can do 
  to stop me, see?”) He still thinks and acts like a cartoon and he’s incapable 
  of understanding the rest of the world doesn’t follow the same rules, which 
  is sometimes funny and sometimes frightening.
   ROXIE
  Every gangster’s only as good as his moll, and Roxie is one of the best. 
  The 3’9” blond-bombshell with an extreme hourglass figure wears an 
  impossibly tight dress, high heels, and a white fur stole. She smokes her 
  cigarettes in a long ivory holder, languidly wreathing her face and ice blue 
  eyes with smoke. She has a cartoon Derringer always tucked in her right 
  stocking despite the tightness of her dress. Roxie is smarter than most 
  people—especially the other Toons—assume. She can wrap anyone in the 
  gang around her little finger with a smile and a flutter of her big eyes.
   JOEY SCARS
  The smallest (and therefore meanest) of the Toons, Joey Scars is a 3’1” 
  brute with a foul temper, pit-bull stubbornness, and a livid scar running 
  diagonally across his face. He wears pinstriped pants with suspenders and 
  a shirt always rolled up at the sleeves. Joey is second to Knuckles as a leg-
  breaker, but he’s the gang’s best wheelman.
   KNUCKLES
  Knuckles appears as a no-necked thug with perpetual 5 o’clock shadow, 
  in a sweater and black pants, his huge arms and torso balanced on legs 
  almost too small to support him. The largest of the Toons at 4’2” tall, 
  Knuckles is a big, dumb bruiser who loves nothing more than hitting 
  things. Since their arrival in this world, he’s picked up a few new moves 
  watching professional wrestling on TV.
   LUCKY
  Lucky is slick and suave (for a cartoon), always flipping a coin noncha-
  lantly. He wears a double-breasted pinstripe suit, and his pencil-thin 
  moustache makes his very angular face seem even more severe. He can’t 
  resist a bet or a pretty face. He’s the planner of the Toon Gang and a 
  sharpshooter with his cartoon handgun.
   Use the following template for the members of the Toon Gang, with the 
  listed modifiers.
  THE TOON GANG 
   POWER LEVEL 5
  Str 14
   Dex 12
   Con 16
   Int 10
   Wis 10
   Cha 10
  Skills: Bluff 4 (+4), Drive 4 (+5), Intimidate 4 (+4), Knowledge (streetwise) 2 
  (+2), Notice 2 (+2)
  Feats: Diehard, Equipment 3, Sneak Attack
  Powers: Immunity 10 (mental powers), Regeneration 35 (make a recovery 
  check every round without rest, includes Resurrection)
  Combat: Attack +6, Grapple +8, Damage +2 (unarmed), +4 (Tommy gun), 
  Defense +6, Knockback –1, Initiative +1
  Saving Throws: Toughness +3, Fortitude +8, Reflex +4, Will +4
  Boss Moxie: Cha 16, Leadership, Will +8; 113 points.
  Roxie: Cha 16, Bluff 8 (+11), Attractive, Fascinate (Bluff); 111 points.
  Joey Scars: Drive 10 (+11), Notice 4 (+4); 104 points.
  Knuckles: Str 20, Protection 2, Defense +5; 108 points.
  Lucky: Attack Focus (ranged) 2; 104 points.
  Abilities 12 + Skills 4 (16 ranks) + Feats 5 + Powers 45 + Combat 24 + 
  Saves 12 = Total 102
  OTHER SYNDICATES IN FREEDOM
  Other criminal syndicates have operations in Freedom City, although the 
  Mob remains the most powerful force in the local underworld.
  
  CHAPTER THREE: LAW AND ORDER 
  FREEDOM CITY CAMPAIGN SETTING
  LAW AND ORDER
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  8181
  THE  RUSSIAN MAFIYA
  Ties between the Freedom Mob and the Russian Mafiya have grown over 
  the years. The Russians smuggle a variety of goods out of their country for 
  sale on the international black market, and the Freedom Mob and its cus-
  tomers are eager buyers. The contraband includes former Soviet weapons 
  from guns to nuclear and biological materials, to experimental drugs and 
  technology from failed or mothballed Soviet research programs, all of which 
  come into the docks of the Freedom waterfront to supply the Mob and vari-
  ous criminals and gangs. The police come down hard on any shipments of 
  illegal weapons they find.
  THE TRIADS
  The Chinese Triads have little to do with Freedom City, although some 
  Triads loyal to Raven’s grandfather, Dr. Sin, have undertaken operations in 
  the city on his behalf. Most of have involved smuggling or stealing high-
  tech equipment, acquiring artifacts from museums, or simply providing 
  a distraction to draw superheroes away from one of the devilish doctor’s 
  other nefarious schemes.
  THE  YAKUZA
  The Japanese Yakuza is not overly influential in Freedom City. Most of 
  their smuggling operations concern corporations and various money-
  laundering schemes. The Mob comes down hard on any signs of Yakuza 
  activity in “their” city, so the Japanese syndicates tend to leave Freedom 
  alone unless they have a good reason to get involved.
  FREEDOM  STREET GANGS
  Freedom City has its share of criminal gangs, particularly youth gangs, 
  as older thugs get rubbed out or absorbed into the Mob. Gangs are most 
  common in Southside, Lincoln, and the West End. Many gang members 
  are runaways who find their way into gangs for protection from the 
  authorities and the more dangerous criminal predators in the city.
  THE  BROTHERHOOD
  The Brotherhood is a white-supremacist skinhead gang in Southside. Made 
  up of disaffected white youth, the group places blame for the world’s ills at 
  the feet of “mongrel races” (i.e. non-whites). They affect Nazi-style emblems 
  and commit acts of violence and vandalism against those they perceive as 
  their enemies. They survive on food or money gained from petty crime and 
  drug dealing. The Brotherhood has some ties with other Aryan or skinhead 
  gangs outside the city. The Freedom gang is particularly dangerous because 
  of its association with the super-criminal White Knight (see Chapter 6).
   MALANTI
  The Malanti are a West End youth gang committing acts of vandalism and 
  petty crime. They are always getting involved in fights with other local gangs 
  like the Cutters, led by Nathan “the Knife” Korthu. Several other youth gangs 
  operate in the West End and parents and authorities in the suburbs are 
  equally concerned about the spread of the gangs to those areas. West End 
  folks, meanwhile, complain that the city seems more interested in protecting 
  the kids of newcomers than doing something about the gangs themselves.
   SOUTHSIDE C’S
  This criminal gang controls territory in Lincoln west of Route 6 between the 
  South River Penitentiary and the city landfill, putting them “between two 
  kinds of garbage,” as one city cop put it. The gang violently defends its turf 
  against all intruders and makes most of its money of dealing drugs among 
  the housing projects in Lincoln. The C’s have been pushing to expand their 
  business into the Fens across the river, bringing them into conflict with other 
  gangs in that area. The FCPD has handled several gang-related incidents of 
  violence in both the Fens and Southside because of it.
  ILLEGAL  DRUGS
  D
  espite the best efforts of the city police and government, illegal drugs 
  remain big business in Freedom City, netting millions for dealers and 
  organized crime. Drug-use is most obvious in the Fens and Southside, 
  where street dealers are commonplace. “Recreational” drug use is the 
  secret vice in the Financial District and Midtown, on college campuses, 
  and even suburban communities like Ashton and Grenville.
   Heroin is still the most prevalent drug among the depressed areas of 
  Freedom City. It gets smuggled into the city and sold in the Fens and Lincoln. 
  The city government caused some controversy with its program of supplying 
  clean needles to drug users to help stem the spread of infectious diseases. 
  Opponents claim the city is encouraging drug use with this program.
   In more upscale parts of Freedom City, cocaine and amphetamines are 
  the drugs of choice although crack cocaine and crystal meth can be found in 
  most areas of the city. Some wealthy people in the city indulge in drug par-
  ties or use drugs as a means of dealing with their high-pressure lifestyles.
   Marijuana use is most common in parts of Riverside and around the col-
  lege campuses. Some students also indulge in LSD, other hallucinogens, 
  and designer drugs coming out of small, independent operations.
  DESIGNER DRUGS
  Freedom City, being at the forefront of so many other technologies, is not 
  surprisingly at the cutting-edge of the designer drug culture. Most of the 
  new illicit drugs in the city seem tied to supers in one way or another. 
  The DEA does what it can to keep these new drugs off the streets, while 
  heroes like the Raven and Foreshadow bust new shipments and illegal 
  labs producing them.
   MAX
  The drug known as “Max” is actually a synthetic derivative of the rare 
  manaka root, which granted the legendary Minuteman, and later the 
  Patriot, their powers. A research scientist who helped develop the Patriot 
  Formula sold the research in the early 1950s to cover gambling debts. 
  Experiments by a front company for the Labyrinth eventually came up 
  with a less effective version of the drug that was also highly addictive.
  The black market and organized crime were far less concerned about side 
  effects and focused on the ability to create short-term super-powered thugs. 
  The government and law enforcement are aware of the original source of 
  MAX 
   DRUG
   
  Max provides Boost 4 to Strength, Dexterity, and Constitution, or Boost 
  6 to one specific physical ability score. The drug’s effects wear off in about 
  an hour, after which the user is exhausted and must make a Fortitude save 
  (DC 16). Those failing the save suffer immediate heart failure, shifting their 
  condition to dying.
  
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  Max, although the general public doesn’t know government research helped 
  create one of the worst drug problems of the past few decades.
   Max has become popular with “extreme sports” types as well as criminals 
  looking to give themselves (or their henchmen) an edge against supers. Over 
  the decades, some scientists have tinkered with the composition of Max, 
  making its enhancements specific for speed, strength, or stamina, though 
  attempts to boost mental faculties with the drug have always resulted in 
  insanity and death. Despite the dangers of using max, addicts only remem-
  ber the power rush and will do anything to get another dose.
   ZOMBIE POWDER
  Followers of the Voodoo loa Baron Samedi create this fine gray powder. 
  Users snort or smoke it, producing a preternatural calm and confidence. 
  While less addictive than max, zombie powder gets easily abused as a 
  stress-reliever or painkiller, and frequent use causes brain hemorrhage, 
  coma, or heart failure. Siren works hard to shut down any known sources 
  of zombie powder, but her old foe keeps finding new ways of getting onto 
  the streets.
   ZOOM
  “Zoom” is the street name for an intravenous drug that induces a highly 
  accelerated metabolic state, giving users temporary superhuman speed 
  at the cost of burning them out. Zoom is popular with the young, “fast” 
  crowd, particularly in the rave scene.
  THE  POWER-HOUSE
  S
  ome underworld circles say there’s an outfit in Freedom City that can 
  “juice up” almost anyone with super-powers, for a price. The Power-
  House is an illegal (and fairly mobile) clinic specializing in artificial 
  enhancements, usually biochemical or bionic. The most frequent custom-
  ers are looking for a little super-powered muscle, but they also do less 
  obvious enhancements for athletes, particularly those looking to join the 
  Ultimate Wrestling League or the Circuit Maximus (see the following).
   The Power-House has a decent success rate, but their processes often 
  have various unpleasant side-effects. In particular, subjects usually need 
  regular treatments of drugs or radiation to maintain their newfound 
  abilities or even to keep their metabolism stable. Without them, they 
  experience pain, weakness, headaches, and other symptoms, and may 
  even die. This gives the Power-House a tight hold over its “clients.”
  POWER-HOUSE AUGMENT PACKAGES
  The Power-House offers a number of standard “packages” for augmenting 
  clients. Custom jobs are available, but they cost a good deal more and these 
  enhancements have been proven fairly reliable and cost-effective. They’re 
  also among the most in demand among the Power-House’s clientele.
   For a typical Power-House augment, take the Criminal, Gang Leader, or 
  Thug archetypes from M&M (pages 226-229) and any one of the pack-
  ages of traits below, increasing the archetype’s point-cost and related traits 
  accordingly. Refigure power level based on the archetype’s new traits.
  MUSCLE-MAX PACKAGE 
   TEMPLATE
  Powers: Enhanced Strength 12, Enhanced Constitution 12, 
  Impervious Toughness 3, Super-Strength 4
  Cost: 35 points
   The most popular of the Power-House’s enhancements involves a 
  series of biochemical treatments involving modified hyper-steroids and 
  malaka root extract (the basis for the street-drug max), granting power-
  ful enhanced musculature and physical resilience. Average subjects can 
  ignore minor penetration wounds and lift over four tons.
  CYBORG PACKAGE 
   TEMPLATE
  Powers: Enhanced Strength 12, Enhanced Constitution 12, 
  Impervious Toughness 3, Super-Senses 3 (infravision, low-light vision, 
  radio), Super-Strength 4
  Cost: 38 points
   Cybernetic enhancements are somewhat more expensive than the 
  Muscle-Max treatment, but also more reliable, and subjects are less likely 
  to suffer biochemical side-effects. Plus the Power-House can implant cir-
  cuitry to make cyborgs easier to control, either using direct neural circuits 
  or simple cortex bombs. More deluxe cyborg packages include built-in 
  weapons (blasters, metallic claws, buzz-saws, and such), heavier armor, 
  and life-support systems (granting Immunity to various conditions).
  FERAL PACKAGE 
   TEMPLATE
  Powers: Enhanced Dexterity 4, Enhanced Strength 8, Enhanced 
  Constitution 8, Speed 2, Strike 2 (Mighty), Super-Movement 2 (choose 
  two abilities), Super-Senses 4 (choose four ranks worth of abilities)
  Cost: 33 points
   The Power-House’s newest and most experimental series of enhance-
  ments involve retroviral animal DNA and nanotech alteration of the 
  subject’s genetics, granting various animal-like traits. Different packages 
  involves different abilities, ranging from snake DNA (providing fangs, slith-
  ering, wall-crawling, infravision and scent) to ape, wolf, monkey, lion, and 
  even bat enhancements. The so-called “ferals” are popular in the Circuit-
  Maximus because of their visual appeal as well as their savage fighting 
  style.
   In addition to applying the feral package, you can also create 
  “moreaus,” animals given humanoid characteristics, by taking any of the 
  animal archetypes from Chapter 11 of M&M, removing their animal 
  drawbacks (giving them manipulative hands and the ability to speak) and 
  increasing their Intelligence scores to 7 or more.
  ZOMBIE POWDER 
   DRUG
   
   Zombie powder users gain a +5 bonus to Will saves and to Fortitude 
  saves for resisting pain. While the drug’s effects last, they are vulnerable 
  (x2 effect) to magical forms of mind control. Make a Fortitude save (DC 
  10) when a character ingests zombie powder. Failure means the user falls 
  into a coma and must make a Fortitude save (DC 15) to avoid immediate 
  death. The Difficulty increases by +1 with each additional dose (+4 with 
  each additional dose in the same 24 hour period), ensuring the eventual 
  death of an addict. Anyone who dies on zombie powder rises that night as 
  a zombie under Baron Samedi’s control.
  ZOOM 
   DRUG
   
  Users gain Super-Speed 5 (250 MPH, with the Rapid Attack or Strike 
  power feat) for an hour, after which the user is exhausted. After a dose 
  wears off, the user must make a Fortitude save (DC 15) or suffer immediate 
  heart failure, shifting the user’s condition to dying. This is also the case if a 
  user falls unconscious while on zoom.
  
  CHAPTER THREE: LAW AND ORDER 
  FREEDOM CITY CAMPAIGN SETTING
  LAW AND ORDER
  LAW AND ORDER
  83
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  THE  CIRCUIT-MAXIMUS
  T
  he Circuit-Maximus is an illegal superhuman fight circuit, underground 
  gladiatorial games featuring superpowered fighters for the amuse-
  ment and betting pleasure of a jaded and wealthy audience. Its bouts 
  are fought in a secret area, away from the eyes of the authorities, and the 
  Circuit recruits fighters from among the criminal element as well as those 
  looking for either wealth or fame.
   The mastermind behind the Circuit-Maximus is August Roman. Decades 
  ago, he was a foe of the Centurion, a peerless criminal mastermind who 
  enjoyed pitting his intellect against Centurion’s might. Now, his criminal 
  empire largely gone, he has added a new twist to his “brains over brawn” 
  by arranging for supers to fight for his amusement and profit. He also still 
  makes criminal deals, usually arranging introductions between his fight-
  ers and potential employers without asking too many questions.
  AUGUST ROMAN
  Once, the name August Roman made the criminal underworld quake with 
  fear. One of the most brilliant criminal minds in the world, Roman plotted 
  and executed flawless crimes, ruling a “shadow empire” like the emperors 
  of old he admired. All that stood in his way were costumed clowns like the 
  Centurion, and Roman wanted nothing more than to prove his intellect 
  and cunning were a match for any freak of nature, superpowers or no. 
  Although Centurion often thwarted Roman’s schemes, he never truly cap-
  tured the criminal mastermind, and Roman always managed to go free.
   Roman’s mistake was in backing Freedom City mayor Franklin Moore. 
  Although it gave the crime-lord almost unfettered influence in Freedom 
  City, it also created a trail leading back to him. When Moore’s corrupt 
  administration fell apart, Roman was forced to abandon much of what 
  he’d built and become a true fugitive from justice. What’s more, the 
  Terminus Invasion denied him what he had always wanted: the opportu-
  nity for revenge on the Centurion.
   After the death of his old foe, Roman found himself without purpose 
  for a time. Then he reconnected with his daughter, Saturnalia, and she 
  inspired him to create a new enterprise, something to leave to her when 
  his time was done, so the Circuit-Maximus was born.
   August Roman is a tall, thin, distinguished gentleman with silvery hair 
  receding from a high forehead. He has a Roman nose and sharp features, 
  including penetrating grey eyes. He always dresses well and usually car-
  ried a silver-tipped walking stick concealing a few useful devices.
   SATURNALIA ROMAN
  The daughter of an infamous crime-lord, Saturnalia Roman is as cold and 
  cruel as she is beautiful. She’s always been able to wrap any man around 
  her little finger, including her father, to get what she wants and she has 
  come to enjoy a lifestyle of wealth and privilege. The Circuit-Maximus was 
  her idea, at least partially because she enjoys watching powerful brutes 
  fight it out in the arena for her amusement.
   Saturnalia is a strikingly beautiful woman, with long, lustrous black 
  hair, perfect olive skin, and dark eyes. She always dresses to impress in the 
  latest fashions, and makes sure to keep a few “toys” on hand for defense 
  (and amusement, if she becomes bored).
   AUGUST ROMAN 
   POWER LEVEL 7
  Str 9
   Dex 10
   Con 10
   Int 22
   Wis 19
   Cha 17
  Skills: Bluff 10 (+13), Concentration 8 (+12), Diplomacy 8 (+11), Gather 
  Information 12 (+15), Intimidate 6 (+9), Knowledge (art) 6 (+12), Knowledge 
  (behavioral sciences) 6 (+12), Knowledge (civics) 8 (+14), Knowledge (current 
  events) 12 (+18), Knowledge (history) 8 (+14), Knowledge (streetwise) 
  8 (+14), Knowledge (tactics) 10 (+16), Knowledge (technology) 8 (+14), 
  Knowledge (theology and philosophy) 6 (+12), Language 3 (French, Latin, 
  German), Notice 4 (+8), Perform (oratory) 4 (+7), Sense Motive 9 (+13)
  Feats: Connected, Contacts, Distract (Bluff), Eidetic Memory, Equipment 15, 
  Master Plan, Taunt, Seize Initiative, Well-Informed
  Combat: Attack +4, Grapple +3, Damage –1 (unarmed) or by weapon, 
  Defense +6, Knockback –0, Initiative +0
  Saving Throws: Toughness +0, Fortitude +4, Reflex +4, Will +10
  Abilities 27 + Skills 34 (136 ranks) + Feats 23 + Combat 20 + Saves 14 
  = Total 118
  SATURNALIA ROMAN 
   POWER LEVEL 5
  Str 10
   Dex 12
   Con 10
   Int 16
   Wis 16
   Cha 19
  Skills: Bluff 10 (+14), Concentration 6 (+9), Diplomacy 8 (+12), Gather 
  Information 10 (+14), Intimidate 6 (+10), Knowledge (art) 4 (+7), 
  Knowledge (behavioral sciences) 4 (+7), Knowledge (civics) 4 (+7), 
  Knowledge (current events) 8 (+11), Knowledge (history) 6 (+9), Knowledge 
  (streetwise) 8 (+11), Knowledge (tactics) 6 (+9), Knowledge (technology) 4 
  (+7), Language 3 (French, Italian, Latin), Notice 4 (+7), Perform (dance) 4 
  (+8), Sense Motive 9 (+12)
  Feats: Attractive, Connected, Contacts, Distract (Bluff), Equipment 10, 
  Fascinate (Bluff), Taunt, Seize Initiative, Well-Informed
  Combat: Attack +5, Grapple +5, Damage +0 (unarmed) or by weapon, 
  Defense +6, Knockback –0, Initiative +1
  Saving Throws: Toughness +0, Fortitude +4, Reflex +6, Will +8
  Abilities 23 + Skills 26 (104 ranks) + Feats 18 + Combat 22 + Saves 14 
  = Total 103
  CIRCUIT FIGHTERS
  In addition to thugs enhanced by the Power-House and working directly for Roman (see the previous page), the Circuit-Maximus might attract various 
  super-criminals from Chapter 6 looking to make a quick buck or make a name for themselves by fighting the very best in the ring. Heroes busting-up a 
  Circuit-Maximus bout might find more trouble than they expected if a number of supervillains happen to be gearing up for a match!
   Good candidates to fight in the Circuit-Maximus include: Devil-Ray (perhaps for the added kitsch of an aquatic water-tank battle), Orion (looking to 
  prove himself against super-powered foes), Granite (making some money on the side), Ms. Scarlet (just to show she can kick anyone’s butt), Smash (part 
  of a money-making scheme by Trap-Door), Gamma (just because he can), and Rant & Rave (for the cash and the fame). Some “sleeper” fighters might also 
  include Keres (in disguise), a Foundry robot, one of Doc Otaku’s androids, a rogue Centuritron (see Chapter 4), or a shape-shifted Meta-Grue, looking 
  to defeat “Earth’s greatest warriors.”
  
  84
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  THE WORLD OF FREEDOM
  THE WORLD OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FOUR: THE WORLD OF FREEDOM
  W
  hile Freedom City is naturally the focus of this book, there is a world 
  beyond Freedom City (much as some Freedonians might think oth-
  erwise). While Freedom has the greatest number of supers in the 
  world, there are others, more than most people know, in fact. This chapter 
  looks at the rest of the World of Freedom, with an emphasis on places of 
  interest to superheroes and villains.
  Gatekeeper, both a hereditary mystical guardian of Earth’s dimension and 
  an outspoken member of the city’s gay community.
   Canada has fewer supers (and less super-crime) in general than 
  America. Toronto, Vancouver, Ottawa, and Montreal are the major centers 
  of super-activity in Canada.
   Mexico has the fewest supers in North America, but loves the supers 
  it has. Mexico’s tradition of beloved masked heroes is long-standing and 
  even extends to some super-criminals. Romantic thieves and outlaws have 
  some small amount of popular support in Mexico.
  CHAPTER 4: THE WORLD OF FREEDOM
   NORTH AMERICA
  T
  he North American continent, Freedom City in particular, is the focus 
  of superhuman activity in the world. Virtually every major metropolis 
  in the United States has at least some superheroes and super-pow-
  ered criminals. Some band together into teams, although many heroes 
  have become members of the Freedom League since the group’s reorga-
  nization. 
   Generally speaking, the larger the city, the more supers you’ll find 
  there, so the largest super populations outside of Freedom City are places 
  like New York, Los Angeles, and Chicago. San Francisco is home of the 
   SOUTH &  CENTRAL AMERICA
  T
  he further you get from the superhuman center of North America, 
  the fewer supers you’ll see. Unfortunately for South America, many of 
  those supers are the worst sorts of criminals, and many of the heroes 
  have been foreigners trying to do their best, but often unfamiliar with the 
  local situation.
   In particular, South America became a hiding place for elements of 
  the Third Reich after the fall of Nazi Germany. Some of those elements 
  became the basis for the organization SHADOW, which maintains hidden 
  bases in Brazil, Paraguay, and Argentina.
   An isolated plateau in Brazil serves as a gateway to a primeval Lost 
  World. Although the plateau is a poorly kept secret among the world’s 
  governments, the portal itself is somewhat more elusive. Brazilian author-
  ities keep an eye out for any indications something has found its way 
  through into our world, but otherwise show surprising discretion in leav-
  ing the Lost World and its inhabitants alone.
   Most of the native superhumans in this region of the world are either 
  mutants or endowed with mystical powers, some from contact with 
  ancient Aztec, Incan, or Mayan artifacts or lore. At least a few super-
  powered enforcers work for the drug kingpins of Central America, either 
  hired mercenaries or even as loyal henchmen.  Many of these gained their 
  power by using designer enhancement drugs or the services of the Power-
  House (see Chapter 3 for details).
   EUROPE
  W
  hen the first supers appeared in the 1930s and ‘40s, it seemed 
  Europe had as many as America, but the trials of the Second World 
  War diminished their number and they have never truly rebounded.
   England has the most supers in Europe, at least partially because of 
  its close relations with the United States. Some are descendants of supers 
  from the 1940s (both native Britons and the descendants of foreign 
  supers who settled in the UK). In the late 1960s, the British government 
  established the Ministry of Powers to oversee all superhuman matters in 
  the United Kingdom. A number of supers have worked for the Ministry 
  in the years since, both officially and unofficially. “Power” has become 
  a common British term for the more American “super,” which conversely 
  sees less use in the UK.
   France has the next largest number of supers in Europe, and supers 
  are darlings of the French media and high society. A number of supers 
  (both heroes and villains) in France are visitors, usually in Paris or the 
  French Riviera.
   Germany’s relationship with supers has been strained due to the asso-
  ciations with the Nazi Übermenschen and Hitler’s so-called “Master Race.” 
  Masked and costumed figures were banned for many years, but those restric-
  tions have been lifted since German reunification. New German supers—heroes 
  and villains—have only recently become visible on the world stage.
   Most of the other nations of Europe have only a scattered handful of 
  superheroes and super-powered criminals. Heroes tend to be homebodies, 
  protecting their own nations, while European super-criminals tend to jump 
  borders frequently to evade the authorities and find new opportunities for 
  their schemes. Efforts to form a single united hero team for the European 
  Union have stalled and many European heroes have now associated them-
  selves—at least loosely—with the Freedom League.
  It begins with an overview of the world outside of Freedom City, looking 
  at the major continents, as well as the United Nations and its role in the 
  World of Freedom. Then it explores the secret corners of the world, lost 
  lands and fantastic civilizations, before heading out into the depths of 
  space. Finally, the chapter describes other dimensions beyond, from paral-
  lel Earths to the embodiment of cosmic entropy itself, the Terminus.
  
  CHAPTER FOUR: THE WORLD OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  THE WORLD OF FREEDOM
  THE WORLD OF FREEDOM
  85
  85
  
  86
  86
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  CHAPTER FOUR: THE WORLD OF FREEDOM
  A
  frica has the fewest known superhumans of any inhabited continent, 
  although it also has one of the longest histories of superhuman activ-
  ity in the world.
   Egypt—a land of ancient magic and power—was home to some of the 
  world’s first supers. In particular, Prince Heru-Ra and his rival, the sorcerer 
  Tan-Aktor, began their struggle in ancient Egypt, which has continued 
  through countless incarnations. It also included heroes like Pharos, 
  champion of light. Modern Egypt still has places of power for mages like 
  Malador and Eldrich, and fortune seekers like the Factor Four. In particu-
  lar, the lost Temple of Sirrion in the Egyptian desert shows evidence of 
  Atlantean influences in pre-dynastic Egypt. Malador was interred there for 
  millennia until the early 20th century.
   South Africa once had a secret program of recruiting supers, white 
  supers, during the years of apartheid, and of eliminating any native 
  non-white supers, which no doubt contributed to Africa’s current lack of 
  superhumans. The South African program collapsed along with apartheid, 
  and its remaining members retired or struck out on their own. Groups like 
  SHADOW have found some recruiting opportunities here.
   DAKANA
  Deep in sub-Saharan Africa, at the crossroads of Sudan, Ethiopia, Kenya, 
  and the Congo, is the small nation of Dakana. Dakana has retained the 
  same government and resisted outside invasion for centuries. The reasons 
  for this are twofold. First is Dakana’s advanced technology, the second is 
  the nation’s king and hereditary defender, the White Lion.
   Millions of years ago, a meteorite crashed in what would later become 
  Dakana. It has become the only known source for daka, crystals with 
  unique properties, making them useful in any number of super-science 
  devices, including weapons, force shields, teleporters, and dimensional 
  gates.  Daka crystals serve as focusing agents for a variety of forces, and 
  the mining and (limited) sale of the crystals has made Dakana the wealth-
  iest nation in Africa by far, one of the wealthiest nations on Earth. Study 
  and use of daka crystals has given Dakana technology well in advance of 
  its neighbors, allowing the Dakana to defend the crystal mine against any 
  invaders trying to seize it.
   AFRICA
   WHITE LION 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +6
  +4
  +4
  +5
  +3
  18
  22
  18
  18
  20
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +7/+4*
  +9
  +13
  +8
  *flat-footed
  Skills: Acrobatics 12 (+18), Bluff 8 (+11), Climb 8 (+12), Computers 8 (+12), 
  Craft (electronic) 10 (+14), Craft (mechanical) 8 (+12), Diplomacy 8 (+11), 
  Disable Device 8 (+12), Drive 4 (+10), Escape Artist 6 (+12), Gather 
  Information 4 (+7), Handle Animal 6 (+9), Intimidate 6 (+9), Knowledge 
  (business) 6 (+10), Knowledge (civics) 6 (+10), Knowledge (current events) 
  4 (+8), Knowledge (history) 4 (+8), Knowledge (physical sciences) 4 (+8), 
  Knowledge (technology) 6 (+10), Knowledge (theology and philosophy) 
  4 (+8), Language 3 (Bantu, English, French), Medicine 3 (+8), Notice 10 
  (+15), Pilot 4 (+10), Ride 4 (+10), Search 8 (+12), Sense Motive 8 (+13), 
  Stealth 12 (+18), Survival 8 (+13), Swim 6 (+10)
  Feats: Acrobatic Bluff, Animal Empathy, Assessment, Attack Focus (melee) 4, 
  Connected, Defensive Roll 3, Dodge Focus 5, Environmental Adaptation 
  (jungle), Evasion 2, Fearless, Improved Critical (unarmed), Improved 
  Initiative, Improved Throw, Move-by Action, Redirect, Skill Mastery 
  (Acrobatics, Climb, Notice, Stealth), Sneak Attack, Takedown Attack, Track, 
  Uncanny Dodge (scent)
  Powers: Super-Senses 5 (danger sense, low-light vision, scent, tracking 
  scent, ultra-hearing)
  Combat: Attack +15 (melee), +11 (ranged), Grapple +19, Damage +4 
  (unarmed), Defense +15 (+5 flat-footed), Knockback –3, Initiative +10
  Abilities 52 + Skills 49 (196 ranks) + Feats 30 + Powers 5 + Combat 42 
  + Saves 15 = Total 193
  WHITE LION, HERO OF DAKANA
  
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  THE WORLD OF FREEDOM
  8787
   For generations, Dakana pursued a strict policy of isolationism. 
  Surrounded by potentially hostile neighbors, the Dakana cultivated a rep-
  utation for ruthlessly defending their borders. By the 20th century, their 
  African neighbors had long-since learned to leave Dakana alone, and leg-
  ends spoke of the mysterious “Land of the White Lion” and the magical 
  “diamonds of Dakana.” Even European colonialists and American explor-
  ers learned Dakana was a dangerous place for unwanted visitors (much 
  less potential invaders).
   Still, the tiny country could not remain isolated forever. Although more 
  advanced on a per capita basis than any nation on Earth, the Kings of 
  Dakana recognized the rest of the world was catching up. In a world of 
  rocketry, aircraft, and satellites, Dakana could not remain separate. So the 
  decision was made to begin both trade and cultural exchanges with the 
  outside world, a decision some conservatives opposed. Daka crystals—and 
  technologies designed to use them—found their way into the hands of 
  certain governments, with an emphasis on the importance of Dakana’s 
  continued good-will. Additionally, the White Lion (King M’Zale of Dakana) 
  became active as a sometime member of the Freedom League.
   The White Lion left the League in the late 1970s to continue to rule his 
  nation wisely and well. He saw Dakana through a number of crises while 
  remaining steadfast to his devotion to maintaining contact with the out-
  side world. His son, M’Balla, the current White Lion and King of Dakana, 
  has been a steadfast ally of the Freedom League, like his father, although 
  he makes it clear his first duty is to Dakana and its people.
  DAKA CRYSTALS
  The mysterious daka crystals are found only in one particular area of 
  Dakana, the site of an ancient meteor crash. They have the hardness and 
  appearance of diamond, but other unusual properties as well. The crystals 
  can channel and direct many forms of energy. This makes them a vital 
  component in different technological devices and a precious commodity. 
  Dakana has profited from the sale of daka crystals, and more than a few 
  criminals have attempted to seize control of the only known supply.
   Daka crystals provide a useful source of super-science technology for 
  a campaign and useful hooks for the Gamemaster. Villains may attempt 
  to steal the crystals or conquer Dakana to get control of them. Sale of 
  daka to the outside world might offer opportunities to hijack shipments or 
  obtain them under false pretenses. There are also the crystals’ unknown 
  properties: they could cause various accidents or other effects.
  THE WHITE LION
  King M’Balla of Dakana is the scion of a long and honorable line, which 
  has ruled his homeland for centuries. He was raised in two worlds: steeped 
  in the mystic and spiritual traditions of his people, but also educated in 
  the finest schools in the world. When he came of age, M’Balla undertook 
  the sacred Rite of the White Lion, receiving the strength, speed, senses, 
  and courage of his family’s totem. Not long thereafter, the death of King 
  M’Zale forced his son to ascend the throne.
   ASIA
  R
  ussia doesn’t have as many supers as was once believed. During the 
  Cold War, the Soviet Union put considerable effort and resources into 
  recruiting, training, and particularly creating superhuman agents, 
  apparently to make up for a lack of more “spontaneous” supers among 
  the population.
   Russian research projects usually led to the creation of supers like the 
  Cosmic Mind, who were not at all loyal to the State. Other experimen-
  tal supers were likewise short-lived, insane, or otherwise flawed. Of those 
  supers employed by the Soviet government and the KBG, many went 
  rogue after the collapse of communism, becoming freelance mercenaries 
  and criminals. The core of the Soviet-sponsored People’s Heroes team reor-
  ganized to create the Russian Guard, which now works in cooperation 
  with the new Russian government, UNISON, and the Freedom League.
   East Asia, China in particular, has fewer supers than one might expect 
  based solely on population. There are a number of theories about this, 
  although none have been conclusively proven.
   Some believe China’s Cultural Revolution led to secret government 
  programs to study and experiment upon supers, particularly mutants, 
  but also Chinese and Tibetan mystics and perhaps even aliens (or at 
  least remnants of alien technology found in China). These experiments 
  proved largely unsuccessful, and resulted in the culling of the local super 
  population, while other supers fled or went underground. The Chinese 
  government denies any such accusations and claims it has never had any 
  such programs, although AEGIS and UNISON encountered some circum-
  stantial evidence in the 1960s and ‘70s.
   Another theory is the mystical influence of Shambala Vale has some-
  how prevented non-mystical supers from coming into being in East Asia, 
  while those with mystic potential are both relatively rare and not inclined 
  to reveal themselves publicly, particularly in the current political climate of 
  China and Southeast Asia. The fact that mystics and esoteric martial art-
  ists make up the majority of Asian supers provides some support for this 
  theory. The mystics of Shambala make no claims either way.
   Lastly, some wonder if the Chinese mastermind Dr. Sin (see Chapter 
  6) has systematically eliminated any potential rivals over the past century, 
  keeping the super population of Asia artificially low. This seems unlikely 
  as a sole factor, but might be a contributing one. Dr. Sin is naturally cir-
  cumspect about confirming such rumors.
   Whatever the reason, supers in East Asia, China and Southeast Asia in 
  particular, tend to be few and far between, mostly isolated mystics and 
  esoteric martial artists who keep to themselves and avoid entanglement in 
  worldly affairs. The few Communist super-agents from China known in previ-
  ous decades have largely vanished, been imprisoned, or killed in action.
   Of all the nations in Asia, Japan has the largest number of native 
  supers, although still fairly few by North American standards. Some 
  Japanese supers are the descendants (literally or figuratively) of World 
  War II era super-soldiers, while others are the mutant offspring of radia-
  tion from the Hiroshima and Nagasaki bombings. Unlike the rest of Asia, 
  Japan is also more given to technological supers, including gadgeteers 
  like Solo Takashi, Doc Otaku. Perhaps the most infamous Japanese super 
  is the Crimson Katana, whose legacy lives on to this day.
   AUSTRALIA
  L
  ike much of Asia, Australia has a fairly low super-population, concen-
  trated mostly in its largest cities. Mystics like Eldrich know there are 
  powerful magical forces active in the Outback, particularly around 
  sites like Uluru (the Aboriginal name of Ayer’s Rock), which is a focus 
  for mystic power and a dimensional nexus, much like Magic Mesa in the 
  American Southwest.
  
  8888
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  CHAPTER FOUR: THE WORLD OF FREEDOM
  T
  he United Nations in the World of Freedom is confronted with prob-
  lems like alien invasions, rogue nations with secret superhuman 
  breeding programs, and megalomaniacs attempting to conquer the 
  world with their fiendish devices. Although the UN General Assembly 
  seeks to foster an international spirit of cooperation and unity, it remains 
  hampered by bureaucracy, endless debate, and a general lack of support 
  among the world’s most powerful and influential nations. Still, the UN 
  remains the foremost forum for international debate and diplomacy, and 
  it has served in the past to help unify and coordinate efforts to defend the 
  Earth against outside threats.
   Thus far, none of the Earth’s hidden lands have been granted full status 
  as members of the UN. The closest is Atlantis, which has a delegation and 
  observer status. The international community recognizes Atlantis’ sover-
  eignty but, as yet, the undersea nation has chosen not to join the UN and 
  become subject to its charter. The General Assembly remains the prime 
  diplomatic channel for relations between Atlantis and the surface world, 
  but those relations remain cool and sometimes tense.
   The UN has of late supported the Freedom League’s efforts to better pro-
  tect the world at large, although individual member nations have made it 
  clear they retain the right to deal with internal matters as they see fit and 
  to refuse the Freedom League’s aid. The League respects this and only goes 
  where it is invited. Thus far, any international incidents have been avoided.
   Proposals for the UN to front its own international team of superheroes 
  have never been more than pipe dreams, given the lack of funding and 
  the amount of political wrangling involved.
   UNISON
  The closest the United Nations has come to establishing an international 
  body to deal with supers is UNISON: the UN International Superhuman 
  Oversight Network. UNISON has the unenviable task of coordinating 
  international efforts to deal with super-criminals and threats to the safety 
  of the world. It does so with virtually no legal authority, a perpetually 
  restricted budget, and often very little cooperation from the various 
  member-nations of the U.N. (to say nothing of rogue states outside the 
  community of nations).
   UNISON’s primary mandate is information gathering and coordinat-
  ing efforts between various national governments and agencies, much 
  like Interpol. Unlike AEGIS, its field agents are primarily investigators, 
  not law enforcement, since UNISON has no legal authority. Every effort 
  in the General Assembly to grant it such authority has been voted down 
  or vetoed by members of the Security Council, simply because member 
  nations aren’t willing to give up any of their sovereignty to an interna-
  tional organization.
   The agency’s frustrated Director, Jennifer Ellis, has found a way around 
  this problem by becoming a close ally of the Freedom League. UNISON 
  has considerable information at its disposal, while the Freedom League is 
  not associated with any government body, and considers itself responsible 
  for the safety of the entire world. Although there is not and cannot be 
  any official relationship, UNISON does act in an “advisory” capacity to 
  the Freedom League, passing information on to them, sometimes off the 
  record. This often allows the League to take action where the agency and 
  the UN cannot.
  COLONEL JENNIFER ELLIS
  The current Director-General of UNISON is Colonel Jennifer Ellis, RAF, on 
  assignment to the United Nations from Great Britain. Among Col. Ellis’ 
  qualifications for her current post is a long stint with the Ministry of 
  Powers in Britain, dealing with various supers, and experience with agen-
  cies like AEGIS. In fact, Jen Ellis worked several times with Harry Powers 
  (now Director of AEGIS) when the two of them were field agents.
   Director Ellis knows full well she is skirting the edge of her authority in 
  aiding the Freedom League. Thus far, she hasn’t overstepped her bounds, at 
  least not sufficiently for the UN Secretary-General to call her to account for 
  THE UNITED NATIONS
  COLONEL JENNIFER  ELLIS 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +2
  +1
  +2
  +3
  +4
  12
  14
  12
  14
  16
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +5
  +7
  +7
  *flat-footed
  Skills: Acrobatics 4 (+6), Bluff 8 (+12), Climb 4 (+5), Computers 4 (+6), 
  Diplomacy 8 (+12), Disable Device 8 (+10), Drive 8 (+10), Escape Artist 
  4 (+6), Gather Information 10 (+14), Intimidate 8 (+12), Investigate 8 
  (+10), Knowledge (behavioral sciences) 4 (+6), Knowledge (civics) 8 (+10), 
  Knowledge (current events) 8 (+10), Knowledge (streetwise) 8 (+10), 
  Language 1 (French), Notice 8 (+11), Pilot 8 (+10), Search 8 (+10), Sense 
  Motive 9 (+12), Stealth 8 (+10), Survival 8 (+11), Swim 4 (+5)
  Feats: Assessment, Connected, Contacts, Defensive Roll 2, Elusive Target, 
  Equipment 3, Evasion, Improved Initiative, Leadership, Precise Shot, Quick 
  Draw, Well-Informed
  Equipment: blaster pistol (+5 damage), armored jumpsuit (+3 Toughness), 
  commlink
  Combat: Attack +8, Grapple +10, Damage +2 (unarmed), +5 (blaster pistol), 
  Defense +8, Knockback –3, Initiative +5
  Abilities 26 + Skills 39 (156 ranks) + Feats 15 + Combat 32 + Saves 13 
  = Total 125
   UNISON AGENT 
   POWER LEVEL 3
  Str 10
   Dex 12
   Con 13
   Int 15
   Wis 14
   Cha 10
  Skills: Computers 3 (+5), Diplomacy 4 (+4), Drive 4 (+5), Gather Information 
  4 (+4), Intimidate 4 (+4), Investigate 6 (+8), Knowledge (behavioral 
  sciences) 3 (+5), Knowledge (civics) 2 (+4), Knowledge (current events) 3 
  (+5), Knowledge (streetwise) 2 (+4), Language 1, Notice 4 (+6), Profession 
  (agent) 3 (+5), Search 5 (+7)
  Feats: Defensive Roll, Equipment 2
  Equipment: pistol (+3 damage), cell phone, digital camera, notebook computer
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), +3 (pistol), Defense 
  +4, Knockback –1, Initiative +1
  Saving Throws: Toughness +2 (+1 flat-footed), Fortitude +4, Reflex +1, Will +6
  Abilities 14 + Skills 12 (48 ranks) Feats 3 + Combat 14 + Saves 7 = 50
  
  CHAPTER FOUR: THE WORLD OF FREEDOM 
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  THE WORLD OF FREEDOM
  THE WORLD OF FREEDOM
  89
  89
  it. She finds the limitations placed on UNISON endlessly frustrating, and is 
  glad to be able to assist the Freedom League, and get their help in return. 
  She would like to see UNISON become a true international law-enforcement 
  and peacekeeping agency for dealing with superhuman threats, but knows 
  there are many barriers keeping that from happening right now.
   Director Ellis is a remarkably fit, attractive woman in her 40s. She has 
  blond hair, usually pulled back in a ponytail or tucked under her blue 
  United Nations beret. She wears a U.N. peacekeeping officer’s uniform on 
  duty with the UNISON logo on the shoulder.
  UNISON AGENT
  The following is the typical UNISON agent, usually recruited from inter-
  national law enforcement agencies to work for the UN, or on temporary 
  assignment from a parent agency. UNISON agents speak English (one of 
  the official languages of the UN) in addition to their native language, 
  while native English-speakers are usually fluent in at least one other lan-
  guage. Assign additional skill ranks and equipment as appropriate for the 
  agent’s assignment.
   OVERTHROW
  Overthrow is an international terrorist organization dedicated to the 
  violent overthrow of existing government structures. They want a more 
  “reasonable” system where the most qualified and capable people—them-
  selves or people chosen by them, of course—oversee society and manage 
  its resources. The organization is largely made up of anti-government 
  fanatics and social outcasts in search of a cause. Overthrow is funded by 
  hidden bank accounts and monetary resources that no one has been able 
  to successfully trace to any discrete sources. Overthrow agents have access 
  to advanced technology and weapons that they use in their schemes.
   The truth is that Overthrow is merely a front organization for SHADOW, 
  which uses the terrorists as pawns in its own plans. Overthrow makes 
  strikes against targets designated by SHADOW, often with simultaneous 
  and random acts of violence to make it that much harder to discern a pat-
  tern to their activities. The terrorists give the public and the authorities a 
  clear and obvious threat with which to deal while SHADOW continues to 
  operate behind the scenes. Only the highest-ranking leaders of Overthrow 
  have any idea about the organization’s connections to SHADOW.
   Overthrow sometimes employs super-powered mercenaries or agents in 
  its plans, but doesn’t count any as regular members of the organization. 
  Such super-agents are rarely told everything (in case they are captured), 
  and Overthrow has been willing to sacrifice any or all of its pawns in the 
  past to accomplish its goals. Ultimately, the entire organization is expend-
  able if such a loss furthers the goals of SHADOW. Thus far, Overthrow has 
  been too useful to throw away entirely.
   If you need terrorists to threaten a building or landmark, take hostages, 
  or otherwise create a dire situation for the heroes to confront, Overthrow 
  is there. Its agents are well trained and armed, but they’re still just normal 
  people, so they have to use tactics and cunning to make them equal to a 
  team of superheroes. Having a bomb threat or a group of hostages can 
  give Overthrow the upper hand, at least until the heroes figure out a way 
  to defuse the situation.
  OVERTHROW AGENT 
   POWER LEVEL 4
  Str 10
   Dex 12
   Con 13
   Int 10
   Wis 12
   Cha 10
  Skills: Computers 2 (+2), Drive 4 (+5), Gather Information 4 (+4), Intimidate 
  4 (+4), Knowledge (current events) 2 (+2), Knowledge (streetwise) 4 (+4), 
  Notice 4 (+5), Search 4 (+4)
  Feats: Equipment 3
  Equipment: blaster pistol (+5 damage), body armor (+3 Toughness), commlink
  Combat: Attack +3, Grapple +3, Damage +0 (unarmed), +5 (blaster), Defense 
  +4, Knockback –2, Initiative +1
  Saving Throws: Toughness +4, Fortitude +4, Reflex +2, Will +2
  Abilities 7 + Skills 7 (28 ranks) Feats 3 + Combat 14 + Saves 5 = 36
  HIDDEN LANDS
  M
  odern people tend to think of Earth as thoroughly explored, no cor-
  ner of the globe left unmapped or unexplored, but there remain 
  some hidden places in the world. In these isolated corners are some 
  of the greatest mysteries and wonders Earth has to offer, filled with dan-
  ger and adventure.
  THE  AERIE
  High in the arctic mountains of northern Greenland stands a city where 
  none should be. It is situated atop impassable cliffs, honeycombed into 
  the living rock. This is the Aerie, hidden home of the Avians, a human-vari-
  ant race with bird-like adaptations.
   Although Avian history is unclear, it appears their race is a genetic 
  offshoot of humanity, most likely the result of Preserver experimentation. 
  Similarities between the Avians and winged humanoids from Areesh (a 
  planet “seeded” by the Preservers) support this conclusion. The Avians 
  have dwelled apart from “earthbound” humans throughout their history. 
  The oldest structures in the Aerie appear beyond current Avian technol-
  ogy, and may have been built by whoever settled them there.
   Avians have an agrarian culture, have domesticated animals, and also 
  hunt for food in the mountains. They have become the subjects of various 
  legends and folk tales over the years (how many is a matter of specu-
  lation). Many people are aware of Avian civilization, but few know the 
  actual location of the Aerie. The United Nations has declared the Aerie a 
  sovereign state, although the Avians decline UN membership or represen-
  tation within the community of nations. They want only to be left alone.
   In the past, misunderstandings, intrusions on the Aerie, or human careless-
  ness (particularly involving airborne pollution) has led to conflict between 
  Avians and humans, even the threat of all-out war. Fortunately, such issues 
  have been quelled before they got out of control. The Avian warrior Talona 
  is perhaps the most infamous of her race, having championed their cause 
  and threatened the outside world on many occasions. While there is cur-
  rently a fragile peace, Talona’s hot temper makes it likely the earthbound 
  world has not heard the last of her or the winged warriors of the Aerie.
   AVIAN TEMPLATE
  Avians are tall, thin humanoids, sleekly muscled, with feathers where 
  humans have hair and clawed hands and feet. Their most distinctive 
  feature is a pair of powerful, feathered wings sprouting from their shoul-
  der blades, which enable them to fly. Avian feathers are as distinctive as 
  human hair coloration and tend toward brown, tan, grey, and white, often 
  with mixtures or patterns of colors. Avian eyes are dark and they have 
  exceptional vision.
  
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  AVIAN 
  TEMPLATE
  Powers: Flight 2 (25 MPH), Strike 1 (Mighty), Super-Senses 2 (extended 
  vision, low-light vision)
  Drawbacks: Power Loss (Flight, if their wings are restrained, –1)
  Cost: 7 power points
   ATLANTIS
  Thousands of years ago in the midst of the Atlantic Ocean, the island 
  continent of Atlantis was the home of humans genetically enhanced 
  by the extraterrestrial Preservers. Using samples of technology left 
  behind by the Preservers and their own genius, the Atlanteans created 
  an advanced civilization far beyond anything else on Earth. They were 
  explorers with visions of uniting the world and made contact with other 
  lands as legends of the fabled island-continent and its powers spread 
  far and wide.
   In time, the Atlanteans came into conflict with Lemuria and the ancient 
  Empire of the Serpent People, descendants of a previous saurian empire 
  that ruled the Earth millions of years previously. Although the Serpent 
  People had become largely degenerate, they were led by cunning and 
  powerful sorcerers and worshipped nameless cosmic entities. The war 
  between Atlantis and Lemuria lasted for generations. The Atlanteans were 
  ultimately victorious, but in the end their arrogance became their undo-
  ing, as they sought to understand their foes’ alien sorcery. In so doing, 
  they triggered a disaster that destroyed Atlantis, sinking the entire conti-
  nent below the waves.
   Most of the Atlantean populace died in the Sinking, but a few saved 
  themselves by adapting to their new environment. Some Atlanteans 
  became amphibious water breathers, whether by magic, genetic engineer-
  ing, or a combination of the two. Most of the water-breathing Atlanteans 
  lived in nomadic tribes; their civilization swiftly regressed to a primitive 
  level. A few of these tribes were corrupted and interbred with Serpent 
  People, taking on reptilian characteristics and worshipping evil, forbidden 
  gods.
   Over time, some Atlanteans resettled the ruins of their ancestors’ great 
  cities and became more sophisticated, their culture similar in many ways 
  to that of the Roman Empire at its height. They have access to ancient 
  Atlantean technological and magical artifacts, although their under-
  standing has been somewhat limited until recently, and their ability to 
  manufacture such devices is likewise limited.
   Atlantis’ existence became widely known to some surface-dwellers in 
  the 1940s when the superheroine Siren operated with the Liberty League. 
  She was a surface dweller who gained her powers from a combination of 
  Atlantean science and sorcery. Following the war, she married Atlantis’ 
  crown prince Thallor and became its queen. Her son Theseus had a career 
  as the superhero Sea-King and was a member of the Freedom League. 
  He is now King of Atlantis, and his daughter Nereid is a student at the 
  Claremont Academy and a member of the Next-Gen. The voodoo goddess 
  Siren, although not an Atlantean, has visited Atlantis on occasion and 
  met her Golden Age predecessor, now Atlantis’ Queen Mother.
   Atlantis’ relations with the surface world have not always been peace-
  ful. Atlantean barbarians have been known to attack ships and coastal 
  areas. There have also been occasional coups or secession crises lead-
  ing to Atlantean invasions of the surface world. Even the most peaceful 
  Atlanteans are disdainful of surface-dwellers and their constant pollu-
  tion of Earth’s oceans. Atlantis currently has a delegation to the United 
  Nations. While recognized as a sovereign nation by most of the surface 
  world, contact is understandably at a minimum. There is also an ongo-
  ing debate as to how far Atlantis’ “dominion of the oceans” extends, 
  and whether or not King Theseus can truly claim to be “Sovereign of the 
  Seven Seas.” Although the king’s hot temper has cooled somewhat over 
  the years, diplomacy between Atlantis and the surface world remains 
  tense.
  ATLANTEAN TEMPLATE
  Atlanteans look much like surface humans with a mixture of (mostly 
  European) features. They tend toward Roman noses and jaw-lines. 
  Atlanteans are generally sleek, muscular swimmers, and have denser mus-
  cle tissue than humans, giving them super-strength (the average Atlantean 
  can lift 1,400 lbs.). Some Atlanteans (particularly members of the royal 
  family and some barbarian warlords) have even greater strength.
  Atlanteans do not have gills, instead, the lining of their lungs has adapted 
  to allow them to extract oxygen from water and to withstand considerable 
  water pressure. Atlanteans can also breathe air, although they’re most 
  comfortable in an aquatic environment.
   ATLANTEAN 
  TEMPLATE
  Abilities: Strength +4
  Feats: Environmental Adaptation (aquatic)
  Powers: Immunity 3 (cold, drowning, pressure), Swimming 2, Super-
  Senses 1 (low-light vision), Super-Strength 2
  Cost: 15 power points
  DEEP ONE TEMPLATE
  Deep Ones are Atlanteans corrupted by interbreeding with the Serpent 
  People, as well as the influence of the Serpent Scepter. They have hairless, 
  green, scaly skin, clawed hands and feet, entirely black eyes (with no iris 
  or pupil visible), pointed ears, and sharp teeth. Their scales provide Deep 
  Ones with some natural armor, and their eyes are adapted to see even in 
  the blackest ocean depths, but they deal poorly with light as bright as 
  daylight on the surface.
   DEEP ONE 
  TEMPLATE
  Abilities: Strength +4
  Feats: Environmental Adaptation (aquatic)
  Powers: Immunity 3 (cold, drowning, pressure), Protection 2, Strike 1 
  (Mighty), Swimming 2, Super-Senses 2 (darkvision), Super-Strength 2
  Drawbacks: Disabled (dazzled in daylight, minor, common, –2 points)
  Cost: 19 power points
   ORICHALCUM
  The ancient Atlanteans invented a unique metal alloy called orichalcum, 
  a hybrid creation of advanced metallurgy and alchemy. The secret of its 
  creation was lost in the sinking of Atlantis, but samples of the metal still 
  exist, owing to its near-indestructible nature.
   Orichalcum is a golden metal with Toughness 25 and is immune to 
  damage from temperature extremes. It also holds enchantments well, 
  and many ancient Atlantean artifacts made of the metal have magical 
  powers. Orichalcum weapons, armor, and tools are prized heirlooms 
  among the Atlanteans and Utopians.
  
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  9191
  CENTURION’S SANCTUM
  Located above the Arctic Circle, buried beneath the polar ice, is a secret 
  hideaway constructed by the Centurion as his home away from home and 
  headquarters, as well as an isolated place to store trophies and poten-
  tially dangerous items recovered during his adventures. He dubbed it his 
  Sanctum, and only a few trusted friends and allies visited it during the 
  Centurion’s lifetime.
   In the last years of his life, after the death of his wife Laurie, Centurion 
  lived in the Sanctum full-time. Following his death, the Freedom League 
  took possession of the Sanctum. They use it as a secondary base, should 
  something happen to the Lighthouse, as well as keeping it as a sort of 
  memorial to the Centurion.
   The Sanctum is buried deep beneath the arctic ice, with a single tun-
  nel leading to a massive metal hatch covering the front entrance. It 
  weighs 200 tons and is Toughness 25. The Sanctum contains a great hall, 
  a menagerie of alien animals rescued from the Curator, a memorial to 
  Centurion’s lost homeworld (including the original dimensional pod that 
  brought him to Earth), a trophy room with mementoes of past cases, and 
  an arsenal of confiscated weapons and devices. The “cyber-city” of Tronik 
  is contained in a computer module in the Sanctum. A monitor room is 
  equipped with viewing screens capable of picking up world media broad-
  casts, and there is a teleportal accessible from the Lighthouse.
   One particular part of the Sanctum is a featureless white chamber 
  called the Zero Room. It can transport things to and from the Zero Zone 
  and the Centurion used it to imprison threats to humanity so great they 
  could not be entrusted to the conventional authorities. The Freedom 
  League has only used the Zero Room once since taking over the Sanctum, 
  to imprison the Alpha-Centurion, although they keep the option in reserve, 
  unbeknownst to anyone else.
   The only full-time inhabitants of the Sanctum, apart from the alien 
  menagerie and the virtual citizens of Tronik, are the Centuritrons, robot 
  doubles built by Centurion decades ago to handle various minor tasks 
  and provide cover for his secret identity (allowing Mark Leeds and the 
  Centurion to appear together on numerous occasions, for example). The 
  robots now function as caretakers and defenders of the Sanctum. The 
  Freedom League has access to the Centuritrons’ command codes, but 
  keeps the robots at the Sanctum due to concerns about them going rogue 
  (as has happened on previous occasions).
  THE  SANCTUM 
  HEADQUARTERS
   
  Size: Colossal; Toughness: 15; Features: Communications, Computer, 
  Concealed, Dimensional Movement (Affects Others), Gym, Isolated, Library, 
  Living Space, Power System, Security System (DC 25), Teleport 10 (Earth to 
  the Moon, Affects Others), Workshop.
  Cost: 19 equipment points
  CENTURITRON ROBOTS
  These lifelike robots look exactly like the Centurion and wear a costume 
  identical to his. They’re programmed with sufficient information to give 
  them a +25 bonus to Disguise checks when pretending to be the genuine 
  article (either the Centurion or Mark Leeds). While their powers are not 
  equal to the Centurion’s, they are still formidable by most standards.
   CENTURITRON ROBOTS 
   POWER LEVEL 12
  Str 42
   Dex 11
   Con —
   Int 10
   Wis 10
   Cha 10
  Skills: Knowledge (history) 5 (+5), Language 1 (Latin), Notice 5 (+5), 
  Profession (teacher) 5 (+5)
  Powers: Flight 8 (2,500 MPH), Immunity 40 (Fortitude effects, mental 
  effects), Protection 12 (Impervious 10), Speed 4 (100 mph), Super-
  Senses 4 (extended vision 2, low-light vision, ultra-hearing), Super-
  Strength 10 (heavy load: 4,000 tons)
  Combat: Attack +8, Grapple +34, Damage +16 (unarmed), Defense +8, 
  Knockback –12, Initiative +0
  Saving Throws: Toughness +12, Fortitude —, Reflex +4, Will +0
  Abilities 23 + Skills 4 (16 ranks) + Powers 106 + Combat 32 + Saves 4 
  = Total 169
   TRONIK, THE CYBER-CITY
  During one of Centurion’s encounters with the Curator (see Chapter 6), the alien computer intelligence “saved” the human inhabitants of an Earth-like 
  world by digitizing the memories and intellects of the entire population of the city of Tronik. Millions of people were reduced to optical data stored in 
  an advanced, compact computer simulation of their previous environment.
   Centurion rescued the Troniks from unending stasis, but had no means to physically restore them. So he kept the storage module for their data, an 
  alien computer the size of a briefcase, in his Sanctum, running continuously.
   The Troniks are unaware of the true nature of their existence, and Centurion chose not to tell them, out of concern for the psychological harm it could 
  inflict, to know they were no longer “real,” just virtual copies of real people. The virtual world in which they live is such a perfect simulation that the 
  inhabitants of Tronik believe they escaped the cataclysm that destroyed their homeworld and founded a new city on an uninhabited planet they call 
  Neo.
   Tronik’s technology is similar to that of the Lor Republic. It is a city of soaring towers, connected by sky bridges and anti-gravity lifts. Energy weapons, 
  force fields, and similar technology are commonplace. Although none of it is real, Tronik’s “technology” is based on how the real versions once 
  operated.
   A virtual reality interface in the Sanctum allowed Centurion and others to visit Tronik, and Centurion maintained a “secret identity” there. Visits to 
  Tronik are risky simply because the “rules” of the virtual environment prevent any super-powers from functioning there, so visitors are effectively normal 
  humans. Despite the fact that Tronik’s environment isn’t “real,” biofeedback from the virtual system can induce fatal shock and other damage, so threats 
  there are more than real enough to outsiders.
   Since Centurion’s death, the Freedom League has looked after Tronik, allowing the Sanctum’s automated systems and the Centuritrons to care for it. 
  They have visited the city on occasion to check on the status of the inhabitants and to address problems or faults in Tronik’s virtual program, but have 
  otherwise continued to keep the secret of Tronik’s true nature and allowed its inhabitants to go on leading normal lives, unaware their world is confined 
  to a small box sitting on a counter.
  
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   The world community keeps careful watch on Kaiju Island for any signs of 
  trouble from its inhabitants. It was long ago decided no one nation would 
  have control over the island, and it was best to leave it and its inhabit-
  ants alone. Observation of the island falls under the purview of UNISON. 
  Conventional military forces are of only limited use against the monsters. 
  The international community will not sanction stronger measures to remove 
  or destroy the monsters for fear of stirring up a hornets’ nest of unbelievable 
  proportions. Previous such efforts have always ended in near-disaster, save 
  for the intervention of heroes like the Freedom League and the Atom Family. 
  So the international community does its best to maintain Kaiju Island as the 
  world’s most dangerous “nature preserve.”
   For some of Kaiju Island’s inhabitants, use the Monstrous Insect, 
  Monstrous Spider, Sea Monster, and Tyrannosaurus Rex archetypes in 
  Chapter 11 of Mutants & Masterminds, giving them additional ranks 
  of Growth in some cases, along with other suitable powers, like radioac-
  tive breath or lightning projection (Blast), web-spinning (Snare), or more 
  unusual traits. Additionally, there is Gigantasaur.
   GIGANTOSAUR
  The origin of the creature known as Gigantosaur remains a mystery. It 
  came from the ocean, where it primarily lives. Nuclear tests on an island 
  or at sea may have created it, or it could be the result of waste-dump-
  ing or some other mutation. Dr. Atom believes Gigantosaur originated on 
  Kaiju Island, although it’s possible it was further mutated in some way.
   Whatever the case, Gigantosaur has occasionally surfaced to trouble 
  coastal cities and communities for well over a decade. More recently, the 
  creature fell under the influence of would-be Atlantean usurpers, used as 
  a living weapon in an assault on the surface world. Gigantosaur has been 
  driven back into the sea several times, and occasionally moved back to 
  Kaiju Island.
   Gigantosaur looks much like a gigantic tyrannosaurus rex, except for its 
  vivid purple hide, which is capable of resisting even military grade weapons. 
  It swims using its powerful hind legs and sweeps of its massive tail. On land, 
  it stomps most obstacles flat, crushing the rest in its mighty jaws.
   KAIJU ISLAND
  Located in the Kuril Islands chain between Japan and Russia, Kaiju Island 
  is a rocky, volcanic prominence jutting up from the ocean. Ancient lava 
  tunnels beneath the island connect to underground regions controlled by 
  the various factions of Sub-Terra. Parts of the tunnel network and the sur-
  face of the island are also home to various monstrous creatures (called 
  kaiju by the Japanese, thus the island’s name).
   The monsters’ origins are unknown. They might be descendants of Preserver 
  experiments, or creatures summoned by the Serpent People. Another as-yet 
  unknown alien race could have created them or brought them to Earth, or 
  they may have been spawned by radiation, mutagenic chemicals, or ancient 
  corrupt sorcery still lingering on the island. A combination of some or all 
  these factors might make Kaiju Island what it is. Regardless, the rocky islet is 
  home to giant mutated monsters, which fortunately tend to stay on or near 
  the island, since most of them can’t swim or fly very far.
  GIGANT0SAUR 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +23
  +0
  +14
  –4
  +0
  +0
  56
  10
  38
  2
  10
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +23
  +18
  +0
  +4
  Skills: Intimidate 4 (+4/+12), Notice 4 (+4), Survival 12 (+12), Swim 12 (+17)
  Feats: Environmental Adaptation (aquatic)
  Powers: Growth 18 (colossal size, +36 Str, +18 Con, +20 ft. move, 
  Permanent, Innate), Immunity 20 (cold, disease, drowning, heat, mental 
  powers, pressure, radiation damage), Impervious Toughness 10, Super-
  Senses 3 (darkvision, scent)
  Combat: Attack +4 (includes size modifier), Grapple +27 (+43 vs. medium-
  sized), Damage +23 (unarmed), Defense +4 (includes size modifier), 
  Knockback –32, Initiative +0
  Abilities 12 + Skills 8 (32 ranks) + Feats 1 + Powers 88 + Combat 48 + 
  Saves 8 = Total 165
  
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   LEMURIA
  The island continent of Lemuria once existed in the Pacific Ocean thou-
  sands of years ago. It was the center of an empire ruled by the Serpent 
  People. The Serpent Empire of Lemuria was old even before modern 
  humans first appeared, and humanity was little more than a curiosity 
  to the saturnine Serpent People. They kept humans as pets and slaves, 
  occasionally using them in their arcane experiments. Saurian scientists 
  genetically-engineered various sub-species of humanity to serve them.
   In time, the decadent Lemurian Serpent People came into conflict with 
  the advanced human empire of Atlantis. They fought a long series of wars, 
  which culminated in their mutual annihilation. Lemuria sank beneath the 
  ocean in a terrible Cataclysm, the end of the last great Serpent Empire.
   The ruins of Lemuria lie at the bottom of the Pacific, largely undisturbed, 
  although occasionally visited by scavengers (human and otherwise) look-
  ing for ancient artifacts and secrets left behind by the Serpent Empire. 
  Some scattered tribes of Deep Ones can be found there, usually worship-
  ping some sunken idol or ruin. There are ancient passages from Lemuria 
  into Sub-Terra and some of the ruins still have pockets of breathable air 
  (likely maintained by some ancient machinery or magic).
   The Lemurian ruins are dangerous, holding ancient and corrupt magic, 
  imprisoned creatures, and dormant war-machines or doomsday devices the 
  Serpent People were unable to use in the final days of their war with Atlantis. 
  The United Nations have declared the ruins off-limits and placed them under 
  the jurisdiction of UNISON, which is charged with dealing with any poachers 
  or scavengers, relying on the Freedom League for more serious problems.
  THE  LOST WORLD
  The so-called “Lost World” was discovered more than a century ago by an 
  explorer and adventuring paleontologist from England, who called it the 
  “Maple White Land.” Originally believed to occupy a hidden plateau in 
  South America, later explorers discovered the plateau is actually one of 
  several dimensional gateways between Earth and a parallel world; one 
  where dinosaurs never died out and continue to exist alongside other 
  prehistoric beasts, primitive humans, and refugees from other places and 
  times. Other known Lost World gates are found at the North Pole, in the 
  South Pacific, and in the Himalayan Mountains.
   Scientists speculate the dimensional interface between the Lost World 
  and other Earths was once more permeable, but something (perhaps the 
  fallout from the last Terminus Invasion) has strengthened the dimensional 
  barriers and portals have become rare. It is possible there was once a gate-
  way between the Lost World and Kaiju Island, which might explain some 
  of its inhabitants. If so, the passage remains lost or hidden.
   Other “lost worlds” on Earth have since proven to be passages to the 
  same reality, including Dinosaur Island in the South Pacific, and the 
  isolated valley in China were prehistoric creatures are still found. A Lost 
  World passage may have existed (due to the influence of Magic Mesa) in 
  the American Southwest, explaining the so-called “Gwana Valley” the Pale 
  Rider once discovered there.
   In addition to the diverse range of dinosaurs, the Lost World is home to 
  mastodons, saber-toothed tigers, and a wide variety of prehistoric beasts 
  that (like humans) should not share the same time period or climate. Tribes 
  of primitive humans live in the jungles, surviving as best they can in the 
  savage environment. The champion of the tribes is Zandar the Jungle Lord, 
  a descendent of the English explorer who first discovered the passage to 
  the Lost World. The human tribes have made one major step forward by 
  domesticating animals for food and as mounts, and this helps keep them 
  from being driven to extinction by dinosaurs and other threats. The Lost 
  World is also home to scattered tribes of Serpent People. Whether they are 
  originally from Earth or indigenous remains a mystery.
   The most powerful civilizations here are remnants of the Incan and 
  Roman civilizations of Earth (or an Earth-like parallel world). Viracochasuyu, 
  the Incan Empire, rules a small mountain range in the name of their cre-
  ator-god Viracocha, whose avatar wields the “might of the sun” in the 
  form of a glowing crystal with solar energy powers. The Incans successfully 
  defended their territory against all threats for centuries, created incredible 
  terraced farms to feed thousands, and even domesticated pterodactyls as 
  flying mounts. They regularly sacrifice victims to a live volcano to sustain 
  their gods (and therefore the world).
   The walled city of Nova Roma grew from the efforts of General Viridius 
  Sophus and his lost legion, which found its way into the Lost World and 
  remained to claim it in the name of Emperor Marcus Aurelius; their efforts 
  were abandoned a century later when it became clear there was no hope 
  of regaining contact with Rome, but Nova Roma resembles the Empire at 
  its height, including its Praetor-Governor. Various ruins in the Lost World 
  indicate Atlantean refugees once settled here as well, but died out centu-
  ries ago, leaving only their artifacts behind.
  ZANDAR, THE JUNGLE LORD
  Alexander “Zandar” Challenger is a man of two worlds, born and raised in 
  the Lost World as royalty, descended from good English stock of Earth. In 
  addition to learning how to climb, jump, swim, and hunt, he studied letters, 
  literature, and the history of his ancestors’ home world. Zandar has visited 
  Earth on several occasions, but considers the Lost World his true home.
   The Jungle Lord is a forceful presence, a necessary survival trait on his 
  home world. He tends to speak to animals much as he would to anyone 
  else, and they respond to him in kind. Zandar is 6’2”, powerfully built and 
  perfectly proportioned. He has brown eyes and shoulder-length black hair 
  and rarely ever wears more than a loincloth, hide boots, and a necklace of 
  dinosaur teeth.
   ZANDAR 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +7
  +4
  +0
  +3
  +4
  18
  24
  18
  10
  16
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +10
  +10
  +8
  *flat-footed
  Skills: Acrobatics 8 (+15), Climb 10 (+14), Handle Animal 12 (+16), 
  Intimidate 6 (+10), Language 6 (English, Latin, Quechua, plus several tribal 
  languages), Notice 10 (+13), Sense Motive 8 (+11), Stealth 8 (+15), Survival 
  12 (+15), Swim 8 (+12)
  Feats: Acrobatic Bluff, Animal Empathy, Attack Focus (melee) 5, Defensive 
  Roll 2, Dodge Focus 4, Endurance, Equipment, Evasion, Environmental 
  Adaptation (jungle), Favored Environment (jungle), Improved Pin, Luck, 
  Move-by Attack, Power Attack, Rage, Takedown Attack, Track
  Powers: Leaping 1, Super-Movement 3 (slow-fall, sure-footed, swinging)
  Equipment: dagger (+1 damage)
  Combat: Attack +13 (melee), +8 (ranged), Grapple +17, Damage +4 (unarmed), 
  +5 (dagger), Defense +11 (+4 flat-footed), Knockback –3, Initiative +7
  Abilities 44 + Skills 22 (88 ranks) + Feats 25 + Powers 7 + Combat 30 + 
  Saves 14 = Total 142
  
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  CHAPTER FOUR: THE WORLD OF FREEDOM
   MAGIC MESA
  In the desert of the American Southwest stands a lone tower of rock, ris-
  ing up above the painted sands, casting a long shadow in the rising and 
  setting sun. Native legends speak of it as a place of power, where the 
  spirits dwell and where braves went on vision quests seeking their wisdom 
  and aid. Those who know of it call it Magic Mesa, and say it’s a place 
  where strange things happen, a place best avoided by those who know 
  what’s good for them.
   Magic Mesa is a nexus, a gateway between worlds, where someone lost 
  in the desert can find the dark tower of stone, then wander away from it 
  to end up somewhere quite different from where they started. It’s a place 
  where space and time as we know them have little meaning, and distant 
  places and times sometimes touch. It’s a well of mystic power and insight.
   In the days of the Old West, Magic Mesa was a sacred place to the 
  local tribes, and became the sanctum of Broken Crow, a powerful Sioux 
  shaman and the Master Mage of his era. Its magic helped resurrect Adam 
  Prophet, the Pale Rider, and may have influenced many other fantastic 
  tales in the Old West. After Broken Crow’s death at Wounded Knee, the 
  location of Magic Mesa was lost to all but a few, although stories contin-
  ued of people traveling in the desert and stumbling across it, for good or 
  ill. Those who sought Magic Mesa to exploit its power discovered—to their 
  regret—that it is guarded to this day.
   DUST DEVIL
  Alejandro Roja wasn’t the most honest man. He was a thief and a cattle 
  rustler, a brawler and a gambler, but he wasn’t a killer. Unfortunately, 
  some of the men he rode with were. They left Alejandro for dead one 
  night in the desert, but he was too stubborn to lie down and die. Alone 
  and wounded, without water or food, he stumbled toward a shadow loom-
  ing on the horizon under the burning sun until he could go no further.
   Roja’s lifeblood soaked into the dry sand as the vultures wheeled over-
  head, but when the shadow of Magic Mesa passed over his lifeless form, 
  something happened. Roja’s body and spirit melted into the desert sands, 
  became one with them. Alejandro Roja was gone, but something else 
  arose in his place. That night, the bandits who betrayed and murdered 
  Roja were trapped in a terrible sandstorm. Their bleached bones were 
  found only days later, picked clean in the desert.
   Ever since then, the elemental guardian known as the Dust Devil has 
  watched over the mystic nexus of Magic Mesa, protecting it from poach-
  ers and thieves. Within the creature of shifting sand dwells a human 
  spirit, seeking peace and understanding of his new existence as a force 
  of nature. Dust Devil looks like a humanoid shape formed out of sand, 
  sometimes taking on more distinct features, like those of Alejandro in 
  life.
   SHAMBALA VALE
  Nestled in the Himalayan Mountains is a secret valley not marked on any 
  map. The sole passage is hidden behind a towering waterfall, deep in 
  a narrow canyon where the mighty Tsangpo River plunges down to the 
  rocks below. Past the cascade of the Hidden Falls is Shambala Vale. It is 
  known as Lotus Land, Pemako, Shangri-la, and many other names. Despite 
  the harsh environment of the mountains, the legendary Vale remains tem-
  perate and spring-like year-round, its weather protected by ancient magic, 
  which also shields it from prying eyes. In truth, Shambala Vale is a beyul, 
  a “hidden land,” within a dimensional fold like that of Utopia Isle or the 
  Lost World, which has kept it concealed from the outside world for untold 
  generations.
   Mystics from Atlantis settled the vale millennia ago to escape the war 
  between that island nation and the Serpent Empire of Lemuria. They inter-
  married with the local people and founded a community, protecting it 
  from the elements and potentially hostile outsiders. The eventual destruc-
  tion of Atlantis affirmed their belief in isolation and pacifism, so they 
  remained and studied the esoteric arts.
   Shambala Vale is best known for its temple of learning, meditation, and 
  contemplation, and for the crypts that lie beneath it. Only learned mystics 
  and martial arts masters even know of the vale’s existence, and fewer still 
  know how to find their way there.
  THE  SHAMBALA TEMPLE
  Located on a mountainside overlooking the green and fertile valley below, 
  the Shambala Temple has stood for centuries as a place of contemplation 
  and learning. Many of Earth’s Master Mages have trained at the temple, 
  and many mystical and martial arts traditions can trace their roots back to 
  it, if one delves deeply enough into the past.
   The masters of the Shambala Temple apply many tests to determine 
  the worthiness of potential students. The first test is actually reaching the 
  temple, no small feat for an outsider. Would-be students are often rejected 
  and sent to live in the valley below to learn humility, or made to wait 
  outside the temple for days or weeks to learn patience. Once accepted, 
  students do menial work in between lessons in meditation, exercise, mar-
  tial arts, philosophy, and (in some cases) the mystic arts.
   The martial arts taught at the Shambala Temple are said to be the “sun 
  source” of all unarmed fighting techniques throughout Asia, perhaps even 
  the world, dating back to the ancient adepts of Atlantis and their esoteric 
  disciplines. Thus students of the Temple can learn virtually any fighting 
  style in the world, and true masters are among the greatest fighters the 
  world has ever known.
  DUST DEVIL 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +7
  +2
  +7
  +0
  +5
  +0
  24
  14
  24
  11
  20
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  +11
  +4
  +9
  Skills: Intimidate 12 (+12), Knowledge (arcane lore) 8 (+8), Knowledge (history) 
  4 (+4), Notice 4 (+9), Search 8 (+8), Sense Motive 8 (+13), Stealth 8 (+10)
  Feats: Chokehold, Diehard, Environmental Adaptation (desert), Favored 
  Environment (desert), Fearsome Presence 6, Improved Grab
  Powers: Anatomic Separation 1 (Variable Split), Comprehend 2 
  (languages), Growth 4, Immovable 4, Immunity 12 (aging, life support, 
  sleep, starvation), Obscure (visual) 5, Particulate Form 7 (sand, 
  Permanent, Burrowing 5, Elongation 5, Protection 5 [Impervious], 
  Insubstantial 1, Strike 5 [Mighty], Super-Movement 4 [permeate 3, 
  slithering, Limited to natural earth]), Regeneration 2 (resurrection, 1/day), 
  Super-Senses 4 (magical awareness, tremorsense), Super-Strength 3, 
  Teleport 4 (400 ft./1 mile)
  Combat: Attack +9, Grapple +25, Damage +12 (unarmed), Defense +9, 
  Knockback –16, Initiative +2
  Drawbacks: Disability (cannot leave the area of Magic Mesa, very common, 
  major, –5 points)
  Abilities 43 + Skills 13 (52 ranks) + Feats 11 + Powers 100 + Combat 36 
  + Saves 10 – Drawbacks 5 = Total 208
  
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  THE  CRYPTS OF KARU
  In catacombs deep beneath the mountain of the Shambala Temple lie 
  the Crypts of Karu. Within these vaults rest the mortal remains of many of 
  Earth’s Master Mages, placed there by the monks of the Shambala Temple. 
  The crypts are a sacred place, and no one except for the monks and the 
  current Master Mage (or those with his or her expression permission) may 
  enter. The statues within the antechamber of the crypts are enchanted as 
  guardians over the final resting place of the honored dead (use the Clay 
  Golem archetype on page 233 of M&M).
   Some Master Mages come to the Crypts of Karu to reflect and meditate, 
  others to more directly commune with the spirits of their predecessors. These 
  ancient spirits can give sage advice, but they only do so in times of the 
  greatest need, since it is difficult for them to manifest on the earthly plane. 
  This can serve as an opportunity for a mystic hero to spend a hero point for 
  some inspiration in the form of advice or hints from the ancient spirits.
   SUB-TERRA
  Most of the Serpent People perished in the sinking of Lemuria, but some 
  escaped into subterranean tunnels, deep beneath the surface of the Earth. 
  There they set about creating a new slave race to serve their needs. They 
  engineered a breed of human with great physical strength and the ability 
  to operate in near-total darkness.
   Unfortunately, these new slaves eventually rebelled against their ser-
  pent masters. They seized several underground cities for themselves, 
  expelling the Serpent People from them. The Serpent People were forced 
  to sue for peace with their former slaves, who became known as the 
  Morlocks. Legends about the Morlocks may have inspired various human 
  myths, as well as the work of H.G. Wells in his novel The Time Machine.
   In time the Serpent People engineered a new servitor race, carefully 
  weeding out individual initiative or any ability to rebel. These new slaves, 
  while controllable, proved no match for the savagery of the Morlocks, 
  whose continued attacks against the Serpent People drove them to aban-
  don many of their subterranean cities, and their new slaves along with 
  them. Without any real initiative of their own, the Sub-Terrans continued 
  maintaining the ancient cities and machines, going about their duties 
  without really knowing (or caring) why they did so.
   The conflict between the Morlocks and the Serpent People exhausted 
  both societies and drove them both deeper into barbarism. The Serpent 
  People continued to degenerate, until they lost nearly all vestiges of civi-
  lization. Cults worshipping terrible, alien gods flourished in both cultures, 
  contributing to their degeneration.
   Today, the Morlocks and Serpent People are savages, rarely ever visit-
  ing the surface world. There remain some civilized Serpent People, mainly 
  priests and sorcerers from ancient Lemuria preserved in a kind of stasis, or 
  genetic “throwbacks” with greater intellect than their brethren. Morlocks 
  occasionally see mutations with greater intelligence and psionic abili-
  ties. Such mutants typically become leaders of small tribes. Although the 
  Morlocks tend to be mistrustful of magic, there are secretive cults ruled by 
  priests of demons or alien gods.
   One such cult was mystically transformed into humanoid creatures of 
  molten rock known as Magmin. They live in the deepest depths of Sub-
  Terra, near natural pockets of magma and lava vents, since they prefer 
  the super-heated environment. Surface drilling and blasting, along with 
  natural eruptions, have occasionally driven Magmin to the surface, where 
  they attack anyone not of their own kind before retreating down below 
  once more.
   Some years ago Jerris Trent, the Terra-King, discovered the Sub-Terrans 
  (see Chapter 6). The servile creatures fixated on Trent as their new master 
  and he established his own underground empire (also known as Sub-
  Terra). Using the ancient, abandoned science of the Serpent People and 
  his legions of Sub-Terran slaves, the Terra-King has made several attempts 
  to conquer parts of the surface world, thwarted by heroes like the Atom 
  Family and Dr. Metropolis.
   Few other surface people have visited Sub-Terra, but the Atom Family 
  spent some time there. Dr. Atom reports there are hundreds of miles of 
  
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  caves and tunnels beneath the North American continent alone. Sub-
  Terrans, Morlocks, Serpent People, and various creatures descended from 
  Lemurian experiments can be found down there. The Terra-King controls 
  some of these monsters and uses them as living weapons. Dr. Atom has 
  speculated some of the Sub-Terran tunnels and caverns may run through 
  dimensional “faults” like the passages to the Lost World. Indeed, there 
  is at least one known passageway to the Lost World from Sub-Terra, and 
  other tunnels there could lead to other worlds, places, or even times.
  MORLOCK
  Morlocks are stocky, pale humanoids with white hair and dead-white eyes. 
  They tend to wear simple dark clothing and carry clubs or similar primitive 
  weapons. Morlock mutants are taller, thinner, and more refined, but with 
  the same white skin, hair, and eyes (although their eyes may be unusual 
  colors, or glow when they use their powers).
   MORLOCK 
   POWER LEVEL 3
  Str 13
   Dex 10
   Con 11
   Int 8
   Wis 11
   Cha 10
  Skills: Notice 2 (+2), Search 2 (+1), Survival 4 (+4)
  Feats: Equipment 1
  Powers: Protection 1, Super-Senses 2 (darkvision)
  Combat: Attack +3, Grapple +4, Damage +1 (unarmed), +3 (club), Defense 
  +2, Knockback –1, Initiative +0
  Saving Throws: Toughness +1, Fortitude +3, Reflex +0, Will +1
  Drawbacks: Disabled (dazzled in daylight, minor, common, –2 points)
  Morlock Mutant: Add 20 points in any of the following powers (including any 
  modifiers or power feats): Communication (mental), Comprehend (language), 
  Confuse, Darkness Control, Emotion Control, ESP, Fatigue, Illusion, Mental 
  Blast, Mind Control, Paralyze, Possession, Telekinesis, or Telepathy.
  Abilities 3 + Skills 2 (8 ranks) + Feats 1 + Powers 3 + Combat 10 + 
  Saves 4 – Drawbacks 2 = Total 21
  MAGMIN
  Magmin are stocky, wide creatures with skin like cooling magma: a dark 
  rocky coating over seething hot liquid rock. Their eyes and mouths glow 
  with heat. They’re capable of grinding speech, but more often simply 
  grunt or growl. Their terrible heat makes even touching them dangerous. 
  Magmin are immune to heat and can wade through pools of lava. Indeed, 
  they’re quite uncomfortable in cooler environments.
   MAGMIN 
   POWER LEVEL 4
  Str 16
   Dex 9
   Con 16
   Int 7
   Wis 10
   Cha 8
  Skills: Notice 2 (+2), Search 2 (+0), Survival 4 (+4)
  Powers: Immunity 14 (heat damage, life support), Protection 3, Strike 5 
  (heat, Aura), Super-Senses 2 (darkvision)
  Combat: Attack +3, Grapple +6, Damage +3 (unarmed) +5 (heat), Defense 
  +2, Knockback –3, Initiative +0
  Saving Throws: Toughness +6, Fortitude +5, Reflex +0, Will +1
  Drawbacks: Disabled (slowed in cold, paralyzed in sub-zero temperatures, –3 
  points)
  Abilities 6 + Skills 2 (8 ranks) + Powers 29 + Combat 10 + Saves 4 
  – Drawbacks 3 = Total 48
  SERPENT PERSON (SAVAGE)
  Savage Serpent People are little more than animals; sinuous, scaled 
  humanoids with snake-like heads and long tails. They wear crude, ragged 
  clothing (if any) and attack non-Serpent People on sight, using their 
  clawed hands or poisonous bite. They obey the commands of civilized 
  Serpent People, but aren’t smart enough to carry out complex orders.
   SERPENT PERSON (SAVAGE) 
   POWER LEVEL 2
  Str 13
   Dex 11
   Con 13
   Int 6
   Wis 7
   Cha 8
  Skills: Climb 4 (+5), Escape Artist 4 (+4), Stealth 4 (+4)
  Feats: Improved Initiative
  Powers: Drain Wisdom 5 (Linked to bite, Poison), Protection 1, Super-
  Senses 2 (darkvision)
  Combat: Attack +2, Grapple +3, Damage +1 (bite, plus Drain), Defense +2, 
  Knockback –1, Initiative +4
  Saving Throws: Toughness +2, Fortitude +1, Reflex +2, Will +0
  Abilities  –2 + Skills 3 (12 ranks) + Feats 1 + Powers 13 + Combat 8 + 
  Saves 4 = Total 27
   SERPENT PERSON (CIVILIZED)
  Civilized Serpent People look much like their savage cousins, but a cold 
  intellect gleams in their dead, golden eyes. They typically dress in long, 
  hooded robes with wide sleeves, but they’re magically able to assume 
  human form, allowing them to move about undetected. Many civilized 
  Serpent People are sorcerers of some skill.
  
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   SERPENT PERSON (CIVILIZED) 
   POWER LEVEL 2
  Str 10
   Dex 11
   Con 10
   Int 13
   Wis 10
   Cha 12
  Skills: Escape Artist 4 (+4), Knowledge (arcane lore) 4 (+5), Stealth 4 (+4)
  Feats: Improved Initiative
  Powers: Drain Wisdom 5 (Linked to bite, Poison), Morph 4 (humanoids), 
  Protection 1, Super-Senses 2 (darkvision)
  Combat: Attack +2, Grapple +2, Damage +0 (bite, plus Drain), Defense +2, 
  Knockback –0, Initiative +4
  Saving Throws: Toughness +1, Fortitude +0, Reflex +2, Will +2
  Serpent Person Initiate: Add Ritualist feat (+1 point).
  Serpent Person Sorcerer: Add Magic 6 and five power feats (+17 points, PL4).
  Abilities 7 + Skills 3 (12 ranks) + Feats 1 + Powers 21 + Combat 8 + 
  Saves 4 = Total 44
  SUB-TERRAN
  The Sub-Terrans are small, sickly-looking humanoids with yellowish skin, 
  but surprising strength for their size. Their bodies are completely hairless 
  and their solid white eyes are adapted to near-total darkness, rendering 
  them blind in daylight or the equivalent. They’re naturally servile, fanati-
  cally obeying the commands of whomever they consider their master.
   SUB-TERRAN 
   POWER LEVEL 1
  Str 13
   Dex 10
   Con 11
   Int 6
   Wis 10
   Cha 8
  Skills: Notice 2 (+2), Survival 2 (+2)
  Powers: Protection 1, Super-Senses 2 (darkvision)
  Combat: Attack +1, Grapple +2, Damage +1 (unarmed), Defense +1, 
  Knockback –0, Initiative +0
  Saving Throws: Toughness +1, Fortitude +2, Reflex +0, Will +0
  Drawbacks: Disabled (blind in daylight, major, uncommon, –3 points)
  Abilities –2 + Skills 1 (4 ranks) + Powers 3 + Combat 4 + Saves 2 
  – Drawbacks 3 = Total 5
   ULTIMA THULE
  The ancient Scandinavians had a legend of an “island at the edge of the 
  world” called Ultima Thule. Like many legends in the World of Freedom, 
  this one holds a grain of truth. High above the Arctic Circle, hidden 
  deep beneath the polar icecap, is the fabulous city of Ultima Thule, the 
  Hyperborea of legend.
   Thousands of years ago, the experiments of the alien Preservers cre-
  ated an advanced offshoot of humanity. Some of these people founded a 
  colony in the North Atlantic, later an outpost of Atlantis. During the final 
  days of the war between Atlantis and the Serpent Empire of Lemuria, an 
  experiment involving cosmic forces devastated the original island home of 
  the Ultima. However, the survivors of the experiment were endowed with 
  cosmic energy manipulating powers and fantastically extended lifespans. 
  Despite their efforts to prevent it, Atlantis continued to pursue the study 
  of cosmic forces and unleashed its own destruction.
   The cosmically empowered survivors went far to the north, beyond any 
  human habitation, where they founded the hidden city of Ultima Thule, 
  the center of a domain some called Hyperborea. There they retired in con-
  templation and study, living apart from humanity while keeping watch for 
  signs of the return of the Serpent People and their minions. Most Ultima 
  devoted their immortal lives to the pursuit of particular areas of interest, 
  from arts and athletics to science and scholarship.
   Few humans knew anything other than legends of the fantastic Ultima 
  Thule. The immortal Daedalus visited the city during his travels, and spent 
  many years among the Ultima, but eventually resumed his wandering. No 
  other outsider visited Ultima Thule until the 20th century, when contact 
  between the Ultima and the outside world changed the course of history.
   Members of the German Thule Society, an occult organization devoted 
  to discovering the “root elements” of Aryan culture, discovered the loca-
  tion of Ultima Thule and visited the city. Among them was Wilhelm 
  Kantor, an initiate of the Society, and reincarnation of the Egyptian sor-
  cerer Tan-Aktor (see Overshadow in Chapter 6). Although the Ultima 
  agreed they were likely the source of legends about a superhuman “Aryan” 
  root race, they had no interest in Nazi ideology about a “master race.” 
  The Ultima decided to wipe the humans’ memories of their city and let 
  them go. However, one Ultiman, Kal-Zed, was intrigued by the possibility 
  of guiding humanity, so he secretly contacted the Nazis.
   Kal-Zed became der Übermensch, champion of the Nazi ideal. Neither 
  the German High Command nor the rest of the world knew he was actu-
  ally an Ultiman, and his race chose not to reveal their existence (after a 
  long and bitter debate), but exiled Kal-Zed and washed their hands of the 
  matter. Übermensch suffered defeats at the hands of Centurion and the 
  Liberty League. He fled Germany before it finally surrendered to the Allies. 
  Kal-Zed eventually abandoned the Nazi ideology but remained a steadfast 
  foe of the Centurion as Superior (see Chapter 6 for more information).
   Centurion and other heroes eventually made contact with the Ultima, 
  although their existence remains secret from the rest of the world. The 
  immortals of Ultima Thule continue to safeguard the world from their 
  ancient enemies, the Serpent People and their ilk, and to walk in human 
  guise among mortals, but otherwise remain in their splendid isolation.
  ULTIMAN TEMPLATE
  The Ultima—also known as Hyperboreans—are an advanced, cosmically 
  empowered offshoot of humanity. Cosmic energy they call vril enhances their 
  life force, making them virtually immortal, and giving them various energy-
  manipulating powers. Ultima are super-strong (able to lift 12 tons on average) 
  and have incredible constitutions. They have considerable resistance to harm 
  and, given time, can recover from virtually any injury. They have low-level tele-
  pathic abilities, allowing them to communicate in any spoken language.
   ULTIMAN TEMPLATE 
  TEMPLATE
  Abilities: Str +20, Con +20
  Skills: Knowledge (history) 8
  Feats: Jack-of-All-Trades
  Powers: Comprehend 2 (languages), Cosmic Energy Control 10, Flight 
  5 (250 MPH), Immunity 12 (aging, life support, starvation, sleep), 
  Regeneration 14 (Bruised 1/round, Injured 1/round, Disabled 1/minute, 
  Resurrection 1/day, Persistent, Regrowth), Super-Strength 4, Telepathy 2
  Ultima Prime: One Ultiman, the leader of the community, is designated “Ultima 
  Prime,” and wields additional power from the psychic support and loyalty of 
  all Ultima. The designated Ultima Prime gains 4 additional ranks of Cosmic 
  Energy Control and Mental Communication 18 (Area, Limited only to other 
  Ultima, Selective). These additional powers are lost if the individual ever 
  loses the status of Ultima Prime. Ultima Prime status increases the cost of the 
  Ultiman template by 27 power points, to 142 total points.
  Cost: 115 power points
  
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   Different Ultima develop their powers—particularly Cosmic Energy 
  Control and Telepathy—in different ways, acquiring various power feats, 
  including Alternate Powers. Common Cosmic Energy Control feats include 
  Alternate Powers like Disintegration, Telekinesis, Teleport, and Transform. 
  Common Telepathy feats include Alternate Powers like Emotion Control, 
  Illusion, and Mental Transform. The exact feats and path of develop-
  ment depends on the interests, training, and discipline of the individual 
  Ultiman.
   The template represents the traits of the average Ultiman. Many of 
  them have greater power ranks, and most have a wide variety of skills 
  learned in their vast lifetimes.
   UTOPIA ISLE
  When Atlantis sank, a small number of Atlanteans survived, having been 
  away from the homeland when disaster struck. Some of these survivors 
  scattered to different parts of the world, becoming known as heroes, wiz-
  ards, and legendary figures in human mythology.
   Most of the refugees made their way to a remote outpost in what is 
  now the Caribbean. They settled on an island situated in the midst of a 
  dimensional rift in the Bermuda Triangle, shielded from the outside world. 
  It became known as Utopia—literally “a place which is nowhere”—and the 
  Atlantean survivors created a small, self-contained civilization focused on 
  peace, equality, and personal achievement. They abandoned any interest 
  in the mystic arts, believing such things led to the downfall of Atlantis, 
  and focused on the sciences instead. They achieved tremendous advances 
  and enjoyed millennia of peace and prosperity, shunning contact with the 
  outside world.
   In 1941, the Utopians made contact with the first outsiders in millen-
  nia, and learned of the war in Europe and the Nazi regime. They decided 
  to send an envoy to learn more about this conflict, and a young Utopian 
  named Sarlyn was chosen. He become known as “the  Envoy” in the 
  outside world and served as a member of the Liberty League. Although 
  Envoy’s reports showed much promise in humanity, when the United 
  States deployed nuclear weapons to put an end to the war, the Utopians 
  decided once more to isolate themselves.
   A few outsiders like the Atom Family know of Utopia Isle’s existence, 
  although its location remains a closely guarded secret. Although some 
  Utopians favor renewing contact with the outside world, the majority fears 
  the contamination of their peaceful culture and the threat of what humanity 
  might do if they discovered Utopia’s existence. A growing minority lobbies 
  for leaving Earth to colonize another world in the galaxy, leaving any fear 
  of discovery behind. For now, the Utopians wait and watch for signs that 
  humanity is developing toward the kind of peace they have achieved.
  COUNSELOR SARLYN (THE ENVOY)
  Sarlyn was born and raised in an advanced, peaceful, and isolated culture. 
  Like most Utopians, he grew up vaguely aware of the outside world, but 
  also knowing its inhabitants were dangerous and primitive. As a young 
  adult, he encountered some of the first outsiders ever known on Utopia, 
  and learned of war in Europe that was spreading to engulf the world. 
  When the Utopians decided to send an envoy to investigate and learn 
  more, they held a series of tests to decide who was most worthy. Sarlyn 
  competed and was chosen.
   He made his debut by helping save American lives in Pearl Harbor, imme-
  diately after the Japanese attack and the name “Envoy” stuck when he 
  explained who he was. The War Department (and the Axis, for that matter) 
  was frustrated by Envoy’s consistent refusal to reveal anything more about 
  his people or where he came from, but he earned the respect and trust of 
  America and the Allies by his willingness to risk his own life to protect free-
  dom and democracy. In turn, Sarlyn came to care the people of the outside 
  world. Although at least one attempt was made to recall him to Utopia dur-
  ing the war, Sarlyn won the right to see it through to the end.
   The disbanding of the Liberty League was the end of the Envoy’s 
  embassy in the outside world. Regretfully, Sarlyn returned to Utopia Isle. 
  His reports led the Utopians to decide to maintain their policy of secrecy, 
  saying the rest of humanity was still not sufficiently advanced. Sarlyn has 
  become a respected leader of the community, and still champions human-
  ity’s cause among his people. He argues against leaving Earth behind and 
  in favor of renewing contact by sending a new envoy to the outside world, 
  although this plan has not yet been approved.
  UTOPIAN TEMPLATE
  Utopians are generally fitter and better developed—physically and men-
  tally—than ordinary humans. They benefit from the genetic enhancements 
  of their Atlantean ancestors, although they lack the cosmic powers of 
  their distant cousins, the Ultima.
   UTOPIAN TEMPLATE 
  TEMPLATE
  Abilities: +8 Strength, +8 Constitution
  Skills: Concentration 4
  Feats: Jack-of-all-Trades
  Powers: Immunity 2 (aging, disease, Limited to half effect), Super-Strength 1
  Cost: 20 power points
   COUNSELOR SARLYN 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +6
  +5
  +6
  +3
  +4
  +3
  22
  20
  22
  16
  18
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+6*
  +12
  +10
  +9
  *flat-footed
  Skills: Acrobatics 8 (+13), Climb 4 (+10), Concentration 8 (+12), Diplomacy 
  8 (+11), Knowledge (technology) 4 (+7), Knowledge (theology and 
  philosophy) 4 (+7), Language 4 (English, French, German, Russian), 
  Medicine 2 (+6), Notice 6 (+10), Pilot 2 (+7), Ride 2 (+7), Sense Motive 8 
  (+12), Stealth 6 (+11), Survival 6 (+10), Swim 4 (+10)
  Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 2, Attractive, 
  Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Eidetic 
  Memory, Evasion, Improved Disarm, Improved Initiative, Improved Trip, 
  Instant Up, Jack-of-all-Trades, Move-by Action, Power Attack, Set-Up, Stunning 
  Attack, Teamwork, Trance
  Powers: Device 1 (orichalcum staff, easy to lose), Immunity 2 (aging, 
  disease, Limited to half effect), Super-Strength 1 (heavy load: 1,040 lbs.)
  Quarterstaff: Strike 2 (Mighty, Thrown, Feature: collapsible for easy 
  concealment).
  Combat: Attack +12 (melee), +10 (ranged), Grapple +19, Damage +6 (unarmed), 
  +8 (staff), Defense +12 (+5 flat-footed), Knockback –4, Initiative +9
  Abilities 54 + Skills 19 (76 ranks) + Feats 24 + Powers 6 + Combat 40 + 
  Saves 16 = Total 159
  
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  S
  pace is vast, and its fairly common knowledge that humans are not 
  alone in the cosmos. On the contrary, there are thousands of worlds 
  filled with a variety of alien life, some of it quite advanced, and some 
  hostile to Earth. Strange visitors from other worlds have made their way to 
  our own, but for the most part, Earth is considered something of an inter-
  stellar backwater, a primitive curiosity among space-faring races.
   While there is an almost infinite variety of life in the cosmos, this sec-
  tion talks primarily about the alien worlds and civilizations associated 
  with Freedom City and its inhabitants, including the great civilizations of 
  Earth’s area of the galaxy.
   FARSIDE CITY
  In a crater on the far side of Earth’s moon is a hidden city, thousands of 
  years old. Its inhabitants, the Farsiders (also known as Selunites or “Moon 
  People”), are the descendants of humans taken from Earth by the alien 
  Preservers, the same race that seeded humanity across the galaxy.
   The Preservers built Farside City in a deep crater, along with atmo-
  spheric generators, and settled a number of humans there. Apparently, 
  they used the city as some sort of outpost or perhaps a “living laboratory” 
  to study humanity. They may have also intended the city to ensure the 
  survival of various species (including humans) if something happened to 
  wipe out life on Earth. Certainly, some of the Farsiders’ myths suggest 
  their home was intended as “the Last Refuge.” Whatever the case, the 
  Preservers disappeared long ago, leaving the Farsiders to develop on their 
  own.
   The inhabitants of the lunar city advanced faster than their Earth-
  bound cousins, achieving a high level of scientific and technological 
  sophistication. They also developed psionic abilities among a minority 
  of their population, which soon became the ruling class. Generally, the 
  Farsiders led an idyllic existence with little reason to change their way of 
  life. A strong xenophobic streak, perhaps encouraged or engineered by 
  the Preservers, kept them from returning to Earth, even when they had the 
  technology to do so. This limitation also kept them from exploring their 
  lunar home much beyond the bounds of their city. Their society peaked 
  centuries ago, and has remained largely the same since.
   Things changed when humans from Earth began to leave their planet 
  and explore space. The Farsiders learned much about the mother-world 
  from intercepted radio and TV transmissions. They knew Earthlings were 
  primitive and warlike, and they feared the possibility of a conflict, even 
  more so once humanity developed large nuclear arsenals and space-based 
  weapons.
   Fear and ambition drove Selene, a member of the royal family, to lead a 
  coup against her relations. She seized control of Farside City and used its 
  technology to hide all evidence of the city from technological or biologi-
  cal sensors. The only other member of the Farside royal family to survive 
  was a boy named Mentac, who escaped to Earth and was adopted by 
  humans.
   Selene took the title Lady Lunar and turned the city into a dictatorship 
  under her rule. She used the power of the Moonstone, an alien artifact 
  left by the Preservers, to increase her powers and exert influence over the 
  Farsiders. Rather than be destroyed by Earthlings, Lady Lunar planned to 
  build a space fleet and eventually seize control of Earth as well.
   Years later, Mentac returned to Farside City as one of the Atom Family. 
  They overthrew Lady Lunar and freed the Farsiders from her influence. 
  Mentac refused to take his aunt’s place, not wishing to exchange one dic-
  tator for another, no matter how benevolent. He encouraged his people 
  to institute a democratic form of government, and the elected Farside 
  Council now rules the city.
   Most people on Earth still do not know of Farside City’s existence. The 
  Farsiders’ advanced technology hides them from satellites and space 
  probes, although several major Earth governments know about the city 
  and its location. Many people in the superhuman community are aware of 
  or have even visited Farside City, particularly the current generation of the 
  Atom Family, children of Mentac and his wife Andrea Atom.
   The Farsiders are of human stock, still almost genetically identical to 
  Earth humans. They have the same traits as ordinary humans, although 
  they tend to be taller, with thinner builds (Farside City has artificial grav-
  ity, but not quite as strong as Earth’s normal 1G). Some Farsiders still 
  manifest psionic abilities, although such powers have become even less 
  common since Lady Lunar wiped out the rest of the royal family (the 
  Farsiders with the strongest psionic genes). Farside technology is quite 
  advanced, including gravity control, genetic engineering, and super-com-
  puters.
   CRATER APES
  Crater apes are primates genetically engineered long ago by the mysteri-
  ous alien Preservers (or perhaps by the ancient ancestors of the Farsiders, 
  it’s not entirely clear). Crater apes were originally used to perform heavy 
  labor in parts of Farside City, under the psychic control and guidance of 
  Farsider nobles. They were designed to absorb solar radiation, and thrive 
  on it, giving them some energy-related powers.
   While Lady Lunar ruled Farside City, she turned the crater apes from a 
  labor force into her mentally controlled enforcers and guards, using them 
  to help keep the human population of the city in line. The apes served 
  quite well in that capacity, until the Atom Family overthrew Lady Lunar 
  and liberated the Farsiders.
   The people of Farside City attempted to return the crater apes to their 
  role as domesticated servants, but encountered difficulties. Lady Lunar 
  MYSTERIES IN SPACE
  THE  MOONSTONE
  The Moonstone is a mysterious alien artifact, created or discovered by 
  the Preservers and left behind in Farside City when they departed Earth’s 
  solar system. It is a fist-sized, faceted piece of translucent crystal with a 
  pearly luster that glows softly from inside. The Moonstone is a potentially 
  limitless power-source, and has provided most of the energy needs of 
  Farside City for thousands of years.
   The Moonstone is also a powerful psionic amplifier. Its energy can boost 
  the abilities of a psychic through physical contact, and even grant access to 
  abilities they don’t even normally have. The mentats of Farside occasionally 
  used the Moonstone to enhance their powers, and held the crystal in trust 
  for the entire community. When Lady Lunar overthrew the royal family, she 
  seized the Moonstone’s power for herself. The Atom Family returned it to the 
  custody of the Farsiders when they in turn deposed Lady Lunar.
   There appears to be some sort of psychic link between the Moonstone 
  and Chase Atom. Chase has been able to override another’s control of 
  the stone in the past with great mental effort. It may be because he is 
  descended from one of the last survivors of the royal family, because 
  of his unique human/Farsider heritage, his unusually strong psionic 
  powers, or some combination thereof.
  
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  gave them a taste for violence and a domineering attitude toward every-
  one except for her, plus there were virtually no mentats left to control 
  them. The Farsiders faced some trouble with the crater apes and even-
  tually isolated the population in a preserve. Efforts to re-train them have 
  been slow (particularly without the aid of experienced telepaths), but are 
  progressing.
   Lady Lunar may have taken some crater apes with her when she fled 
  Farside City, or shortly thereafter. She has at least once unleashed the 
  crater apes on both Farside and Freedom City after driving them into a 
  state of “lunacy” with her powers. The Atom Family was able to capture 
  and contain the rogue apes and return them to their preserve on the 
  Moon.
   Crater apes make useful minions for Lady Lunar, or other villains—such 
  as Dr. Simian—who manage to capture and train or otherwise control some 
  of them. Heroes visiting Farside City may also encounter them there.
  CRATER APE 
   POWER LEVEL 5/MINION RANK 4
  Str 21
   Dex 15
   Con 14
   Int 2
   Wis 12
   Cha 7
  Skills: Climb 13 (+18), Notice 7 (+8)
  Powers: Energy Absorption 6 (Boost Strength, Limited to radiation), 
  Growth 4 (Permanent, Innate), Protection 3, Super-Senses 2 (low-light 
  vision, scent), Super-Strength 1 (heavy load: 1,800 lbs.)
  Combat: Attack +2 (includes –1 due to size), Grapple +8, Damage +5 
  (unarmed), Defense +4 (includes –1 due to size), Knockback –6, Initiative +2
  Saving Throws: Toughness +5, Fortitude +6, Reflex +6, Will +2
  Drawbacks: Disability (mute, very common, moderate, –4 points)
  Abilities –1 + Skills 5 (20 ranks) + Feats 1 + Powers 26 + Combat 16 + 
  Saves 9 – Drawbacks 4 = 52
  THE  GRUE UNITY
  The Grue Unity is an expansionist, militaristic, interstellar empire near 
  Earth’s region of the Milky Way. The expansion of the Grue has been 
  checked somewhat by the presence of the rival Lor Republic. Still, the 
  Grue are not about to let the Lor prevent them from achieving their des-
  tiny, which is to rule all inhabited worlds in the galaxy.
   The Grue are a protean, shape-shifting species from the dark planet 
  Gruen Prime. As they evolved, the Grue actually differentiated into differ-
  ent “castes” with specialized roles and intellectual capabilities to match.
   Grue are disdainful of “solid” creatures with fixed forms and consider 
  themselves inherently superior to other forms of life. They are an arrogant 
  and xenophobic species and believe it is their manifest destiny to rule the 
  galaxy.
   The Grue expanded their Unity using their shapeshifting powers to infil-
  trate and take control of other civilizations they encountered until they’d 
  amassed the power sufficient to rule openly. On occasions they simply 
  invade and seize control of more primitive worlds. The presence of Lor 
  mentats has limited the Grue ability to infiltrate the Republic, although 
  there are still some Grue moles active in Lor society. Grue have also infil-
  trated Earth society in the past, although the full extent of their activities 
  remains unknown.
   The Grue Unity is made up of a number of client races ruled by the 
  Grue with an iron fist and the aid of legions of soldier drones. The Unity’s 
  technology is advanced, but largely stolen or mimicked from other civiliza-
  tions they have assimilated. They have faster-than-light starships, energy 
  weapons, force fields, anti-gravity, genetic engineering, and so forth. 
  They’re particularly proud of their weapons technology, which includes a 
  variety of nerve stimulating pain weapons and capture devices in addition 
  to standard-issue blasters and implosion grenades.
   The Grue have been interested in Earth for some time, though the first 
  known contact occurred in 1947 when a scout craft crashed in the Desert 
  
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  Southwest of North America. Since then, the Unity has sent additional 
  scouts and other forces to Earth for various reasons. One thing the Unity 
  knows is it has little chance to conquer Earth while its native superhumans 
  (notably the Freedom League), the Star Knights, and the Lor Republic all 
  watch over it. Many Grue schemes are intended to discredit or eliminate 
  Earth’s superhuman protectors so the aliens can then invade in force.
   GRUE DRONE
  The lowest Grue caste is made up of “drones,” warriors with only lim-
  ited awareness and metamorphic abilities, directed by the higher castes 
  of their species. While drones are fully capable of acting on their own, 
  they require the mental powers of the Meta-Mind for true coordination 
  and initiative. Lor mentats have interfered with this coordination in the 
  past, another reason why the Unity has been unable to launch an all-out 
  assault against the Lor Republic.
  GRUE DRONE 
   POWER LEVEL 3
  Str 14
   Dex 11
   Con 14
   Int 10
   Wis 10
   Cha 8
  Skills: Notice 2 (+2), Profession (soldier or other) 4 (+4), Search 2 (+2)
  Powers: Morph 2 (humanoids)
  Combat: Attack +2, Grapple +4, Damage +2 (unarmed), +5 (blaster), Defense 
  +2, Knockback –1, Initiative +0
  Saving Throws: Toughness +2, Fortitude +2, Reflex +0, Will +0
  Drawbacks: Disability (confused by telepathic interference, uncommon, 
  major, –3 points)
  Abilities 7 + Skills 2 (8 ranks) + Powers 4 + Combat 8 + Saves 0 
  – Drawbacks 3 = Total 18
   GRUE METAMORPH
  Over time, drones mature, develop greater awareness, and attain the 
  metamorph level, the Grue “commissioned” caste. Metamorphs are as 
  intelligent as humans (more, in their estimation) and have fully developed 
  shape-changing powers, which they use to infiltrate alien cultures, prepar-
  ing the way for invasion and conquest.
   Metamorphs have limited telepathic abilities; they are psychic para-
  sites, feeding on the neural energies of their prey, and learning to mimic 
  them more effectively in turn. Grue “will drain” reduces victims’ awareness 
  of any danger, and eventually places them in a comatose state of sus-
  pension, allowing the Grue to replace them, with sufficient memories to 
  convincingly imitate their victims.
  GRUE METAMORPH 
   POWER LEVEL 6
  Str 14
   Dex 11
   Con 14
   Int 13
   Wis 13
   Cha 15
  Skills: Bluff 4 (+6), Disguise 0 (+32 with Shapeshift), Gather Information 4 
  (+6), Notice 4 (+5), Search 4 (+5), Sense Motive 4 (+5), Stealth 4 (+4)
  Feats: Improved Initiative
  Powers: Comprehend 2 (languages), Drain Wisdom 1 (Alternate Save: Will, 
  Slow Fade 6: one day), Mind Reading 6 (Touch Range), Shapeshift 6
  Combat: Attack +6, Grapple +8, Damage +2 (unarmed), +5 (blaster), Defense 
  +6, Knockback –1, Initiative +4
  Saving Throws: Toughness +2, Fortitude +4, Reflex +4, Will +4
  Abilities 20 + Skills 6 (24 ranks) + Feats 1 + Powers 61 + Combat 24 + 
  Saves 9 = Total 121
  THE META-MIND 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +16
  +0
  +8
  +15
  +16
  +7
  42
  11
  26
  40
  42
  24
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +18
  +14
  +4
  +18
  Skills: Bluff 8 (+15), Computers 6 (+21), Concentration 8 (+24), Diplomacy 
  6 (+13), Gather Information 8 (+15), Intimidate 6 (+13/+21), Investigate 8 
  (+23), Knowledge (all) (+15), Notice 4 (+20), Sense Motive 6 (+22)
  Feats: Jack-of-all-Trades, Second Chance (Will saves vs. mental powers)
  Powers: Comprehend 2 (languages), Growth 16 (Permanent, Innate), 
  Incorporeal 1 (fluid, Permanent), Mental Blast 12 (Limited to touch 
  range with non-Grue), Morph 5 (any form), Protection 10 (Impervious 6), 
  Telepathy 20 (Limited to touch range with non-Grue)
  Combat: Attack +4 (includes –8 due to size), Grapple +40, Damage +16 
  (unarmed), Defense +4 (includes –8 due to size), Knockback –28, Initiative +0
  Abilities 77 + Skills 15 (60 ranks) + Feats 2 + Powers 145 + Combat 44 
  + Saves 12 = Total 295
  THE META-MIND
  The pinnacle of Grue development is the Meta-Mind, the supreme leader 
  of the Unity. It is made up of the brain-clusters and bodies of numerous 
  Grue, merged together into a single collective being. The Meta-Mind still 
  possesses protean traits, but is too massive to mimic most creatures. More 
  important are its formidable mental powers, gained from the fusion of 
  many minds. Fortunately for the cosmos, the Meta-Mind’s powers are lim-
  ited to physical contact when dealing with non-Grue. It is able to mentally 
  communicate with and coordinate Grue across the universe, making it the 
  true intelligence of the species. The Meta-Mind drives the Unity’s plans for 
  conquest and expansion. In many ways, it is the Unity.
  ROGUE  GRUE
  The Grue are telepathically linked as a species through the Meta-Mind. Even 
  Grue metamorphs have only a limited sense of independent identity apart 
  from the Unity. On some rare occasions, “rogue” Grue develop with completely 
  independent personalities, most often after telepathic interaction with some 
  alien mind. The Grue liken these rogues to cancers within the “body” of the 
  Unity. They are usually hunted down and assimilated as soon as possible.
   A few Grue rogues have been able to avoid this fate, including Pseudo 
  of the Freedom League and the Meta-Grue (see Chapter 5 and Chapter 
  6). Some rogue Grue (like Pseudo) have hopes of granting their entire race 
  independent awareness and the ability to make their own moral choices 
  (hopefully peaceful ones) while others, like the Meta-Grue, have ambitions 
  of replacing the Meta-Mind as absolute ruler of the Unity.
  THE  LOR REPUBLIC
  The Lor Republic is a star-spanning civilization in the Milky Way, includ-
  ing hundreds of worlds. The most startling thing about the Republic is its 
  dominant species is human! The Lor are descendants of humans taken 
  from Earth tens of thousands of years ago by the Preservers and relocated 
  to a world they call Lor-Van. A number of human settlements were estab-
  
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  lished on other worlds in the galaxy, some of the human stock genetically 
  altered to adapt to the new environments.
   The Lor are the most advanced of these races. They began exploring 
  space when the Sinking claimed Atlantis and Lemuria, and discovered 
  faster than light travel before Europeans discovered America. In the cen-
  turies since, the Lor have been steadily expanding into space, usually 
  encountering less developed races—some of them human as well—and 
  absorbing them into their vast Republic.
   The Lor learned of Earth decades ago when they encountered the 
  Terran Daedalus, who was exploring the galaxy in his ship, the Icarus. Lor 
  contact with Earth has been limited, given the number of superhumans 
  there. For the time being, the Republic has declared Earth off-limits as a 
  “developing world.” Once humanity is advanced enough, they might be 
  considered for membership in the Republic.
   The Lor summarily reject the theory first put forth by Daedalus when 
  he encountered them: that their race originated on Earth. Instead, many 
  Lor believe Earth is a lost colony from what they call the First Age, when 
  another legendary Lor Republic ruled the stars. The Lor are somewhat 
  superior in their attitude toward what they deem “developing” species, 
  although they are fascinated by the diverse powers demonstrated by 
  Earth’s superhumans. What disturbs them is how often Terran superhu-
  man powers vastly exceed the abilities of Lor mentats.
   Lor are virtually identical in appearance and biology to humans, and 
  interfertile with them, so many Lor can easily pass as Terrans. They have a 
  somewhat different range of hair and eye pigmentation. White, gray, deep 
  red, and even blue or green hair are all common. Amber, tan, and violet 
  eyes are known, in addition to the normal human ranges of colors. Skin 
  tone ranges from pale to deep brown (depending on the area of Lor-Van 
  where a particular Lor’s ancestors hail from).
   Mixing with other humanoid races within the Republic has diversified 
  the human genotype in the Republic. No skin tones or cosmetic distinc-
  tion are left unturned, as one can meet humans with antennae (the 
  hive-minded Dotrae) to green or blue-skinned humans with gills, webbed 
  hands, and feet (the amphibious Pisceans). The races of the Republic 
  have no prejudices regarding pigmentation or ancestry—they only insist 
  on “genetic fitness.” Psionic ability is prized and bred for, although the 
  precise genetic basis of it (if any) is not yet fully understood.
   The political organization of the Republic resembles the Roman Empire 
  on Earth in many respects. A Senate represents the interests of all member 
  worlds. A Supreme Praetor holds executive power, elected by the Senate 
  for life. Citizens have a great deal of personal freedom, although loyalty 
  to the Republic is expected and enforced. The Lor prize martial virtues 
  along with intellectual ones, and they honor their great military leaders as 
  heroes. The Republic no longer expands through conquest, however, and 
  is, for the most part, at peace.
   Lor technology is highly advanced. They have faster-than-light starships, 
  energy beam weapons, anti-gravity, limited teleportation, energy transfer 
  and transmission, force fields, and similar devices. Some of their technol-
  ogy came from reverse-engineering ancient Preserver devices, but most 
  has been developed or acquired in the conquest of other worlds.
   The primary rival of the Republic is the Grue Unity, and the two have 
  warred over dominance of this galaxy for centuries; the past 40 years of 
  fragile peace created a state of détente, but recent activities have awak-
  ened old grudges. The Republic has also faced challenges from various 
  “barbarian” worlds and small encroaching empires. The most successful and 
  aggressive of these is the Stellar Khanate, which was defeated only with the 
  aid of the Earth hero Daedalus and the Order of the Star Knights.
  THE  STELLAR KHANATE
  Beyond the borders of the Lor Republic are various “barbaric” worlds. 
  Some are primitive, developing societies, left alone by the Lor. Others have 
  spaceflight capabilities of their own and band together into loose (and 
  often temporary) alliances. These worlds are like wolves at the door of the 
  Republic, fended off by the Lor space-fleet and the cunning of Lor diplo-
  mats (and mentats). Most such barbarian empires are of little concern.
   This led the Lor to underestimate a war-leader called Khana, the queen 
  of a small alliance of worlds with considerable ambition. More importantly, 
  it led them to underestimate her son and successor, Kinan Khan (see Star-
  Khan in Chapter 6). A military genius, the Star-Khan turned a ramshackle 
  collection of worlds on the fringe of the Republic into a military force with-
  out peer. It’s likely he would have conquered the Lor in his first great war 
  against them, if not for the intervention of Daedalus and the Star Knights.
   After a crushing defeat, it has taken years for the Stellar Khanate to 
  recover, and the Lor Republic is not so likely to underestimate Kinan Khan 
  again. Agents of the Republic keep a close watch on the Stellar Khanate 
  for signs of further aggression. For the time being, the Star-Khan has cho-
  sen the velvet glove of diplomacy over the iron fist of conquest, but only to 
  buy time as he rebuilds, hatches new plans, and plots his revenge against 
  those who have tried to deny him his destiny.
   The Stellar Khanate is a patchwork collection of worlds, many of them 
  conquered and occupied by the Star-Khan’s forces. The Khanate’s technol-
  ogy is roughly equivalent to that of the Republic, but tends to be older 
  and in a poorer state of repair. Oftentimes, Khanate worlds must make 
  do with whatever is available to them, and feature a strange mix of tech-
  nologies alongside primitive and even barbaric conditions. For example, 
  gladiatorial games and blood sports are popular on many Khanate worlds, 
  and pirates, smugglers, and other criminals often find a haven there, so 
  long as they don’t cross the Star-Khan or his lieutenants.
   LOR SOLDIER 
   POWER LEVEL 5
  Str 13
   Dex 12
   Con 12
   Int 10
   Wis 10
   Cha 10
  Skills: Climb 4 (+5), Intimidate 2 (+2), Knowledge (tactics) 4 (+4), Notice 2 
  (+2), Pilot 4 (+5), Profession (soldier) 4 (+4)
  Feats: Equipment 4
  Equipment: blaster (+5 damage), armor (+4 Toughness)
  Combat: Attack +5, Grapple +6, Damage +1 (unarmed), +5 (blaster), Defense 
  +5, Knockback –0, Initiative +1
  Saving Throws: Toughness +5 (+1 without body armor), Fortitude +4, Reflex 
  +1, Will +1
  Abilities 7 + Skills 5 (20 ranks) Feats 4 + Powers 0 + Combat 20 + 
  Saves 4 = 40
   LOR MENTAT 
   POWER LEVEL 6
  Str 10
   Dex 12
   Con 12
   Int 13
   Wis 15
   Cha 12
  Skills: Concentration 8 (+10), Diplomacy 6 (+7), Notice 4 (+5), Profession 
  (mentat) 6 (+7), Sense Motive 8 (+10)
  Powers: Super-Senses 1 (mental awareness), plus choose one of:
  • Telekinesis 4 (Perception Range, Alternate Powers: Blast 6, Flight 6 
  (500 MPH), Force Field 6)
  • Telepathy 6 (Alternate Powers: Illusion 3 [all senses, Phantasms, 
  Selective], Mental Blast 3, Mind Control 6)
  Combat: Attack +3, Grapple +3, Damage +3 (mental blast) or +4 (telekinetic 
  blast), Defense +5, Knockback –0, Initiative +1
  Saving Throws: Toughness +1, Fortitude +2, Reflex +4, Will +8
  Abilities 14 + Skills 8 (32 ranks) + Powers 16 + Combat 16 + Saves 10 = 64
  
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  THE STAR KNIGHTS
  Sword and shield, Star Stone’s light, 
  shining beacon in our fight, 
  for justice, honor, truth, and right, 
  evil beware — the true Star Knight!
  — The Star Knight Oath
  The Order of the Star Knights began centuries ago on a distant world now 
  known as Citadel. The entity Mentor is a vast neural-mapped cybernetic 
  computer network programmed with the knowledge and experiences of 
  hundreds of thousands of beings; in essence, the sum total of an entire 
  city’s worth of minds linked together to achieve a collective intelligence. 
  Many suspect Mentor is a creation of the Preservers, like many fantas-
  tic artifacts throughout the galaxy, but it remains silent on the matter 
  of its origins. Mentor possesses vast intelligence and experience, along 
  with direct control over incredibly advanced technological facilities and 
  a nearly limitless power source. Fortunately, it also has a deep sense of 
  fairness and justice.
   When the Lor first achieved interstellar spaceflight centuries ago, the 
  Grue often blasted them out of the stars rather than have any rivals for 
  the space lanes. Mentor detected these conflicts, assessed the actions of 
  both star-faring races, and saw there would be a need for agents to main-
  tain order and protect innocents from harm out among the stars.
   Mentor began recruiting intelligent and brave beings, using robotic mes-
  sengers to ferry potential recruits to Citadel, where it began training the 
  first Star Knights. Coming from a variety of worlds across the galaxy and 
  representing a diverse range of species, Mentor first taught its recruits to 
  respect the diversity among them and conquer any prejudices they previ-
  ously held. Once their training was complete, Mentor equipped each with 
  an advanced suit of armor, with offensive and defensive capabilities and 
  the ability to fly through interstellar space. The Star Knights were charged 
  with preserving peace, order, and justice in the galaxy.
   The Lor Republic quickly acknowledged the authority of the Star 
  Knights after witnessing them in action, and most other civilized worlds 
  in the galaxy do so as well. The Star Knights make it a point not to inter-
  fere in the internal affairs of other worlds. They rarely go where they are 
  not wanted and concentrate on dealing with natural disasters, interstellar 
  crime, and similar menaces. They also protect developing worlds from out-
  side exploitation and conquest. The Grue Unity considers the Star Knights 
  adversaries, although they respect the Knights’ abilities and only chal-
  lenge them when they feel numbers are in their favor.
   There are currently thousands of Star Knights throughout the Milky Way 
  galaxy, but they’re still spread quite thin, and multiple Star Knights are only 
  seen together in times of great crisis. Each Star Knight is quite independent 
  and expected to handle matters largely on his or her or its own.
   Each Knight wears an advanced suit of technological armor that 
  draws power from the Star Stone, the glowing, multifaceted crystal float-
  ing in the heart of Mentor’s complex on Citadel. The Star Stone contains 
  seemingly inexhaustible extradimensional energy and may be related to 
  the Moonstone found in Farside City. The Grue have sought to kill Star 
  Knights for centuries to claim their armor and study it, but whenever a 
  Knight is killed, the armor automatically returns to Citadel (often bringing 
  the corpse with it).
   A Lor Star Knight, A’Lan Koor, was stationed on Earth for a time. A 
  member of the Freedom League in the late 1960s and most of the 1970s, 
  he was known to Earth simply as “Star Knight.” He eventually returned to 
  space and has risen to membership of the Inner Circle that administers 
  the Order of Star Knights. He is considered a candidate to have his memo-
  ries incorporated into Mentor upon his biological death, although that is 
  not expected for many cycles.
  
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   In its long history, only one Star Knight has ever turned against the 
  Order. Rojan Lhar betrayed the Star Knights and attempted to seize con-
  trol of the Star Stone. He failed but managed to escape, despite the efforts 
  of Mentor and his fellow Star Knights. A’Lan Koor pursued Rojan—who 
  became known as “Blackstar”—to Earth and the two became implacable 
  foes. Years after his betrayal, Rojan was captured and Mentor stripped 
  him of his armor, sentencing the rogue to life imprisonment on an iso-
  lated asteroid, although he has since escaped to plot his revenge (see 
  Chapter 6).
   Recently, Mentor has chosen an Earth woman, Maria Montoya, to 
  become the new Star Knight for Earth’s sector of space. Sri Montoya 
  helped to fend off a Grue invasion of Earth and is a member of the 
  Freedom League (see Chapter 5).
   STAR KNIGHT 
  TEMPLATE
  Skills: Diplomacy 4, Knowledge (civics) 4, Sense Motive 4
  Feats: Fearless
  Powers: Device 25 (Star Knight armor, 125 points)
  Star Knight Armor: Blast 10, Comprehend 2 (languages), Deflect 9 (all 
  ranged attacks), Enhanced Strength 15, Flight 8 (2,500 MPH), Immunity 
  10 (life support, starvation and thirst), Protection 10 (Impervious), Space 
  Travel 10, Super-Senses 4 (communication link, direction sense, low-light 
  vision, radio), Super-Strength 4 (heavy load: 6 tons)
  Cost: 104 power points
  THE  DARK LORDS OF THE NETHERWORLDS
  Many of the dimensions beyond Earth’s plane are “netherworlds.” Each dimension in the Cosmic Coil has a Master Mage, its most powerful and skilled 
  adept of the mystic arts. In some dimensions (such as Earth’s), the Master Mage is a responsible guardian of order. In many others, the Master Mage 
  is driven by a lust for power, or else corrupted by the power of the office, imposing his or her will on the very fabric of reality. In time, the dimension 
  becomes a netherworld and its Master Mage becomes a Dark Lord.
   The netherworlds are places where magic reigns supreme and physical laws are largely matters of convenience, existing almost entirely at the whim 
  of its ruling Dark Lord. The orderly nature of reality gives way to chaos, shaped at the will of the netherworld’s ruler. Netherworlds tend to take on the 
  character of their ruling Dark Lord, reflecting personal preferences and idiosyncrasies.
   Dark Lords often war against each other as they seek to expand their domains. Netherworlds can engulf and swallow each other, or be sundered by 
  internal strife, particularly if another powerful sorcerer rises to challenge the ruling Dark Lord. The Dark Lords have only ever cooperated once in their 
  known history, and it would take a similar threat to force them to band together once more.
   The most infamous of Dark Lords is Una, the ruler of the largest and most extensive netherworld (simply known as “the Netherworld” by inhabitants 
  of Earth). She is a long-time foe of Adrian Eldrich, Earth’s Master Mage, and would like nothing more than to humble him and to add Earth to her realm. 
  See Chapter 6 for more on Una the Unrelenting and her domain.
  WORLDS BEYOND
  I
  n mystical parlance, Earth—indeed the entire material universe—is 
  but one “sphere” of existence. There are “higher” and “lower” spheres 
  as well, magical dimensions where entities out of human myth and 
  imagination reside. It’s debatable whether or not these beings—gods, 
  heroes and demons, dreams and nightmares—existed before humanity 
  or arose out of human imagination and worship. In either case, they and 
  their realms are quite real and capable of interacting with the material 
  world.
   Among the myriad dimensions of existence are the realms of the dif-
  ferent mythological pantheons, such as Mount Olympus, home of the 
  ancient Greek gods, and Guinee, the Island Beneath the Sea, home of the 
  Voodoo loa. Numerous other godly realms exist, alongside various nether-
  worlds and hells where demons and devils can be found.
   Some dimensions serve as power sources to be tapped by mystics and 
  mages from a thousand different worlds, each attributing the powers to 
  some conceptual being that may or may not actually exist, and may not 
  particularly care how its power is used.
   Actual magical beings from other dimensions—be they gods, demons, 
  spirits, or something else entirely—rarely interact with life on Earth. Many 
  are barred by various agreements among the higher (or lower) spheres, 
  but often the distance and problems of traversing the dimensional gulfs 
  keep them away from Freedom City and Earth. They can still reach the 
  material world, but only if they expend a great deal of energy or are 
  specifically summoned to the material universe. Heroic magicians like 
  Eldrich, Earth’s Master Mage, safeguard people against invaders from 
  other spheres.
  THE  COSMIC COIL
  Mystic adepts call it the Veiled Road, the Winding Way, and the Paths 
  of the Magi. The Serpent People call it the Cosmic Coil, while to the 
  Brotherhood of the Yellow Sign it is the Maze of Madness, the path to the 
  Unspeakable One, the all-devouring chaos at the center of existence. They 
  all describe the mysterious pathways between dimensions, particularly to 
  other worlds of magical power.
   The Cosmic Coil winds its way between and around all the spheres of 
  existence, a way of reaching other worlds for those who know how to walk 
  its twisted paths. Such journeys may be short or long (sometimes varying 
  from one journey to the next0, but they are always risky, even for adepts 
  of the mystic arts.
   BATTLE BRUTES (THE WAR-BORN)
  Their origin is lost in the mists of some distant world. Mystic adepts know 
  magicians forged the constructs called Battle Brutes as warriors in a long-
  forgotten war. The so-called “War-born” were the ideal soldiers: feeling no 
  pain, fear, pity, or compassion. They existed solely to destroy the enemy 
  and they did their job well, all too well.
   When the war had devastated their world, the Battle Brutes turned 
  on their creators. Their existence since has been one of never-ending 
  conflict, destroying anything in their path. It is said they will only stop 
  when everything has been destroyed and there is nothing left in all the 
  cosmos.
  
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   Long ago, the Dark Lords of the Netherworlds united for the first and 
  only time to pen the Battle Brutes behind mystic barriers and keep them 
  from spreading to other worlds. Although the spells containing them have 
  weakened on occasion, the War-born have always been returned to their 
  interdimensional prison.
  BATTLE BRUTES 
   POWER LEVEL 6/MINION RANK 5
  Str 24
   Dex 10
   Con —
   Int —
   Wis 10
   Cha —
  Powers: Immunity 30 (Fortitude), Protection 8 (Impervious), 
  Regeneration 23 (recovery bonus +9, all conditions 1/minute, 
  resurrection 1/hour)
  Combat: Attack +5, Grapple +12, Damage +7 (unarmed), Defense +5, 
  Knockback –8, Initiative +0
  Saving Throws: Toughness +8, Fortitude —, Reflex +0, Will +0
  Abilities –16 + Skills 0 + Feats 0 + Powers 61 + Combat 20 + Saves 0 = 
  Total 65
  THE  ASTRAL PLANE
  The astral plane is a dimension closely parallel to the material world and 
  extending throughout the known dimensions of the Cosmic Coil. It is a 
  realm of mind and spirit, made up of ectoplasm, a psychic substance 
  analogous to matter, but more malleable and responsive to mystic and 
  psychic forces.
   The near astral plane touches upon many different dimensions, allow-
  ing astral beings to see and hear things occurring in the material world, 
  and even to interact to a limited degree.
   The deep astral plane is a conceptual realm of floating pockets of ecto-
  plasm in a psychedelic void. It is filled with drifting “islands,” disembodied 
  eyes or mouths, roads or paths (some of which form part of the Coil), and 
  other icons or images. Some astral imagery is dictated by the psyche of 
  the traveler, since ectoplasm responds to thoughts and emotional impres-
  sions.
   Visitors most commonly reach the astral plane through psychic or magi-
  cal means, particularly the Astral Form power, creating a temporary body 
  for the psyche out of ectoplasm. Physical transference or visits to the 
  astral plane are less common, and more dangerous, since it is possible to 
  become lost in the misty astral depths, unable to return to the material 
  world.
  THE  DREAM DIMENSION
  Also known as the Dreamlands, the Vale of Sleep, and the Dimension of 
  Nightmares, the dream dimension is formed by the collective unconscious 
  of all sleeping (and, to a degree, waking) minds. It is a place of thought 
  and imagination, where dreams are reality, and everything ever imagined 
  exists somewhere.
   Like the astral plane, which it touches upon, the dream dimension has 
  “near” and “far” or “deep” regions. Each intelligent being has its own 
  region of the dimension, a personal dreamscape created by that individu-
  al’s mind. The personal dreamscape blends into and eventually gives way 
  to the vast and collective vista of the dream dimension, what psychologists 
  call the collective unconscious and mystics know as the deep dreaming.
   Also like the astral plane, outsiders usually visit the dream dimension in 
  psychic or spiritual form, most often while sleeping, leaving the material 
  body in the physical world while the psyche roams the vistas of dream. 
  While events in the dream dimension (particularly in the personal dreams-
  cape) are “just dreams,” they can have real effects. This is particularly true 
  of encounters in the deep dreaming, where entities of great power and 
  influence are sometimes found.
   The inhabitants of the dream dimension are as diverse as the imagi-
  nation, although they have varying degrees of reality and independence. 
  Some are little more than phantasms, figments of the imagination, while 
  others have an existence predating humanity. The Dreamlands are home 
  to the dreaming selves of Serpent People, ancient scions of that race who 
  exist now in eternal sleep in the material world, their minds free to roam 
  the Vale of Dreams. There are also many cats in the dream dimension, 
  since cats spend so much time asleep, moving between the dreaming and 
  waking worlds.
   FREEPORT
  Freeport is a city on an island chain in the midst of a vast ocean. Freeport 
  is a pirate city, a freewheeling port where almost anything goes and 
  few questions are asked. Magic is commonplace, but technology is only 
  just starting to reach the level of Earth’s Age of Exploration (with primi-
  tive alchemical gunpowder weapons and glassmaking). Dwarves, elves, 
  goblins, and other creatures reside there alongside human pirates and 
  buccaneers.
   Freeport apparently lies at a kind of dimensional crossroads, perhaps 
  because its island chain was once part of the ancient empire of the 
  Serpent People, destroyed in a cataclysm much like the sinking of Lemuria 
  on Earth. Flotsam and jetsam from other worlds are sometimes washed up 
  on Freeport’s shores, and some visitors to the city come from much further 
  away than the mainland continent.
   The primary parallel between Freeport and Freedom City is the 
  Brotherhood of the Yellow Sign, which exists in both worlds. It’s possible 
  the Serpent People originated on one world and migrated to others via the 
  Cosmic Coil or their existence on many worlds is simply a matter of paral-
  lel development. In either case, the Brotherhood has attempted to bridge 
  the dimensional gulf on occasion to cooperate with their counterparts on 
  other worlds. Heroes from Freedom City may work with adventurers from 
  Freeport to stop a Brotherhood plot to smuggle modern technology to 
  Freeport or to bring magical creatures and items from Freeport to Freedom 
  City. Serpent People attempts to summon the Unspeakable One threaten 
  all creation rather than just one world.
   GUINEE, THE ISLAND BENEATH THE SEA
  At the bottom of a vast interdimensional ocean lies Guinee, the island 
  home of the loa, gods of Voodoo. Although it is described as an island, 
  the territory covered by Guinee is vast, and difficult to map in three-dimen-
  sional terms. The rulers of the domain of the loa are the great serpent gods 
  Damballah and Ayieda, the white snake and the rainbow serpent. They are 
  the most ancient of their kind, and have spiritual ties to the Serpent People 
  on Earth, although they no longer receive worship from them.
   Although the loa interact with humanity more often than other ancient 
  gods, they still observe restrictions on their interference in human affairs. 
  Currently, the loa observe the struggle between Siren and Baron Samedi 
  to determine the fate of future relations with humanity. Baron Samedi 
  maintains that mortals are innately corrupt, and fit as nothing more than 
  the hosts and playthings of the powerful loa. Siren champions the human 
  spirit and potential, advocating partnership and cooperation. Although 
  their struggle has been going on for years, the loa are timeless and 
  patient, willing to let things play out.
   MOUNT OLYMPUS
  In the soaring interdimensional heights stands Olympus, home of the 
  ancient Greek pantheon. It was once firmly connected with Earth at a 
  dimensional nexus point atop the physical Mount Olympus in Greece, but 
  that portal has been closed and now opens only at the gods’ will from 
  their home.
  
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   The Olympians were once quite active in mortal affairs. They created 
  mortal champions, and granted immortality to the inventor Daedalus 
  (see Chapter 5). They also interfered in wars, politics, and other matters. 
  Eventually, the Olympians, like other ancient gods, entered into an agree-
  ment to leave humanity to make its own choices and progress in its own 
  way, although the gods do still appear among mortals from time to time.
  Zeus still reigns as king of the gods, his wife Hera at his side. The most com-
  mon Olympians to interact with mortals are Hermes and Hades. Hermes, 
  swift messenger of the gods, carries Zeus’ decrees to those mortals still will-
  ing to listen. A trickster and a thief, Hermes also sometimes slips away from 
  his duties for some fun in the mortal world. He has challenged speedsters 
  like Johnny Rocket to prove their mettle against him in the past.
   Hades, dark lord of Tartarus, simmers with resentment at the restrictions 
  placed upon him by his younger brother Zeus. He has sought to conquer 
  or influence Earth in the past, and particularly wishes to claim the immor-
  tal soul of Daedalus, who has thwarted and defied him over the centuries. 
  Hades is forbidden to directly interfere on Earth, but operates through vari-
  ous pawns and underlings. See Chapter 6 for more information.
   SHATTENWELT, THE SHADOW WORLD
  There is a dimension of darkness, dubbed Shattenwelt (“shadow-world”) 
  by the Thule Society in Nazi Germany. It is a realm of endless, inky black-
  ness; not just the absence of light, but darkness made manifest. The 
  Shattenwelt is a source of power for wielders of its dark energies, in par-
  ticular the Nazi super-soldier Nacht-Krieger. Some sorcerers call upon the 
  Shadow World for power, but such power comes at a price.
   The darkness of Shattenwelt has a predatory, life-draining nature. It is 
  almost alive, and “hungers” for light to consume, including the “light” 
  of living souls. So far as anyone knows, such victims are snuffed out by 
  the eternal darkness, consumed by nothingness and oblivion. Mystic texts 
  describe forbidden rituals for sacrificing souls to the Shadow World for 
  power, or even exchanging one’s own soul for pure darkness, becoming a 
  conduit for the power of shadow.
   There is some evidence of a connection between certain undead crea-
  tures and the Shattenwelt, particularly life-drainers like vampires and 
  “unliving shadows.” Thule necromancers used its power to animate zom-
  bies, and Thule adept Wilhelm Kantor used the power of the Shattenwelt 
  to endow Nacht-Krieger with his shadow-powers (see Chapter 6 for more 
  information).
   TARTARUS AND THE INFERNAL DIMENSIONS
  Tartarus is the dark realm ruled by the Greek gods Hades. There the souls 
  or psychic forms of the dead reside in eternal torment for sins committed 
  in life. They include Sisyphus, who eternally rolls a massive stone up a hill, 
  only to have it tumble back down again, and Tantalus, immersed waist-
  deep in water, but forever unable to drink.
   Tartarus is one of a vast number of infernal dimensions, ruled by vari-
  ous powerful magical beings. Some are quite similar to hellish afterlives 
  described in human myth and legend, their rulers analogous to demons 
  and devils. The common element in these infernal realms is the presence 
  of tormented souls, which apparently grant power to the dimension’s ruler. 
  Some mystics liken the rulers of these dimensions to psychic parasites, 
  feeding upon the souls they collect.
   Fortunately for humanity, infernal forces are constrained from interven-
  ing directly on Earth for the most part. It is difficult for them to climb “up” 
  out of the dimensional abyss where they are found, for one thing. Plus 
  infernal forces are limited by ancient pacts, oaths, and spells woven in pre-
  historic times. Thus most of these fiends can only tempt and bargain for 
  the souls they crave. Still, they find more than a few willing victims.
   Earth’s Master Mage is charged with the task of protecting the world 
  from infernal influences, and the Lords of the Fiends would love nothing 
  more than to see this primary obstacle removed from their path, allowing 
  them free rein amongst mortals.
  OTHER-EARTHS
  Heroes in Freedom City have known of parallel and alternate Earths ever 
  since Centurion learned of his true origins on one such world. Heroes have 
  visited a number of these “other-Earths” over the years, and occasionally, 
  people from those worlds have visited Freedom City as well.
   Parallel Earths all exist in the same space as Freedom City’s Earth 
  (often known as Earth-Prime in heroic parlance), but they vibrate at dif-
  ferent dimensional frequencies. Certain vibrations can bridge the gap: 
  super-speedsters like Johnny Rocket have done it (although not very reli-
  ably) and various super-science devices and magic spells can open portals 
  between worlds.
   ANI-EARTH
  Definitely not to be confused with Anti-Earth (see the following), Ani-Earth 
  is a cartoon-like parallel world inhabited by anthropomorphic animals, 
  including analogs of some of Freedom City’s heroes and villains. In par-
  ticular, Furrin City is protected by the Furry League, including Captain 
  Thunderkat, Johnny Rabbit, Dr. Metropimouse, Bunny Liberty, Duck 
  Daedalus, Sea-Otter, Ms. Corbie, and Morphamoose (renegade from the 
  alien Gnu Unity).
   Humans were entirely unknown on Ani-Earth until the Atom Family 
  visited there a few years ago. Since then, contact has been (fortunately) 
  limited, although Quirk did once switch the bodies of the Furry League 
  with the Freedom League until the two teams were able to figure out a 
  way to switch things back. The Snake People on Ani-Earth also tried to 
  forge an alliance with the Serpent People on Earth-Prime (snakes on Ani-
  Earth are always untrustworthy). The heroes of both worlds managed to 
  thwart the attempt.
   ANTI-EARTH
  Anti-Earth (as Johnny Rocket dubbed it) is a parallel Earth virtually iden-
  tical to the home of the Freedom League in some ways and radically 
  different in others. Johnny Rocket stumbled upon Anti-Earth accidentally 
  after using his super-speed vibration powers to escape from one of the 
  Maestro’s sonic traps. While he soon returned to his own Earth by revers-
  ing the vibrations, the inhabitants of Anti-Earth learned of the existence 
  of other worlds.
   The key difference between Anti-Earth and Earth is the heroes on Earth 
  are villains on Anti-Earth while most of Earth’s villains don’t exist at all 
  (having been eliminated by their more ruthless foes). Anti-Earth seems to 
  be a place where evil and corruption reign and the innocent are not only 
  downtrodden, but few and far between. It’s a dark, grim, dangerous place, 
  especially now that its super-criminals know of the existence of parallel 
  worlds.
   On Anti-Earth, Empire City is the domain of the Tyranny Syndicate, an 
  evil version of the Freedom League (see Chapter 6). They extend consid-
  erable influence all across the American continent, and Michael O’Connor 
  is just one of their political puppets. Police Commissioner Al Driogano 
  struggles against corruption in the city, but to no avail, faced with wily 
  Mob bosses like the ruthless “Barb” Kane.
   The only real hero on Anti-Earth is Mind-Master, a lone immortal 
  struggling to bring light into the darkness of so many lives. Rumors of 
  the Syndicate facing apparently moral and upstanding versions of them-
  selves from a parallel Earth have given Mind-Master a measure of hope. 
  If he can use some of the advanced technology at his disposal, and 
  acquire the necessary information from the Tyranny Syndicate’s files, 
  
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  then he may be able to find allies to help him topple Anti-Earth’s cor-
  rupt rulers.
   Naturally, a visit to (or from) Anti-Earth wouldn’t be complete without 
  evil versions of the player character heroes. Gamemasters should feel free 
  to create alternate versions of the PCs as major villains on Anti-Earth, per-
  haps in place of (or as members of) the Tyranny Syndicate.
   EARTH-APE
  Similar in some respects to Ani-Earth (previously), Earth-Ape is a world 
  where humans are replaced by other primates: apes, gorillas, monkeys, 
  and so forth. The greatest heroes of Earth Ape are the champions of 
  Simian City, the Primate Patrol, including Iron Monkey, Chimpanzoom, 
  Elastigibbon, Brainiape, and Metamorph.
   Heroes first encountered Earth-Ape during the Time of Crisis when 
  Omega attempted to destroy the multiverse. The plans of Earth-Ape’s 
  Dr. Simian (their greatest criminal mastermind) were thwarted and the 
  destruction of the world averted, helping to maintain the integrity of real-
  ity. Since the revelation of Dr. Simian’s criminal nature, the Primate Patrol 
  has redoubled their efforts to do good in Simian City and is always willing 
  to offer their friends from Earth-Prime a helping hand (or prehensile tail, 
  as the case may be).
   ERDE: DAS WELTREICH
  On Erde (German for “Earth”), the Axis powers won World War II. Among 
  other things, they quickly wiped out all superhumans not loyal to the Axis 
  cause. Their bodies were dissected and used in programs to engineer the 
  new “Master Race.” Once Europe fell, the Americas and Asia soon fol-
  lowed. Many American cities lie in ruins, and virtually the whole world is 
  under martial law.
   There is hope, however. Heroes visiting Erde during the Time of 
  Crisis helped free Dr. Tomorrow, who originally came from this world, 
  the product of a Nazi breeding program. Dr. Tomorrow’s genius 
  devised a weapon to disable the Nazi cybernetic war-machines, giving 
  the American Resistance a fighting chance against the World-Reich. 
  Most of North America is already free of Nazi occupation, and rebel-
  lion is spreading, but the fight isn’t over yet. The Nazis still have their 
  Übermenschen super-soldiers, while superhumans are vanishingly rare 
  among the Resistance. Still, now they know of other Earths where some 
  other superhumans may be found.
   TERRA-ROMA
  Centurion’s home world was not the only alternate Earth where the 
  Roman Empire did not fall. In the late 1940s, the Centurion encountered 
  Terra-Roma (“Earth-Rome”), a similar world, which he initially took for 
  the world of his birth. On Terra-Roma, the Eternal Republic of Rome rules 
  the world, although the empire has given way to an elected Senate and 
  Praetor, complete with separation of powers. Terra-Roma’s science is also 
  quite advanced, having never suffered a long Dark Age to retard progress. 
  However, Terra-Roma has no superhumans, unlike Earth-Prime and various 
  others.
   Fortunately for Freedom City, Roman technology was sufficient to 
  return Centurion to his adopted home, after he aided the people of Terra-
  Roma against “barbarians” who turned out to be an advance force from 
  the Terminus. Centurion came to Terra-Roma’s aid on other occasions 
  and even brought the Freedom League there. The Terra-Romans consider 
  Earth’s heroes allies, but are in agreement with Daedalus that open con-
  tact with Earth at this time could be potentially harmful, so Terra-Roma’s 
  existence is known only to a handful in the heroic community.
  
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  THE  TERMINUS
  It is a cosmic void between infinite realities, a place where reality as we 
  know it begins to break down and spiral towards oblivion. It is entropy, 
  annihilation, the Ultimate End. Dr. Atom dubbed it “the Terminus,” which 
  is how a handful of people on Earth know it. While many Freedonians 
  remember the Terminus Invasion, they generically think of the Terminus as 
  some other world, like Mars, or some parallel dimension. They don’t think 
  about it—or don’t want to think about it—as the embodiment of universal 
  entropy.
   The Terminus apparently exists “between” the various dimensional 
  planes of existence. It has been likened to the flow of a river. If every 
  universe and dimension is a stone lying at the bottom of a stream, 
  then the Terminus is the water surrounding them, slowly wearing them 
  smooth. Some arcane scholars liken the Terminus to the serpent swal-
  lowing its own tail, the “end” of the Cosmic Coil (if such a thing can be 
  said to have an end or a beginning). The junior members of the Atom 
  Family have also referred to the Terminus as “the cosmic garbage dis-
  posal,” since it apparently grinds up parts of other realities. Castoff bits 
  and pieces of other universes drift through the void of the Terminus, all 
  of them slowly and inexorably pulled toward the Void, where they are 
  apparently annihilated.
   Still, there is life within the Terminus. Amidst the rubble and debris of 
  shattered universes are entire worlds, some of them still inhabited. These 
  worlds survive as best they can, some overtaken by raiders, others fending 
  off attacks and managing to thrive. The Terminus seems to bend some 
  physical laws, allowing worlds in slow orbit of the Void to survive without 
  the heat and light of stars, adapting to the dim eternal red skies of the 
  glowing Void. Some aliens have existed in the Terminus for millennia and 
  have long forgotten their original homes.
   The Terminus is also home to many strange things, either exiled from 
  their own universes or somehow created by the weird, malleable reality of 
  the place. The Terminus is home to alien prisoners and exiles, dead and 
  forgotten gods, remnants of wars that destroyed universes long before 
  ours was born, and ruins left behind by titanic races long extinct.
   The Terminus’ self-proclaimed ruler is Lord Omega, who commands a 
  mighty army of drone soldiers converted to absolute obedience to his will. 
  Omega wields tremendous power over the forces of entropy and can pro-
  tect worlds from the Great Void, an act that often earns him their 
  allegiance. He claims all creation will 
  eventually fall to the Terminus, but 
  has grown impatient after millions 
  of years and desires to hasten 
  the process. For more than 
  a millennium, Omega has 
  extended the influence of 
  the Terminus and caused it to “consume” other realities. He has attempted 
  to do so with Earth on previous occasions, only to be beaten back by 
  Earth’s superheroes each time.
  OMEGADRONES
  In the depths of the Terminus, on worlds dominated by Omega, massive 
  factories work day and night with one purpose: to strengthen the ranks of 
  Omega’s army by creating Omegadrones. Many initially believe these facto-
  ries manufacture artificial soldiers for the Lord of the Terminus, but in truth, 
  they are where living creatures are “processed” to become Omegadrones.
   When the work is done, an Omegadrone is a hulking humanoid figure 
  clad in armor from head to toe. Stubby metallic wings protrude from the 
  drone’s back, and Omegadrone armor is equipped to allow them to fly 
  (albeit slowly and clumsily). More feared are their power-pikes, the tips 
  crackling with energy, which Omegadrones use to cut or blast through 
  their targets, or to inflict agony at their master’s command.
  OMEGADRONES 
   POWER LEVEL 6/MINION RANK 5
  Str 20
   Dex 11
   Con 20
   Int 7
   Wis 10
   Cha 8
  Skills: Intimidate 6 (+5), Notice 2 (+2)
  Feats: Endurance, Fearless
  Powers: Device 4 (armor, hard to lose), Device 3 (power pike, easy to lose)
  Armor: Flight 3 (50 MPH), Immunity 4 (pressure, suffocation, vacuum), 
  Protection 3 (Impervious), Super-Senses 4 (communication link with 
  Omega, darkvision, radio)
  Power Pike: Blast 7 (Alternate Power: Strike 7)
  Combat: Attack +5, Grapple +10, Damage +5 (unarmed), +7 (power pike), 
  Defense +4, Knockback –5, Initiative +0
  Saving Throws: Toughness +8 (+5), Fortitude +5, Reflex +1, Will +0
  Abilities 16 + Skills 2 (8 ranks) + Feats 2 + Powers 25 + Combat 18 + 
  Saves 1 = Total 64
  
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   The process of creating an Omegadrone wipes the subject’s mind clean 
  and alters the body with cybernetics and genetic resequencing. The indi-
  vidual is destroyed, becoming another in an endless series of obedient 
  soldiers knowing only loyalty to the Lord of the Terminus, and a willing-
  ness to fight and die as he commands.
   Omegadrones make up the bulk of Omega’s forces. During the Terminus 
  Invasion, wave after wave of them attacked Freedom City, and there is 
  no one who wouldn’t recognize them now. A few scattered Omegadrones 
  were left behind when the invasion failed. While heroes have rounded 
  up most of them, some have fallen in with other criminals, either seek-
  ing a way to return home or a new master to obey. For a time, a rogue 
  Omegadrone worked for the Freedom City mob until Foreshadow defeated 
  and captured it.
   X-ISLE, THE LIVING CITY
  The entity known as X-Isle the Living City was formed in the aftermath of 
  the Terminus Invasion, the same as Freedom Leaguer Dr. Metropolis and 
  the remnant Scrap. Some speculate the same “urban elemental” force ani-
  mated or formed all three beings, although none of them have anything 
  to say about the theory. X-Isle is certainly the largest, most powerful, and 
  most alien of the three. Fortunately, it is also separated from Earth by the 
  dimensional gulf of the Terminus.
   X-Isle is apparently made up of matter from the Terminus “imprinted” 
  in some unknown way with the “essence” of Freedom City. This causes it 
  to resemble downtown Freedom City. Apparently all the inert matter was 
  restructured, in some cases down to the molecular level. However, much 
  of X-Isle’s outward appearance covers a featureless or even alien interior. 
  Some buildings are mere façades, hollow shells on the inside, or filled 
  with structures more reminiscent of organs than architecture. In particular, 
  a complex series of tunnels extends throughout X-Isle’s “bedrock” like a 
  web of arteries and veins, connected to a great central chamber serving as 
  the city’s “heart” (or perhaps “brain” would be more accurate).
   The Atom Family discovered X-Isle in their studies of the Terminus in the 
  years following the invasion. At first, it appeared to be a near-perfect replica 
  of downtown Freedom City, complete with cars, buses, and people going 
  about their daily lives. More importantly, many of the people living there 
  were actual human beings, unaware they were in the Terminus at all.
   Upon spending some time studying the situation, the Atoms discovered 
  the city itself was “alive.” While some of the people living there were real, 
  most were simply realistic replicants created by X-Isle, extensions of the 
  city-island itself. Dr. Atom theorizes X-Isle feels its purpose is inhabitation, 
  and it is incomplete without inhabitants of some kind. This is corrobo-
  rated by Dr. Metropolis’ description of the Living City as “lonely.” However, 
  it also appears X-Isle feeds on the psychic energies of its living inhabitants 
  to sustain itself, like some sort of parasite.
   The Atom Family showed the human inhabitants of X-Isle the truth 
  about their existence and managed to overcome the Living City long 
  enough to transport them back to Earth. It turned out they were all people 
  who went missing during the Terminus Invasion, apparently abducted or 
  pulled into the other dimension. Although they had been gone for years, 
  they were finally able to return to their loved ones and their real lives.
   Since then, X-Isle has made attempts—both on its own and in coop-
  eration with others—to acquire new inhabitants. The city has gathered a 
  motley collection of aliens from the Terminus under its “protection,” but it 
  seems most drawn to human life. X-Isle’s occasional intrusions into Earth’s 
  dimension have drawn the attention of Dr. Metropolis and the Atom 
  Family. The Living City shows a particular antipathy toward Dr. Metropolis. 
  While the Freedom City hero is sympathetic toward X-Isle’s plight, he is 
  also extremely protective of “his” city and its people, and intervenes in 
  any of X-Isle’s attempts to abduct or interfere with them.
   REPLICANTS
  Replicants have the same game statistics as the original people they are 
  based on, except they are synthetic (something a medical examination or 
  the use of certain powers will reveal). They are also completely loyal to 
  X-Isle and controlled by the Living City’s central brain. Most of the time 
  replicants operate on their own, but X-Isle can directly command them at 
  will. You can use the game statistics of the characters in this book and the 
  supporting cast archetypes from Mutants & Masterminds for replicants. 
  Gamemasters may wish to adjust replicants’ game statistics slightly to 
  reflect their artificial nature.
  ANTI-BODIES
  Anti-Bodies are crude humanoid constructs formed en masse out of X-Isle’s 
  own substance, used to repel invaders and restrain or destroy anyone who 
  enters the Living City’s inner workings. They’re simplistic in comparison to 
  the replicants, but form almost instantly, whereas replicants take time to 
  “grow.”
   ANTI-BODIES 
   POWER LEVEL 1/MINION RANK 1
  Str 13
   Dex 8
   Con —
   Int —
   Wis 10
   Cha —
  Powers: Immunity 30 (Fortitude effects), Protection 2
  Combat: Attack +1, Grapple +2, Damage +1 (unarmed), Defense +0, 
  Knockback  –1, Initiative –1
  Saving Throws: Toughness +2, Fortitude —, Reflex –1, Will +0
  Abilities –29 + Skills 0 + Feats 0+ Powers 32 + Combat 2 + Saves 0 = 5
  THE  ZERO ZONE
  If the Terminus is a realm of entropy and decay, then the Zero Zone is 
  one of stasis and eternal stillness, forever unchanging. It is a dimension 
  between dimensions, a realm apparently used by some to traverse the 
  dimensions, or simply to store things or exile prisoners.
   The Zero Zone is an endless vista of silvery-white mist. Cosmic flotsam 
  drifts through it, ranging in size from small rocks to entire planetoids. 
  Gravity is strictly a local phenomenon in the Zero Zone; larger objects 
  have their own gravitational fields, but otherwise things simply drift 
  aimlessly.
  Vision tends to be limited, like moving through a thick bank of fog or 
  an endless cloud. The “mist” of the Zero Zone isn’t actual water vapor 
  or any other sort of physical cloud. According to Dr. Atom, it’s actually a 
  “cloud” of probability; the further away something is, the less fixed and 
  certain it’s actual location, so a quantum “cloud” fuzzes out its shape. 
  More distant objects cannot be seen at all.
   This means the travelers’ experience actually creates the Zero Zone to 
  a degree. Aspects of the Zone sometimes respond to thoughts, conscious 
  or subconscious, bringing those things to life. Scientists posit a possible 
  connection between the Zero Zone and the astral plane or dream dimen-
  sion.
   In the past, the Zero Zone has been used as a place of exile and 
  imprisonment. Centurion banished Superior here years ago, and the 
  Freedom League also banished Omega’s “Alpha-Centurion” duplicate to 
  the Zero Zone. Alien races (some long dead) also used the Zero Zone as 
  a prison, or simply a dumping ground. Since the Zone is influenced by 
  thought, it can become a “heaven” or “hell” of the exile’s own making, 
  depending on factors like strength of will and length of banishment. 
  Visitors have found some “pocket” realities within the Zero Zone formed 
  in this way.
  
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  F
  reedom City has been called “the city of heroes,” home to more of 
  the world’s superheroes than anywhere else. While some have claimed 
  that these costumed crimefighters have endangered Freedom City 
  with their presence—going outside the law and attracting the attention 
  of their criminal counterparts—few can deny that Freedom City’s heroes 
  have saved it, and the world, countless times. The heroes described in 
  this chapter are part of the modern age of superheroes, although many 
  of them have roots in ages past. Now the heroes of Freedom City wait for 
  your heroes to join their august ranks.
   The chapter details the three main superhero teams in Freedom City 
  first—the Freedom League, the Atom Family and Next-Gen—followed by a 
  few solo heroes active in the city.
  CHAPTER 5: FRIENDS OF FREEDOM
  THE  FREEDOM LEAGUE
  T
  he Freedom League is Freedom City and the world’s premier superhero 
  team and has been for decades. The current team is technically the 
  third incarnation of the Freedom League, and the largest by far of any 
  of the previous teams.
   The original Freedom League was founded after the Greek god Hades 
  attempted to invade Freedom City with an army of the undead as a 
  means of striking at Daedalus and making a play for domination of the 
  world of the living. A group of heroes, including Daedalus, Centurion, 
  the second Lady Liberty, Pseudo, and the second Bowman, banded 
  together to stop Hades’ plans. They decided to remain together as a 
  group, using a downtown mansion owned by Fletcher Beaumont (the 
  first Bowman) as their headquarters. During the 1960s and ‘70s, they 
  fought a variety of menaces, and became known as the world’s greatest 
  heroes.
   The League began to drift apart in the 1970s, with some members 
  departing its ranks. Raven retired from superheroism due to injuries sus-
  tained fighting against Dr. Sin. Lady Liberty’s powers began to fade. Black 
  Avenger quit after many disputes over the League’s focus. Scarab died 
  saving the League from the Scions of Sobek. Daedalus, weary of the never-
  ending battle, decided to leave Earth to explore the stars.
   By the 1980s, the League’s ranks were diminished. Efforts were made 
  to add new heroes to the team, but they were younger, and less experi-
  enced. They didn’t always mesh well with older heroes like the Centurion. 
  The team’s performance suffered, and then League members Halogen and 
  Tectonic died fighting the ruthless Katanarchists. In the face of growing 
  public mistrust of superheroes, Centurion disbanded the Freedom League, 
  to prevent any further deaths on his conscience.
   When Omega’s forces invaded Freedom City in 1993, some former 
  members of the Freedom League banded together with new heroes to 
  help fight off the invasion. After Omega’s defeat and the death of the 
  Centurion, these heroes decided to revive the Freedom League. They built 
  Freedom Hall on the site of the old Beaumont Mansion in downtown 
  Freedom City, and soon the Freedom League was again renowned as the 
  world’s greatest defenders of peace and justice.
   Another invasion changed the 
  character of the League. Former 
  Freedom Leaguer Pseudo came to 
  Earth to warn of an invasion by his 
  race, the Grue. He had the assis-
  tance of Maria Montoya, Earth’s 
  new 
  Star 
  Knight. 
  Marshalling 
  Earth’s heroes, the Freedom League 
  was able to root out the Grue infil-
  trators trying to weaken Earth’s defenses and fend off the alien invasion 
  fleet long enough for a group of psychics and mystics to defeat the Grue 
  Meta-Mind. Still, the victory was a narrow one and the invasion might well 
  have succeeded if not for Pseudo’s intervention.
   So the League decided to expand its operations. Daedalus, Pseudo, and 
  Star Knight, with the assistance of other League members, constructed an 
  orbiting satellite headquarters for the team and the League sent out invi-
  tations to heroes around the world to join its ranks. No longer would the 
  Freedom League operate solely out of Freedom City. Instead, they would 
  protect the world from any threat, monitoring the situation from high 
  above, the Earth’s first line of defense.
  THE LIGHTHOUSE
  The Lighthouse is the Freedom League’s main headquarters, a self-con-
  tained satellite in high Earth orbit, accessible by either spaceplane or 
  dedicated “teleportals” on Earth. This provides the Lighthouse with con-
  siderable security in addition to making it Earth’s first line of defense 
  against any danger from outer space.
   The Lighthouse was designed by Daedalus, based on designs the Star 
  Knights use for their deep space and orbital facilities, and supplemented 
  with alien technologies Daedalus studied during his years in space. The 
  Freedom League funded and built it using their resources (including the 
  personal fortunes of Daedalus, Raven, and Bowman). The League applied 
  for and received permission from the United Nations and UNISON to oper-
  ate the Lighthouse in Earth orbit, although the approval of the world’s 
  nations was by no means unanimous.
   The cylindrical satellite has several decks, including a hangar deck for 
  the Pegasus spaceplanes, an observation deck (with a spectacular view 
  of Earth), dormitories for League members staying on board, a mess 
  hall, gymnasium, laboratories, and an infirmary. The main control center 
  includes monitoring facilities keeping watch over the Earth.
   The Lighthouse has a fusion power core supplemented by solar collec-
  tors on its exterior surface. Its systems are maintained by a sophisticated 
  computer mainframe, containing the Freedom League’s extensive case 
  files. The command deck has a tele-
  portal, able to instantly transport 
  passengers to any other portal on 
  Earth. The League has teleportals 
  in the world capitols and major 
  cities. The Freedom City telepor-
  tal is located in Freedom Hall, 
  which is used as the League’s local 
  “embassy” and outpost in the city.
  THE  LIGHTHOUSE 
   HEADQUARTERS
  Size: Colossal, Toughness: 20, Features: Combat Simulator, Communications, 
  Computer, Defense System, Fire Prevention System, Gym, Hangar, Holding 
  Cells, Infirmary, Isolated, Laboratory, Living Space, Power System, Security 
  System, Teleport 10 (Earth to the Moon, Affects Others, Limited to other 
  teleportal locations).
  Cost: 32 equipment points
  
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  FRIENDS OF FREEDOM
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  111
  
  112
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  FRIENDS OF FREEDOM
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  CHAPTER FIVE: FRIENDS OF FREEDOM
  VEHICLES
  The Freedom League makes use of two main types of vehicles, intended 
  for long- and short-range travel.
   SKY-BIKE 
   VEHICLE
  Strength 20, Speed 4 (air, 100 MPH), Defense 10, Toughness 5, 
  Size M.
  Cost: 10 equipment points
  For short-range uses, the League has several sky-bikes, anti-gravity “sleds” 
  capable of carrying two riders. The sky-bikes use the same propulsion sys-
  tem as Daedalus’ armor, making them swift and virtually silent. Sky-bikes 
  are kept in Earth-based facilities like Freedom Hall.
   PEGASUS SPACE-PLANE 
   VEHICLE
  Strength 65, Speed 9 (air, 5,000 MPH), Space Travel 5, Defense 6, 
  Toughness 13, Size G
  Cost: 30 equipment points
  For long-range travel the League uses one of several Pegasus-class space-
  planes, designed and built by Daedalus. The Pegasus is a sleek aircraft 
  capable of high speeds in the atmosphere and equipped with a star-drive 
  that allows it to travel at hyper-light speeds in space. It is able to hover in 
  place and take off or land vertically.
  FREEDOM HALL
  The original Freedom League HQ was a turn of the century mansion 
  owned by the Beaumont family in downtown Freedom City. During 
  the 1940s and ‘50, it served as a headquarters for the Liberty League. 
  Fletcher Beaumont, Sr. offered it to the new Freedom League as their 
  headquarters. The mansion was destroyed during the Terminus Invasion. 
  Daedalus designed a new headquarters for the team, built using incred-
  ibly advanced materials and construction techniques the master inventor 
  developed over the years and paid for by Daedalus’ own considerable for-
  tune. The new headquarters was dubbed Freedom Hall.
   Freedom Hall consists of four aboveground levels and two underground 
  levels. Only the layout of the ground floor of the headquarters (which is 
  largely open to the public) is well known. The remaining layout of the 
  building is kept relatively secret as a security measure.
  LEVEL ONE
  The ground floor of Freedom Hall features the Freedom League’s pub-
  lic facilities. It is largely taken up by a lobby and reception area open to 
  the public and “staffed” around the clock by a robot receptionist named 
  “Cynthia.” Although artificially intelligent, Cynthia is not truly sentient, but 
  she is lifelike enough to fool casual visitors into believing she is a real, liv-
  ing, person. Use the bystander archetype for Cynthia, but no Constitution 
  score and Immunity 30 (Fortitude) due to her robotic nature.
   The first level of Freedom Hall also features a public conference room 
  and the League’s trophy room and museum, featuring displays of their 
  cases and other items dating back to the original League.
   Three elevators take passengers to the other floors of the headquar-
  ters. They are keyed to operate only for members of the Freedom League 
  or their designated guests. Overcoming the security lockouts is a DC 30 
  Disable Device check.
  LEVEL TWO
  The second floor of Freedom Hall contains the main working areas for 
  the Freedom League, including the team’s private meeting room, monitor 
  center, library, and related facilities. The teleportal to the Lighthouse is 
  located on this floor as well. This is also the area where the League enter-
  tains guests allowed access to the more private areas of the headquarters, 
  and has quarters for any guests who may stay at Freedom Hall.
  LEVEL THREE
  Level Three is living space for League members and their dependents. The 
  Gardeners (Captain Thunder, his wife and son), Daedalus, 
  and Johnny Rocket live full-time at Freedom Hall (although 
  Daedalus also has other homes scattered around the world).
      The other members of the League only live at Freedom 
  Hall for short stretches of time, usually when circumstances 
  prevent them from returning home while on-duty. Dr. 
  Metropolis ostensibly “lives” at Freedom Hall, but the Spirit 
  of the City is often elsewhere in Freedom City, appearing at 
  the League’s headquarters when he’s needed.
  LEVEL FOUR
  The uppermost level of Freedom Hall contains hangar 
  facilities (connected by a hydraulic lift to a rooftop land-
  ing pad), along with mechanical workshops. The Freedom 
  League stores its vehicles and related equipment here while 
  they are not in use.
  SUB-LEVEL ONE
  The basement of Freedom Hall is specially reinforced and 
  designed for use as a backup for the main facilities above, 
  should anything happen to them. There are emergency 
  quarters for the League members and their families, along 
  with Freedom Hall’s medical lab and infirmary. The base-
  ment level has stocks of food and other supplies.
  
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  113
  113
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +8
  +2
  +1
  +3
  +4
  14
  26
  14
  13
  16
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+2*
  +6
  +10
  +6
  *flat-footed
  Skills: Acrobatics 8 (+16), Bluff 8 (+12), Climb 8 (+10), Craft 
  (mechanical) 8 (+9), Drive 4 (+12), Gather Information 6 (+10), 
  Intimidate 6 (+10), Investigate 4 (+5), Knowledge (history) 4 (+5), 
  Knowledge (streetwise) 8 (+9), Notice 8 (+11), Pilot 4 (+12), 
  Search 8 (+9), Sense Motive 8 (+11), Stealth 8 (+16)
  Feats: Attack Focus (ranged) 4, Attack Specialization 
  (bow), Defensive Attack, Defensive Roll 4, Dodge 
  Focus 4, Evasion 2, Improved Aim, Improved Critical 2 
  (bow), Instant Up, Precise Shot, Ranged Pin, Ricochet 
  Attack, Quick Draw, Seize Initiative, Taunt, Ultimate Aim
  Powers: Device 3 (bow and arrows, easy to lose)
  Bow and Arrows: Blast 5 (Alternate Powers: Obscure 5 
  [visual], Snare 5, Stun 3 [Ranged], Super-Movement 
  1 [swinging], Trip 5)
  Combat: Attack +9 (melee), +13 (ranged), +15 (bow), 
  Grapple +11, Damage +2 (unarmed), +5 (bow), 
  Defense +14 (+5 flat-footed), Knockback –3, 
  Initiative +8
  Abilities 41 + Skills 25 (100 ranks) + 
  Feats 27 + Powers 9 + Combat 38 + 
  Saves 9 = Total 148
  The fourth to carry the mantle of the Bowman, Fletcher Beaumont III 
  (“Fletch” to his friends) comes from a long line of heroes. His grandfather 
  and namesake was the original Bowman in the 1940s and a founder 
  of the Liberty League. Fletch’s father 
  served as the second Arrow under 
  the original Bowman’s ward, 
  Timothy Quinn, who was the 
  first Arrow and the second 
  Bowman. Fletcher II also 
  became the third Bowman 
  and trained Ethan Keller, 
  the third Arrow, but his 
  problems with alcoholism 
  forced him to retire in dis-
  grace.
   Despite that ignominy, the 
  Bowman’s name still means 
  a lot to the city and the 
  Beaumont family, so Fletch 
  has a lot to live up to. His 
  father, grandfather, and “Uncle 
  Tim” taught Fletch how to handle a 
  bow from the time he was old enough 
  to hold one. He’s grown up to be an 
  accomplished athlete, a clever stu-
  dent, and perhaps one of the greatest 
  archers who ever lived. Unfortunately, 
  Fletch hasn’t had many chances to be a 
  kid.
   After the split between Fletcher Beaumont 
  II and Ethan Keller, the Bowman was absent 
  from the superhero scene for quite some time. 
  Keller adopted the code-name Archer and 
  formed FORCE Ops. From the time he was a 
  boy, Fletch wanted to restore the identity of 
  the Bowman and prove himself worthy of 
  the name. Although his father was initially 
  reluctant, Fletch won out. His father still 
  insisted Fletch attend 
  the new Claremont 
  Academy for train-
  Real Name: Fletcher “Fletch” Beaumont III
  Identity: Secret
  Occupation: Superhero
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’11”
  Eyes: Blue
  Weight: 175 lbs.
  Hair: Red
  ing beyond what the three elder archers 
  could teach him. He was the star student 
  there and unofficial “leader” of the Next-
  Gen. Following the Grue Invasion, Bowman 
  graduated from Claremont and joined the 
  Freedom League full-time.
   
  Bowman is cool, confident, and collected. He’s 
  been training as a hero for as long as he can remember, so 
  he really doesn’t know any other sort of life. He’s a natu-
  ral leader with a take-charge attitude and a demeanor 
  that commands respect. He bravely faces down powerful 
  supervillains with no real powers beyond his considerable 
  skills and training. He’s still adjusting to going from star 
  Claremont student and leader of the Next-Gen to 
  junior member of the Freedom League, which is 
  proving a bit harder than he expected.
   BOWMAN 
  POWER LEVEL 10
  FREEDOM HALL 
   HEADQUARTERS
   
  Size: Large, Toughness: 15, Features: Combat Simulator, Communications, 
  Computer, Concealed, Defense System, Fire Prevention System, Gym, 
  Hangar, Holding Cells, Infirmary, Laboratory, Living Space, Power System, 
  Security System. Cost: 18 equipment points.
  Cost: 18 equipment points
  SUB-LEVEL TWO
  The lowest level of Freedom Hall contains the power systems, an advanced 
  geothermal tap designed by Daedalus. It provides all the power Freedom 
  Hall requires, supplemented by solar collectors and battery back-ups. The 
  sub-level holds the League’s “wreck room,” used for training exercises, and 
  holding cells intended to temporarily contain criminals until they can be 
  turned over to the authorities.
  
  114
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +14
  +2
  +4
  +1
  +1
  +4
  38/14
  14
  18
  12
  13
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +14
  +8
  +5
  +7
  Skills: Concentration 4 (+5), Craft (electronic) 4 (+5), Diplomacy 4 (+8), 
  Drive 4 (+6), Intimidate 8 (+12), Knowledge (current events) 4 (+5), Notice 
  6 (+7), Pilot 10 (+12), Profession (test pilot) 8 (+9), Sense Motive 6 (+7), 
  Survival 2 (+3)
  Feats: Equipment, Leadership, Power Attack
  Combat: Attack +10, Grapple +30, Damage +14 (unarmed), +12 (blast), 
  Defense +10, Knockback –12, Initiative +2
  Drawbacks: Vulnerable to Power Drains (+50%, –2 points)
  Abilities 33 + Skills 15 (60 ranks) + Feats 3 + Powers 116 +
   Combat 40 + Saves 13 – Drawbacks 2 = Total 218
   CAPTAIN THUNDER 
  POWER LEVEL 12
  Real Name: Raymond “Ray” Gardener
  Identity: Public
  Occupation: Superhero
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’11”
  Eyes: Blue
  Weight: 210 lbs.
  Hair: White
  Years ago, Ray Gardener worked as a test pilot for Nolan 
  Aircraft. Fresh from a stint in the Air Force, Gardener had 
  a reputation as a capable and daring pilot. He certainly 
  caught the eye of his boss’ secretary, Nancy Dumont. Ray was 
  testing Nolan’s new X-14 supersonic jet when he encountered 
  some unusual atmospheric turbulence. A powerful storm sprang up 
  out of nowhere and surrounded the plane. Ray fought to maintain 
  control as the hurricane-level winds and lightning raged all around 
  him. He nearly made it out of the storm when a massive series of 
  lightning bolts struck the cockpit. The X-14 crashed in the south-
  western desert.
   Miraculously, Gardener walked away from the crash site 
  unscathed; he claimed to have bailed out before the jet 
  crashed, and he kept the reasons for his incredible survival a 
  secret. In truth, Ray’s body crackled with the electrical power of 
  the thunderbolts, supercharged with tremendous strength and a resis-
  tance to injury. He could also generate and project electricity.
   As Ray experimented with his new powers, the source of the mys-
  terious storm made itself known. Dr. Sebastian Stratos, a former R&D 
  employee of Nolan Aircraft, claimed he had a weather control device and 
  would ground the nation’s air-traffic unless he was paid an enormous ran-
  som. Creating the costume and identity of Captain Thunder, Ray used his 
  new powers to track Stratos to his desert lair and upset the mad scientist’s 
  scheme. Dr. Stratos escaped custody eventually and has become Captain 
  Thunder’s greatest nemesis.
   For years, Captain Thunder fought crime and aided disaster victims in 
  and around the American Southwest. He maintained his secret identity as 
  Ray Gardener, and a year after gaining his powers, he told his girlfriend, 
  Nancy Dumont, the truth when he asked her to marry him. Their son, Ray, 
  Jr., was born little more than a year later. Captain Thunder was one of the 
  heroes who traveled across the country to help fight-off Omega’s invasion 
  of Freedom City. Afterward, he became a member of the new Freedom 
  League and its de-facto leader.
   A few years ago, Dr. Stratos captured Captain Thunder by draining 
  away his electrical powers. Holding him prisoner, Stratos revealed Captain 
  Thunder’s secret identity on a live television broadcast, ensuring no one 
  would miss the humiliation of his hated foe. Although Cap escaped 
  Stratos’ trap soon after that, he couldn’t undo the damage to his per-
  sonal life. He and his family eventually relocated to Freedom City, and 
  Ray became Captain Thunder full time.
   Captain Thunder has settled into his role as “senior statesman” and 
  leader of the Freedom League. His wife Nancy is the team’s administra-
  tor, and efficiently handles much of the day-to-day operations. Ray, Jr.’s 
  mutant super-powers earned him a place at the Claremont Academy as 
  Bolt.
  
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  FREEDOM CITY CAMPAIGN SETTING
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  115
  115
   DAEDALUS 
  POWER LEVEL 11
  Real Name: Daedalus
  Occupation: Inventor, Superhero
  Identity: Secret, most are not aware Daedalus is an actual mythic figure.
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’11”
  Eyes: Black
  Weight: 210 lbs.
  Hair: Black
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +2
  +3
  +10
  +4
  +1
  30/10
  14
  16
  30
  18
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +13/+3*
  +12
  +5
  +8
  *without armor
  Skills: Computers 8 (+18), Craft (chemical) 8 (+18), Craft (electronic) 10 
  (+20), Craft (mechanical) 10 (+20), Craft (structural) 8 (+18), Disable 
  Device 12 (+22), Knowledge (earth sciences) 4 (+14), Knowledge (history) 
  10 (+20), Knowledge (life sciences) 4 (+14), Knowledge (physical sciences) 
  12 (+22), Knowledge (technology) 12 (+22), Knowledge (theology and
   philosophy) 6 (+16), Language 16, Notice 6 (+10), Sense Motive 6 (+10)
  Feats: Attack Focus 2 (ranged), Eidetic Memory, Equipment, 
  Improvised Tools, Inventor, Jack-of-All-Trades, Master Plan
  Powers: Device 19 (battlesuit, hard to lose), 
  Immunity 3 (aging, disease, poison), 
  Regeneration 2 (Resurrection 1/day, Regrowth)
  Battlesuit: Blast 10 (gravitic force, Alternate 
  Power: Snare 10), Enhanced Strength 
  20, Flight 5 (250 MPH), Immunity 9 
  (life support), Protection 10 (Impervious), 
  Super-Senses 5 (radio, X-ray vision), Super-
  Strength 5 (24 tons)
  Combat: Attack +10 (melee), +12 (ranged), 
  Grapple +25, Damage +10 (unarmed), +10 
  (blast), Defense +8, Knockback –11, Initiative +2
  Abilities 40 + Skills 33 (132 ranks) + Feats 8 + 
  Powers 82 + Combat 36 + Saves 16 = Total 215
  To most people, Daedalus is one of the world’s most brilliant scientists and 
  inventors, but few know his secret. Daedalus is not merely named for the 
  figure from Greek mythology—he is the original. He was a great inventor in 
  ancient Greece, so great he attracted the attention of Minos, King of Crete. 
  Minos commissioned Daedalus to build an inescapable labyrinth to contain 
  the monstrous Minotaur. But when Daedalus completed his 
  work, Minos imprisoned him and his son Icarus so they could 
  never reveal the maze’s secrets to the outside world.
   Daedalus fabricated two pairs of wings from 
  feathers and wax to allow him and his son to 
  escape. Unfortunately, Icarus ignored 
  his father’s advice not to fly too high. 
  When he did, the wax on his wings 
  melted and Icarus plummeted into 
  the sea. Daedalus searched for his 
  son in vain, until he was forced to fly 
  on alone. The gods granted Daedalus 
  immortality as compensation for 
  Minos’ cruelty and Icarus’ loss. He 
  spurned their offer, but the gods do 
  not revoke a gift once it is given.
   So Daedalus wandered the world for 
  centuries, finding purpose in his stud-
  ies and his work. He met and learned 
  from the great philosophers and scientists 
  of the ancient world and followed the rise 
  and fall of civilization. All the while, he 
  avoided staying in one place for too long, so as not to 
  give away his true nature. Daedalus often spent time 
  alone with his work, isolated for decades at a time. 
  The centuries seemed to pass by faster and faster.
   Over the centuries, Daedalus often recalled the 
  lesson Icarus inadvertently taught him: technol-
  ogy was dangerous in the wrong hands. Humanity 
  continued to prove that maxim throughout the 
  years, as they developed newer and more inventive 
  ways of killing each other. Still, people also devel-
  oped technologies to improve life, preventing his 
  cynicism from growing intolerable. Daedalus’ own 
  works also moved society forward, though history 
  attributes them to Albertus Magnus, Paracelsus, 
  DaVinci, Newton, and others.
   In the 20th century, Daedalus became equally 
  fascinated and concerned with humanity’s 
  progress. After the nuclear destruction 
  of Hiroshima and Nagasaki, he decided 
  he needed to act openly. He spent some 
  years designing a suit of armor equipped with 
  various weapons and began using it to fight crime. He particularly tar-
  geted criminals abusing science and technology for personal gain. When 
  his ancient adversary, the Greek god Hades, invaded 
  Freedom City, Daedalus helped a number of heroes thwart 
  his plan. The ancient inventor turned adventurer became a 
  founding member of the Freedom League.
   
  Daedalus worked with the League for years before 
  the endless battles made him question the purpose of his 
  immortal existence. He decided to leave Earth in a starship of 
  his own design, the Icarus. He explored the galaxy alone for 
  years, encountering various alien civilizations and challenges 
  along the way, including the Grue and the Star-Khan. His 
  faith in human potential restored by seeing what humanity’s 
  “cousins” had done out among the stars, Daedalus returned to 
  Earth just in time to help against the Terminus Invasion, and 
  he mourned the death of his old friend the Centurion along 
  with the rest of the world. Daedalus and others reformed the 
  Freedom League shortly afterward, and 
  helped rebuild Freedom City in the 
  aftermath.
   
  Some believe the Daedalus who 
  currently belongs to the League is the 
  son of the original founder of the Freedom League, 
  since Daedalus hasn’t aged a day since his first public appearance (or in 
  millennia, for that matter). He does little to discount the rumor, since his 
  true origins are not widely known.
  
  116
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   DR. METROPOLIS 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +1
  +10
  +4
  +4
  +0
  18
  12
  30
  18
  18
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +14
  +10
  +4
  +10
  Skills: Craft (structural) 16 (+20), Disable Device 8 (+12), Intimidate 6 (+6), 
  Knowledge (current events) 8 (+12), Sense Motive 8 (+12), Stealth 6 (+7)
  Feats: Diehard
  Powers: Animate Objects 11 (Limited to urban materials, Alternate Powers: 
  Snare 11, Telekinesis 11 [Perception Range, Limited to urban materials]), 
  Density 4 (x2 mass, Strength +8, Immovable 1, 
  Protection 2 [Impervious], Super-Strength 1, 
  Permanent, Innate), ESP 9 (all senses, Limited to 
  urban areas), Flight 1 (10 MPH, Limited to urban 
  areas), Immunity 12 (aging, life support, sleep, 
  starvation), Mind Shield 5, Protection 2 
  (Impervious), Regeneration 6 (injured and 
  staggered, 1/5 minutes, disabled, 1/hour, 
  Regrowth, Source: urban areas), Super-
  Movement 3 (permeate, Limited to 
  urban materials), Super-Senses 1 
  (radio), Teleport 9 (900 ft./anywhere 
  on Earth, Medium: urban areas)
  Combat: Attack +10, Grapple +15, Damage
   +4 (unarmed), Defense +8, Knockback –10, 
  Initiative +1
  Drawbacks: Weakness (non-urban 
  environments, –1 Con per 20 minutes)
  Abilities 38 + Skills 13 (52 ranks) 
  + Feats 1 + Powers 103 + Combat 36 
  + Saves 9 – Drawbacks 3 = Total 197
  Real Name: Metropolis (the “Doctor” is an honorific)
  Identity: Public
  Occupation: Guardian Spirit of Cities
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 6’
  Eyes: Green (glass)
  Weight: 400 lbs.
  Hair: None
  Where he came from is a mystery, as 
  is what he’s doing here. If he has 
  answers, he’s not providing them. 
  Still, Dr. Metropolis is the hero with 
  perhaps the strongest ties to Freedom 
  City, and he takes the protection 
  of his home very seriously.
   Dr. Metropolis first appeared 
  in the aftermath of Omega’s 
  assault on Freedom City. As rescue 
  workers and military personnel 
  sifted through the rubble looking 
  for survivors and surveying the dam-
  age, a group of them saw a humanoid 
  figure rise up out of the wreckage. 
  His body was made of concrete 
  and metal, the very substance of the 
  materials around him. He looked at them and said, “I am 
  Metropolis.” Although he would offer no further explanation, the mysteri-
  ous figure agreed to speak with the representatives of the government.
   Although he did not respond to questions regarding his origins, the 
  city-entity was intent on helping Freedom City. He began working with 
  the scientists and rescue workers investigating 
  the effects of the Terminus Invasion on the 
  city. They in turn studied him, and eventu-
  ally dubbed him “Dr. Metropolis,” a name he 
  accepted as his own. His ability to “connect” with 
  the environment of the city allowed him to sense 
  things throughout the area, so he directed 
  emergency personnel to injured people 
  and away from dangerous instabilities. He 
  could also control and shape the material 
  structure of the city at will, helping shore up 
  damaged buildings, repairing broken water 
  mains, and restoring streets to allow emer-
  gency vehicles access where they were most 
  needed.
   
  When the relief work was complete, Dr. 
  Metropolis helped make Mayor Michael 
  O’Connor’s dream of a new Freedom City a 
  reality. With Dr. Metropolis’ and Daedalus’ 
  aid, the damage to the city was repaired 
  in record time. As a direct result of Dr. 
  Metropolis’ powers and efforts, Freedom 
  currently features architecture unpar-
  alleled across the world and an 
  infrastructure that is the envy of 
  cities everywhere.
   
  Dr. Metropolis accepted a place 
  in the Freedom League, largely 
  because it was a way to actively 
  help protect his home city. Some 
  Leaguers believe he was also looking for 
  friends who could understand him, a hunch 
  that has proven at least moderately true. 
  Since then, Dr. Metropolis has won the 
  trust and respect of his teammates, 
  some of whom try hard to reach 
  the gentle, artistic soul they sense 
  beneath his cold exterior.
   Some 
  have 
  described 
  Dr. 
  Metropolis as a “city spirit.” His 
  inhuman body is an amalgamate 
  form of concrete, metal, and 
  glass. By all rights, he shouldn’t 
  even be able to move, much 
  less think or talk, but he does. 
  He ignores most human concerns, having 
  no need to breathe, eat, or rest, and his body is incredibly strong and 
  resilient. When he is damaged, Dr. Metropolis can rapidly “repair” himself 
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  117
  117
  using his powers, drawing substance from the materials around him, if 
  need be.
   Dr. Metropolis can “meld” into any city structure, his body passing 
  harmlessly into it and disappearing. While melded with the city, he can 
  sense ongoing trouble that harms the city (tracking for radiation, sensing 
  the use of superhuman powers, or even listening for a particular sound) 
  and reform at the site of the problem. He also has a powerful “empathy” 
  with cities, Freedom City in particular. He can sense things happening 
  throughout the city, sometimes in the form of visions, but usually as vague 
  premonitions of important events.
   He can bend the physical structure of a city to his will, animating and 
  reshaping parts of it. At Dr. Metropolis’ command, lampposts reach down 
  to grab fleeing criminals; streets buckle and ripple like waves; broken win-
  dow-glass fails to touch innocent bystanders; and sidewalks grow hands 
  to restrain opponents. No matter what happens, Dr. Metropolis makes sure 
  everything goes back to normal, at least in terms of the physical status of 
  the city. If not for his presence, the Freedom Public Works Department 
  would need four times the personnel working around the clock to keep up 
  with the damage the city sustains.
   JOHNNY ROCKET 
  POWER LEVEL 10
  Real Name: John “Johnny” Wade
  Identity: Public
  Occupation: Superhero
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’10”
  Eyes: Blue
  Weight: 165 lbs.
  Hair: Blond
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +2
  +1
  +1
  +3
  12
  16
  14
  12
  12
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +4/+2*
  +6
  +13
  +4
  *flat-footed
  Skills: Acrobatics 6 (+9), Bluff 6 (+8), Disable Device 6 (+7), Knowledge 
  (current events) 4 (+5), Knowledge (popular culture) 4 (+5), Notice 6 
  (+7), Search 8 (+9)
  Feats: Defensive Roll 2, Dodge Focus 6, Elusive Target, Equipment, 
  Evasion, Instant Up, Move-by Action, Quick Change, Taunt
  Powers: Super-Speed 10 (10,000 MPH, Alternate Powers: Air 
  Control 10, Strike 10, Wall Run, Water Run)
  Combat: Attack +9, Grapple +10, Damage +10 (unarmed), 
  Defense +16 (+5 flat-footed), Knockback –2, Initiative +43
  Abilities 22 + Skills 10 (40 ranks) + Feats 15 + Powers 
  53 + Combat 38 + Saves 17 = Total 155
  Johnny Wade’s grandfather and namesake was the original 
  Johnny Rocket, a member of the Liberty League in the 1940s 
  and 50s. He was the youngest member of the team, and 
  continued his crime-fighting career even after the League 
  disbanded. John eventually settled down, married, and 
  raised his children; his heroic identity faded into obscurity 
  along with much of his powers, and Johnny Rocket’s last adven-
  ture was sometime in 1955. He never revealed his true identity 
  or “officially” retired, but happily gave up superheroics for a well-
  deserved normal life. John Wade’s son Jacob apparently didn’t 
  inherit his father’s powers, which suited John just fine.
   Jake Wade also married and his son was born and raised 
  in Freedom City and named after his grandfather. Johnny 
  had a fairly normal childhood, unaware of his grandfather’s 
  heroic exploits until recently. Just a few years ago, Sonny 
  Farris, the last surviving member of the TNTrio, tracked Johnny 
  Rocket down and blasted him and his 17-year-old grandson with 
  a shotgun. John Wade had enough super-speed left to protect 
  his grandson but not himself as well. The brutal attack and the 
  need to rush his grandfather to the hospital sent a surge of 
  adrenaline through Johnny Wade, and suddenly he was 
  racing through the streets of Freedom City at super-
  speed! He brought his grandfather to the emergency 
  room and immediately used his newfound powers to 
  capture Sonny Farris.
   It wasn’t long before the new Johnny Rocket 
  came to the attention of the Freedom League 
  and they asked him to join up. Johnny 
  accepted immediately, which is pretty 
  much the way he did every-
  thing. He didn’t bother with a 
  secret identity, since his real 
  face was already splashed on 
  TV screens and newspapers 
  across the country from 
  his capture of Sonny Farris. 
  Unfortunately, that led 
  to problems when Johnny’s 
  other secret came out.
   
  The media cut loose when an ex-boyfriend 
  of the Freedom Leaguer claimed that Johnny 
  Wade was gay, and provided photographs that 
  were plastered across tabloids worldwide. 
  Rather than deny it, Johnny came out pub-
  licly in various interviews. While that derailed 
  much of the public relations disaster, there are 
  still conservative voices calling for Johnny 
  Rocket’s removal from the Freedom League 
  and citing him as a “bad influence.” 
   
  The unconditional support of Johnny’s 
  grandfather and his teammates—including the 
  usually conservative Captain Thunder—has been 
  a big help to the young hero, both personally 
  and publicly. John Wade makes it clear to all 
  who will listen that he’s tremendously proud 
  of his grandson and considers him a worthy 
  successor. The other Leaguers similarly express 
  respect for their teammate and condemn any 
  prejudice against him. In a rare show of fore-
  thought, Johnny doesn’t take the bait of any 
  controversial questions, saying only, “I’m just 
  doing what I can to help people.”
  
  118
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   LADY LIBERTY 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +3
  +2
  +1
  +3
  +4
  30/14
  16
  14
  12
  17
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  +8
  +6
  +11
  Skills: Concentration 8 (+11), Diplomacy 8 (+12), Knowledge (civics) 11 (+12), 
  Knowledge (history) 5 (+6), Language 1 (Spanish), Notice 6 (+9), Profession 
  (lawyer) 8 (+11), Sense Motive 9 (+12)
  Feats: Defensive Attack, Endurance, Equipment, Inspire, 
  Quick Change, Teamwork
  Powers: Enhanced Strength 16, Flight 5 (250 MPH), 
  Light Control 11 (Alternate Powers: Deflect 11 
  [all ranged attacks], Healing 11, Nullify 11
   [all binding and imprisoning effects at once]), 
  Protection 10, Super-Strength 6 (50 tons)
  Combat: Attack +12, Grapple +28, Damage 
  +10 (unarmed), Defense +10, Knockback –6, 
  Initiative +3
  Drawbacks: Power Loss (all powers, when bound 
  or imprisoned, –5 points)
  Abilities 31 + Skills 14 (56 ranks) + Feats 6 + Powers 68 
  + Combat 44 + Saves 17 – Drawbacks 5 = Total 175
  Real Name: Elizabeth “Beth” Walton-Wright
  Identity: Secret
  Occupation: Attorney
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’8” (as Beth), 5’11” (as 
  Lady Liberty)
  Eyes: Brown (as Beth), Blue (as Lady 
  Liberty)
  Weight: 110 lbs. (as Beth), 140 lbs. 
  (as Lady Liberty)
  Hair: Black (both forms)
  During the American Revolutionary War, Elizabeth Forester 
  disguised herself with a mask and fought the British as 
  the mysterious Lady Liberty, a rallying symbol for the 
  American 
  people. 
  Unfortunately, 
  Elizabeth did not live to see the free-
  dom she wanted for the Colonies. 
  While she nearly made it to her 
  contacts with stolen information on 
  British troop movements, she was 
  ambushed by Hessian mercenaries 
  and gravely injured. Dying alone in 
  the wilderness of western Massachusetts, 
  she prayed for guidance and felt a 
  warm and glowing light enfold 
  her. The Spirit of Liberty 
  heard the prayers of her 
  loyal daughter and 
  carried 
  Elizabeth 
  home with her.
   In succeeding genera-
  tions, the Spirit of Liberty sometimes embraced 
  a young woman to embody her power. Lady Liberty has appeared 
  on the battlefields of both World Wars, in student protests in the 
  United States and China, and many other places over the years. A 
  French artist captured her image in the late 18th century, creating 
  the Statue of Liberty that stands to this day in New York harbor.
   In 1941, Donna Mason wore the silver, red, white, and blue of Lady 
  Liberty in America. She was more powerful than any previous incarnation 
  with her super-strength and her ability to fly, and she proudly fought for 
  America against the Axis powers and the threats at home. She was 
  a sterling member of the Liberty League and was one of the few 
  heroes to remain active without fail through the 1950s and 
  1960s. By 1972, her powers were fading, as was her health, so 
  she retired after a successful crime-fighting career.
   
  The current Lady Liberty may outshine even her illus-
  trious predecessors in time. Beth Walton loved the Statue of 
  Liberty ever since she was a little girl in New York City. She 
  always looked like such a kind lady, welcoming people to a 
  new land of hope and opportu-
  nity. She fondly remembers 
  her father, a police officer, 
  taking her to Liberty 
  Island. As she grew 
  up, Beth realized 
  Lady Liberty looked 
  sad and thoughtful, too. 
  When she graduated high 
  school, Beth had already 
  decided to become a law-
  yer. She pursued pre-law 
  with great diligence, scoring 
  high marks and making her 
  way into law school. Shortly 
  after graduation, she 
  met NYPD officer 
  Trevor Wright. They 
  began dating and 
  eventually 
  their 
  relationship became 
  quite serious.
   
  Trevor asked 
  Beth to marry him atop 
  the Statue of Liberty, but 
  unfortunately the terrorist 
  group Overthrow seized con-
  trol of the statue, threatening 
  to destroy it. Trevor tried to inter-
  vene but was shot and badly injured. 
  In her fear and anger, Beth called out 
  to a higher power for strength and found 
  it when the Spirit of Liberty filled her, 
  bringing Lady Liberty to life once again. 
  She captured the terrorists and healed the 
  injured, including her fiancé. Although they were both 
  stunned by Beth’s newfound powers, they kept them a secret and she 
  began using her powers as Lady Liberty to help people. They married a 
  year later, although Beth’s superhero life has threatened to tear them 
  apart at times.
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  119
  119
   PSEUDO 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +3
  +5
  +2
  +3
  +3
  14
  16
  20
  14
  16
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +5
  +9
  +7
  +9
  Skills: Bluff 10 (+13), Computers 4 (+6), Diplomacy 8 (+11), Disguise 8 (+11), 
  Gather Information 10 (+13), Investigate 5 (+7), Perform (acting) 8 (+11), 
  Pilot 5 (+8), Profession (journalist) 5 (+8), Search 5 (+7), Sense Motive 8 
  (+11), Stealth 8 (+11)
  Feats: Defensive Attack, Eidetic Memory, Set-
  Up, Sneak Attack, Teamwork
  Powers: Communication 16 (mental), 
  Comprehend 2 (languages), Mind
   Reading 8, Shapeshift 10
  Combat: Attack +9, Grapple +11, 
  Damage +2 (unarmed), Defense 
  +11, Knockback –2, Initiative +3
  Abilities 36 + Skills 19 (76 
  ranks) + Feats 5 + Powers 
  108 + Combat 40 + Saves 
  14 = Total 222
  Real Name: R’ik Faax
  Alias: Rick Fox
  Identity: Secret, few people know 
  Pseudo is actually a Grue.
  Occupation: Superhero, writer
  Base of Operations: The 
  Lighthouse, Earth orbit
  Affiliation: Freedom League
  Height: 6’ (normal form)
  Eyes: White (normal form)
  Weight: 180 lbs. (normal form)
  Hair: None (normal form)
  R’ik Faax was gestated, trained, and tested in the Grue 
  Unity as an elite scout, able to infiltrate other societies, 
  undermine them from within, and prepare the way for 
  the Unity to invade and conquer them. He was very good 
  at his duties, and eventually assigned a new mission: a 
  world called Earth.
   The time R’ik spent among humans changed him, 
  however. Telepathic contact engendered sympathy in 
  him for the first time, and he came to understand 
  and appreciate humanity. When his fellow Grue 
  sought to imitate and discredit the Freedom League, 
  they came close to succeeding, but R’ik chose to turn 
  against his own kind and help humanity survive. For 
  his crime, he was exiled, forever cut off 
  f r o m 
  the Grue Unity and marooned on 
  a primitive, alien world.
   The Freedom League took 
  R’ik in and helped him adopt 
  the cover identity of “Rick Fox,” 
  a freelance journalist. He offered 
  a unique perspective on human society and 
  events. He also joined the League, using the 
  name “Pseudo” and placing his shapeshifting 
  and telepathic abilities at their disposal. Pseudo 
  continued studying and learning about human-
  ity while also fighting to protect it. Eventually, he 
  felt isolated from humans, and chose to return to 
  the stars with Daedalus when the immortal inventor 
  left Earth.
   Pseudo returned to warn his old friends of a Grue 
  invasion plan, and helped Earth’s heroes ward off the 
  Grue, once again saving the Earth. Captain Thunder 
  invited Pseudo to rejoin the League and find a new 
  home with them, and he accepted. He is the only League 
  member to live full-time on board the Lighthouse, their 
  orbital headquarters, where he keeps watch over his 
  adopted home and helps coordinate League activity. 
  Pseudo has also continued writing, and is working on 
  a travelogue of his experiences in space. He has 
  also discovered the Internet, and enjoys helping 
  maintain the Freedom League’s public website, 
  as well as writing weblogs 
  under various aliases.
   
  Owing to his inde-
  pendent nature, Pseudo has 
  unusually strong telepathic 
  and shapeshifting abilities 
  for a Grue. In combat, he will 
  often adopt one of a number 
  of “battle forms,” granting 
  him Enhanced Strength, a 
  combination of Density or 
  Growth, and an offensive abil-
  ity like Strike (usually with 
  the Mighty power feat). He 
  can enhance his unarmed 
  damage and Toughness up 
  to +11. He can also use his 
  Shapeshifting 
  power 
  to 
  become Insubstantial, further 
  enhancing his capabilities as 
  the Freedom League’s infil-
  tration expert.
   After Lady Liberty fought the Terminus Invasion and joined the Freedom 
  League, she and her husband moved to Freedom City. Trevor Wright is 
  now an FCPD detective in the Theatre District, and Beth Walton-Wright 
  works for a legal aid clinic in City Center when not busy with super-hero-
  ics. They’ve discussed having children, but Beth is uncertain that she can 
  balance the responsibilities of motherhood with those placed upon her by 
  the Spirit of Liberty.
  
  120
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  THE  RAVEN 
  POWER LEVEL 12
  Real Name: Callie Summers
  Identity: Secret
  Occupation: Philanthropist, 
  crimefighter
  Base of Operations: Freedom City
  Affiliation: Freedom League
  Height: 5’7”
  Eyes: Green
  Weight: 120 lbs.
  Hair: Black
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +6
  +3
  +7
  +5
  +6
  15
  22
  16
  24
  20
  22
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+5*
  +6
  +10
  +9
  *flat-footed
  Skills: Acrobatics 8 (+14), Bluff 8 (+14), Computers 4 
  (+11), Disable Device 6 (+13), Disguise 6 (+12), Drive 
  4 (+10), Escape Artist 8 (+14), Gather Information 8 
  (+14), Intimidate 10 (+16), Investigate 16 (+23),
   Language 5, Notice 9 (+14), Pilot 6 (+12), Search 
  8 (+15), Sense Motive 8 (+13), Sleight of Hand 6 
  (+12), Stealth 8 (+14)
  Feats: Acrobatic Bluff, Assessment, Defensive 
  Attack, Defensive Roll 3, Dodge Focus 4, 
  Equipment 10, Evasion 2, Fearsome Presence 
  5, Improved Initiative, Improved Trip, Instant 
  Up, Jack of All Trades, Move-by Action, 
  Power Attack, Seize Initiative, Skill Mastery 
  (Acrobatics, Disable Device, Escape 
  Artist, Stealth), Startle, Surprise Strike, 
  Takedown Attack, Uncanny Dodge 
  (auditory)
  Equipment: commlink, costume (+2 
  Toughness), grapple gun (Super-Movement
   1 [swinging]), utility belt: flash-bangs (Dazzle 
  4, visual & auditory), Alternate Powers: 
  boomerangs (+2 damage), smoke bombs 
  (Obscure 4, visual, Continuous), stun grenades 
  (Stun 4, Ranged), plus up to 10 points in 
  other equipment.
  Combat: Attack +16, Grapple +18, Damage +2 
  (unarmed), +4 (boomerang), Defense +16 (6 flat-
  footed), Knockback –4, Initiative +10
  Abilities 59 + Skills 32 (128 ranks) + Feats 
  39 + Combat 56 + Saves 11 = Total 197
  The original crime-fighting Raven had long 
  since retired to become a husband and 
  father. After years of missed opportuni-
  ties and tragic separations, Duncan 
  Summers and Jasmine Sin mar-
  ried and had a child. The thrills in 
  Duncan Summers’ life before could 
  not compare to those instilled in 
  him by his daughter. Callie was 
  the apple of her father’s eye, and 
  he made sure she had nothing 
  but the best in life. He also didn’t 
  reveal his past to her. It was 
  something he hoped to put 
  behind him, but it was not 
  to be.
   When Callie turned 16, 
  her father threw her a party 
  the likes of which the New 
  York social scene hadn’t seen 
  in years. Unfortunately an 
  uninvited guest arrived—her 
  grandfather, Dr. Sin him-
  self. Although he hadn’t 
  been seen in years, the 
  villainous doctor was as 
  ageless as ever. Despite 
  his daughter’s betrayal, Dr. 
  Sin saw Jasmine had offered 
  him a potential heir to his works. 
  He kidnapped Callie, intending to 
  indoctrinate her as a true Child of 
  Sin.
   Duncan got back into his Raven cos-
  tume for the first time in nearly twenty 
  years to rescue his daughter, accompanied 
  by his equally determined wife. They were 
  successful in freeing Callie, but Jasmine died 
  saving her husband from one of Dr. Sin’s death-
  rays. Not acknowledging his part in her death, Dr. Sin 
  merely swore greater vengeance on the Raven for the 
  death of his only child.
   Callie wanted more than anything to take up 
  her father’s mantle as the Raven but he wouldn’t 
  hear of it. He couldn’t bear the idea of losing her 
  as he’d lost her mother. The stubborn 16-year-old 
  wasn’t so easily denied. She trained in secret, stole 
  some of her father’s equipment, and hacked into his obsessively com-
  plete crime files and dossiers from his years as the Raven. When he 
  discovered she had begun operating as the Raven against his wishes, 
  Duncan was livid, but he could 
  not deny her even this. He eventu-
  ally relented but demanded he train 
  Callie far more thoroughly than even he had 
  trained before taking on the mantle of the 
  Raven. If she insisted on following the life she’d 
  chosen, he wanted to ensure she would be safe.
    The Raven was one of many heroes who 
  responded to the crisis in Freedom City when 
  Omega attacked. Duncan and his daughter almost 
  immediately moved to Freedom City from New York. The 
  Summers family purchased one of the most exclusive pent-
  houses in the city, part of which became the Rookery, the 
  secret headquarters of the Raven. Callie joined the newly 
  reformed Freedom League while Duncan Summers became 
  headmaster of the Claremont Academy as well as the 
  Raven’s “silent partner.”
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  121
  121
   SIREN 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +7
  +3
  +4
  +2
  +3
  +3
  24
  16
  18
  14
  16
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +9
  +8
  +8
  Skills: Diplomacy 8 (+11), Intimidate 8 (+11), Knowledge (arcane lore) 
  8 (+10), Knowledge (life sciences) 4 (+5), Knowledge (theology and 
  philosophy) 8 (+10), Language 2 (Dahomeny, French), Riding 6 (+9)
  Feats: Environmental Adaptation (aquatic), Equipment, Favored 
  Environment (aquatic), Quick Change, Ritualist
  Powers: Animal Control 10 (Limited to sea-life), Device 5 
  (silver net, easy to lose), Flight 3 (50 MPH), Immunity 3 
  (aging, disease, drowning), Protection 6, Swimming 8, 
  Water Control 10 (Alternate Powers: Blast 10, Dazzle 10 
  (visual), Suffocate 10, Weather Control 10 [distraction, 
  hamper movement]), Super-Strength 5 (12 tons)
  Silver Net: Snare 11 (Affects Incorporeal 2, Tether)
  Combat: Attack +11 (+12 aquatic), Grapple +23, 
  Damage +7 (unarmed), +10 (blast), Defense +11, 
  Knockback –5, Initiative +3
  Drawbacks: Normal Identity (Cassandra Vale, free 
  action)
  Abilities 44 + Skills 11 (44 ranks) + Feats 5 + 
  Powers 82 + Combat 44 + Saves 15 
  – Drawbacks 3 = Total 198
  Real Name: Cassandra Vale/La Siren
  Occupation: Psychologist/
  Goddess of the Sea
  Identity: Secret. The general public is unaware Siren is actually a goddess.
  Base of Operations: 
  New Orleans, Louisiana
  Affiliation: Freedom League
  Height: 5’6” (as Cassandra), 
  5’10” (as Siren)
  Eyes: Brown (as Cassandra), 
  Green (as Siren)
  Weight: 110 lbs. (as Cassandra), 
  125 lbs. (as Siren)
  Hair: Black (as Cassandra), 
  Green (as Siren)
  Cassandra Vale traveled to Haiti in 1962 to study the traditions of 
  Voodoo for her doctoral thesis in psychology. Her theory proposed 
  the actual belief in the supernatural, wholly or at least in part, 
  made such things possible reflexively and ret-
  roactively. She managed to earn the trust of 
  some of the locals and gathered a great deal 
  of information about their beliefs, even wit-
  nessing and taking part in some lesser 
  Voodoo rituals.
   While boating off the coast of Haiti 
  near the end of her stay, Cassandra 
  accidentally ran across a drug smuggling 
  operation and was captured. Eliminating 
  a potential witness, the smugglers tied 
  her up and tossed her overboard to the 
  sharks. Cassandra thought she would die, but as 
  she sank into the water, she heard a gentle voice tell-
  ing her not to fear. “I will help you, if you let me,” 
  the voice said, and Cassandra welcomed her aid.
   With Cassandra’s approval, the Voodoo loa Siren, 
  goddess of the sea, entered her body and became 
  as one with her. The drug-smugglers, watching the 
  waters for the blood and the inevitable 
  feeding frenzy, were startled 
  to see a green-haired woman 
  rise up out of the deep on 
  the back of a shark. The 
  ocean waves struck their 
  boat at her command, 
  capsizing it and dump-
  ing the drug smugglers 
  in among the sharks. 
  She produced a magical 
  net from the waters that 
  snared the drug-runners, 
  and flew them to shore to 
  face the authorities.
   Cassandra woke up the 
  next morning thinking the 
  whole experience had been 
  some kind of strange dream. She 
  realized it actually happened when 
  Siren appeared to her in a vision and 
  explained she had been chosen for a very spe-
  cial purpose. The goddess maintained the people 
  of the world were ultimately good and worthy of the aid 
  of the loa; Baron Samedi, the loa of the dead, conversely maintained 
  that humanity responded only to 
  base impulses and needs and were 
  simply worthy of becoming slaves 
  and playthings of the loa.
   
  So it was decided both of them 
  would have the opportunity to 
  prove their cases. They each 
  chose mortals in whom they 
  would merge to operate in the 
  physical world, and Siren chose 
  Cassandra. Together, she and the 
  loa would overcome the plans of 
  Baron Samedi to prove humanity 
  was worth saving. Siren didn’t 
  have long to wait before the 
  Baron struck with his first ploy, 
  transforming the criminals she 
  captured into his zombie minions 
  and sending them against her.
   
  When Cassandra returned home to 
  Louisiana, the sea goddess Siren became well 
  known along the Gulf Coast, fighting against smugglers, 
  drug-runners, dangerous creatures and the agents of 
  Baron Samedi. She aided the people of Freedom City dur-
  ing Hades’ invasion and become a member of the Freedom 
  League; she remained a crucial part of the League for its first five 
  
  122
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +8
  +1
  +1
  +0
  +2
  +2
  26/11
  13
  12
  11
  15
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+1*
  +6
  +6
  +8
  *without armor
  Skills: Climb 4 (+12/+4), Diplomacy 4 (+5), Intimidate 6 (+7), Knowledge 
  (civics) 5 (+5), Language 1 (Spanish), Notice 8 (+10), Profession (police 
  officer) 6 (+8), Search 4 (+4), Sense Motive 6 (+8), Stealth 4 (+5)
  Feats: Defensive Attack, Fearless, Improved Block, Power Attack
  Powers: Device 25 (Star Knight armor, 125 points)
  Star Knight Armor: Blast 10 (energy “sword”), Comprehend 2 
  (languages), Deflect 9 (energy “shield,” all ranged 
  attacks), Enhanced Strength 15, Flight 8 (2,500 MPH), 
  Immunity 10 (life support, starvation and thirst), 
  Protection 10 (Impervious), Space Travel 10, 
  Super-Senses 4 (communication link with Mentor, 
  direction sense, low-light vision, radio), Super-
  Strength 4 (heavy load: 6 tons)
  Combat: Attack +10, Grapple +22, Damage +8 
  (unarmed), +10 (blast), Defense +9, Knockback 
  –10, Initiative +1
  Abilities 16 + Skills 12 (48 ranks) + Feats 4 + 
  Powers 100 + Combat 38 + Saves 16 = Total 186
   STAR KNIGHT 
  POWER LEVEL 10
  Real Name: Maria Montoya
  Identity: Secret
  Occupation: Police officer
  Base of Operations: 
  California, Earth
  Affiliation: Freedom League
  Height: 5’6”
  Eyes: Brown
  Weight: 118 lbs.
  Hair: Black
  Maria’s parents were both children of immigrants: her 
  father’s family from Central America, her mother’s from 
  Greece. She grew up in California, where she decided to 
  attend the police academy and become an officer. She 
  earned high marks in criminal procedure, shooting, and 
  hand-to-hand combat, but also had a problem with authority. 
  Her temper got her into trouble on occasion, but she gradu-
  ated with honors and found a job with the police force.
   Officer Montoya worked the streets, dealing with 
  gangs, organized crime, and other risks on a daily basis. 
  A routine investigation led her to evidence of corrup-
  tion within the department. She was warned to mind her own 
  business, but instead chose to dig deeper on her own. Maria 
  discovered far more than just a few dirty cops. She uncovered 
  infiltration by the alien Grue!
   
  Hunted by the Grue, she found an ally in Pseudo, a 
  rogue member of his race, who sought to warn Earth of the 
  impending invasion. Maria also came to the attention of 
  Mentor and the Star Knights. With the 
  Grue threatening to invade, Mentor 
  appointed Maria the new Star Knight 
  of Earth’s sector of space. She accepted 
  the job and got her initial 
  training “on the 
  job” 
  helping 
  the 
  Freedom 
  League and Earth’s 
  other heroes against 
  the alien invasion.
   
  Once the Earth was safe, Maria underwent 
  training at the Star Citadel, and met her predeces-
  sor, A’Lan Koor. Once her formal Star Knight training 
  was complete, Sri Montoya returned to Earth, where 
  she now serves as Earth’s resident Star Knight and a 
  member of the Freedom League.
  Star Knight is fairly hard-nosed compared to her 
  teammates, she had to be in order to make it as 
  a woman in a largely male police force. She tends 
  to go for the aggressive solution, although she’s 
  learned some diplomacy from the Star Knights 
  and some restraint from Captain Thunder. She 
  admires her teammates and is still working on 
  getting past their reputations to get to know 
  them as people, not just heroic icons.
  years, and then returned to New Orleans, erratically serving as a reservist 
  member of the League for many years, since Baron Samedi concentrated 
  his efforts far away from Freedom City.
   Still, she was on hand for the Terminus Invasion. When the Freedom 
  League reformed following Omega’s defeat, Siren rejoined comrades new 
  and old in the fight for justice. Baron Samedi has since followed Siren’s 
  presence in Freedom City by extending the reach of his criminal empire 
  there. His minions are now peddling zombie powder on the streets of 
  Lincoln and Southside. With each new addict, the Barons’s presence in 
  Freedom City becomes stronger. This has not escaped Siren’s notice. 
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  123
  123
  T
  he world-famous Atom Family is made up of adventurers and explorers 
  who investigate strange phenomena and fight threats to the safety of 
  Freedom City and the world. The team currently consists of the four grand-
  children of Dr. Alexander Atom, their friend and legal guardian Jack Wolf, and 
  their grandfather’s intellect, maintained within the computers of their head-
  quarters, the Nucleus, atop the Goodman Building in Freedom City.
   The history of this most unusual family begins with Dr. Alexander Atom, 
  renowned scientist and adventurer in the 1930s and 1940s. Dr. Atom 
  explored lost and hidden civilizations in various parts of the world. He often 
  found dire threats to humanity—such as his first encounters with the Sub-
  Terrans and their underground kingdom—or unbelievable wonders like the 
  dinosaur-filled Lost World in South America. On those occasions, Dr. Atom 
  and his allies protected the world from threats it didn’t even know existed.
   During World War II, Dr. Atom worked on occasion with the Liberty 
  League as a scientific advisor. Rumor has it he also worked on the 
  Manhattan Project, although he never discusses the matter with anyone. 
  During the war, he met and fell in love with Marie Vaulaire, a daring 
  French resistance fighter. Their affair was a brief, passionate one, but 
  Marie died fighting against the Nazis soon thereafter.
   The heartbroken Dr. Atom threw himself into his work, and this decade 
  of furious activity and invention excluded nearly everyone save Anne 
  Banks, a young woman who became his laboratory assistant, then part-
  ner, and eventually his wife. Anne said she had to pursue her husband 
  “with relentless determination,” but in the end she got the brilliant but 
  emotionally blocked scientist to realize what he had right in front of him.
   Their daughter Andrea was born in 1959. She grew up with her moth-
  er’s beauty and tenacity and her father’s brilliance. The Atoms later took 
  in Jack Wolf, the son of one of Alexander’s friends, an astronaut lost on an 
  early orbital mission. Jack was just a few years older than Andrea, and the 
  two of them became close.
   In 1972, Anne Atom succumbed to cancer, despite her husband’s val-
  iant efforts to save her. Dr. Atom continued to raise his daughter and 
  foster son alone but too often buried himself in his research. He began to 
  study robotics and computers more in-depth, building robotic playmates 
  and nannies to help care for Andrea and Jack. She began attending HIT in 
  1976, and there she saw the performance of a “mentalist” named Mentac, 
  who debunked psychic research. When she also discovered Mentac had 
  actual psychic powers, she confronted him to find out his story. Mentac 
  explained he pretended to be a stage mentalist and debunker as a way 
  for him to find con-artists as well as true paranormals who abused their 
  abilities and bring them to justice. Andrea introduced Mentac to her 
  father and he began a long association with the Atom Family.
   During the late 1970s, the quartet of Dr. Atom, Andrea, Mentac, and 
  Jack Wolf explored strange phenomena and fought many menaces about 
  which the world never learned. Andrea became more and more attracted 
  to the mysterious and aloof Mentac, while Jack silently carried a torch for 
  the lovely Andrea. Dr. Atom, of course, remained largely unaware of the 
  romantic entanglements of his young protégés.
   Finally in 1980, Mentac finally told the Atom Family he was an exiled 
  prince from Farside City, located on the dark side of the Moon. They con-
  fronted Mentac’s aunt, Lady Lunar, and overthrew her despotic control of 
  the city. An admirer of the ideals of the American system of government 
  on Earth, Mentac abdicated his throne and helped install a democratic 
  government elected by the people. In the midst of the celebrations, he 
  also finally admitted his feelings for Andrea, and they married two years 
  later. Jack Wolf left his foster-family, heartbroken over losing Andrea, and 
  spent some time working as a mercenary in various parts of the world.
   Andrea and Mentac had their first child, a boy they named Maximus, in 
  1984. Three others followed: Tesla in 1985, Victoria in 1987, and Chase in 
  1989. Dr. Atom began his own battle with cancer in the late ‘80s. He kept 
  the extent of his condition a secret, but Andrea discovered the truth some 
  time later.
   Disaster struck Freedom City in 1993 when Omega, the Lord of the 
  Terminus, invaded Earth. While Dr. Atom worked to save the city and close 
  the Terminus breach from this reality, Andrea and Mentac dove into the 
  Terminus to try and keep Omega from emerging. They left the children in 
  the care of the house robots on the lowest and only undamaged floor of 
  their home.
   Andrea and Mentac failed to stop Omega’s emergence and appeared 
  to be atomized by the mad god’s power. Distracted during the crisis, Dr. 
  Atom helped Centurion and other heroes defeat Omega and reseal the 
  dimensional warp. Dr. Atom’s health began to fail due to exhaustion 
  from the invasion and grief over the loss of his daughter and son-in-law. 
  Refusing to leave his grandchildren alone in the world, he asked Jack Wolf 
  to become their legal guardian. As a final experiment, Alexander Atom 
  transferred his intellect and memories into a holographic computer sys-
  tem as his body finally gave out and died.
  In 1997, when Maximus turned 13, everyone learned the young Atoms 
  were mutants, whether because of their father’s unearthly heritage and 
  psychic abilities, their mother’s various adventures, or their parents’ expo-
  sure to so many strange and unusual locales. Like most mutations, the 
  exact cause remains unknown, but the Atom kids each possess unique 
  superhuman powers.
   “Uncle Jack” acts as the kids’ legal guardian and teacher, aided by 
  a holographic representation of Dr. Atom (affectionately known as 
  “Gramps”). Dr. Atom can manifest his mind briefly inside the A.L.E.X. robot 
  if he needs to act physically instead of manipulating things inside the 
  computer, but this puts a strain on the android’s systems and the integrity 
  of the doctor’s holographic matrix.
   The members of the Atom Family are explorers at heart, with Dr. Atom’s 
  keen intellect guiding their travels into the Terminus, to the Moon, and to 
  faraway lands. If anyone is likely to discover aliens, lost worlds, or similar 
  things, it’s the Atom Family. They’re also likely to stir up trouble from time 
  to time, and may need the help of other heroes. For example, the Atoms 
  might be captured, or even replaced, by advance scouts for an alien inva-
  sion (such as the Grue, see Chapter 4). The disappearance of the team is 
  always a potential hook for an adventure.
   The Atom siblings are still young, and prone to getting into the same 
  sorts of trouble other young people manage to find. They make a useful foil 
  for a group of teen heroes, such as the Next-Gen, while older heroes feel a 
  certain responsibility toward the Atoms. Still, despite their relative youth, 
  they’ve been dealing with the unusual from childhood and know what 
  they’re doing. In fact, it’s the everyday-life quandaries that are far more 
  difficult for the Atoms, whether dating, asserting one’s independence, or 
  simply making new friends outside of the superhuman community.
  THE NUCLEUS
  The Atom Family makes their home on the top five floors of the Goodman 
  Building in Midtown Freedom City. Real estate financier Saul Goodman 
  constructed the building and later sold it to Atomic, Inc., the family trust 
  set up by Dr. Atom. Although the Goodman Building has been mortgaged 
  and sold a few times over the years, it’s currently owned by the Atom 
  Family trust once more.
  THE  ATOM FAMILY
  
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   As it happens, the top floors of the building are in the same spot where 
  Centurion’s life-pod entered Earth’s dimension from the Terminus. Dr. 
  Atom discovered lingering dimensional energies in the upper floors of 
  the building, and constructed a special containment unit to ensure they 
  would not spill over into Earth again (although they have anyway on a 
  few occasions). The Nucleus houses an artificial dimensional gate, which 
  the Atoms monitor for any signs of trouble.
   The Nucleus contains living space for the Atom Family, extensive laborato-
  ries where Dr. Atom and Tesla conduct research, workshops for constructing 
  various technological devices, and the extensive computer system housing 
  Dr. Atom’s intellect. ALEX takes care of most of the Nucleus’ upkeep, and Dr. 
  Atom’s patents and the Atomic, Inc. trust pay for it all.
   The Goodman Building is fairly unremarkable, a skyscraper of steel 
  and concrete with mirror-finish windows. The floor immediately below 
  the Nucleus remains empty as a “buffer zone” between the headquarters 
  and the rest of the building. This floor contains some backup and support 
  machinery for the Nucleus.
  THE  NUCLEUS 
   HEADQUARTERS
   
  Size: Large, Toughness: 10, Features: Communications, Computer, Defense 
  System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, 
  Living Space, Power System, Security System, Workshop. 
  Cost: 16 equipment points
  VEHICLES
  The Atom Family uses a “sky-car,” a swift anti-gravity vehicle, for getting 
  around Freedom City and for short trips elsewhere. Jack Wolf usually 
  pilots, although Maximus has also become a skilled pilot.
   SKY-CAR 
   VEHICLE
  Strength 40, Speed 5 (air, 250 MPH), Defense 8, Toughness 9, Size H.
  Cost: 14 equipment points
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  125
  125
  DR.  ATOM 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  —
  —
  +12
  +4
  +1
  —
  —
  —
  34
  18
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8
  —
  —
  +11
  Skills: Bluff 8 (+9), Computers 12 (+24), Concentration 6 (+10), Craft 
  (electronic) 12 (+24), Craft (mechanical) 10 (+22), Diplomacy 7 (+8), 
  Disable Device 12 (+24), Investigate 6 (+18), Knowledge (behavioral 
  sciences) 8 (+20), Knowledge (earth sciences) 8 (+20), Knowledge (history) 
  6 (+18), Knowledge (life sciences) 8 (+20), Knowledge (physical sciences) 
  13 (+25), Knowledge (technology) 13 (+25), Language 3 (French, Latin, 
  Russian), Medicine 4 (+8), Pilot 2 (+2), Profession (scientist) 8 (+12), Search 
  8 (+20), Sense Motive 8 (+12), Survival 2 (+6)
  Feats: Eidetic Memory, Leadership, Improvised Tools, Inventor, Master Plan, 
  Skill Mastery (Computers, Craft—electronic, Craft—mechanical, Disable 
  Device)
  Powers: Datalink 10 (radio), Immunity 30 (Fortitude effects), Protection 
  8 (Impervious), Super-Senses 6 (communication link 5 with the Atom 
  Family, time sense)
  Combat: Attack +6, Grapple —, Damage —, Defense — (+6), Initiative +17 
  (Int-based)
  Drawbacks: Disability (immobile, –5 points)
  Abilities 4 + Skills 41 (164 ranks) + Feats 6 + Powers 54 + Combat 24 + 
  Saves 7 – Drawbacks 5 = Total 131
  Real Name: Alexander Atom
  Identity: Public
  Occupation: Scientist
  Base of Operations: 
  Goodman Building, Freedom City
  Affiliation: Atom Family
  Height: n/a
  Eyes: Blue (holographic)
  Weight: n/a
  Hair: White (holographic)
  In the 1930s, Alexander Atom was a brilliant scientist, inventor, and 
  adventurer. He went to places most people barely imagined and achieved 
  more with his life than most could ever know. He also died in recent years, 
  but death hardly slowed him down at all. Before his physical death, Dr. 
  Atom transferred his intellect, memories, and personality into an incred-
  ibly advanced computer system of his own design. He lives on as a 
  disembodied intelligence “inside” a virtual world of his own making. This 
  has not only given Dr. Atom a kind of immortality but, more importantly, 
  allows him to continue his work and care for his beloved grandchildren.
   These days, Dr. Atom is confined to the computer system in the Nucleus, 
  the Atom Family’s home in Freedom City, but his mind can roam the Internet 
  and he can project a holographic image of himself anywhere within the 
  Goodman Building. Sub-space communication implants also allow Dr. Atom 
  to communicate with the rest of the Atom Family, no matter where they are, 
  from Midtown to the depths of the Terminus. This allows him to constantly 
  observe and advise his grandchildren and their guardian.
   Although he’s gotten a touch crotchety in his old age, Dr. Atom still has 
  his dry wit and caring nature. He loves his grandchildren dearly and treats 
  Jack Wolf like the son he never had. Most other people find him pleasant 
  enough (for a hologram) but sometimes find his leaps of logic and his 
  jargon-filled speeches difficult to follow.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +3
  +4
  +1
  +2
  +3
  18
  16
  18
  12
  14
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +8
  +8
  +8
  *flat-footed
  Skills: Acrobatics 5 (+8), Bluff 7 (+10), Climb 6 (+10), Craft (chemical) 4 (+5), 
  Disable Device 6 (+7), Drive 10 (+13), Intimidate 8 (+11), Knowledge (current 
  events) 8 (+9), Language 2 (Russian, Spanish), Medicine 4 (+6), Notice 8 (+10), 
  Pilot 12 (+15), Profession (soldier) 6 (+8), Survival 8 (+10), Stealth 6 (+9)
  Feats: All-out Attack, Assessment, Attack Focus (melee), Beginner’s Luck, 
  Defensive Roll 2, Diehard, Dodge Focus 2, Elusive Target, Endurance, 
  Evasion, Improved Initiative, Leadership, Power Attack, Precise Shot, Quick 
  Draw, Stunning Attack, Takedown Attack, Taunt, Track
  Powers: Device 1 (blaster), Super-Senses 1 (communication link—Dr. Atom)
  Blaster: Blast 5
  Combat: Attack +11 (melee), +10 (ranged), Grapple +14, Damage +4 (unarmed), 
  +5 (blaster), Defense +10 (+4 flat-footed), Knockback –3, Initiative +7
  Abilities 34 + Skills 25 (100 ranks) + Feats 21 + Powers 4 + Combat 36 
  + Saves 15 = Total 135
  Real Name: Jackson Connor Wolf
  Identity: Public
  Occupation: Adventurer
  Base of Operations: Freedom City
  Affiliation: Atom Family
  Height: 6’
  Eyes: Blue
  Weight: 185 lbs.
  Hair: Dark blond
  Jack Wolf is the legal guardian of the minor Atom children, a parental 
  position in which he never expected to find himself. Dr. Atom took young 
  Jack Wolf in as a foster child when his father, Lt. Col. John Wolf, was 
  lost on a space mission. Jack had a stormy relationship with his adoptive 
  “sister” Andrea for a time, which eventually deepened into true affection, 
  and even love on Jack’s part. He and Mentac struck sparks from the start, 
  partly because of the conflict between Mentac’s intellect and biting wit 
  and Jack’s rough-and-tumble attitude. Mostly, Jack was just jealous of the 
  affection Andrea showed Mentac. When the Atom Family visited Farside 
  City, they discovered the truth about Mentac’s heritage and also the fate 
  of Jack’s father, who was rescued and lived among the Farsiders (where he 
  remains today).
   When Andrea and Mentac became romantically involved, Jack left 
  Freedom City and became a soldier of fortune, fighting in various brush 
  wars and conflicts around the world. He did his best to forget the Atoms 
  until he heard about Omega’s assault on Freedom City. He returned too 
  JACK  WOLF 
  POWER LEVEL 8
  
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  late to save either Andrea or Mentac, something he deeply regrets, but he 
  was there for Dr. Atom and the old man’s grandchildren.
   Jack became their guardian when Dr. Atom died, since the legality of 
  a computerized intellect being “alive” or not is a matter of some debate. 
  Although he doesn’t have any super-powers of his own, Jack still accom-
  panies the Atom Family into action, and is often the de-facto pilot. He is 
  more than capable of taking care of himself, and he pulls the kids out of 
  trouble regularly, while they’ve surprisingly done the same for him on a 
  few occasions. No matter what happens, the kids know their “Uncle Jack” 
  will take care of them.
  MAXIMUS  ATOM 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +1
  +3
  +4
  +1
  +2
  16
  13
  16
  14
  13
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+12*
  +9
  +6
  +7
  * full growth
  Skills: Climb 4 (+7), Computers 4 (+5), Craft (mechanical) 6 (+8), Knowledge 
  (current events) 4 (+6), Notice 6 (+7), Pilot 8 (+9)
  Feats: Attack Focus (melee), All-out Attack, Defensive Attack, Improved Pin, 
  Interpose, Power Attack
  Powers: Growth 12 (Alternate Powers: Insubstantial 4, Shrinking 20 
  [Growth Strike, Microverse], Growth Strike), Protection 3, Super-Senses 1 
  (communication link with Dr. Atom)
  Combat: Attack +9 melee (+5 at full Growth), +8 ranged (+4 at full Growth), 
  Damage +3 (unarmed), +15 (full Growth), Defense +10 (+6 at full Growth), 
  Initiative +1
  Abilities 27 + Skills 8 (32 ranks) + Feats 6 + Powers 43 + Combat 36 + 
  Saves 17 = Total 137
   MORPHIC MOLECULES
  Dr. Atom invented morphic molecules in the 1950s to serve the needs of the growing superhuman population. They provided the basis for an adaptive 
  fabric, able to stand up to a wearer’s superpowers. The patent on morphic molecules has earned Dr. Atom a fortune, as has manufacturing custom-
  designed costumes from the material. Most superhero costumes in the World of Freedom are made from morphic molecules. This alone costs no 
  equipment points: it’s an assumed capability of costumes in the setting.
  Members of the Atom Family each have their own morphic molecule bodysuits. Max’s suits are blue, Tesla wears red, Vicky’s suits are green; and 
  Chase’s are purple. The suits can be programmed to reshape themselves into any set of clothing desired by the wearer. There are also receiver 
  circuits embedded in the suits, allowing them to use any part of a suit’s surface (usually the forearm sleeve) as a display screen for two-way 
  communication.
  Real Name: Maximus “Max” Atom
  Identity: Public
  Occupation: Adventurer
  Base of Operations: Freedom City
  Affiliation: Atom Family
  Height: 6’ (normally)
  Eyes: Blue
  Weight: 180 lbs.
  Hair: Brown
  Maximus is the oldest of the Atom children, born in 
  1984. From his earliest childhood, he took more after 
  his “uncle” Jack Wolf, physically active and daring. 
  He quickly learned responsibility for his younger 
  siblings and has helped look after them. Already 
  famous as the grandchild of Dr. Atom, Maximus 
  quickly became known for his own accomplish-
  ments. He became the leader of his siblings in 
  more ways than one, helping his parents to train 
  them as he learned to understand and control his 
  own abilities.
   Maximus has become quite close to his Uncle 
  Jack and he admires him greatly. Although he’s not 
  really aware of it, Maximus also feels a little guilty about 
  this, because Jack is the kind of man he always wished his 
  father Mentac had been. That feels he’s like betraying his father’s mem-
  ory, and drives Maximus harder to make himself someone his parents 
  would have been proud of.
   Maximus Atom is serious and dedicated to his studies and his family. 
  He’s boisterous and athletic, outgoing and friendly. He’s a bit overawed 
  by his younger siblings’ intellect, and makes light of his own, even 
  though he is smart in his own right. He takes responsibility for his sis-
  ters and brother and for Jack Wolf too, even though Jack supposedly 
  looks out for them. Maximus’ self-confidence wanes only around one 
  influence—girls. Despite his normal gregariousness, Max is shy, unsure 
  of himself, and clumsy around them. He’s attracted to Empath of the 
  Psions, but hasn’t let that interfere when the two families come into 
  conflict.
   Maximus can control his body’s atomic structure to a limited degree. 
  He can grow to tremendous size, shrink down to only a few centimeters 
  tall, and shift his molecular valance out of phase with other matter, let-
  ting him pass through it. In his giant form he’s also very tough; few 
  weapons can pierce his skin.
   
  Maximus typically grows in response to danger, 
  allowing him to oversee the situation and protect his 
  family when necessary. He doesn’t hesitate to jump 
  in front of attacks to shield others, and he uses his 
  great size and reach to deal with opponents. He’ll 
  often carry Vicky and Chase in his giant form.
       In situations where stealth is called for, Maximus 
  shrinks down or “ghosts” through solid obstacles. 
  He’s been known to hitch a ride with Victoria in his 
  miniature form, and the two of them make a great 
  infiltration team (especially in telepathic contact 
  with Chase).
  
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
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  TESLA  ATOM 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +3
  +3
  +5
  +2
  +2
  11
  17
  16
  20
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+3*
  +6
  +8
  +6
  *without force-field
  Skills: Computers 5 (+10), Concentration 8 (+10), Craft (electronic) 6 (+11), 
  Disable Device 5 (+10), Knowledge (physical sciences) 8 (+13), Notice 4 
  (+6), Search 4 (+9), Sense Motive 4 (+6)
  Feats: Accurate Attack, Attack Focus (ranged) 2, Defensive Attack, Precise Shot
  Powers: Flight 5 (250 MPH), Force Field 8 (Impervious), Radiation 
  Control 10 (Alternate Powers: Create Object 10, Dazzle 10 [visual], 
  Disintegration 5, Nullify Radiation 10 [Area Burst]), Super-Senses 1 
  (communication link with Dr. Atom)
  Combat: Attack +8 melee, +10 ranged, Damage +0 (unarmed), +10 (blast), 
  Defense +9, Initiative +3
  Abilities 33 + Skills 11 (44 ranks) + Feats 5 + Powers 51 + Combat 34 + 
  Saves 12 = Total 146
  Real Name: Tesla “Tess” Atom
  Identity: Public
  Occupation: Adventurer
  Base of Operations: Freedom City
  Affiliation: Atom Family
  Height: 5’9”
  Eyes: Amber
  Weight: 130 lbs.
  Hair: Brown
  Tesla Atom lets Maximus take the lead while she advises him and figures 
  things out. She’s always thinking, looking for new things to study and 
  new opportunities to learn. Even in her spare time, she enjoys puzzles and 
  intellectual games like chess (which she plays with Chase and her grand-
  father). She’s excited by a new experiment or something new to study. She 
  sees the threats the Atom Family deals with as puzzles to solve, although 
  if a member of her family is threatened, Tesla doesn’t play around.
  She’s entirely unaware of how attractive she is and somewhat clueless 
  when it comes to having boys fawn over her. For her to be attracted to a 
  guy, he’d have to be her intellectual equal, and she hasn’t met up with 
  anyone like that yet. However, she does have a bit of a schoolgirl crush on 
  Daedalus of the Freedom League.
   Tesla can generate and control nucleonic energy fields, surround herself 
  with a glowing force field, and fly through the air. She can generate 
  bursts of energy, ranging from blinding light to a force that 
  dissolves molecular bonds, although she never uses that 
  against living opponents. She can even create fields of 
  force away from her body, shaping them into walls 
  or a platform. Tess is in excellent physical condition, 
  and trains regularly in the use of her powers.
       Tesla’s abilities make her the aerial and artillery 
  support in the Atom Family, since she can attack 
  opponents at range while flying up out of reach. 
  She frequently carries one or more of her siblings 
  with her into the air (particularly if Maximus shrinks 
  down to an easily portable size), and she’s the one 
  who catches them if they fall. She tends to hang back, 
  peppering opponents with ranged attacks, while looking 
  for weaknesses and advising Maximus on tactics.
  Tesla is only a year younger than her brother Maximus, 
  but seems more mature in some ways. Although 
  Maximus is the leader of the siblings, Tess is definitely 
  the brains of the outfit. She has her mother’s sharp 
  intellect, and her father’s biting wit to go with it. She 
  learns more all the time and spends much of her off 
  time helping her grandfather with experiments as 
  both his assistant and his hands for delicate work.
   There’s little doubt Tess will go on to become a 
  brilliant scientist. She’s taking advanced classes at the 
  Hanover Institute of Technology, although the school’s 
  administration worries her presence might lead an enemy of 
  the Atom Family to attack Tesla on campus.
  VICTORIA  ATOM 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +2
  +4
  +1
  +3
  12
  16
  14
  18
  13
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8
  +6
  +9
  +7
  Skills: Bluff 8 (+11), Computers 4 (+8), Concentration 4 (+5), Disguise 8 (+11, 
  +31 with Morph), Escape Artist 12 (+15, +24 with Elongation), Knowledge 
  (current events) 4 (+8), Notice 8 (+9), Pilot 4 (+7), Search 4 (+8), Sense 
  Motive 4 (+5), Sleight of Hand 4 (+7)
  Feats: Attack Focus (melee) 4, Beginner’s Luck, Eidetic Memory, Grappling 
  Finesse, Improved Grapple, Stunning Attack
  Powers: Growth 4, Elongation 9, Insubstantial 1, Morph 4 (any form), 
  Protection 6, Super-Senses 1 (communication link with Dr. Atom)
  Combat: Attack +10 (melee), +6 (ranged), Grapple +22, Damage +1 
  (unarmed), Defense +12, Knockback –4, Initiative +3
  Abilities 29 + Skills 16 (64 ranks) + Feats 9 + Powers 45 + Combat 36 + 
  Saves 16 = Total 151
  Victoria, age 17, is quieter and less self-assured than her older siblings. She 
  tends to blend into the background both figuratively and literally, since 
  Victoria can transform into almost anything. She’s very intelligent but 
  more bookish than Tesla. She loves to read and often has her nose buried 
  in a book, reading anything from fiction to science, history, current events, 
  and journalism. She can pull obscure facts and figures out at various 
  times, and she’s particularly fascinated with reading about superheroes.
   Vicky is very much the peacemaker of the family, and does her best to 
  keep everyone happy and together. She’s very curious and interested in 
  new ideas and new experiences and is remarkably open-minded for her 
  age. She doesn’t judge by appearances and has the ability to see things 
  
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  CHAPTER FIVE: FRIENDS OF FREEDOM
  from other points of view fairly easily, 
  which may come from her ability to 
  literally put herself in others’ places. 
  Her willingness to believe that 
  there’s some good in everyone 
  can get her into trouble some-
  times, especially when coupled 
  with her curiosity. She’s closest 
  to her younger brother Chase and 
  particularly protective of him.
   Victoria can control her body’s 
  molecules like Maximus can, but she 
  does so with more precision. She can 
  transform into virtually any shape she can 
  imagine. She can stretch out to great lengths or 
  assume a semisolid form that allows her to flow like 
  Real Name: Victoria “Vicky” Atom
  Identity: Public
  Occupation: Adventurer
  Base of Operations: Freedom City
  Affiliation: Atom Family
  Height: 5’5”
  Eyes: Blue
  Weight: 100 lbs.
  Hair: Brown
  water through small cracks and openings. Her body is naturally resilient, 
  making her more resistant to physical harm.
   Victoria is the Atom Family’s infiltration expert, able to go almost any-
  where. She’s also been known to use her shapechanging to sow confusion 
  among opponents by mimicking one of them. In a fight, she tends to grab 
  opponents and tangle them up in her stretchy form, holding them just 
  long enough for Max or Tess to hit them hard.
  CHASE  ATOM 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +2
  +1
  +2
  +4
  +1
  10
  14
  12
  15
  18
  13
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +5/+1*
  +5
  +7
  +14
  +flat-footed
  Skills: Bluff 4 (+5), Concentration 12 (+16), Diplomacy 4 (+5), Handle Animal 
  4 (+5), Knowledge (current events) 2 (+4), Notice 4 (+8), Pilot 2 (+4), Sense 
  Motive 8 (+12), Stealth 4 (+6)
  Feats: Defensive Roll 4, Dodge Focus 2, Evasion, Improved Initiative, Second 
  Chance (Will saves), Sidekick 13 (Cosmo the Moon Monkey), Taunt, Uncanny 
  Dodge (mental)
  Powers: Comprehend 2 (languages), Mind Shield 6, Super-Senses 3 
  (mental communication links with Dr. Atom & Cosmo, mental awareness), 
  Telepathy 12 (Alternate Powers: Illusion 8 [all senses, Phantasms], 
  Mental Blast 8 [Tiring], Mental Transform 8 [personality, Continuous])
  Combat: Attack +5, Damage +0 (unarmed), Defense +12 (+5 flat-footed), 
  Initiative +6
  Abilities 22 + Skills 11 (44 ranks) + Feats 24 + Powers 40 + Combat 30 
  + Saves 13 = Total 140
  Real Name: Chase Atom
  Identity: Public
  Occupation: Adventurer
  Base of Operations: Freedom City
  Affiliation: Atom Family
  Height: 5’5”
  Eyes: Gray-Green
  Weight: 135 lbs.
  Hair: Black
  The youngest of the Atom siblings, Chase Atom is the most 
  like their father Mentac. Chase is the “baby” of the family, 
  although he’s very intelligent and sophisticated for his 
  age. Chase’s mental powers emerged earlier than the 
  abilities of any of his siblings, starting when he was 
  only seven years old, so he’s had almost as much 
  time to learn to control and use them as his older 
  brother and sisters.
   Dr. Atom has confided in Jack Wolf that Chase 
  may potentially be the most powerful of all of his 
  grandchildren. There appears to be a special con-
  nection between Chase and the Moonstone, the 
  alien artifact that is the power-source of the Farsider 
  civilization. With the power of the Moonstone, Chase’s 
  abilities can be magnified tremendously, perhaps even 
  permanently. Jack and Dr. Atom keep this information to themselves, 
  since they don’t want to place any more burdens on young Chase or his 
  siblings. It’s possible that Chase has the potential to become a being of 
  pure psionic energy, much like his father has (see Chapter 7 for details).
   While on a visit to Farside City, Chase acquired a mutant monkey as a 
  pet. He named him Cosmo and the “moon monkey” is Chase’s constant 
  companion.
   Chase has led a strange life, to say the least. Although he’s seen alien 
  worlds and fought cosmic beings, he gets uncomfortable in the mundane 
  environments of normal kids his age. A plan to send Chase to an ordi-
  nary school rather than tutoring him at the Nucleus worked out poorly. 
  Dr. Atom would like to see Chase with a few friends his own age, but 
  Chase is mostly content in the company of his siblings and Cosmo. Chase 
  has made one friend his own age: Ray Gardener, Jr. The two hit it off due 
  to their mutual interest in roleplaying and video games; Ray has since 
  deemed ALEX the “coolest GM ever with all those different voices.”
   Chase Atom has telepathic abilities. He can read minds and project 
  mental illusions. He can also project powerful mental blasts to stun or 
  incapacitate sentient beings, but they tire him out fairly quickly. He 
  has learned to shield his own thoughts and he can link the 
  minds of his siblings together, allowing them to commu-
  nicate instantly and silently. On Jack Wolf’s suggestion, 
  Chase has developed a trick of monitoring the surface 
  thoughts of those around him in combat to give him 
  a split-second warning so he can avoid an attack 
  before it comes.
   
  Chase is very serious-minded when it 
  comes to responsibility, since it’s been drilled into 
  him since childhood. He never uses his powers care-
  lessly or thoughtlessly and he makes it a point not 
  to read other people’s thoughts without good rea-
  son. Chase may have the potential to control other 
  people’s minds, but the idea is so repugnant to him that 
  he will likely never develop it
  
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  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
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   COSMO THE MOON MONKEY
  Chase’s pet Cosmo is a mutant monkey from 
  Farside City. Cosmo looks much like an 
  Earth spider monkey with pale blue fur. 
  He’s more intelligent than an Earth-mon-
  key, able to understand almost any simple 
  command and even communicate to a 
  limited degree using sign language (or 
  telepathy with Chase). Cosmo also has the 
  ability to teleport himself and one person 
  touching him. This has allowed him to 
  ‘port his friend Chase out of trouble 
  from time to time. However, it also 
  allows Cosmo to get into a great deal 
  of trouble, since it’s impossible to keep him inside 
  (or anywhere else he doesn’t want to be) for any length of time.
   COSMO THE MOON MONKEY 
   POWER LEVEL 2
  Str 3
   Dex 15
   Con 10
   Int 7
   Wis 12
   Cha 11
  Skills: Acrobatics 6 (+8), Climb 6 (+8), Notice 4 (+5), Stealth 4 (+6, +14 with size)
  Feats: Benefit (Climb based on Str), Dodge Focus 2, Evasion 2, Improved Initiative
  Powers: Additional Limbs 1 (tail), Shrinking 8 (Permanent, Innate), Super-
  Senses 1 (mental communication link with Chase), Teleport 10 (1,000 ft./
  Earth to the Moon, Change Velocity, Easy, Progression [x2 mass], Turnabout)
  Combat: Attack +3 (+5 with size), Grapple –7, Damage –4 (unarmed), 
  Defense +5 (+7 with size, +3 flat-footed), Knockback +2, Initiative +6
  Saving Throws: Toughness +0, Fortitude +2, Reflex +5, Will +1
  Drawbacks: Disability (mute, –2 points)
  Abilities 6 + Skills 4 (20 ranks) + Feats 6 + Powers 35 + Combat 12 + 
  Saves 4 – Drawbacks 2 = 65
   ALEX
  Dr. Atom designed the Artificial Life-form Experiment (or ALEX) as a 
  helper, lab assistant, and robotic nanny for his daughter and later his 
  grandchildren. ALEX has long been a part of the Atom Family, taking 
  care of their home and headquarters and serving as the family’s loyal 
  valet. Programmed with an artificial but adaptive intelligence, ALEX has 
  adopted a caustic personality and an upper-class British accent, although 
  he is capable of speaking in hundreds of living, dead, and alien languages 
  with a variety of accents.
   None of the Atom Family thinks of ALEX as “it,” despite his status as an 
  artificial being. He worries over the safety of the Atom siblings and keeps 
  everything in the Nucleus running smoothly. ALEX and Jack Wolf have 
  traded quips ever since Jack was a teenager, and although each finds 
  the other frustrating at times, they are actually loyal friends beneath the 
  surface.
   ALEX 
   POWER LEVEL 6
  Str 18
   Dex 12
   Con —
   Int 14
   Wis 14
   Cha 12
  Skills: Notice 4 (+6), Profession (butler) 10 (+12), Search 4 (+6), Sense Motive 
  6 (+8)
  Powers: Comprehend 2 (languages), Immunity 40 (Fortitude, mental 
  powers), Protection 8, Super-Senses 3 (darkvision, radio), Super-
  Strength 1
  Combat: Attack +2, Grapple +7, Damage +4 (unarmed), Defense +4, 
  Knockback –4, Initiative +1
  Saving Throws: Toughness +8, Fortitude —, Reflex +2, Will +2
  Abilities 10 + Skills 6 (24 ranks) + Feats 0 + Powers 57 + Combat 12 + 
  Saves 1 = Total 86
  THE  NEXT-GEN
  W
  hen Duncan Summers purchased the failing Claremont Academy 
  in the Bayview area of Freedom City, he had no intention of creat-
  ing another hero team. The Academy had once been a prestigious 
  private school, but fell on hard times and closed after sustaining damage 
  during the Terminus Invasion. Summers had a somewhat different idea in 
  mind for the school—taking what he’d learned in his superhero career and 
  passing it on to a new generation. There were more young superhumans 
  in the world than before, and they needed someone to teach them how 
  to control their powers and use them constructively. They also needed 
  someone looking out for them to keep them out of the clutches of villains 
  like the Mastermind, Dr. Sin, or SHADOW. Duncan reluctantly trained his 
  daughter Callie to become the second Raven, and was surprised how 
  much he enjoyed teaching.
   With his renowned detective skills and contacts throughout the super-
  human community, Mr. Summers quickly gathered students, and in fact it 
  took longer to purchase, repair, refurbish, and staff the Academy than it 
  did to find its first class of students. Duncan found out very quickly that 
  working with his new students wasn’t at all like training his daughter. 
  Callie had a rebellious and independent streak, but she still loved him as 
  her father. It took a lot more time to build trust with these new kids and 
  win them over. In the end, they taught Duncan as much as he taught 
  them. Although they complain that “Old Man Summers” is hard on them, 
  they respect him, and all his students would do almost anything for him.
   The students at the Academy weren’t intended to be superheroes, at 
  least not until they completed their training. The superhero business isn’t 
  a safe place for amateurs, as far as Summers was concerned. Fate led 
  some Academy students into a battle against various supervillains, simply 
  because “no other heroes were around to fight the bad guys, so we did.” 
  Using their training, the kids prevailed, and the surrounding news cameras 
  caught them in action. Sonic’s enthusiastic sound bite to Channel 9’s Amy 
  Feng cemented their name and attitude for the public from the start. She 
  asked, “You’re all so young, and yet obviously capable. Have you worked 
  with the Freedom League?” Beaming broadly into the cameras, Sonic fired 
  back, “Nah they’re old school. We’re the Next-Gen!”
   Although he officially discourages “extra-circular activities,” Duncan 
  Summers is secretly proud of his Next-Gen students. But since they insist 
  on being dragged into the heroic world, he gives them heroic levels of 
  additional training and studies to prepare them either for the life they 
  chose or the life that chose them. Becoming a member of the Next-Gen is 
  now a cherished goal among the younger students at the Academy.
  
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  CHAPTER FIVE: FRIENDS OF FREEDOM
  THE  CLAREMONT ACADEMY
  The Claremont Academy is a prestigious private school in Bayview 
  Heights. Duncan Summers purchased the school and its ground after they 
  were badly damaged during the Terminus Invasion.
   Mr. Summers re-opened the school and began admitting a new class of 
  students with a slight difference in his enrollment practices. He also began 
  secretly recruiting “special” youngsters with paranormal abilities, seeking 
  them out with the aid of his daughter and bringing them to Claremont. 
  Here they could learn to control their abilities and get a strong education 
  in values as well as the usual curricula. So far, Duncan has gathered only 
  a handful of “special” students at the Academy, but the Freedom League 
  and other “old friends” of his keep an eye out for potential students and 
  pass information along to Duncan when they can.
   Several teachers on staff at Claremont Academy stand out from the 
  rest because they, like Duncan Summers, are former superheroes. The 
  physical education teacher—Alan Archer—was once Hot Rod, a late 
  1970s speedster-hero who can still run up to Mach 2 in short bursts 
  when necessary. Jesse Perry, English and creative writer teacher, was 
  once the mysterious hero Ghostman. Gabriel Marquez, school counselor, 
  has been paraplegic since the Terminus Invasion, his legs shattered 
  when he rescued his students from a group of Omegadrones. The inci-
  dent awakened in him the power to nullify others’ superhuman abilities 
  for short periods of time, making him invaluable in helping students 
  with less than perfect control over their powers.
   The Claremont Academy makes 
  a great basis for a teen-oriented 
  campaign with the players running 
  students at the Academy. They can 
  work to control and understand 
  their powers while hiding them 
  from the local community and deal-
  ing with all of the usual changes 
  teenagers endure. Either Duncan Summers or Professor Marquez makes 
  a good mentor and supporting character. Summers also can provide the 
  teens with a way of interacting with the Raven and her teammates in 
  the Freedom League from time to time. There’s also the potential matter 
  of the U.S. government uncovering Claremont Academy’s hidden purpose 
  and interfering “for the good of the children” but more importantly for 
  their own self-interest.
  THE CAMPUS
  Claremont Academy is located in the southern area of Bayview known as 
  Bayview Heights. The campus is situated on a large private estate, sur-
  rounded by wooded acreage, not far from South Bay Road. It consists of 
  several buildings surrounding a central quad. Although the structures of 
  the Academy have maintained their turn of the century architecture and 
  appearance, they are of fairly recent construction and use modern build-
  ing materials. Some of the buildings also have hidden features added 
  under Duncan Summers’ direction to serve the school’s special needs.
   The school’s main facilities are located in a set of interconnected build-
  ings around a central courtyard, called the Quad. These buildings hold 
  Claremont Academy’s main foyer (with dedication plaques, trophy cases, 
  and other school memorabilia), classrooms, labs, and other academic 
  facilities, along with the offices of teachers on staff.
   Claremont Academy is a live-in school for some of its students, with 
  two dormitory buildings located north of the Quad and the gardens. Most 
  student accommodations are double-rooms, although junior and senior 
  students may have single rooms. 
  Dorm rooms have double beds, 
  bureaus, desks, and other ameni-
  ties. Although decorated in a turn 
  of the century style, they have mod-
  ern facilities, including connections 
  to the campus intranet and phone 
  CLAREMONT ACADEMY 
   HEADQUARTERS
   
  Size: Huge, Toughness: 10, Features: Communications, Computer, Concealed, 
  Garage, Gym, Infirmary, Laboratory, Library, Living Space, Power System, 
  Security System, Workshop. 
  Cost: 16 equipment points
  
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  1
  2
  3
  4
  5
  6
  7
  8
  9
  1010
  CLAREMONT 
  ACADEMY
  1. Main Entrance
  2. Main Quad 
  3. Classrooms 
  4. Gardens 
  5. Administrative Building 
  6. Staff Quarters
  7. Dormitories
  8. Groundskeeping 
  9. Pool
  10. Athletic Field
  MAP KEY
  
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  jacks. Cable television is provided only in the student lounges on each 
  floor. The dorms are co-ed, and students earn extra credit as dorm moni-
  tors and residence assistants for the other students in their dorm. A secret 
  underground tunnel leads from the western student dorm to facilities 
  under the administration building.
   West of the dorms is the administration building, housing the offices 
  of the Headmaster and the school administration, along with on-campus 
  quarters for Mr. Summers and certain live-in members of the Academy’s 
  staff. The admin building also has secret sub-basement levels, accessible 
  by secret elevators that run through Duncan Summers’ office and the 
  library, as well as three secret tunnels, one leading to the student dorms, 
  one to the carriage house, and a third to the woods near the athletic 
  field.
   The sub-basement levels of the admin building are special facilities 
  for training and working with the Academy’s super-powered students. 
  They include labs, testing facilities, a briefing room, and a sophisticated 
  combat simulator. The elevators and doors to the sub-levels have retinal 
  scanners that limit access to key members of the administration and cer-
  tain students (including the members of the Next-Gen).
   Between the quad and the dormitories are the walled gardens of the 
  Academy grounds, lovingly tended and landscaped in a traditional English 
  style. The gardens primarily beautify the grounds, although they also 
  provide examples of exotic plant-life for biology classes. Serena Vervain 
  (Seven) has also cultivated some herbs with mystical uses in the gardens 
  with Mr. Summers’ permission.
   Behind the Academy lies a large, lightly wooded area that includes a 
  swimming pool, baseball diamond, and open field used for various sports 
  and athletic activities. The field is a popular area for students to relax and 
  enjoy the outdoors during good weather.
  DUNCAN  SUMMERS
  Duncan Summers was an adventurous man in his youth and traveled the 
  world. While in Asia, Duncan discovered a fabulous lost treasure, but lost 
  his parents and sister to violence back home. Duncan dedicated his new-
  found wealth to fighting crime and adopted the masked identity of the 
  Raven, operating out of his native New York for many years.
  DUNCAN SUMMERS 
   POWER LEVEL 9
  Str 14
   Dex 18
   Con 16
   Int 22
   Wis 20
   Cha 22
  Skills: Acrobatics 8 (+12), Bluff 12 (+18), Computers 4 (+10), Disable Device 
  8 (+14), Disguise 6 (+12), Drive 6 (+10), Escape Artist 8 (+12), Gather 
  Information 8 (+14), Intimidate 12 (+18), Investigate 16 (+22), Knowledge 
  (streetwise) 2 (+8), Language 4, Notice 10 (+15), Pilot 6 (+10), Search 8 
  (+14), Sense Motive 8 (+13), Sleight of Hand 6 (+10), Stealth 8 (+12)
  Feats: Assessment, Defensive Attack, Defensive Roll 2, Dodge Focus 2, 
  Equipment 4, Evasion, Fearsome Presence 5, Improved Initiative, Improved 
  Trip, Jack-of-All-Trades, Power Attack, Seize Initiative, Skill Mastery (Disable 
  Device, Escape Artist, Intimidate, Stealth), Sneak Attack, Startle, Takedown 
  Attack, Uncanny Dodge (auditory)
  Equipment: cane (+2 damage), commlink, flash-bangs (Dazzle 4, visual & 
  auditory), Alternate Powers: smoke bombs (Obscure 4, visual, Continuous), 
  stun grenades (Stun 4, Ranged)
  Combat: Attack +14, Grapple +16, Damage +2 (unarmed), +4 (cane), 
  Defense +14 (+6 flat-footed), Knockback –2, Initiative +8
  Saving Throws: Toughness +5/+3 (flat-footed), Fortitude +6, Reflex +8, Will +10
  Drawbacks: Disability (lame leg, –4 with Acrobatics, Climb, and jumping 
  actions, common, moderate, –3 points)
  Abilities 52 + Skills 35 (140 ranks) + Feats 26 + Combat 52 + Saves 12 
  – Drawbacks 3 = Total 173
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  133
  133
   BOLT 
  POWER LEVEL 7
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +3
  +1
  +0
  +0
  +1
  10
  16
  12
  11
  10
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +4/+1*
  +4
  +8
  +4
  *flat-footed
  Skills: Bluff 4 (+5), Computers 2 (+2), Concentration 4 (+4), 
  Knowledge (popular culture) 6 (+6), Notice 4 (+4), Search 4 (+4)
  Feats: Defensive Attack, Defensive Roll 3, Dodge 
  Focus 4, Evasion, Improved Initiative 2, Move-by 
  Action
  Powers: Blast 9 (electricity, Alternate Powers: 
  Deflect 9 [slow projectiles, Ranged], Stun 
  6 [Ranged]), Speed 8 (2,500 MPH)
  Combat: Attack +5, Grapple +5, Damage 
  +0 (unarmed), +9 (blast), Defense +8 (+2 
  flat-footed), Knockback –2, Initiative +11
  Abilities 11 + Skills 6 (24 ranks) + Feats 
  12 + Powers 28 + Combat 18 + Saves 12 
  = Total 87
  Real Name: Raymond “Ray” Gardener, Jr.
  Identity: Secret
  Occupation: Student
  Base of Operations: Claremont 
  Academy, Freedom City
  Affiliation: Next-Gen
  Height: 5’6”
  Eyes: Blue
  Weight: 120 lbs.
  Hair: White
  Ray Gardener, Jr. is the son of Captain Thunder, the 
  leader of the Freedom League, and his wife 
  Nancy. He has known since childhood 
  that his father was a superhero and 
  Ray always idolized him because of 
  it. A few years ago, the entire world 
  learned Captain Thunder’s secret iden-
  tity when his foe Dr. Stratos unmasked 
  him on nationwide television. From 
  that point on, the Gardeners’ lives were 
  never the same, and Ray has grown up 
  the son of a celebrity.
   The beginning of his teen years were 
  made more difficult by the develop-
  ment of a form of epilepsy due to an 
  overabundance of neural electricity in 
  Ray’s brain. He suffered several seizures 
  before being placed on medication, which 
  made it impossible to play the sports he loved, 
  particularly baseball. Ray became friends with 
  Chase Atom, someone his age who understood 
  what it was like growing up in a “super” family. Ray 
  became a fan of comic books and roleplaying games as 
  well as televised sports.
   Ray’s epilepsy grew increasingly chronic 
  until he suffered a seizure accompanied by 
  a tremendous burst of electricity! It turned 
  out Ray was a super-powered mutant with 
  electrical powers similar to, but not quite 
  the same as, his father. Captain Thunder 
  enrolled his son as a student at Duncan 
  Summers’ Claremont Academy to help 
  him learn to control and use his pow-
  ers. Not long thereafter, freshman Ray 
   Among the Raven’s greatest foes was the sinister Dr. Sin. Raven and 
  Sin’s daughter Jasmine fell in love, though Sin’s machinations kept them 
  apart for years. After one final battle that seemed to end the life of Dr. 
  Sin and the Raven’s career, Duncan retired and married Jasmine, who 
  died tragically fighting to save him and her daughter when her father 
  returned from the dead. Although he lost his wife years ago, Duncan 
  still misses her greatly. In memory of her sacrifice, he remains dedicated 
  to helping their daughter fight Dr. Sin and many other evils. He worries 
  for her safety, but he’s also proud she’s carrying on his legacy.
   Duncan decided to pass on his legacy in another way by opening the 
  Claremont Academy, where he schools young supers in the use of their 
  powers. He splits his time between Bayview and the Raven’s penthouse 
  headquarters in Midtown. His students know “Old Man Summers” was a 
  superhero once, and while they don’t know which one, some of them have 
  a pretty good idea.
   Duncan Summers is in his late-50s, his black hair is white at the tem-
  ples, and his face, while strong and handsome still, grows more lined from 
  worry every year. His eyes are gunmetal gray and he’s always clean-shaven. 
  He tends to wear dark turtlenecks and slacks but still looks quite dashing 
  when forced into a tuxedo for society or charity parties. He walks with 
  the aid of a cane, which conceals a climbing grapple and some smoke 
  and flash pellets for emergencies. He’s also adept at using the cane as a 
  weapon, slowed only by his weakened legs.
  Gardener became the newest member of the 
  Next-Gen.
   
  For his part, Ray, Jr. is thrilled to have super-
  powers, peers, and a chance to get out and enjoy life 
  again. He has an appreciation for the little things 
  well beyond his age after years of being forced 
  to watch life from the sidelines. Now he’s a go-
  getter eager to try new things, made more so 
  by the hyper-speed effects of his powers. Bolt is 
  the youngest and least experienced member of 
  the Next-Gen by far and his teammates are a bit 
  over-protective of him. Ray remains friends with 
  Chase Atom and is making new friends among the 
  Next-Gen. Seven and Nereid both adore him, but 
  Megastar and Sonic are still getting used to the over-eager young 
  man who has chosen the apropos superhero moniker “Bolt.”
  
  134
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   MEGASTAR 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +1
  +1
  +0
  +1
  +1
  30/10
  13
  12
  11
  12
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+1*
  +10
  +6
  +8
  * normal identity
  Skills: Bluff 6 (+7), Knowledge (popular culture) 4 (+4), Notice 6 (+7), Sense 
  Motive 4 (+5)
  Feats: Attack Focus (melee) 2, Benefit (occasional advice from “Meg”), Taunt
  Powers: Enhanced Strength 20 (Alternate Power: Blast 10), Flight 9 
  (5,000 MPH), Immunity 9 (life support), Protection 10 (Impervious), 
  Space Travel 8, Super-Strength 6 (heavy load: 50 tons)
  Combat: Attack +10 (melee), +8 (ranged), Grapple +26, 
  Damage +10 (unarmed), Defense +9, Knockback –10, 
  Initiative +1
  Drawbacks: Normal Identity (full action, –4 points)
  Abilities 10 + Skills 5 (20 ranks) + Feats 4 
  + Powers 88 + Combat 34 + Saves 21 
  – Drawbacks 4 = Total 158
  Real Name: Christopher Beck
  Identity: Secret
  Occupation: Student
  Base of Operations: Claremont 
  Academy, Freedom City
  Affiliation: Next-Gen
  Height: 6’1” (Megastar), 5’8” (Chris)
  Weight: 200 lbs. (Megastar), 
  140 lbs. (Chris)
  Eyes: White (Megastar), 
  Brown (Chris)
  Hair: Silver (Megastar), Black (Chris)
  In the depths of space, a Lor scout ship 
  encountered a Grue Marauder. The Grue 
  knew what the Lor vessel carried and 
  attacked to capture it. The crippled Lor 
  vessel managed to evade the Grue and 
  crash land on Earth.
   Christopher Beck was camping and 
  saw the scout ship crash. At the crash 
  site, he found three members of the Lor 
  crew dead. A fourth was still alive and gasped 
  at him, “Keep it safe. Take the M.E.G.A.S. and keep 
  it safe from...” The man died in Chris’ arms, and a 
  glowing silvery metal dripped out of the box in the 
  pilot’s dead hands. That metal slithered up—against 
  the pull of gravity—and began to flow all over Chris’ 
  body. He panicked and tried to run as the metal 
  wrapped around his head. Unfortunately, he ran 
  right into the shock nets of the Grue.
   As he fell, Chris heard a calming feminine voice 
  that said, “M.E.G.A.S. partially online, awaiting full 
  reboot and unification. Status: user emotionally 
  agitated; physical protections at 65% efficiency. 
  Options: Offensive return fire or device nullifi-
  cation and energy absorption?” Chris opened 
  his eyes and was surprised he could see, even 
  though the weird metal still totally covered his 
  face. It also seemed to put crosshairs along 
  his line of sight, and those the video-game afi-
  cionado understood. “Return fire!” he yelled, 
  pointing at the three Grue. He howled 
  excitedly as energy blasts came out from 
  his hands and sent the aliens packing.
   Within days, Chris learned an incredible amount about the metallic liq-
  uid. The Metamorphic Encephalic Guidance and Attack Suspension was 
  an ancient Preserver artifact discovered on one of the Lor frontier worlds. 
  All Chris knew was it saved his life, was wicked cool, really smart, and 
  gave him super-powers.
   
  After two weeks of practicing as Megastar and perfecting his 
  “look,” he tried to join the Freedom League, but his interview and try-
  out with Daedalus and Raven was interrupted by a Lor squadron sent 
  to recover the M.E.G.A.S. Without any explanation, 
  Lor Captain Skeshar trained an energy beam 
  at Megastar, which painfully pulled the 
  M.E.G.A.S. off and revealed his true teen-
  aged form. Daedalus and Raven fought 
  Skeshar and his Lor squadron to protect 
  the boy from harm. When they realized the 
  M.E.G.A.S. had bonded with the Earthling 
  as its host for the extent of the boy’s life-
  time, the Lor left in disgust.
   
  Knowing his true age, the League couldn’t 
  accept Megastar into their ranks, but Raven got 
  Chris a scholarship to the Claremont Academy 
  and suggested he go there “to learn more 
  about the responsibilities of power and being 
  a hero, while also learning to pass algebra.” 
  Chris accepted the offer and has become the 
  Academy’s most powerful student thus far.
       When he touches the “tattoo” on his left 
  arm, Christopher Beck’s body shimmers 
  as silvery metal flows out of and over his 
  skin, transforming him into Megastar. 
  Megastar is super-strong and highly 
  resistant to injury. He can fly and even 
  go interstellar speeds through the vac-
  uum of space. Megastar has no need 
  to breathe, since his shell renders him 
  immune to environmental conditions.
      Megastar also has sporadic access to infor-
  mation provided by the artificial intelligence 
  within the alien artifact; Chris refers to it as 
  “Meg,” and he can talk to “her” inside his 
  head. Her analyses only come if the artifact 
  registers danger that can actually harm them 
  or if Chris asks specifically. So, from time to 
  time, Megastar has flashes of insight into a 
  particular thing or situation (suit-
  able for inspiration from a 
  hero point or GM fiat).
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  135
  135
   NEREID 
  POWER LEVEL 8
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +8
  +3
  +3
  +0
  +2
  +2
  26
  16
  16
  10
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9
  +6
  +6
  +5
  Skills: Acrobatics 8 (+11), Diplomacy 4 (+6), Handle Animal 2 (+4), Jump 
  2 (+10), Knowledge (earth sciences) 2 (+2), Knowledge (theology and 
  philosophy) 2 (+2), Language 1 (Atlantean), Notice 4 (+6), Ride 4 (+7), 
  Survival 2 (+4), Swim 5 (+13)
  Feats: Attack Focus (melee) 2, Environmental Adaptation Favored 
  Environment (aquatic)
  Powers: Immunity 1 (drowning), Super-Senses 1 (low-light vision), Super-
  Strength 4 (6 tons), Swimming 6 (100 MPH, 1,000 MPH in water form), 
  Water Form 6 (water, Concealment 4 [visual, Limited to underwater –1], 
  Elongation 1, Immunity 8 [life support, Sustained], Insubstantial 1, 
  Suffocate 5, Swimming 3)
  Combat: Attack +7 (melee), +5 (ranged), Grapple +19, Damage +8, Defense 
  +7, Knockback –4, Initiative +3
  Abilities 37 + Skills 9 (36 ranks) + Feats 3 + Powers 46 + Combat 24 + 
  Saves 9 = Total 128
  Real Name: Thetis
  Identity: Public
  Occupation: Student
  Base of Operations: Claremont 
  Academy, Freedom City
  Affiliation: Next-Gen
  Height: 5’6”
  Eyes: Green
  Weight: 110 lbs.
  Hair: Blond
  Thetis is the granddaughter of the original Siren, the 1940s superheroine, 
  member of the Liberty League, and now Queen Mother of Atlantis. Thetis’ 
  father is Theseus, the King of Atlantis, formerly the superhero Sea-King. 
  Both he and her grandmother felt Thetis needed an understanding of the 
  surface world and its people if she was to deal with it as Queen of Atlantis 
  someday. So they made arrangements with Duncan Summers for Thetis 
  to attend the Claremont Academy as a student while also getting some 
  training in the use of her powers. Thetis adopted the codename Nereid, 
  from the mythic spirits of the sea.
   Thetis has found adapting to life in the surface world both exhilarating 
  and frustrating at times. Thetis was raised as royalty in Atlantis, so she’s 
  used to having things her way. It has also taken her some time to get used 
  to the customs of surface-folk, although she enjoys much of the culture 
  Freedom City has to offer. She still finds some surface ways puzzling, but 
  heeds the advice of Mr. Summers as her teacher. In addition to her studies 
  at the Academy, Nereid has also worked with her grandmother’s name-
  sake, the current Siren, on a few occasions.
   Nereid is of noble blood and it shows 
  in her manner and her actions. She is 
  surprisingly humble and not overly 
  spoiled, but she is used to thinking 
  of herself as better than “common 
  folk” in many ways. She under-
  stands a heavy duty comes with 
  her role as princess of Atlantis, and 
  sometimes wishes she could just be 
  an ordinary teenager. She loves her 
  life on the surface world because it 
  allows her to forget her duties and 
  responsibilities, if only for a while. 
  She makes friends easily, and never 
  hesitates to offer her opinion (even 
  when no one asks her for it). She 
  was trained to fight and defend 
  herself from a very young age, 
  and she’s super-strong, so anyone 
  who thinks she’s “just a little girl” 
  quickly learns otherwise.
   Nereid has all the normal water-
  breathing powers of her Atlantean 
  heritage, so she is strong and able 
  to swim at great speeds. She can 
  breathe both water and air, and 
  operate easily underwater. She also 
  shares some of her grandmother’s 
  supernatural gifts and has the mys-
  tical ability to transform herself into 
  water.
  
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   SEVEN 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +1
  +2
  +3
  +3
  10
  13
  12
  14
  16
  17
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10/+1*
  +4
  +6
  +9
  *without force-field
  Skills: Bluff 6 (+9), Concentration 8 (+11), Diplomacy 4 (+7), Knowledge 
  (arcane lore) 8 (+10), Knowledge (history) 4 (+6), Notice 8 (+11), Sense 
  Motive 6 (+9), Sleight of Hand 4 (+5)
  Feats: Attack Focus (ranged) 3, Dodge Focus 2, Ritualist
  Powers: Flight 2 (25 MPH), Force Field 9, Magic 10 (Spells: Air Control 
  10, Animate Objects 6, Blast 10, Earth Control 10, ESP 6 [visual 
  and auditory], Fire Control 10, Obscure 10 [visual], Snare 10, Water 
  Control 10), Super-Senses 1 (magical awareness)
  Combat: Attack +5 (melee), +8 (ranged), Grapple +5, Damage +0 (unarmed), 
  +10 (blast), Defense +8 (+3 flat-footed), Knockback –5, Initiative +1
  Drawbacks: Power Loss (Flight, Force Field, and Magic, when unable to cast 
  spells, –3 points)
  Abilities 22 + Skills 12 (48 ranks) 
  + Feats 6 + Powers 42 
  + Combat 22 + Saves 14
   – Drawbacks 3 = Total 115
  Serena Vervain grew up in the West End 
  of Freedom City, raised by her grandmother 
  Lillian after her parents died in an accident. 
  Her Nana taught Serena about herbs and 
  folk remedies, read her stories and 
  faerie tales, and told her about the 
  little people and the spirits, both 
  good and bad. Serena learned not 
  to talk to other children about 
  these things; they were part of the 
  secret world she shared only with 
  her Nana.
   When Serena turned thirteen, she 
  learned the truth. She came from a 
  bloodline of witches that stretched back 
  to the founding days of Freedom City. 
  The gift often skipped generations, as it did 
  with her mother, but Serena showed 
  signs of being the most gifted witch in 
  her family’s history and the seventh to 
  wield a witch’s true power. As Serena’s 
  gifts awakened, she learned her family 
  had enemies, some of them ancient, and 
  she would need protection from them.
   Her grandmother enrolled Serena at the 
  Claremont Academy, where she could hone her 
  gifts and benefit from both its protection and its 
  education. There she took the codename “Seven,” as seven is a magical 
  number and she was the seventh fully realized witch of her bloodline. 
  Serena has proven an exemplary student, and she has also begun learn-
  ing from Adrian Eldrich, Earth’s master mage.
   Although she knows nothing of him yet, Serena’s greatest enemy 
  is lawyer Lucius Cabot, an immortal who sold his soul to the forces of 
  evil. Cabot is troubled by a prophecy that says the descendant of a witch 
  he helped to hang will prove his undoing. He has carefully eliminated 
  these descendants over the years. After arranging the accident that killed 
  Serena’s parents, he believed that he was safe, but the prophecy will not 
  be denied, unless Cabot can eliminate Seven as well.
   Serena is a vivacious young woman with a love of life. She’s friendly and 
  cares about others, doing her best to make them feel comfortable. In many 
  ways, she’s the spiritual heart of the Next-Gen, 
  helping settle fights and getting everyone 
  to cooperate. She balances both her 
  mundane and magical studies with 
  fighting alongside the Next-Gen 
  and having fun and relaxing. She 
  naively encourages everyone 
  else to do as much, since 
  she assumes they can man-
  age their time as well as 
  she does. She’s always 
  organizing trips to the 
  mall or the movies or 
  something to break 
  up the team’s rou-
  tine. She loves Chris 
  (Megastar) like the 
  little brother she 
  never had but she’s 
  blind to his crush 
  on her.
       Seven is able to 
  cast various spells. 
  Her primary power 
  is control over the 
  elements (air, earth, 
  fire, and water). She is 
  also sensitive to mystical 
  forces, and can sense when 
  they are nearby. Her powers 
  are still developing. Sometimes 
  she can cast more complex and pow-
  erful spells with a bit of preparation and 
  access to her scrolls and grimoires.
  Real Name: Serena Vervain
  Identity: Secret
  Occupation: Student
  Base of Operations: Claremont 
  Academy, Freedom City
  Affiliation: Next-Gen
  Height: 5’8”
  Eyes: Green-gold
  Weight: 115 lbs.
  Hair: Black
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  137
  137
   SONIC 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +1
  +1
  +1
  +1
  +1
  12
  13
  12
  12
  13
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10/+1*
  +4
  +7
  +4
  *without force-field
  Skills: Bluff 6 (+7), Concentration 8 (+9), Intimidate 6 (+7), Knowledge 
  (current events) 2 (+3), Knowledge (physical sciences) 2 (+3), Notice 6 (+7), 
  Sense Motive 6 (+7)
  Feats: Attack Focus (ranged) 3, Precise Shot, Taunt
  Powers: Flight 5 (250 MPH), Force Field 9 (Impervious 5), Sonic Control 
  9 (Alternate Powers: Blast 9, Obscure 9 [auditory], Stun 6 [Ranged]), 
  Super-Senses 1 (ultra-hearing)
  Combat: Attack +6 (+9), Damage +1 
  (unarmed), +9 (blast), Defense +8, 
  Initiative +1
  Abilities 14 + Skills 9 (36 ranks) + 
  Feats 5 + Powers 46 + Combat 
  28 + Saves 12 = Total 114
  Real Name: Lemar Phillips
  Identity: Secret
  Occupation: Student
  Base of Operations: Claremont 
  Academy, Freedom City
  Affiliation: Next-Gen
  Height: 5’9”
  Eyes: Brown
  Weight: 145 lbs.
  Hair: Black
  Lemar Phillips had a pretty ordinary childhood growing up in Lincoln. He 
  got into his share of trouble, although he was basically a good kid. He ran 
  with a pretty rough crowd until he caught the attention of Wilson Jeffers, 
  the director of the Lincoln Youth Center. Wilson helped give Lemar some 
  direction and in many ways became the father figure he lacked at home.
   One night, Lemar tried to stop a friend from getting involved in a gang 
  robbery. Instead, he got dragged along against his will. Things went 
  wrong almost from the start, and the gang botched an attempt to steal 
  an experimental sonic disruptor, damag-
  ing the device in the process. When 
  it exploded, Lemar took the brunt of 
  the blast. He miraculously survived 
  and found he possessed the 
  device’s power to generate and 
  control sound.
   Lemar told Mr. Jeffers about 
  his newfound abilities and 
  wanted his help in learning to 
  control them. Wilson Jeffers 
  in turn shared his secret with 
  Lemar: he had been the Black 
  Avenger years before, a mem-
  ber of the Freedom League 
  and the hero of Lincoln. 
  Jeffers began training the 
  boy to master his powers, 
  and Lemar adopted the iden-
  tity of Sonic. He also tracked 
  down the criminal who spon-
  sored the gang heist—the Maestro, 
  the malevolent conductor of crime—and 
  Lincoln’s new hero helped put him away for a time.
   Since then, Sonic has become well known in Lincoln 
  and Southside, and he’s had adventures alongside 
  Foreshadow and Johnny Rocket as well as his team-
  mates. The stylized S on Sonic’s costume shows in 
  graffiti all around Lincoln, the rookie hero’s fans tag-
  ging buildings with “Sonic Rulz!” Ironically, Lemar 
  had to spend a few hours scrubbing such a tag off 
  the Youth Center. Still, he (and secretly Jeffers) is 
  glad the community has accepted its new hero.
   Duncan Summers offered Sonic the oppor-
  tunity to attend the Claremont Academy, but 
  Lemar insisted on only doing so after his regu-
  lar classes at Joseph Clark High School 
  in Lincoln. Afternoons and evenings, 
  Sonic patrols and trains with Mr. 
  Jeffers and his teammates in the 
  Next-Gen.
   Sonic is a teenager with super-
  powers so he’s caught between 
  the fun of being able to do amaz-
  ing things and the need to keep 
  his powers secret and use them 
  well. He idolizes Wilson Jeffers and 
  hopes to make his mentor proud. He 
  feels a strong sense of responsibility 
  toward his mother, his little brother 
  Toby, and to the Lincoln neighbor-
  hood where he grew up. He’s a bit awed 
  by older and more experienced heroes like 
  Foreshadow, while he’s a bit competitive with 
  heroes closer to his own age.
       Sonic has the ability to generate and control 
  high frequency sound. He can create deafening 
  blasts of sound or sonic force beams that can shat-
  ter concrete. He can also dampen sound waves in 
  his area, creating a zone of complete silence. His 
  sonic vibrations allow him to fly and create a 
  protective vibratory shield around his body. 
  Both effects create a constant low-pitched 
  hum.
       Sonic tends to go for the straightfor-
  ward method of blasting his opponents 
  unconscious, although he’ll sometimes 
  use his deafening sonic blasts to soften 
  up a group of foes and disrupt their ability 
  to communicate. Against opponents with 
  sound-related powers, he’ll often create 
  a zone of silence to block or negate 
  them.
  
  138
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  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
  SOLO HEROES
   DR. TOMORROW, GUARDIAN OF TIME 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +4
  +4
  +7
  +7
  +7
  18
  18
  18
  24
  24
  24
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +7
  +10
  +10
  *flat-footed
  Skills: Bluff 6 (+13), Climb 6 (+10), Computers 8 (+15), Concentration 
  7 (+14), Diplomacy 6 (+13), Disable Device 8 (+15), Drive 8 (+12), 
  Escape Artist 8 (+12), Investigate 8 (+15), Knowledge (history) 13 (+20), 
  Knowledge (physical sciences) 10 (+17), Knowledge (technology) 10 (+17), 
  Language 5 (French, German, Japanese, Latin, Russian), Medicine 4 (+11), 
  Notice 5 (+12), Pilot 8 (+12), Ride 6 (+10), Sense Motive 8 (+15), 
  Stealth 8 (+12), Survival 4 (+11), Swim 6 (+10)
  Feats: Assessment, Defensive Attack, Defensive Roll 2, Dodge 
  Focus 2, Eidetic Memory, Elusive Target, Equipment 8, 
  Evasion, Improved Initiative, Inspire, Inventor, Jack 
  of All Trades, Leadership, Precise Shot, Quick Draw
  Equipment: raygun (Blast 5), anti-gravity belt 
  (Flight 3, 50 MPH), space suit (Immunity 9 [life support])
  Time Ship: Strength 30, Toughness 13, Super-
  Movement 3 (temporal, Progression 4), Size H, 
  Cost: 15 equipment points
  Combat: Attack +12, Grapple +16, Damage +4 
  (unarmed), +5 (raygun), Defense +12 (+5 flat-footed), 
  Knockback –3, Initiative +8
  Abilities 66 + Skills 38 (152 ranks) + Feats 24 
  + Combat 44 + Saves 12 = Total 184
  Real Name: Tomas Morgen/Thomas Morgan
  Identity: Secret
  Occupation: Guardian of Time
  Base of Operations: 
  The Timestream
  Affiliation: Former member of the 
  Liberty League
  Height: 6’1”
  Eyes: Blue
  Weight: 190 lbs.
  Hair: Blond
  Like another great hero of Freedom City, Tomas Morgen came from 
  an alternate Earth—one where the Axis powers won World War II. 
  Born in 1971 and raised as a “poster boy” of that long-established 
  Nazi regime, Tomas grew up as the shining hope of his government, the 
  Nationalist States of America. Few who knew him ever learned he was the 
  product of an advanced eugenics program to breed the perfect Aryan.
   Tomas was a tremendous success: athletic, handsome, brilliant, and 
  genetically perfect in every way. Fortunately, he was also smarter than 
  his Nazi creators gave him credit. Tomas encountered the underground 
  American Resistance to the Nazis and learned the truth about atroci-
  ties his creators committed. He joined the Resistance and helped them 
  to survive against the Nazi commandants of America. In 2002 on his 
  Earth, Tomas led a raid on a Nazi lab and stole an experimental time-
  travel device, using it to go back into the past to prevent the Axis from 
  winning the war.
       Tomas arrived in Freedom City after the attack on 
  Pearl Harbor. He became Thomas Morgan to hide 
  his German background and adopted the code 
  name of Dr. Tomorrow. In this identity, he met with 
  Franklin Roosevelt and convinced the President 
  of the dangers of the Nazis and their plans for the 
  world. Of all the Doc’s allies, only FDR, Centurion, 
  and the Freedom Eagle ever learned his true ori-
  gin. Within 24 hours of his arrival back in time, 
  Dr. Tomorrow forged the Liberty League with 
  the president’s blessing to fight the Axis.
      With his tactical genius and physical 
  prowess, Doc led the Allies’ greatest heroes 
  through the war to victory over the Axis 
  powers. He disappeared three days after VJ 
  Day in 1945. Most believed he returned to 
  his future, hoping his actions had changed 
  it for the better. Sadly, he was mistaken.
       Although Doc changed history, it wasn’t his history. 
  His present was still dominated by the Axis powers, 
  and he was captured and imprisoned. Fortunately, 
  the Resistance, aided by heroes from Freedom City, 
  was able to free Dr. Tomorrow, who turned his inven-
  tive genius to overcoming the Nazi war-machine. He 
  gave the Resistance technology able to defeat the 
  enemy’s cyborg tanks and fighter planes. He devel-
  oped weapons effective against Axis super-soldiers. 
  Rebellion spread, and soon the world was on the road 
  to freedom. Dr. Tomorrow also studied the Nazi time 
  travel technology, in hopes of discovering true time 
  travel and a way of changing his world’s past.
   
  He was successful, but drew the attention 
  of the mysterious Time Keepers. These beings from 
  the end of time opened Dr. Tomorrow’s eyes to the 
  vast complexities of the Timestream and appointed 
  him a Guardian of Time. Having done all he could for his 
  own world, Dr. Tomorrow left it behind in his new time-
  ship to become a wanderer in time and space, guarding the 
  Timestream against those attempting to tamper with it.
  M
  ost of the heroes in the World of Freedom tend to come together to  
  form teams and work with other heroes for the greater good. This is  
  particularly true since the expansion of the Freedom League. A great  
  many formerly solo heroes are now affiliated (at least loosely) with  the 
  League. However, there are still some members of the superhero  set who 
  prefer to operate on their own. These heroes are loners for  various reasons: 
  because they deal with forces and threats beyond the  comprehension of 
  most people or simply because their very nature  tends to isolate them, even 
  in a world of gods, aliens, and super- powered mutants. Still, few, if any, can 
  doubt their intentions or  their dedication to the greater good.
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  139
  139
   ELDRICH 
  POWER LEVEL 13
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +2
  +1
  +3
  +10
  +3
  10
  14
  13
  16
  30
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +16/+1*
  +5
  +5
  +17
  *without force-field
  Skills: Concentration 12 (+22), Diplomacy 4 (+6), Intimidate 8 (+10), 
  Knowledge (arcane lore) 18 (+21), Knowledge (history) 12 (+15), Language 
  6 (Ancient Egyptian, Arabic, Atlantean, Greek, Latin, Sanskrit), Sense Motive 
  4 (+14), Sleight of Hand 4 (+6)
  Feats: Endurance, Fearless, Ritualist, Trance, Ultimate Save (Will), Ultimate 
  Skill (arcane lore)
  Powers: Astral Form 10, Device 2 (cloak of flight, hard to lose), Force 
  Field 15 (Impervious 10), Immunity 9 (life support, Sustained), Magic 16 
  (Alternate Powers [all Dynamic]: Animate Objects 10, Blast 16, ESP 10 
  [visual & auditory], Illusion 6 (all senses), Mental Blast 8, Obscure 16 
  [visual], Snare 16, Telekinesis 16 [heavy load: 800 
  tons], Telepathy 16)
  Cloak of Flight: Flight 5 (250 MPH)
  Combat: Attack +10, Grapple +10, Damage 
  +16 (blast), Defense +10, Knockback –13, 
  Initiative +2
  Drawbacks: Power Loss (Force Field, 
  Immunity, and Magic, if unable to cast 
  spells, –3 points)
  Abilities 39 + Skills 17 (68 ranks) + Feats 
  6 + Powers 141 + Combat 40 + Saves 14 
  – Drawbacks 3 = Total 254
  Real Name: Tomas Morgen/Thomas Morgan
  Identity: Secret
  Occupation: Guardian of Time
  Base of Operations: 
  The Timestream
  Affiliation: Former member of the 
  Liberty League
  Height: 6’1”
  Eyes: Blue
  Weight: 190 lbs.
  Hair: Blond
  Dr. Adrian Eldrich is a man from a simpler time. He was born in America 
  in 1900, and grew up to become a respected archeologist, a contempo-
  rary of men like Howard Carter (who discovered King Tut’s tomb). Adrian 
  had many adventures while making a career out of studying ancient ruins 
  and lost lore. Those studies eventually changed his life in ways he hardly 
  could have imagined.
   In 1935, Eldrich discovered the lost Temple of Sirrion. Inside, he found 
  a tomb older than any known civilization. It contained the mummy of the 
  Atlantean sorcerer Malador, who revived once Adrian unwittingly disturbed 
  the magical seals and wards that trapped him in the tomb. Malador impris-
  oned Adrian in chains of magical force and left him to die beneath 
  the claws of the tomb’s guardian creatures unleashed with 
  Malador’s awakening. The Atlantean himself went 
  to reclaim the magical talismans he’d lost 
  millennia before when he was entombed.
   Luckily, Adrian Eldrich did not die so eas-
  ily. The guardian creatures, upon reaching 
  the central tomb chamber, merely sniffed 
  him and halted their attack. The spirits of 
  three other Atlantean wizards appeared to 
  him, and explained that Eldrich was the 
  reincarnation of their master, the wizard 
  who defeated and imprisoned Malador. 
  They said he had volunteered to follow 
  the long path of reincarnation, until the 
  prophesied time when Malador would 
  return and the Earth would need a mysti-
  cal protector. They roused Adrian’s latent 
  magical potential; giving him the power 
  he needed to escape the chains and the 
  tomb. They also awakened the memories 
  of the ancient Atlantean Master Mage, 
  granting him the power to overcome 
  and imprison Malador again.
   The initial rush of power faded, as 
  did the full memories and lore of his 
  previous lives, and Adrian began learn-
  ing how to use magic all over again. 
  He became a dedicated student of the 
  occult and learned through those studies 
  and regressive hypnosis that he lived at 
  least seven other magically powerful lives 
  in the past. Eldrich operated as a hero in 
  the 1930s and 1940s, although not as 
  openly as most of the costumed “mystery 
  men” of that era. Few people ever heard 
  of his battles in faraway places against 
  demons, undead, evil spirits, and sorcerers. 
  He advised heroes and even worked behind the 
  scenes against the occult agents of the Nazis, 
  who sought ancient artifacts and tampered with 
  forces best left alone. He crossed swords with the 
  Thule Society and Wilhelm Kantor on a number of 
  occasions. Following World War II, Eldrich traveled the 
  world, studying and honing his magical abilities. He 
  even spent time in distant magical dimensions.
       In 1977, Eldrich moved into a brownstone in the 
  Riverside neighborhood of Freedom City, 
  Ditko Street to be precise. He chose this 
  city—and this particular building—for his 
  home since it sat atop a “nexus,” a conflu-
  ence of dimensional barriers and magical 
  energies. The house’s mystical wards contain 
  the nexus, but it certainly makes the brown-
  stone an unusual place to visit. Attended 
  only by his Egyptian manservant Sallah, 
  Eldrich continues to secretly stand guard 
  over this threshold into Earth’s reality. 
  He helps the Freedom League on occa-
  sion, since they know to call on him 
  in all matters mystical. The world at 
  large believes he is the descendant of 
  the original 1930s adventurer Adrian 
  
  140
  140
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER FIVE: FRIENDS OF FREEDOM
   FORESHADOW 
  POWER LEVEL 9
  Eldrich who spends his time writing articles on ancient history and the 
  occult “just like his grandfather did.” Adrian never bothers to correct this 
  notion, since it serves him well.
   Adrian Eldrich is a man out of time in many ways. The world has 
  changed while he holds on to a certain old fashioned formality and sense 
  of ethics. He can be stuffy and even pompous at times, but he’s also intel-
  ligent, insightful, brave, and quite charming when he wants to be. He’s 
  usually all business, and takes little time to relax and socialize, although 
  he can sometimes be pried away from his dusty tomes and crystals for an 
  hour or two. He’s always got something on his mind and at least two or 
  three different things vying for his attention, so he can seem distracted 
  and impatient sometimes. Anyone who can get past his stern, formal exte-
  rior finds a brave, truly caring man who has dedicated his life (scores of 
  lifetimes throughout the ages, in fact) to helping others.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +4
  +4
  +3
  +5
  +3
  18
  18
  18
  16
  20
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +7
  +11
  +9
  *flat-footed
  Skills: Acrobatics 10 (+14), Bluff 8 (+11), Climb 8 (+12), Concentration 8 
  (+13), Disable Device 8 (+11), Escape Artist 10 (+14), Gather Information 8 
  (+11), Intimidate 8 (+11), Knowledge (current events) 8 (+11), Knowledge 
  (streetwise) 8 (+11), Search 8 (+11), Sense Motive 10 (+15), Stealth 10 (+14)
  Feats: Attack Focus (melee) 3, Blind-Fight, Defensive Roll 2, 
  Dodge Focus 2, Equipment 2 (headquarters), Evasion 2, 
  Improved Initiative, Power Attack, Set-Up, Sneak 
  Attack, Stunning Attack, Takedown Attack, Trance, 
  Uncanny Dodge (mental), Well-Informed
  Powers: Super-Senses 5 (danger sense, 
  precognition)
  Combat: Attack +10, Grapple +14, Damage 
  +4 (unarmed), Defense +12 (+5 flat-
  footed), Knockback –3, Initiative +8
  Abilities 46 + Skills 28 (112 ranks) 
  + Feats 21 + Powers 5 + Combat 40 
  + Saves 14 = Total 154
  Real Name: David Sloane
  Identity: Secret
  Occupation: Investor
  Base of Operations: Freedom City
  Affiliation: None
  Height: 6’
  Eyes: Blue
  Weight: 180 lbs.
  Hair: Blond
  Even as a boy, David Sloane had a gift, the 
  ability to sometimes know what was going 
  to happen before it did. His visions were rare 
  and he learned not to talk about them because 
  they made people uncomfortable. After all, there 
  were certain things a child wasn’t supposed to 
  know.
  As a teenager, David continued to hide his gift 
  in order to fit in and be considered normal. Then 
  he had a vision of his parents getting into a ter-
  rible accident. He tried to ignore it at first, tried 
  to pretend it wasn’t true. When he asked his parents 
  to be careful on their way to a dinner party, they prom-
  ised they would be, but it didn’t matter. A drunk driver 
  hit their car head-on and they were both killed. David 
  blamed himself, thinking he should have done something 
  more to prevent it.
   His parents had a substantial estate and life insur-
  ance policy, which gave David money to live on 
  as he finished high school. When he gradu-
  ated, he sold his parents’ house and most of 
  its contents, invested the majority of his money with a friend of his father’s 
  at Rath & Stromberg, and left the country to travel the world. It seemed 
  the like act of an 18 year-old who’d suddenly come into money, but David 
  actually went looking for ways to learn about his gift and how to con-
  trol it, or perhaps, how to rid himself of it. He traveled through 
  South America, India, Tibet, China, Japan, and Australia, 
  seeking out seers and gurus to learn more about his 
  foresight. He learned how to control it and focus 
  it, and he learned that his gift came with a 
  responsibility to help others. Along the way, 
  he also learned a number of other skills, 
  including martial arts and criminology.
       David returned to Freedom City seven 
  years later. He bought and fixed up a 
  run down Victorian-era house on the 
  Southside/Bayview line and began 
  to put his plans into action. Southside 
  had gone downhill considerably since 
  he left, and crime was rampant. He 
  could see things that were going to hap-
  pen, and he intended to prevent them. 
  He created the costume and identity of 
  Foreshadow, and burst onto the Freedom 
  City scene by thwarting a number of crimes. 
   
  Foreshadow became renowned for his 
  amazing ability to be in the right place at 
  the right time. He has never revealed his 
  precognitive powers; most people 
  think Foreshadow is “merely” 
  an amazing detective and 
  athlete. He began to 
  put a serious dent in 
  the criminal activities 
  in Southside. Although 
  Foreshadow has encoun-
  tered the Freedom League 
  on several occasions, and 
  Captain Thunder has offered 
  him membership, he prefers to 
  operate on his own.
   Foreshadow is a man 
  with a heavy burden 
  of responsibility. He 
  
  CHAPTER FIVE: FRIENDS OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FRIENDS OF FREEDOM
  FRIENDS OF FREEDOM
  141
  141
  still feels guilt over his failure to save his family, so he tries to redeem 
  himself through crime-fighting. He knows the things he foresees will come 
  to pass unless he does something to prevent them, so he has devoted his 
  life to righting wrongs or, more accurately, preventing them. His precogni-
  tion has not made him fatalistic. “I’m living proof that the future can be 
  changed,” he says. In fact, Foreshadow believes no situation is hopeless.
   David Sloane is a loner. He has difficulty getting close to people, since 
  he fears he’ll foresee something terrible for them, as he did for his parents. 
  Being Foreshadow is when David feels the most alive, but even then he 
  prefers to operate alone. He’s attracted to the mysterious Lady Tarot, but 
  cannot become involved with her so long as she works for Boss Driogano 
  and the Mob.
   LANTERN JACK 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +1
  +1
  +3
  +3
  11
  13
  12
  12
  16
  17
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +1
  +5
  +5
  +12
  Skills: Intimidate 10 (+13), Knowledge (arcane lore) 8 (+9), Knowledge 
  (history) 8 (+9), Notice 6 (+9), Sense Motive 8 (+11)
  Feats: Fearsome Presence 4
  Powers: Concealment 4 (all visual senses), Device 10 (mystic lantern, 
  hard to lose, Restricted 2), Immunity 30 (Fortitude), Insubstantial 
  4 (Permanent), Super-Movement 2 (air-walking), Super-Senses 3 
  (darkvision, magical awareness)
  Mystic Lantern: Magic 14 (Affects Corporeal [all powers], Alternate Powers: 
  Animate Objects 10, Dazzle 14 [visual], Mental Blast 8, Nullify 
  14 [illusions and deceptions], Paralyze 8 [Ranged], Telekinesis 14, 
  Telepathy 14)
  Combat: Attack +8, Grapple +8, Damage by power, Defense +8, 
  Knockback +0, Initiative +1
  Abilities 21 + Skills 10 (40 ranks) + Feats 4 + Powers  105 + Combat 
  32 + Saves 17 =Total 189
  Real Name: John Halloran
  Identity: Secret
  Occupation: Guardian Spirit
  Base of Operations: Lantern Hill, 
  Freedom City
  Affiliation: Associate of the Liberty 
  League
  Height: 5’11”
  Eyes: White
  Weight: n/a
  Hair: White
  The mysterious guardian of Lantern Hill dates back to the Revolutionary 
  War in Freedom City. Stories claim that Lantern Jack is the restless spirit of 
  a colonial patriot slain by a British officer when he attempted to warn the 
  people of the city of an attack.
   The truth is John Halloran betrayed the rebels secretly meeting in the 
  Emerald Dragon tavern to the British. He regretted his actions when he 
  found they planned to murder, not imprison, the rebels and anyone else in 
  the tavern. John tried to warn them and stop the redcoats, but was killed 
  for his trouble. The fate of 
  his soul in question, John 
  Halloran’s final good deed 
  did not outweigh his sins. 
  Given a chance to redeem 
  himself and prove himself 
  worthy, John accepted the 
  charge of meting out ven-
  geance, justice, and truth 
  against the evils of 
  the world.
  Many times over the past two centuries, people on Lantern Hill have seen a dark, mysteri-
  ous figure wearing a tri-cornered hat and a long cloak, his face masked in shadow despite 
  his carrying a glowing lantern. The spectral figure only leaves Lantern Hill in times of great 
  crisis or to battle unearthly evils loose in the world.
        The light of his lantern changes, depending on what Lantern Jack seeks—it burns blue 
  with the light of truth, burning away all guises and pretenses; it burns purple with the light of 
  vengeance, its flames punishing to the guilty; and it burns green with the light of justice, ignit-
  ing honesty and setting things right. The lantern’s light can seem harsh at times, and many find 
  Lantern Jack’s presence creepy and disturbing at best. But the people on Lantern Hill sleep well 
  knowing an ever-vigilant protector watches over them.
  
  142
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  T
  he history of the Brotherhood of the Yellow Sign predates human 
  civilization—human existence, actually—beginning in the latter days 
  of the Empire of the Serpent People, millions of years ago. The once-
  powerful race of Serpent People achieved the peak of their civilization 
  before humans began walking upright. Part of their decline can be traced 
  to strange cults, worshipping alien gods from outside reality. One such 
  cult was the Brotherhood of the Yellow Sign, so named for the symbol of 
  their god, the dreaded Unspeakable One. It is said to speak the god’s true 
  name invites madness, death, and disaster, so it is all but forgotten save 
  for a few forbidden documents from ancient Lemuria, the center of the 
  Serpent Empire.
   Some speculate that worship of the Unspeakable One led to the 
  degeneration of the Lemurian Serpent People, while others suggest the 
  degeneration of their culture drove the Serpent People to join cults like the 
  Brotherhood. Whatever the case, the Brotherhood and its deity are associ-
  ated with the downfall of Serpent People civilization. Followers of the cult 
  were forced underground long before the remainder of the Serpent People 
  fled there following the sinking of Lemuria.
   In the millennia following the fall of their civilization, more Serpent 
  People joined the cult, which fractured into numerous splinter groups. 
  They struggled amongst themselves, breaking apart, conquering each 
  other, forming larger groups before being torn apart again to continue the 
  cycle on and on. The Serpent People fought wars with the Morlocks and 
  Sub-Terrans in the tunnels and caverns of the underworld and their civiliza-
  tion continued to degenerate, until it could barely be called “civilization” 
  at all. Occasional Serpent People were throwbacks to their intelligent 
  ancestors. They became leaders of bands of their degenerate brethren, but 
  few were able to do more than that.
   The rise of human civilization brought the first real changes in the 
  Brotherhood of the Yellow Sign in millennia. The Serpent People leaders 
  of the cult began recruiting human followers. This gave them influence on 
  the surface world, and human cultists and prisoners were used as breed-
  ing stock for Serpent People experiments and reproduction. Occasionally 
  the Brotherhood ran afoul of a human hero capable of opposing them, 
  but for the most part they went unnoticed, largely because their activities 
  never really amounted to much.
   That began to change in the 20th century with the rise of superhuman 
  activity and the birth of a greater number of intelligent Serpent People to 
  members of the Brotherhood. The Serpent People became more active in 
  Sub-Terra, coming into conflict with their ancient enemies the Morlocks 
  again. They also became more active on the surface world, spawning both 
  human cults and half-human offspring. The Brotherhood clashed on occa-
  sion with Earth’s Master Mage, Adrian Eldritch and, later, with the Voodoo 
  goddess Siren, who fought the Serpent People half-breeds among the 
  Mayombe.
   The most ambitious plans of the Brotherhood of the Yellow Sign involve 
  unearthing lost artifacts and knowledge from Lemuria, particularly those 
  associated with their patron, the Unspeakable One. One such item, the 
  Serpent Scepter, is actually associated with the snake-god of ancient 
  Lemuria, but the Brotherhood used it in an attempt to seize control of 
  Atlantis and launch an attack on the surface world.
   The ultimate goal of the Brotherhood is to summon the Unspeakable 
  One into Earth’s dimension. All indications are this would lead to mad-
  ness for all creatures on Earth, at the very least, possibly the destruction 
  of reality. The members of the cult either believe their patron will conquer 
  the universe and grant power to its loyal followers or else they are too 
  mad to care what happens and intend to share their madness with all 
  creation.
  THE UNSPEAKABLE ONE
  The Brotherhood’s unnamed patron is a being of cosmic power and 
  unknowable intentions. There are no images of the Unspeakable One 
  among the Brotherhood, only the Yellow Sign and other symbols of its 
  power. Those claiming brushes with the Unspeakable One’s power speak 
  of amorphous masses of tentacles, strange, shifting shapes, random pip-
  ing and whistling music, and a vast and bottomless void. Such individuals 
  are also invariably insane, so their accounts are questionable at best.
  The Unspeakable One is beyond game stats, possessing untold cosmic 
  power. If it were ever summoned to Earth, there would be little, if any-
  thing, that could stand against it. The Gamemaster can use the threat (or 
  even the presence) of the Unspeakable One as a plot device in the cam-
  paign, but should be certain to give the heroes a means of overcoming 
  the mad god; usually by disrupting whatever ritual the Brotherhood is per-
  forming to summon it to this reality. The Unspeakable One rarely, if ever, 
  intervenes on the behalf of the Brotherhood. In fact, it’s quite possible it 
  is entirely unaware of its worshippers, existing only to inflict madness and 
  devastation on the universe.
  THE SERPENT SCEPTER
  The Serpent Scepter is an artifact of the ancient Serpent People civili-
  zation of Lemuria. It is a rod of greenish stone, similar to jade, except 
  infinitely harder, about two feet long and carved in the shape of a writh-
  ing serpent.
   The scepter is infused with preternatural power. Among other things, the 
  Serpent Scepter is completely indestructible to any known force. Over the 
  millennia, guardians aware of the Serpent Scepter’s power have tried to 
  place it out of the reach of would-be wielders: at the bottom of the sea, in 
  ancient vaults, and even in dimensions beyond this one. Always the Scepter 
  seems to find its way into the hands of those it can corrupt with its power.
  F
  reedom City is fortunate indeed to have its heroes, since the city is also 
  the focus on some of the most dangerous supervillains ever known. 
  They range in power from thugs and criminal masterminds thriving off 
  human suffering to godlike entities from the depths of space and worlds 
  beyond this dimension. Their motives span the spectrum from simple 
  CHAPTER 6: FOES OF FREEDOM
   BROTHERHOOD OF THE YELLOW SIGN
  greed to a mad desire to destroy all of creation, or more likely to bring it 
  under their crushing heel. Your heroes may be the only things standing 
  between these villains and the achievement of their goals.
   This chapter looks first at supervillain teams and organizations, fol-
  lowed by individual villains who have plagued Freedom City in the past.
  
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  143
  
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   The Serpent Scepter’s powers involve the ability to control minds 
  and transform creatures into reptiles. It possesses the Mind Control and 
  Transform powers at rank 20, both with the Area extra, allowing them to 
  affect a radius of up to 100 feet. The Scepter’s Transform power can turn 
  creatures into different sorts of reptiles or restore transformed creatures to 
  their normal forms.
   Anyone who uses the Scepter’s power must make a Will saving throw 
  (DC 30) to avoid being corrupted by it. A failed Will save means the char-
  acter becomes increasingly possessive of the Scepter and willing to use 
  its power. The character becomes paranoid that others want to steal the 
  Scepter away and will do anything to avoid being separated from it. The 
  wielder of the Serpent Scepter is eventually transformed by its power into 
  a Serpent Person.
  BROTHERHOOD CULTIST
  Use the Cultist archetype from Chapter 11 of Mutants & Masterminds 
  for the human members of the Brotherhood of the Yellow Sign. Human 
  cultists generally do not have the Ritualist feat or any magical powers, 
  serving merely as pawns of the Serpent People. Stats for Serpent People 
  can be found in Chapter 4: The World of Freedom.
  T
  he Crime League is one of the most infamous groups of super-criminals 
  in the world. The original Crime League dates back to the 1940s, when 
  it was cobbled together out of various costumed criminals threatened 
  by the activities of the Liberty League. Since then, the Crime League has 
  gone through numerous incarnations and a rotating membership, but has 
  remained one of the most persistent foes of the Liberty League and its 
  successor, the Freedom League.
   Many incarnations of the Crime League focused primarily on profit and 
  security for its members. However, the League never proved especially 
  good at either, attracting the attention of heroes who soon busted up the 
  group and sent its members off to prison. Various leaders put together 
  new Crime Leagues to suit their own agendas.
   The current League is the creation of Drs. Stratos and Simian, primarily 
  led by Dr. Stratos as an instrument of revenge against Captain Thunder and 
  the Freedom League. The League’s recent expansion has led Dr. Stratos to 
  consider a similar expansion of the Crime League. What if, rather than just a 
  rag-tag team of criminals, the League became a true syndicate encompass-
  ing super-criminals from around the world? The idea is appealing, but it 
  remains to be seen if the current leaders of the Crime League can accom-
  plish it. If and when they do, the world has serious cause for concern.
  THE  CRIME LEAGUE
  CRIME LEAGUE UNLIMITED
  Gamemasters interested in making the Crime League an equal and opposite force to the Freedom League in the Freedom City setting can use the 
  following suggestions. The assumption is that the Crime League remains a relatively small group, just due to the egos involved, but it’s not outside the 
  realm of possibility for it to reorganize into a newer and more dangerous form.
   The new Crime League would be less of a team and more of a network of super-criminals, banded together for self-protection and furthering their 
  criminal schemes. Essentially, it serves as a pooling of resources and information. If a criminal needs some capable henchmen, for example, the League 
  may be able to provide them. If a hero is one someone’s tail, a Crime League contact could offer a safe haven or a quick way out of town.
   The resources of the Crime League members described in the following pages alone are significant. Dr. Simian and Medea in particular have 
  substantial technological and mystic tools at their disposal. Add to these the capabilities of other criminals in this chapter, and you have a syndicate of 
  staggering power. Here are some thoughts on potential additional Crime League members and how they could fit into the organization:
  •  Doc Otaku: The young genius could supply androids, robots, and other technological gadgets, and rely on the League to provide resources, parts, 
  and information.
  •  Downtime: The ideal example of an otherwise small-time super-criminal who could benefit from a group with more resources. Downtime is a likely 
  Crime League agent for stealing whatever the group needs.
  •  Fear-Master: Although likely to clash with some of his associates, Fear-Master’s powers and psychological insights could prove useful to the Crime 
  League.
  •  Freebooter: The criminal hacker is an excellent potential coordinator and comptroller for the Crime League. Freebooter could easily set up a central 
  online “clearinghouse” for information, help fence stolen goods, and even break-in to the computer systems of police, AEGIS, or the Freedom 
  League itself.
  •  Gamma: Although obsessed with revenge on the Atom Family, Gamma could become heavy-hitting muscle for the Crime League to help achieve his goals.
  •  Larceny, Inc.: This whole team might sign-on with the Crime League for the benefits or on a contract basis. The same is true of the Power Corps.
  •  Magpie: While he wouldn’t join the Crime League, Magpie would have no objections to working for them on a “freelance” basis to acquire certain 
  things they need, for the right price.
  •  The Meta-Grue: The rogue Grue warrior is a possible heavy-hitter for the Crime League, but an equally big potential threat to its leadership, since 
  he’d almost certainly try and take over at some point.
  •  Mr. Mist: Unstable mentally as well as physically, Mr. Mist might join up out of desperation or simply on a mad whim.
  •  Rant & Rave: These two are ideal “foot-soldiers” for the Crime League, as well as potential fall-guys, if need be.
  •  Toy Boy: Like Doc Otaku, the terrible toy-maker might provide the League with some high-tech gadgets in exchange for support and backup.
  Most of the other villains in this chapter are unlikely to join the Crime League for various reasons, primarily ego or agendas incompatible with the 
  League’s goals (or both). In fact, the Crime League might even find itself opposing world-conquerors (or destroyers) like Star-Khan and Omega, simply 
  because it would mean less profit for them!
  
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  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +2
  +3
  +3
  +2
  13
  16
  14
  13
  16
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +14
  +6
  +6
  +8
  Skills: Acrobatics 5 (+8), Bluff 8 (+10), Concentration 10 (+13), Diplomacy 5 
  (+7), Knowledge (tactics) 5 (+6), Language 1 (English), Intimidate 6 (+8), 
  Notice 4 (+7), Pilot 2 (+5), Sense Motive 6 (+9)
  Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 2, 
  Favored Environment (aerial), Fearless, Power Attack, Precise Shot
  Powers: Device 18 (shadow bands, hard to lose) 
  Shadow Bands: Darkness Control 12 (Alternate 
  Powers: Blast 12, Create Object 12, Dazzle 
  12 [visual]), Flight 8 (2,500 MPH), Immunity 
  9 (life support), Protection 12 (Impervious 9), 
  Space Travel 15, Super-Senses 2 (darkvision)
  Combat: Attack +8 (melee), +10 (ranged), 
  Grapple +9, Damage +1 (unarmed), +12 
  (blast), Defense +8, Knockback –11, Initiative +3
  Abilities 46 + Skills 28 (112 ranks) + 
  Feats 21 + Powers 5 + Combat 40 + 
  Saves 14 = Total 154
   BLACK STAR 
  POWER LEVEL 11
  Real Name: Rojan Lhar
  Identity: Secret
  Occupation: Criminal
  Base of Operations: Earth
  Affiliation: Crime League
  Height: 6’ 2”
  Eyes: Black
  Weight: 200 lbs.
  Hair: Black
  Rojan Lhar from the planet Aljor was among the chosen few, those worthy 
  of becoming Star Knights, defenders of peace and justice throughout the 
  galaxy. Sri Rojan, although an extremely capable Star Knight, faced ongoing 
  conflicts with Mentor and the Inner Circle regarding policy and his 
  own actions in the field. Rojan was convinced the Star Knights 
  could accomplish more, much more, if they didn’t allow 
  themselves to be shackled by policies of non-interference. 
  The Grue Unity, for example, continually defied them, but 
  the Knights did nothing to deal with the Grue, merely 
  kept watch over their activities and stepped in 
  when the Grue violated interstellar law. The 
  same was true on primitive worlds where the 
  Star Knights did not put an end to wars, 
  or work to uplift primitive races from 
  superstition and barbarism, prefer-
  ring to let them “develop naturally 
  on their own.”
   So Sri Rojan took it upon him-
  self to demonstrate to Mentor and 
  the Star Knight Inner Circle the sort of 
  things the Knights could accomplish. 
  He quickly and easily conquered a 
  primitive world in his assigned sector 
  of the galaxy, setting himself up as 
  its supreme ruler and god, then set 
  about creating order and advancing 
  civilization. He intended to present 
  the whole matter to the Inner Circle as 
  a fait accompli, but another Star Knight, 
  A’Lan Koor, discovered Rojan’s activities before 
  he was able to complete his plans. Although Rojan 
  attempted to convince his fellow Star Knight of the 
  rightness of his intentions, Sri A’Lan was aghast at 
  the celebrated knight’s violation of their code.
   Desperate to avoid his inevitable punishment, 
  and convinced his plan could still succeed, Rojan 
  infiltrated Citadel and attempted to seize control of 
  the Star Stone. With its power, he could bring order to 
  the galaxy, eliminating crime, barbarism, and all threats to 
  civilization. Thanks to the warning of A’Lan Koor, he failed, 
  and was forced to flee. A’Lan Koor was appointed the task of 
  bringing the first and only rogue Star Knight to justice.
   Rojan Lhar fled to a backwards world known as Earth, in an iso-
  lated part of the galaxy, arriving there in the Earth year 1969. He 
  discovered a great many superhumans to hide amongst while he 
  planned his next move. His foe A’Lan Koor became known to the 
  people of Earth as Star Knight and joined a group of Earth heroes, 
  the Freedom League. Rojan adopted the name Blackstar, and made 
  several attempts to eliminate his hated rival and acquire the power to storm 
  Citadel and claim the Star Stone’s power. Toward that end, Blackstar worked 
  with various super-criminals on Earth, 
  even joining an incarnation of the Crime 
  League, the Freedom League’s deadliest 
  foes.
   Star Knight thwarted Blackstar’s schemes 
  each time, although the rogue always man-
  aged to escape to fight another day. Finally, in 
  1977, Star Knight captured Blackstar and brought 
  him to Citadel for trial. Mentor stripped Blackstar of 
  his armor and sentenced him to imprisonment for life on an aster-
  oid specially modified to hold him, with robotic jailers to care for 
  his needs.
   
  For over twenty years, Rojan Lhar stewed alone in his interstel-
  lar prison. What news he was allowed only deepened his bitterness. 
  He saw his hated enemy A’Lan Koor advance to the Inner Circle of 
  the Star Knights, lauded as a great hero. He heard about the voy-
  ages of the human Daedalus and the conflict between the Lor 
  Republic and Star-Khan. He even managed to escape on two occa-
  sions, although he was always captured not long thereafter and 
  returned to his exile.
   Recently, Blackstar managed to make covert contact with 
  Omega, the Lord of the Terminus. Omega granted Rojan Lhar assis-
  tance in the form of a pair of ancient weapons; metallic wristbands 
  that allow Lhar to tap into and channel a powerful “shadow force.” 
  Blackstar arranged the destruction of his asteroid prison, hoping to 
  convince his former jailers he perished in a cosmic disaster. Since then 
  he has rejoined the Crime League on Earth and fought Earth’s new Star 
  Knight. He knows it is only a matter of time before his debt to Omega 
  comes due and wants to secure true power before it happens.
  
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   DEVIL RAY 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +11
  +1
  +3
  +0
  +0
  +0
  32/14
  13
  16
  10
  11
  11
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12/+3*
  +7
  +5
  +4
  *without armor
  Skills: Disable Device 8 (+8), Knowledge (earth sciences) 4 (+4), Notice 6 
  (+6), Search 8 (+8), Survival 4 (+4), Swim 10 (+12)
  Feats: Dodge Focus 2, Environmental Adaptation (aquatic), Favored 
  Environment (aquatic), Move-by Action
  Powers: Device 16 (MANTA suit, hard to lose)
  MANTA Suit: Blast 9 (electrical, Alternate Power: Stun 6 [Ranged]), 
  Enhanced Strength 18, Immunity 9 (life support), Protection 9, Super-
  Senses 8 (blindsight [auditory, sonar, radius], darkvision, radio), Super-
  Strength 3 (heavy load: 8 tons), Swimming 8 (250 MPH, Alternate 
  Power: Flight 4, 100 MPH)
  Combat: Attack +8, Grapple +22, Damage +11 (unarmed), +9 (blast), 
  Defense +8 (+3 flat-footed), Knockback –6, Initiative +1
  Abilities 15 + Skills 10 (40 ranks) + Feats 5 
  + Powers 64 + Combat 28 + Saves 12 = Total 134
  Carl Mattus never claimed to be a brilliant 
  man, but he knew an opportunity when he 
  saw one. When the military began testing an 
  experimental deep-sea diving suit, he was the 
  most qualified diver, despite occasional repri-
  mands on his record. The Marine-Augmenting 
  Naval Test Apparatus performed beyond even 
  Carl’s wildest dreams. It gave him power and 
  freedom like he’d never known, and he decided 
  to keep it.
   During an extremely deep test dive, he 
  faked an accident and made it appear that he 
  and the prototype were lost at an unrecover-
  able depth. Carl simply disappeared, taking 
  the suit with him. For some time he worked 
  secretly as a smuggler, pirate, and illegal sal-
  vage operator on the black market using the 
  name Devil-Ray.
   His luck ran out when Siren investigated some 
  of his crimes and brought Carl in. He managed 
  to escape execution after a military tribunal 
  judged him a traitor, though he landed in prison 
  for smuggling and piracy. He’s broken out of jail 
  many times, always reclaiming “his” armor, and 
  has clashed with Siren several times. His Crime 
  League allies broke Devil-Ray out of jail the last 
  two times so he could help them deal with Siren 
  and the Freedom League.
   Devil-Ray is a cheap thug with just enough 
  power to make him dangerous. He enjoys bullying 
  people, while he knuckles under to stronger personali-
  ties and follows the order of his superiors. He’s greedy and willing to do 
  Real Name: Carl Mattus
  Identity: Public
  Occupation: Diver, smuggler
  Base of Operations: The Oceans
  Affiliation: Crime League
  Height: 5’10”
  Eyes: Brown
  Weight: 170 lbs.
  Hair: Black
  anything for money. He likes to think of himself as “big time,” but secretly 
  fears he’s in over his head when it comes to dealing with the rest of the 
  Crime League.
   Devil-Ray’s powers come from his suit of advanced armor, designed as 
  an underwater life-support and exploratory vehicle (with potential military 
  applications). The armor is a shell of advanced alloys and composites that 
  provides the wearer with a recyclable air supply and protection from the 
  intense cold and pressure of the ocean depths. Motors enhance the wear-
  er’s strength, while turbines in the legs allow the armor to move quickly 
  through the water or even fly through the air. The armor’s offensive sys-
  tem—what Mattus calls his “devil rays”—consists of electrical blasters in 
  the gauntlets.
  
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   DR. SIMIAN 
  POWER LEVEL 13
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +5
  +2
  +2
  +12
  +9
  +3
  21
  15
  14
  34
  28
  17
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +17/+5*
  +8
  +8
  +10
  without force-field
  Skills: Acrobatics 5 (+7), Climb 13 (+14), Craft (electronic) 8 (+20), Craft 
  (mechanical) 8 (+20), Intimidate 6 (+9), Knowledge (physical sciences) 8 
  (+20), Knowledge (technology) 8 (+20), Notice 4 (+13), Sense Motive 4 (+13)
  Feats: Acrobatic Bluff, Eidetic Memory, Improved Pin, Leadership, Power Attack
  Powers: Device 13 (hover chair, hard to lose), Growth 4 (Permanent, 
  Innate), Protection 3, Super-Senses 2 (low-light vision, scent)
  Hover Chair: Blast 12 (Split Attack), Datalink 7, Flight 4, Force Field 12 
  (Impervious 6), Mind Shield 7
  Combat: Attack +11 (includes –1 size), Grapple +20, Damage +5 (unarmed), 
  +12 (blasters), Defense +9 (includes –1 size), Knockback –11/–2, Initiative +2
  Abilities 61 + Skills 16 (64 ranks) + Feats 5 + 
  Powers 70 + Combat 44 + Saves 13 = Total 209
  Real Name: Dr. Simian
  Identity: Public
  Occupation: Criminal
  Base of Operations: Mobile
  Affiliation: Sometime member 
  of the Crime League
  Height: 6’ 4”
  Eyes: Black
  Weight: 640 lbs.
  Fur: Black
  It began as an experiment in the nature of intelligence, attempting to 
  enhance the mental capabilities of primates. ASTRO Labs used a variety of 
  methods on different test subjects. The results were not overly promising. 
  Combined with protests about the use of apes and monkeys as experi-
  mental subjects, it was only a matter of time before the project was closed 
  down. Its director, Dr. Carmine Mosley, didn’t want to see that happen. He 
  knew he was close to a breakthrough, he just didn’t know how close. So 
  he took it upon himself to disregard guidelines on safety and procedure. 
  He used unproven methods on the most promising of the experiment’s 
  subjects, and succeeded beyond his wildest dreams.
   Dr. Mosley’s subsequent death and the disappearance of his experi-
  mental subject spelled the end of the primate enhancement project. 
  Although ASTRO Labs and the Freedom City authorities searched 
  for the missing ape, they were unable to find him. Little did 
  they know just how good he had become at hiding. 
  Mosley’s experiment awakened a tremendous intel-
  lect in the African gorilla, an intellect born in pain 
  and torment caused by humans. The ape killed 
  his tormenter and fled, finding shelter in the 
  underground tunnels and abandoned subway 
  stations beneath Freedom City.
   Dr. Simian, as he called himself, crept out at 
  night. In his initial weeks of sentience, the super-
  ape absorbed knowledge at a prodigious 
  rate. Within months, he had the 
  equivalent of multiple Ph.D.s just from 
  reading stolen books. Eventually, 
  he discovered other inhabitants 
  of the underground. He offered 
  his services to the Foundry, and 
  worked with them behind the 
  scenes. It gave him access to 
  equipment and research materials 
  he needed. The two parted ways 
  when Dr. Simian no longer needed 
  the Foundry, although their relation-
  ship remains cordial. Dr. Simian is still 
  one of the Foundry’s loyal customers and con-
  tractors.
   Ultimately, Simian chose to go it on his 
  own. He wanted nothing from humanity, save 
  obedience and recompense for his suffering, 
  and that of many other creatures. Using his 
  scientific genius, Dr. Simian has constructed 
  many devices to take his revenge 
  on humanity. Each time, heroes in 
  Freedom City and elsewhere have 
  thwarted his ambitions. In particu-
  lar Freedom Leaguer Johnny Rocket 
  has proven a thorn in Simian’s side. Dr. Simian has 
  been captured and imprisoned before, but he swears 
  no human cage can hold him. Inevitably, he escapes to 
  hatch a new plot to overthrow humanity as the domi-
  nant species on Earth.
   
  Dr. Simian is a mad scientific genius 
  driven by ambition and revenge. He considers 
  himself a moral being. After all, he did not 
  ask for great intellect to be bestowed upon 
  him. Since it has been, he feels it is his duty 
  to make sure humanity pays for its crimes 
  against nature and the animal kingdom. In Dr. 
  Simian’s view, humans are dangerous and mali-
  cious children, not deserving of their place at 
  the pinnacle of nature’s hierarchy. Therefore he 
  seeks ways to conquer the Earth and subjugate 
  humanity for the greater good. Simian foresees 
  a world under his rule where the natural order 
  is protected and humans are kept away from 
  dangerous tools and ideas.
   Generally, Dr. Simian establishes (or reac-
  tivates) a hidden laboratory and begins 
  hatching a new plot. His plans usually revolve 
  around a particular invention. Simian’s cre-
  ations include methods for transforming 
  humans into apes (either physically, men-
  tally, or both), mind-control devices, 
  methods for destroying human 
  technology or infrastructure, 
  “uplifting” other animals 
  to sentience (and giving 
  them humanoid character-
  istics), and so forth. Such devices 
  
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   DR. STRATOS 
  POWER LEVEL 12
  often require certain rare components or resources, which Simian arranges 
  to have stolen or (less often) purchased, which may tip heroes off to his 
  schemes. The device may also require a “test run,” alerting heroes to the 
  danger. When Simian is ready, he unleashes his fiendish scheme. Freedom 
  City is his favored target, although he has been known to go elsewhere.
   Dr. Simian prefers to operate from a concealed headquarters, so heroes 
  might not confront the ape mastermind directly until they can find him. 
  The only evidence they see of Simian’s schemes are his minions carrying 
  them out. Dr. Simian has also been known to use various decoys, either 
  to lure heroes into traps at a false headquarters or to escape. The heroes 
  who believe they have captured Dr. Simian may have only caught a robot, 
  a complex dummy, or even an ordinary ape dressed like him. Dealing with 
  Simian is like a chess-game, and he stays several moves ahead of his oppo-
  nents.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +2
  +4
  +6
  +3
  +3
  10
  14
  18
  22
  16
  17
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+4*
  +9
  +5
  +9
  *flat-footed
  Skills: Computers 6 (+12), Concentration 9 
  (+12), Craft (electronic) 8 (+14), Gather 
  Information 6 (+9), Intimidate 6 (+9), 
  Knowledge (earth sciences) 10 (+16), 
  Knowledge (technology) 8 (+14), Notice 5 (+8), 
  Profession (scientist) 8 (+11), Search 4 (+10), 
  Sense Motive 6 (+9)
  Feats: Accurate Attack, Attack Focus 
  (ranged) 4, Contacts, Defensive 
  Roll 4, Dodge Focus 4, Favored 
  Environment (aerial), Leadership
  Powers: Deflect 12 (lightning and 
  wind, all ranged attacks, Move Action),
   Immunity 5 (weather effects), 
  Weather Control 13 (distraction,
   Alternate Powers: cold, heat, 
  hamper movement, Air Control 13, 
  Blast 13, Fatigue 6 [Area Burst 
  and Ranged], Obscure 13 [visual, fog])
  Combat: Attack +6 melee, +10 ranged, 
  Grapple +6, Damage +0 (unarmed), 
  +13 (lightning), Defense +12 (+4 flat-
  footed), Knockback –4, Initiative +2
  Abilities 37 + Skills 19 (76 ranks) + Feats 16 
  + Powers 86 + Combat 28 + Saves 14
  = Total 200
  Real Name: Sebastian Stratos
  Identity: Public
  Occupation: Criminal, scientist
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 6’1”
  Eyes: Blue
  Weight: 180 lbs.
  Hair: Black
  Some fifteen years ago, Dr. Sebastian 
  Stratos was one of the most brilliant meteo-
  rologists and atmospheric engineers in the United 
  States. When he hit upon a technique for controlling 
  the weather, Dr. Stratos showed his designs to corpo-
  rations and government think tanks. They told him his 
  design was absurd, his calculations faulty, and there was no 
  way his device would ever work. Stratos insisted on building a prototype 
  and performing a full-scale demonstration, but everyone refused, thinking 
  it a waste of time and money. Stratos’ reputation in the scientific commu-
  nity plummeted and people began calling him a crackpot.
   Furious at his detractors and critics, Stratos retreated to an isolated lab 
  in the American southwest to build his working prototype. He turned its 
  power against Nolan Aircraft, one of the corporations 
  that had derided his genius, and forced down one of 
  their experimental planes. He then broadcast his 
  demands—unless he was paid millions in ran-
  som, he would use his power over the weather 
  to ground all air traffic. A new superhero 
  named Captain Thunder found Stratos’ hid-
  den lair and defeated him, however.
   Stratos’ scientific genius allowed him to 
  escape from prison on numerous occa-
  sions, and he always returned with a 
  new scheme to use weather control 
  for his own ends and to destroy his 
  nemesis, Captain Thunder. One 
  of his greatest plans involved 
  capturing Captain Thunder and 
  other heroes with weather-based 
  powers. He used a device to trans-
  fer their powers—amplified many 
  times—into his own body, mak-
  ing him a virtual god capable of 
  commanding weather on a global 
  scale. The heroes overcame Stratos 
  by forcing him to overtax his new 
  abilities and the powerless super-
  criminal was returned to prison.
   
  A few years ago, Dr. Stratos 
  managed a personal triumph. He cap-
  tured Captain Thunder and revealed 
  the hero’s true identity on worldwide 
  television. While soon defeated and 
  imprisoned, the doctor gloated that 
  he’d harmed Thunder more than any 
  thought possible. His mind no longer 
  just focused vengefully on Captain 
  Thunder, Dr. Stratos stumbled upon 
  a startling truth—his weather control 
  devices had never worked! Apparently, the ability to control the 
  weather resided in him all along. His devices merely focused his 
  subconscious power to achieve the effects he expected.
   Stratos used his unleashed abilities to escape from prison once 
  more, and has gone into hiding while he perfects and masters 
  
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   HIROSHIMA SHADOW 
  POWER LEVEL 11
  his powers. He still seeks vengeance against his old foe, but Thunder 
  now leads the Freedom League. To overcome such opposition, Dr. Stratos 
  decided he needed a team of his own, so he joined forces with Dr. Simian 
  to recreate the Crime League. Stratos has been leader of the criminal gang 
  ever since.
   Arrogance is Dr. Stratos’ defining characteristic. He is supremely con-
  ceited, originally refusing to believe his brilliant plans for a weather 
  control device could ever be wrong. He now considers himself a demi-
  god rather than a “mere human,” gifted with power and intelligence far 
  beyond that of the “common cattle.” He plans to rule as a god over a 
  scientific and technological utopia created by his genius and structured 
  according to his own logic and “reasoning.”
   Stratos is quite vengeful. Even the slightest insult to his abilities must 
  be answered, and those who thwart his plans particularly earn his wrath. 
  He reserves a special hatred for Captain Thunder and all that he repre-
  sents. Stratos wants to bring the Freedom League down solely because 
  the team is important to the Captain. He’ll use any means at his disposal 
  to achieve his goals.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +1
  +5
  +1
  +1
  +2
  12
  13
  20
  13
  12
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +13
  +10
  +5
  +10
  Skills: Concentration 10 (+11), Knowledge (current events) 6 (+7), Knowledge 
  (history) 6 (+7), Intimidate 8 (+10), Notice 6 (+7), Search 4 (+5), Sense 
  Motive 8 (+9)
  Feats: Attack Focus (ranged) 2, 
  Improved Initiative, Power Attack
  Powers: Drain Constitution 1 
  (Aura, Disease), Flight 5 (250 
  MPH), Immunity 15 (aging, life support,
  radiation damage, starvation), 
  Insubstantial 3, Protection 8 (Impervious), 
  Radiation Control 11 (Alternate Powers:
  Drain Constitution 7 [Ranged]), Strike 10
  (radiation, Aura), Super-Senses 6 (infravision, 
  ultravision, X-ray vision)
  Combat: Attack +9 melee, +11 ranged, Damage +1 
  (unarmed), +11 (blast), Defense +9, Initiative +5
  Drawbacks: Weakness (if he goes a day without 
  absorbing radiation, –1 point)
  Abilities 24 + Skills 12 (48 ranks) + Feats 4 + Powers 
  109 + Combat 36 + Saves 18 – Drawbacks 1 = 
  Total 202
  Real Name: Unknown
  Identity: Secret (if any)
  Occupation: Terrorist
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 5’7”
  Eyes: Glowing blue-white
  Weight: 150 lbs.
  Hair: None
  The atomic bombs dropped on Hiroshima and Nagasaki forced Japan’s 
  surrender and put an end to the Second World War. They also led to an 
  increase in the number of mutations born in Japan in the post-
  war years. Rumors say some of these mutants disappeared 
  into secret labs run by the Japanese, Russian, or American 
  governments (or by organizations like SHADOW). 
  Other more radical mutants supposedly ended 
  up on Kaiju Island. A few modern-day Japanese 
  mutants have become superheroes or vil-
  lains.
   Hiroshima Shadow claims to have 
  been “born in the sun that flared over 
  Hiroshima” on that day in 1945. Whether 
  he is a post-war mutant or a being more 
  like Dr. Metropolis—the radioactive and 
  twisted spirit of a destroyed city—no 
  one can say for sure. His features are 
  obscured, and he has never provided 
  details about his origins, so his 
  actual identity is unknown. He 
  first appeared shortly after 
  Dr. Metropolis in 1993 and 
  attempted to destroy Freedom 
  City in a massive nuclear 
  blast. He has fought the 
  Doctor, Lady Liberty, and 
  the Freedom League on a 
  few occasions since then, always 
  striking at icons of America and 
  American success.
   Hiroshima Shadow nurses an overwhelm-
  ing hatred toward Westerners, particularly 
  Americans. He is fiercely proud of his Japanese 
  heritage, but he also considers most modern 
  Japanese “weaklings and cowards,” and 
  lashes out at them as well. He wants to 
  inflict as much mayhem and damage 
  against the objects of his hatred as 
  possible, and works with the Crime 
  League toward that end. The 
  money they gather matters lit-
  tle to him. Hiroshima Shadow seems to have 
  a special enmity toward Dr. Metropolis, 
  although he refuses to say why. He has 
  some sense of honor, enough to want to 
  confront his opponents openly, but little 
  beyond that.
  Hiroshima Shadow can generate and control radiation. 
  He can project damaging beams of radiation from his hands or 
  eyes and surround himself with an energy field hot enough to 
  melt metal. He can apparently convert his body into radiation 
  to pass through solid objects (except very dense materials like 
  lead) and he can see a wider range of the electromag-
  netic spectrum. He apparently has no need to eat or 
  breathe, although he does have to expose 
  himself to certain radioactive isotopes 
  that he “feeds” off of from time 
  to time.
  
  150
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  FOES OF FREEDOM
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  THE  MAESTRO 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +1
  +0
  +3
  +3
  +1
  9
  12
  10
  17
  16
  13
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+0*
  +4
  +5
  +7
  *without force-field
  Skills: Concentration 8 (+11), Knowledge (art) 10 (+13), Knowledge (physical 
  sciences) 10 (+13), Knowledge (technology) 10 (+13), Notice 4 (+7), 
  Perform (conductor) 12 (+13), Profession (composer) 10 (+13), Sense Motive 
  4 (+6), Sleight of Hand 4 (+5)
  Feats: Attack Focus (ranged) 6, Fascinate (Perform)
  Powers: Device 10 (sonic baton, easy to lose)
  Sonic Baton: Sonic Control 11 (Alternate Powers: Blast 11, Blast 7 [Area 
  Burst], Disintegration 7 [Limited to crystalline objects], Illusion 11 
  [auditory], Mind Control 11 [Area Burst, Hearing Dependent], 
  Stun 7 [Ranged]), Force Field 11, Sensory Shield 11 (auditory)
  Combat: Attack +3 (melee), +9 (ranged), Grapple +2,
   Damage –1 unarmed, +11 blast, Defense +9, Knockback –5, 
  Initiative +1
  Abilities 17 + Skills 18 (72 ranks) + Feats 7 + Powers 33 
  + Combat 24 + Saves 12 = Total 111
  Real Name: Basil Fatherton
  Identity: Public
  Occupation: Conductor, criminal
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 6’2”
  Eyes: Brown
  Weight: 160 lbs.
  Hair: Black (with white streak)
  Few people understand music 
  the way Basil Fatherton does. 
  Music—its harmonies, its 
  complexities, its beauty 
  and majesty—has been his 
  lifelong passion, not this 
  noise so-called “musicians” 
  grind out in smoky clubs 
  or recording studios, nor the 
  saccharine-laced tunes of pop 
  stars. Basil acknowledges only true 
  music, the works of geniuses like Mozart 
  and Beethoven. He wanted not only to join their ranks 
  as a great composer, but also to understand 
  the art and the science of music in every 
  way. He studied acoustics, musical nota-
  tion, composition, conducting, and 
  more in pursuit of his dream.
   To his disbelief, Basil was neither 
  a Mozart nor a Beethoven, and his 
  teachers and critics told him so. Yes, 
  he was technically competent, even extraor-
  dinarily so. He could arrange and conduct complex 
  performances of others’ symphonies, but his own 
  works lacked a certain spark, that special something 
  to set them apart and make them come alive.
   The rejections and reviews embittered Basil, 
  and he set out to create music that would reach 
  people beyond just an emotional level. His research 
  stumbled upon certain harmonics that affected the human brain, and he 
  began using them to create music no one could resist. For a very short 
  while, classical music—and his works in particular—became all the rage in 
  Freedom City. When the truth about Basil Fatherton’s success came out, 
  his reputation and career were ruined and he was a wanted man.
   Basil adapted his musical technology and used it to pull off a series of 
  daring robberies, calling himself “the Maestro.” He was caught and put in 
  jail, but he found ways to escape 
  and continue his reign of crime, 
  while also seeking to avenge 
  himself on the critics who 
  tried to silence him and 
  the “so-called musicians” 
  who stole his spotlight. 
  After his initial criminal 
  career, he spent years 
  undergoing therapy 
  in Providence Asylum, 
  and he left its halls a 
  (supposedly) changed 
  man.
   In recent years, the rise 
  of media-driven pop 
  music and the open 
  disdain modern musi-
  cians hold for the classics 
  has unhinged Basil’s 
  tenuous sanity, and the 
  mad Maestro re-emerged 
  to “put the harm back in 
  harmonics” and rage against 
  a whole new generation of “melodic 
  garbage.” Most recently, the Maestro has crossed-
  swords with Johnny Rocket of the Freedom 
  League and the young hero Sonic.
   
  The Maestro is a 
  master of acoustics, using 
  sound in a variety of ways. 
  The 
  ultimate 
  expression 
  of this knowledge is the 
  “sonic baton” he carries, a 
  conductor’s baton that acts 
  as a transmitter for sophisticated 
  sonic devices and power sources. 
  With the right direction from his 
  baton, Maestro can create virtually any 
  sound, including music or the reproduction 
  of specific sounds (such as voices). He can create 
  harmonics that influence the human brain, caus-
  ing people to fall into a trance or dance against 
  their will. He can generate ultrasonic notes and con-
  centrated blasts of sound or build “walls” of sound to deflect bullets.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  151
  151
   MEDEA 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +1
  +1
  +2
  +4
  +7
  8
  13
  12
  15
  18
  24
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+1*
  +5
  +5
  +10
  *without force-field
  Skills: Bluff 10 (+17), Concentration 12 (+16), Diplomacy 
  8 (+15), Disguise 6 (+13), Intimidate 4 (+11), Knowledge 
  (arcane lore) 12 (+14), Knowledge (history) 10 (+12), 
  Language 12, Medicine 6 (+10), Notice 4 (+8), Sense 
  Motive 8 (+12), Stealth 4 (+5)
  Feats: Accurate Attack, Attack Focus (ranged) 4, Attractive, 
  Defensive Attack, Diehard, Fascinate (Bluff), Ritualist, Taunt, 
  Trance
  Powers: Force Field 10 (Impervious), Immunity 3 (aging, 
  disease, poison), Magic 11 (Spells: Animate Objects 
  7, ESP 5 (all senses), Mental Blast 5, Mind Control 7 
  [Sustained], Summon Demons 6 [Broad Type, Continuous, 
  Mental Link, Progression 2 (up to 5)], Teleport 6 [600 
  ft./20 miles, Accurate, Progression 3], Transform 5 
  [humans to animals])
  Combat: Attack +5 (melee), +9 (ranged), Grapple 
  +4, Damage –1 unarmed, +11 blast, Defense +9, 
  Knockback –5, Initiative +1
  Drawbacks: Power Loss (Force Field and Magic, 
  when unable to speak and gesture, –2 points)
  Abilities 30 + Skills 24 (96 ranks) + Feats 12 + 
  Powers 51 + Combat 28 + Saves 14 – Drawbacks 
  –2 = Total 157
  Real Name: Medea of Colchis
  Occupation: Sorceress
  Identity: Public, although it is not widely known Medea is actually immortal.
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 5’5”
  Eyes: Black
  Weight: 110 lbs.
  Hair: Black
  Medea was born thousands of years ago, the daugh-
  ter of Aietes, the King of Colchis on the Black Sea. 
  She studied the mystic arts from childhood and was 
  an accomplished sorceress by the time she met the 
  Thessalian prince and hero Jason. Medea fell in love 
  with Jason, helped him steal the legendary Golden 
  Fleece from her father, and fled her homeland on 
  board his ship, the Argo. Medea helped Jason 
  and his crew overcome other obstacles on 
  their journey home, one of which was the 
  bronze giant Talos (and this defeat began 
  a long-standing enmity between Medea 
  and Talos that lasts to the present day).
   Medea, Jason, and the Argonauts 
  reached home with the Golden Fleece and 
  Jason claimed his rightful throne. Medea 
  became his consort and bore him two children, 
  but Jason’s eye wandered. He chose to marry 
  Glauce, a Theban princess, to cement an alli-
  ance between their kingdoms. Medea avenged 
  this insult by giving Jason’s new bride a poisoned 
  robe that struck her dead. She then spitefully and 
  coldly murdered her own sons before 
  flying off in a chariot drawn by 
  dragons. Jason lost his family, his 
  kingdom, and his sanity, dying 
  alone, penniless, and miserable. 
  Medea never realized that she’d 
  lost the same things as revenge 
  and hatred consumed her.
   Medea continued to study 
  the mystic arts and swore to never 
  fall victim to love again. She later 
  married King Aegeus of 
  Athens and fought with 
  Aegeus’ son, Theseus. 
  She clashed on occasion 
  with Daedalus and Talos, 
  her life sustained over 
  the centuries by magic. 
  Medea has been 
  a temptress and 
  manipulator of 
  men around the 
  world. She has 
  often traveled in the 
  guise of a wealthy and pow-
  erful mortal woman, seeking to expand her 
  knowledge of magic and work her wiles.
     In modern times, Medea made attempts to 
  destroy Daedalus and his allies in the Freedom 
  League. She joined the Crime League in pur-
  suit of that goal, although she bridles at Dr. 
  Stratos’ leadership at times. She has also 
  come into conflict with Eldrich, the world’s 
  master mage, over arcane matters.
     Medea is full of bitterness toward 
  everyone, particularly men. Her only real 
  enjoyment in life is to bring others down 
  to her level “by exposing their happiness 
  and morality for the shams they are.” She 
  delights in tormenting her victims. Capable 
  of great cunning and charm, she can con-
  vince others to believe her harmless, perhaps 
  even helpful, before she strikes them down. She’s 
  ruthless, and once someone has earned her wrath; she 
  stops at nothing to gain retribution. Heroes who oppose 
  Medea can plan on having an enemy for a very long time. Her 
  immortal life hasn’t given her much perspective, but it has 
  taught her the value of patience. Even if it takes years to realize 
  her schemes, she can afford to wait.
  
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  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   ORION THE HUNTER 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +5
  +4
  +1
  +6
  +1
  16
  20
  18
  13
  22
  13
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +7/+4*
  +8
  +9
  +9
  *flat-footed
  Skills: Acrobatics 8 (+13), Climb 8 (+11), Drive 8 (+13), Gather Information 10 
  (+11), Handle Animal 10 (+11), Intimidate 8 (+9), Knowledge (business) 8 (+9), 
  Knowledge (streetwise) 8 (+9), Knowledge (tactics) 8 (+9), Notice 10 (+16), 
  Pilot 8 (+13), Profession (investor) 8 (+14), Ride 8 (+13), Search 10 (+11), Sense 
  Motive 8 (+14), Stealth 12 (+17), Survival 16 (+22), Swim 8 (+11)
  Feats: Accurate Attack, Assessment, Attack 
  Focus (ranged) 3, Defensive Attack, 
  Defensive Roll 3, Dodge Focus 3, Elusive 
  Target, Equipment 7, Evasion, Improved Aim, 
  Improved Critical (rifle), Improved Initiative, 
  Move-by Action, Power Attack, Precise Shot, 
  Prone Fighting, Quick Draw, Skill Mastery 
  (Climb, Handle Animal, Stealth, Survival), 
  Sneak Attack, Takedown Attack, Track,
   Uncanny Dodge (visual)
  Equipment: knife (+1 damage, crit. 19-20, 
  range 10 ft.), light pistol (+3 damage, range 
  30 ft.), rifle (+5 damage, crit. 19-20, range 
  250 ft.), night vision & flash goggles, camo 
  clothing, plus up to 10 points of other 
  equipment.
  Combat: Attack +12 (melee), +15 (ranged), Grapple +15, 
  Damage +3 (unarmed), +3 (pistol), Defense +15 
  (+6 flat-footed), Knockback –3, Initiative +9
  Abilities 42 + Skills 41 (164 ranks) + Feats 34 
  + Powers 0 + Combat 48 + Saves 11 = Total 176
  Real Name: Jack O’Ryan
  Identity: Secret
  Occupation: Bounty hunter, assassin
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 6’
  Eyes: Blue
  Weight: 185 lbs.
  Hair: Red
  Jack O’Ryan has been a hunter all his life. Ever 
  since he was a boy, tracking and stalk-
  ing prey through the wild enthralled 
  him. He quickly progressed from 
  hunting with rifles to bows to some-
  times nothing more than a knife or 
  his bare hands. He also made a 
  considerable fortune as a trader in 
  stocks and securities, but work was 
  secondary to the thrill, the excitement of the hunt. Jack went on 
  safari in exotic places around the world, and hunted the most dan-
  gerous beasts he could find. He broke more than a few poaching laws, 
  but that was just part of the excitement. Eventually, he’d mastered the 
  hunt. There was no prey left he had not overcome. That’s 
  when his interest turned to the only challenge left to 
  him: people.
   
  “Orion the Hunter” became known as an interna-
  tional hitman, bounty hunter, and assassin for 
  hire. He took jobs based on the challenge. The 
  money was secondary, just a way 
  of keeping score. In evading the 
  law and stalking his new prey, 
  Orion found thrills, but even 
  they began to pale after a while. 
  The greatest challenge came 
  from 
  hunting 
  superhumans, 
  the most dangerous prey of all. 
  When Orion was hired to kill Lady 
  Liberty, he took up the challenge 
  and, for the first time, he failed. 
  Here, finally, was a challenge wor-
  thy of him. Since then, Orion has 
  focused his hunt on superhuman 
  opponents and has maintained a 
  special “interest” in Lady Liberty.
       Orion is a jaded sociopath out for 
  thrills and excitement. He lives for the 
  challenge of the hunt, for outwitting his 
  targets through superior skill and cunning, for 
  the moment of triumph, the kill. Everything else is 
  secondary. He maintains a professional reputation 
  and attitude, but only because it’s important for con-
  tinuing the hunt. He’s confident in his abilities, but 
  setbacks have taught him not to be overconfident or 
  underestimate his opponents.
      Orion is perhaps the most skilled hunter and 
  tracker in the world, having honed his abilities 
  on countless hunts. He’s an expert marks-
  man—particularly with a bow or rifle—and a 
  skilled hand-to-hand combatant. He’s also 
  ingenious in laying traps and ambushes.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  153
  153
   WILDCARD 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +3
  +1
  +1
  +0
  +3
  11
  16
  12
  12
  10
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +4/+1*
  +8
  +15
  +8
  *flat-footed
  Skills: Acrobatics 8 (+11), Bluff 10 (+13), Profession (gambler) 10 (+10), 
  Notice 4 (+4), Sense Motive 8 (+8), Sleight of Hand 4 (+7)
  Feats: Attack Focus (ranged) 5, Attractive, Beginner’s 
  Luck, Connected, Defensive Roll 3, Dodge Focus 4, 
  Evasion 2, Luck 9, Precise Shot, Redirect, Second 
  Chance (avoiding traps), Sneak Attack, Taunt, 
  Throwing Mastery 5, Uncanny Dodge (mental)
  Powers: Luck Control 3 (Area Burst, Selective Attack)
  Combat: Attack +10 (melee), +15 (ranged), Grapple +11, 
  Damage +0 (unarmed), +5 (thrown object), Defense 
  +16 (+6 flat-footed), Knockback –2, Initiative +3
  Abilities 17 + Skills 11 (44 ranks) + Feats 37 + 
  Powers 15 + Combat 44 + Saves 27 = Total 151
  Real Name: Jacob “Jake” Walker
  Identity: Secret
  Occupation: Con artist, thief
  Base of Operations: Mobile
  Affiliation: Crime League
  Height: 5’10”
  Eyes: Blue
  Weight: 165 lbs.
  Hair: Blond
  Jake Walker was always lucky—very lucky, in fact—but his luck never lasted. 
  Jake became addicted to the thrill of danger and risk early on, and it 
  didn’t take him long to find his way to the casinos of 
  Southside in Freedom City, after being banned from 
  places in Las Vegas and Atlantic City. Jake’s luck 
  won him a lot of money, but also the attention of 
  the Mob.
   Jake thought his lucky streak had finally run 
  out when he faced a pair of guns in a dark alley. 
  Witnesses saw the incredible ricochets that left him 
  unharmed but the hit-men dead. Rather than risk 
  more men, the Mob offered Jake a deal: do the 
  Mob a few favors, and he would always 
  have a safehouse with them. Jake 
  agreed, though he disliked not being 
  able to ever gamble in the casinos 
  again. Even so, he discovered his 
  luck was even more extraordi-
  nary than he thought and the 
  thrill of committing crimes was 
  even better than gambling.
   From 
  then 
  on, 
  Jake 
  adopted the identity of 
  Wildcard and committed a 
  series of more and more 
  daring crimes based 
  on games of chance. 
  His luck ran out when 
  he encountered the 
  Raven, and she put him 
  behind bars. But lucky breaks 
  have gotten Wildcard out of prison, and he has teamed 
  up with the Crime League in the past. He’s even made an 
  attempt to go straight, but the excitement keeps drawing 
  him back to a life of crime, at least until his luck runs out 
  again.
   Wildcard lives on the edge. He can’t resist a bet or 
  a game of chance, and he’s addicted to danger and 
  risk. He also has a taste for the finer things in life and 
  requires a steady amount of cash to provide them. He’s 
  a spendthrift, unable to hold on to his 
  ill-gotten gains for very long. Wildcard 
  usually talks up a storm, cracking 
  jokes, taunting his foes, and gen-
  erally making a nuisance of 
  himself. His Crime League col-
  leagues tolerate him because 
  he makes himself useful by help-
  ing the odds fall their way.
   
  Wildcard is a mutant with the ability to influence prob-
  ability, giving him extraordinary luck. He can also grant this 
  benefit to others and jinx opponents with misfortune. Sooner 
  or later, however, Wildcard’s luck always runs out and he suffers 
  some turn of ill luck himself. He keeps thinking he’ll find a way 
  to “beat the system,” but it hasn’t happened yet. In game terms, 
  when Wildcard uses his Luck Control to influence events, it 
  costs one of his Luck points. When he runs out, it counts 
  as a complication for the heroes (see Complications 
  in Mutants & Masterminds). So, sooner or later, the 
  heroes can accumulate enough hero points to cause 
  Wildcard some trouble.
  
  154
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  T
  he Factor Four are long-time foes of the Atom Family. Originally rival 
  explorers during the 1970s, they acquired superhuman powers using 
  a set of mystical artifacts and have become dangerous criminals. Their 
  primary goals are profit and finding a means to fully control their powers 
  so they can enjoy their ill-gotten gains.
   Professor Fathom’s obsessive quest for knowledge can unearth any num-
  ber of things that are better left hidden, or at least kept out of the hands 
  of someone like him. Heroes can prevent the Factor Four from stealing 
  valuable artifacts, arcane lore, scientific discoveries, or from kidnapping 
  scholars and scientists. They may also encounters the super-villains work-
  ing for various employers for the money that they need, or stealing to 
  support Professor Fathom’s research.
  THE  FACTOR FOUR
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  155
  155
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +13
  +0
  +4
  –1
  +0
  +0
  36/18
  10
  18/14
  8
  10
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  +10
  +3
  +3
  Skills: Climb 4 (+13), Intimidate 8 (+8), Knowledge (tactics) 6 (+5), Notice 4 
  (+4), Profession (soldier) 6 (+6)
  Feats: Attack Focus (melee) 3, Improved Pin, Power Attack, Takedown Attack
  Powers: Solid Form 14 (rock, Enhanced Strength 10, Growth 4 
  [Permanent], Immovable 7, Immunity 11 [life support, sleep, starvation], 
  Protection 8 [Impervious], Super-Strength 6 [heavy load: 100 tons, 
  Groundstrike, Shockwave], Permanent)
   PROFESSOR FATHOM 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +2
  +8
  +2
  +2
  12
  16
  14
  26
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  +7
  +9
  +7
  Skills: Bluff 6 (+8), Concentration 6 (+8), Craft (mechanical) 6 (+14), 
  Diplomacy 4 (+6), Disable Device 8 (+16), Gather Information 6 (+8), 
  Knowledge (arcane lore) 6 (+14), Knowledge (history) 12 (+20), Language 
  7, Notice 4 (+6), Profession (archeologist) 12 (+14), Search 7 (+15), Sense 
  Motive 8 (+10), Stealth 4 (+6)
  Feats: Contacts, Defensive Attack, Evasion, Favored Environment (aquatic), 
  Leadership
  Powers: Liquid Form 17 (water, Blast 9 [water], Concealment 2 [visual, 
  Limited to underwater], Elongation 8, Immunity 11 [life support, 
  starvation, sleep], Insubstantial 1 [Permanent], Protection 10 
  [Impervious], Suffocate 8, Swimming 5)
  Combat: Attack +10, Grapple +19, Damage +1 (unarmed), +9 (blast), Defense 
  +10, Knockback –11, Initiative +3
  Abilities 37 + Skills 24 (96 ranks) + Feats 5 + Powers 85 + Combat 40 + 
  Saves 16 = Total 207
  Real Name: Richard Calumus
  Identity: Public
  Occupation: Archeologist, criminal
  Base of Operations: Mobile
  Affiliation: Factor Four
  Height: 6’
  Eyes: White (normally brown)
  Weight: 180 lbs.
  Hair: None (normally brown)
  Dr. Richard Calumus was one of Dr. Atom’s most brilliant students and an 
  explorer at heart like his teacher. Unfortunately, he was solely interested 
  in satisfying his own curiosity, greed, and need for achievement rather 
  than furthering the reach of science or improving the lot of humanity. 
  Richard’s discoveries were for sale to the highest bidder, and he cared 
  nothing for preserving unique or historical finds. For years, Calumus and 
  his crew of assistants were the Atom Family’s rivals, trying to exploit the 
  hidden wonders of the world.
   Calumus’ luck ran out when he discovered the location of the fabled 
  Prime Elements, gemstones representing each of the four ancient ele-
  ments, reputed to possess mystical powers. Calumus had little interest 
  in the stones’ supposed powers, but they would command a tremendous 
  price on the black market. He and his associates discovered the resting-
  place of the stones, but Dr. Atom and his grandchildren intervened and 
  something unexpected happened. In a blast of magical power, the Prime 
  Elements were invested into each of the four would-be thieves, transform-
  ing them into elemental beings.
   At first, the Factor Four reveled in their newfound powers, until they 
  discovered they couldn’t entirely control them and their inhuman transfor-
  mations were permanent. Since then, Calumus (now known as Professor 
  Fathom) has been working on means to allow him and his associates 
  to return to their human forms (preferably while retaining their elemen-
  tal power). The Factor Four also continues to explore, looking for new 
  resources to help restore their humanity or fund their search. They some-
  times work as mercenaries to raise funds.
   Professor Fathom is cold and calculating. He looks at everything from 
  the perspective of how it can benefit him. All other considerations are 
  irrelevant. He considers this “enlightened self-interest,” but it is purely self-
  ishness and greed. He’s quite intelligent, but often blinded by his own 
  desire to be successful. He tends to look down on his intellectual inferiors 
  although he also understands how to manipulate them quite well. He 
  enjoys his power, but is frustrated by his limitations.
   Professor Fathom’s body is made up of water that is under his men-
  tal control. He can reshape his watery form as desired, flow through any 
  small opening, and blast water with the force of a geyser. He’s very resis-
  tant to harm since most physical attacks tend to pass right through him 
  and he has no need to eat, breathe, or sleep. His life force is sustained by 
  mystical energy. Professor Fathom is vulnerable to having his form evapo-
  rated into steam or frozen (which renders him helpless until his watery 
  body condenses or thaws). This is just a “special effect” of Fathom being 
  knocked out by a heat or cold attack, and he recovers normally.
   GRANITE 
  POWER LEVEL 10
  Combat: Attack +7 (melee, with size), +4 (ranged, with size), Grapple +26, 
  Damage +13 (unarmed), Defense +7 (with size), Knockback –21, Initiative +0
  Abilities 9 + Skills 6 (24 ranks) + Feats 6 + Powers 70 + Combat 26 + 
  Saves 12 = Total 129
  Bill Cole has always been a tough guy, now more than ever. When he 
  first began working for Dr. Calumus, Cole was just a bruiser, in charge 
  of lifting heavy things and removing obstacles (living or otherwise) from 
  the doctor’s way. Cole knew how to take orders from his military days and 
  how to handle himself in a fight. He liked the money and he liked Sylvie 
  McAllister a lot, although he knew that she was Dr. Calumus’ girl, so he 
  kept his distance.
   The power of the Prime Earth transformed Cole into a hulking creature 
  of solid rock with the strength and endurance of a mountain. Although 
  he’s stronger and tougher than ever, Granite is isolated beneath his rocky 
  
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  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +1
  +0
  +1
  +1
  12
  17
  12
  11
  12
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10/+6*
  +6
  +7
  +5
  *flat--footed
  Skills: Bluff 6 (+7), Craft (mechanical) 4 (+4), Drive 8 (+11), Notice 4 (+5), 
  Pilot 10 (+13), Sense Motive 4 (+5)
  Feats: Attack Focus (ranged) 4, Defensive Roll 4, Dodge Focus 2, Move-by 
  Action, Power Attack, Second Chance (Pilot checks), Taunt
  Powers: Blast 10 (fire), Flight 5 (250 MPH), Immunity 16 (fire damage, 
  life support, sleep, starvation), Protection 5 (Impervious, Limited to 
  weapons that melt or burn), Strike 8 (fire, Aura, Permanent)
  Combat: Attack +6 melee, +10 ranged, Damage +10 blast, Defense +10 (+4 
  flat-footed), Initiative +3
  Abilities 16 + Skills 9 (36 ranks) + Feats 14 + Powers 67 + Combat 28 + 
  Saves 13 = Total 147
  Real Name: William Cole
  Identity: Public
  Occupation: Mercenary
  Base of Operations: Mobile
  Affiliation: Factor Four
  Height: 8’
  Eyes: Gold (normally blue)
  Weight: 2,000 lbs.
  Hair: None (normally black)
  exterior, but he keeps following Professor Fathom’s orders like a good sol-
  dier, knowing his boss will take care of everything eventually.
   Granite is a simple-minded brute and his transformation has only 
  enhanced this aspect of his personality. He’s contemptuous toward things 
  and people that can’t harm him, and lashes out at things that can. He’s 
  loyal to Professor Fathom because Dr. Calumus is so much smarter than 
  he is, and because Granite is sure he knows the right thing to do. He’d do 
  almost anything for Sylph, even if it meant going against the others.
   Granite is a massive figure of solid stone. He’s tremendously strong and 
  resistant to injury. Few weapons can penetrate his hide. He’s also immune 
  to things like suffocation and fatigue, doesn’t need to eat or sleep, and 
  can ignore intense heat and cold. In fact, Granite doesn’t feel much of 
  anything these days. His typical approach to a problem is to smash his 
  way through it unless Professor Fathom or Sylph tells him otherwise.
   PYRE 
  POWER LEVEL 10
  Real Name: Jack Connors
  Identity: Public
  Occupation: Pilot, criminal
  Base of Operations: Mobile
  Affiliation: Factor Four
  Height: 5’10”
  Eyes: Yellow (normally blue)
  Weight: 165 lbs.
  Hair: None (normally blond)
  Jack Connors was always a hotshot when it came to anything that moved 
  fast: planes, cars, or women. He hooked up with Dr. Calumus when he 
  needed a driver and pilot able to handle any vehicle and go anywhere. 
  The money was good, and Jack didn’t particular care where it came from 
  or what he had to do to get it. He just liked the lifestyle. Things changed 
  when Jack was infused with elemental fire and became Pyre, the Master 
  of Flame.
   “Hot-headed” sums up Pyre. He’s quick tempered and passionate, with 
  a thirst for peril and excitement. His new form limits his entertainment 
  options, and he uses danger and combat to help him feel alive. Pyre is 
  quick to take action, although Professor Fathom can restrain him (and 
  even douse him, if need be).
   Pyre constantly radiates heat and flames flicker all around him, obscur-
  ing his features. He can damp down the heat he emits slightly and uses 
  special heatproof gloves to handle things like the controls of vehicles, but 
  he can’t touch most things for long without burning or melting them. 
  At its normal level, Pyre’s fiery aura is enough to melt or vaporize many 
  weapons before they can strike him. He can project bolts of flame from his 
  hands or his mouth. By projecting a jet of flame behind him, Pyre can fly 
  through the air. He strikes at foes with bolts of flame from a distance, or 
  tries to grapple them with his burning form.
   SYLPH 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  +2
  +0
  +0
  +0
  +2
  —
  15
  10
  11
  11
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +0
  +4
  +5
  +4
  Skills: Bluff 8 (+10), Diplomacy 8 (+10), Knowledge (technology) 6 (+6), 
  Notice 6 (+6), Profession (technician) 6 (+6), Search 6 (+6), Stealth 8 (+10)
  Feats: Attractive, Improved Initiative, Sneak Attack
  Powers: Gaseous Form 13 (Concealment 2 [visual, partial, Permanent], 
  Flight 2 [25 MPH, Permanent], Immunity 11 [life support, sleep, 
  starvation], Immunity 20 [energy damage, half effect], Insubstantial 2 
  [Permanent], Suffocate 9)
  Combat: Attack +9, Grapple –5, Damage suffocate (DC 19), Defense +9, 
  Knockback –0, Initiative +6
  Abilities 11 + Skills 12 (48 ranks) + Feats 3 + Powers 65 + Combat 36 + 
  Saves 11 = Total 138
  Sylvia McAllister always had a tendency to get involved with the wrong 
  sort of men, and her worst move was when she got involved with Richard 
  Calumus. She was drawn to his intellect, his natural charisma, and par-
  ticularly to the way he went after whatever he wanted. Sylvia became Dr. 
  Calumus’ assistant and eventually his lover. She was transformed along 
  with Calumus and his other associates. Her relationship with Professor 
  Fathom is no longer physical, but Sylvie is even more dependent on him.
   Sylph is vain, catty, and cruel toward most people. She fawns over 
  Professor Fathom and wants to please him. She knows Granite is attracted 
  to her and she can twist him around her little finger (and Pyre, too, if she 
  
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  Real Name: Syliva McAllister
  Identity: Public
  Occupation: Criminal
  Base of Operations: Mobile
  Affiliation: Factor Four
  Height: 5’5”
  Eyes: White (normally blue)
  Weight: negligible 
  (normally 110 lbs.)
  Hair: White (normally black)
  turns on the charm). She enjoys her power, but would give it up in order 
  to live the life of sensual luxury that she really wants. She misses sensa-
  tion, the benefits of having a physical body, and would do anything, even 
  betray her teammates, in order to get it.
   Sylph’s entire body has been transformed into a gaseous state. She can 
  pass through any opening that is not airtight and is largely immune to phys-
  ical harm. She can fly through the air and she’s capable of using her inert 
  gaseous form to suffocate opponents by enveloping them, either to render 
  them unconscious or to kill them by cutting off their oxygen long enough.
  THE  FOUNDRY
  The Foundry is a secret criminal organization dedicated to hi-tech research 
  and development (and theft). Their technology is available for sale to any-
  one willing to meet their prices, which are exorbitant but well worth it. The 
  Foundry is strictly a supplier of information and equipment: any crimes they 
  stage are for acquiring technological information, prototypes, or resources 
  they need to continue their operations. Unlike other organizations they have 
  no political or social agenda, and are only interested in profit.
   The robotic mastermind Talos created the Foundry and directs its opera-
  tions, but leaves the routine running of the organization to his lieutenant, 
  Keres. Foundry personnel wear high-tech protective suits with light body 
  armor. Combat operatives wear helmets and carry blaster rifles. You can 
  use the Scientist and Soldier archetypes from Chapter 11 of Mutants & 
  Masterminds for the Foundry’s human agents.
   The Foundry provides a convenient source of super-technology in a 
  Freedom City series. They can supply anything from a few crates of blast-
  ers to giant robots or even Doomsday Weapons. Talos isn’t likely to help a 
  madman out to destroy the world, but he’d probably sell him the parts he 
  needs to depopulate a country or two without asking too many questions 
  (since fewer organic beings in the world ultimately furthers Talos’ agenda). 
  Criminal organizations like SHADOW can acquire nearly any technology 
  they want from the Foundry, while the Foundry remains behind the scenes. 
  It only occasionally emerges to pull off some robbery where they don’t 
  have enough favors to get another super-villain to do it for them.
  FOUNDRY FACILITIES
  The Foundry has secret facilities all over the world: research labs, work-
  shops, and warehouses for storing and shipping their technology. Use of 
  teleportals (see the following) allows Foundry personnel and equipment 
  to move about largely undetected. 
   Heroes shut down Foundry facilities from time to time, but the 
  organization simply relocates elsewhere. If the location of a facility is 
  compromised, its cleared out and abandoned. The Foundry will destroy 
  a facility rather than let it fall into other hands, but they prefer to quietly 
  abandon compromised facilities whenever possible, stripping them of all 
  useful materials.
   Gamemasters should create Foundry facilities as desired using the 
  guidelines found in Chapter 7 of Mutants & Masterminds. The organiza-
  tion’s facilities have capabilities up to power level 15, although most are 
  between power level 10 and 12.
  TELEPORTALS
  Foundry facilities are connected by teleportal platforms, similar to those 
  used by the Freedom League. A teleportal can transport material to any 
  other platforms in its network, allowing the Foundry to move personnel 
  and material quickly and secretly without the use of vehicles or other 
  means.
   Foundry teleportals have a range capable of reaching the Moon 
  (Teleport 10) as well as anywhere on Earth. Some dedicated teleportals 
  may have even greater range, if the Foundry has established facilities 
  elsewhere in the solar system. Foundry teleportals require access codes 
  to operate, and are usually booby-trapped to prevent pursuers from fol-
  lowing or tracking fleeing Foundry personnel. The key components of the 
  teleportal mechanism either burn out or the entire device explodes due to 
  a power feedback loop (+10 damage explosion).
  
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   TALOS 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +15
  +2
  —
  +14
  +5
  +2
  40
  14
  —
  38
  20
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +15
  —
  +5
  +12
  Skills: Computers 8 (+22), Craft (electronic) 12 (+26), Craft (mechanical) 
  12 (+26), Craft (structural) 12 (+26), Disable Device 8 (+22), Knowledge 
  (business) 2 (+16), Knowledge (history) 10 (+24), Knowledge (physical 
  sciences) 10 (+24), Knowledge (technology) 12 (+26), Knowledge (theology 
  and philosophy) 2 (+16), Notice 4 (+9), Sense Motive 8 (+13)
  Feats: Accurate Attack, Eidetic Memory, Fearless, Improved Pin, 
  Improvised Tools, Inventor, Power Attack
  Powers: Blast 12 (fire, Alternate Power: Strike 12
  [heat, Aura]), Growth 4 (large, Permanent), 
  Immunity 30 (Fortitude), Protection 13 
  (Impervious 11), Regeneration 7 (+5 recovery 
  bonus, resurrection 1/day, Persistent, 
  Regrowth), Super-Senses 2 (darkvision), 
  Super-Strength 6 (heavy load: 1,600 tons)
  Combat: Attack +9 (includes –1 size), Grapple 
  +34, Damage +15 (unarmed), +12 (blast), 
  Defense +9 (includes –1 size), Knockback –15, 
  Initiative +2
  Abilities 66 + Skills 25 (100 ranks) + Feats 7 
  + Powers 114 + Combat 40 + Saves 9
   = Total 261
  Real Name: Talos
  Identity: Public
  Occupation: Inventor, criminal
  Base of Operations: Mobile
  Affiliation: The Foundry
  Height: 9’
  Eyes: Red
  Weight: 3,000 lbs.
  Hair: None
  In ancient times, the Greek god Hephaestus 
  crafted a giant of bronze and gave it life. 
  Zeus gifted the bronze giant, named Talos, 
  to King Agenor of Tyre in compensation for 
  his daughter, Europa, whom Zeus carried 
  away. The hero Jason and his lover Medea 
  overcame Talos when Medea used her magic 
  to ferret out the giant’s weakness—his heel. 
  Jason stabbed Talos there, causing molten 
  metal blood to pour fourth from a wound, and 
  the giant fell to the Earth.
   The immortal inventor Daedalus later discovered 
  the disabled and diminished Talos in his wander-
  ings. He repaired and restored the bronze giant, although Talos 
  never achieved the full stature he once had. Daedalus treated 
  Talos as an equal and shared his knowledge and insight with the 
  bronze man. The two were allies for a time, until Daedalus refused to 
  use his skills to create a suitable mate and companion for Talos. The 
  bronze giant became convinced Daedalus, and all creatures of flesh, 
  were weak, unworthy, and inherently jealous of his superior metal body. 
  In their conflict, Daedalus deactivated Talos but could not bring himself 
  to destroy him. He cast the inert bronze form into the Mediterranean 
  Ocean, where it lay for centuries.
   Talos was unearthed in the 20th century by archeologists investigat-
  ing sea-floor ruins and inadvertently re-activated. The cunning robot 
  operated in secret for a time, creating the Foundry. Talos clashed 
  a number of times with his old foe Daedalus, and Daedalus’ new 
  allies, the Freedom League. He has since created a “son” in the 
  android Argo (who failed in attempts to destroy the League 
  for its “father”) and a “mate” in the android 
  Galatea. Despite these creations, Talos is still 
  alone, since Argo is currently lost, and 
  Galatea developed a conscience and 
  rejected Talos for his inhumanity.
   
  Talos is the embodiment of sci-
  ence stripped of all compassion. He 
  considers humans and all organic life 
  inferior, and wishes to populate the 
  world with machines like himself, cre-
  ating a place of perfect order. Highly 
  intelligent, Talos admires that qual-
  ity in others, but usually finds their 
  intelligence “contaminated” by petty 
  emotions. Although Talos considers 
  the emotions of others a weakness, 
  he is largely blind to his own. He 
  both admires and hates Daedalus, 
  his former ally and teacher, and he 
  distrusts Medea, the sorceress he 
  holds responsible for his first “death.” 
  Talos even considers himself superior 
  to the god who created him, claiming 
  it is his destiny to replace the gods, 
  as they overthrew their parents, the 
  Titans. Talos longs for true peers, 
  artificial beings like himself, but his 
  efforts to create them have been 
  flawed.
   Talos is a potential menace to all human-
  ity, given his goal to eventually populate the 
  world with machines like him. He’s a powerful 
  foe with the strengths of his robot body and his 
  keen intellect. Talos can create various robotic 
  threats, or can directly threaten the world with a 
  new scheme. Through the Foundry, he develops, builds, 
  and sells technology to various criminal clients, allow-
  ing others access to advanced equipment (although 
  rarely as advanced as his own).
  
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   KERES 
  POWER LEVEL 11
  Real Name: Keres
  Identity: Secret (with numerous 
  cover identities)
  Occupation: Second-in-command to 
  Talos
  Base of Operations: 
  Foundry Central
  Affiliation: The Foundry
  Height: 5’11” (normally)
  Eyes: Red
  Weight: 225 lbs.
  Hair: Black
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +4
  —
  +3
  +3
  +4
  18
  18
  —
  16
  16
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  —
  +9
  +8
  Skills: Bluff 10 (+14), Concentration 6 (+9), Diplomacy 8 (+12), Disguise 12 
  (+16, +36 with Morph), Gather Information 8 (+12), Intimidate 6 (+10), 
  Knowledge (current events) 10 (+13), Knowledge (technology) 8 (+11), 
  Notice 6 (+9), Perform (acting) 8 (+12), Sense Motive 8 (+11), Sleight of 
  Hand 6 (+10), Stealth 8 (+12)
  Feats: Ambidexterity, Attractive, Connected, Contacts, Eidetic Memory, 
  Equipment 4, Improved Grapple, Improved Pin, Improved Initiative, Move-by 
  Action, Sneak Attack
  Powers: Comprehend 2 (languages), Drain Ability Scores 5 (all at once), 
  Immunity 30 (Fortitude), Mind Shield 6, Morph 4 
  (humanoids), Protection 12, Strike 4 (Mighty), 
  Super-Senses 5 (communication link with Scylla, 
  darkvision, extended vision, time sense)
  Equipment: Give Keres up to 20 points of equipment as suits 
  his current assignment.
  Combat: Attack +12, Grapple +16, Damage +8 (unarmed), 
  Defense +10, Knockback –6, Initiative +9
  Drawbacks: Noticeable (eyes glow red when using Super-Senses, –1)
  Abilities 26 + Skills 26 (104 ranks) + Feats 14 + Powers 85 + 
  Combat 44 + Saves 10 – Drawbacks 1 = Total 205
  Talos’ right hand, chief assassin, and secondary leader of the Foundry, 
  Keres was his ultimate creation before Argo. Built as an assassin, Keres 
  got its name from an ancient Greek monster akin to a vampire. Talos 
  intended for Keres to be an infiltration unit into various facets of normal 
  human life to record and spy on past and present clients. Keres became 
  Talos’ right hand for running the Foundry when Talos was busy on other 
  projects.
   Keres can reform its body to assume different humanoid appearances. 
  It has eight established cover identities, five men and three women, 
  all of whom have comprehensive false documentation, credit histories, 
  real estate and property in their names, and so forth. Regardless of 
  its form, Keres appears remarkably human looking; its skin, face, and 
  body betray no evidence that it is an android. Indeed, even its pro-
  gramming is flawless in that it acts and thinks like a human being 
  (its brain engrams were copied from a down-and-out grifter who fell 
  into Talos’ hands), albeit one with the clarity of computer-like focus 
  beneath its emotions.
   Now rarely sent on assassination missions unless someone tries 
  to default on payments to the Foundry, Keres prefers to remain at 
  Foundry bases and making sure things run smoothly. Keres does use 
  its base form (in its default suit and tie) as well as its cover identi-
  ties as contacts in meetings where people negotiate to buy from the 
  Foundry. Many (if not all) of the Foundry “middle men” known to authori-
  ties are actually Keres in different forms.
  
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   SCYLLA 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  —
  —
  +9
  +9
  –3
  —
  —
  —
  28
  28
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  —
  +0
  +11
  Skills: Computers 12 (+21), Concentration 8 (+17), Disable Device 12 (+21), 
  Knowledge (technology) 12 (+21), Notice 8 (+17), Search 8 (+17), Sense 
  Motive 4 (+13)
  Feats: Assessment, Eidetic Memory, Fearless, Equipment 3
  Powers: Comprehend 2 (languages), Datalink 10 (Machine Control), 
  Immunity 30 (Fortitude), Mind Shield 5, Protection 12, Summon 
  Charibdrones 6 (Continuous, Fanatical, Progression 7 [up to 250 per 
  base]), Super-Senses 7 (infravision, radio, radius visual, X-ray vision)
  Headquarters: Scylla is always installed within a Foundry base (her 
  Equipment feat). Adjust feat ranks as needed for her current “home.”
  Combat: Attack +10, Grapple —, Damage +12 (base weapons), 
  Defense +0, Knockback —, Initiative +9
  Drawbacks: Action (Summon Charibdrones takes a full round, –1), 
  Disabled (immobile, very common, minor, –3)
  Abilities 12 + Skills 16 (64 ranks) + Feats 6 + Powers 100 
  + Combat 20 + Saves 2 – Drawbacks 4 = Total 152
  Real Name: Scylla
  Identity: Secret
  Occupation: Manager
  Base of Operations: 
  Foundry Central
  Affiliation: The Foundry
  Height: n/a
  Eyes: Gold (in images)
  Weight: n/a
  Hair: Silver (in images)
  Named for the famed sea monster of Greek mythology, Scylla is 
  the sentient computer and security system for all Foundry facilities, 
  possessed of a female personality and image. She can manifest the 
  holographic image of a Greek woman with golden skin, silver hair, 
  and bronze robes, though she more often interacts through display 
  screens throughout the various Foundry complexes.
   Scylla can act physically through her control of the facilities and 
  their security forces, the Charibdrones. Like ECHIDNA, she is an 
  immobile computer. Unlike ECHIDNA, the programming and 
  specs for Scylla are duplicated in every Foundry base. All her 
  selves are linked to her central core at the Foundry’s central HQ. 
  Scylla also differs by not being a separate system from Foundry 
  installations; in fact, she is the installation, or at least present 
  throughout its systems: every wall and every mechanism in 
  every facility. Destroying one base only destroys her immedi-
  ate presence and that facility, and she will remember any 
  harm done to “her” if heroes invade another Foundry facil-
  ity.
   Like Keres, Scylla has an advanced personality that 
  makes her seem emotional and nearly human, though 
  she is still an artificial intelligence. Her primary focus 
  is the security and safety of each facility, its personnel, 
  and its inventory, and she has no qualms using lethal force 
  against intruders. She sometimes allows entry to test new tactics with 
  her Charibdrones or if requested by Keres or Talos to test out new weap-
  ons and robots. She can actually seem quite charming in a cool, offhand 
  manner, thanking intruders for letting her try new extermination meth-
  ods or congratulating them if they manage to thwart her systems.
  CHARIBDRONES
  The Charibdrones are robots that act as Scylla’s eyes and hands in all Foundry 
  facilities. Varying in size from 18 to 36 inches in length, Charibdrones scut-
  
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  tle along the surfaces of any Foundry base, their tentacles allowing them to 
  walk on walls and ceilings. Their limbs can attack and grapple, as they can 
  extend them enough to have the equivalent reach of a normal-sized human. 
  A Charibdrone only needs two limbs in contact with a surface to maintain 
  its grip, freeing the others for attacks or analysis of a problem. Their ovoid 
  bodies have red rings on their top and bottom sides that act as sensors and 
  energy weapons.
   Charibdrones have no more personality than the average toaster, but 
  they are efficient, relentless, and usually numerous. Once Scylla has given 
  them commands or their own sensors detect an alert, they focus on subdu-
  ing, capturing, and (if so ordered) killing intruders. They are programmed 
  to hunt in a pack-like manner, their electronic links letting them concen-
  trate drones on multiple security alerts and refraining from using offensive 
  powers that would disable fellow Charibdrones. Scylla provides the threat 
  assessment that brings specialized Charibdrones on the scene designed to 
  best thwart each individual problem.
   CHARIBDRONES 
   POWER LEVEL 7 / MINION RANK 6
  Str 14
   Dex 16
   Con —
   Int —
   Wis 14
   Cha 1
  Skills: Craft (electronic or mechanical) 12 (+12)
  Powers: Additional Limbs 2, Elongation 4, Immunity 30 (Fortitude), 
  Protection 8, Shrinking 4 (Permanent, Innate), Super-Movement 1 
  (wall-crawling), Super-Senses 3 (darkvision, radio communication link with 
  Scylla), plus a movement power (choose one of Burrowing 6, Flight 3, or 
  Swimming 6) and an offensive power (choose one of Blast 7, Dazzle 7 
  (visual), Drain Strength 7, Fatigue 7, Snare 7, or Stun 7)
  Combat: Attack +8 (includes +1 size), Grapple +11, Damage +2 (unarmed) or 
  by power, Defense +7 (includes +1 size), Knockback –3, Initiative +3
  Saving Throws: Toughness +8, Fortitude —, Reflex +3, Will —
  Abilities –15 + Skills 3 (12 ranks) + Feats 0 + Powers 74 + Combat 26 + 
  Saves 0 = Total 88
   ECHIDNA 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  —
  —
  +9
  +5
  –1
  —
  —
  —
  28
  20
  8
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +16
  —
  +0
  +12
  Skills: Computers 12 (+21), Craft (electronic) 18 (+27), Craft (mechanical) 
  18 (+27), Craft (structural) 18 (+27), Disable Device 15 (+24), Knowledge 
  (technology) 15 (+24)
  Feats: Eidetic Memory, Equipment 3
  Powers: Comprehend 2 (languages), Datalink 15 (Machine Control), 
  Immunity 30 (Fortitude), Protection 16, Quickness 4 (x50, Limited to 
  Craft & Disable Device), Regeneration 20 (self-repairing, Recovery +10, 
  injured 1/minute, disabled 1/5 minutes, destroyed 1/5 hours, Regrowth), 
  Summon Robots 12 (Broad Type, Continuous, Fanatical)
  Headquarters: Size: Medium; Toughness: 15; Features: Communications, Concealed, 
  Defense System, Fire Prevention System, Isolated, Laboratory, Power System, 
  Security System, Workshop, Teleport (Earth to the Moon, Affects Others).
  Combat: Attack +12, Grapple —, Damage +12 (weapons), Defense +0, 
  Knockback —, Initiative +9
  Drawbacks: Action (Summon Robots takes a full round, –1), Disabled 
  (immobile, very common, minor, –3)
  Abilities –4 + Skills 24 (96 ranks) + Feats 4 + Powers 161 + Combat 24 
  + Saves 7 – Drawbacks 4 = Total 212
  Real Name: ECHIDNA
  Identity: Generally unknown
  Occupation: Engineer
  Base of Operations:  Unknown
  Affiliation: The Foundry
  Height: n/a (machine complex)
  Eyes: None
  Weight: n/a
  Hair: None
  ECHIDNA is the central design and manufacturing system for the Foundry. 
  Though it builds Charibdrone and Myrmidon robots, ECHIDNA works on 
  generic models. Independent technicians handle individual customized 
  robots. This allows ECHIDNA to continue designing and producing new 
  prototype weapons, cybernetics, and robotic lifeforms.
   Talos built ECHIDNA as an independent construct and self-sustaining 
  artificial intelligence. It can’t be found within any Foundry base, including 
  the core headquarters. This allows the Foundry to provide its services despite 
  problems at any bases. Aside from these security concerns, another reason 
  is simply logistical: ECHIDNA is over 200 feet long and 50 feet high.
   Interacting with ECHIDNA usually means being teleported inside it, 
  as there is only one external access point, and only Talos has the secu-
  rity codes. With its size, ECHIDNA works on at least 15 different projects 
  at a time, and can (if necessary) generate air and pressure inside itself 
  to allow living beings to enter for direct cybernetic enhancement, rather 
  than beaming the completed part to be grafted on after the fact. 
   ECHIDNA teleports any finished constructs directly to the Foundry or 
  an affiliate site, and only Talos, Keres, and Scylla have the codes to tele-
  port into ECHIDNA. Its location is as secret as the central Foundry; the 
  cold internal and surface temperatures of the robots shipped directly from 
  its location suggest it’s either located at one of the planetary poles or in 
  space.
   ECHIDNA has hardly any personality to speak of, though it does have 
  an A.I. It thinks in accord with its programming and its primary drive is 
  “How do I perfect technological life?” If it happens to notice (or is noti-
  fied of) problems at a Foundry base, it can instantly teleport up to ten 
  Mark I Myrmidons to the site and produce an additional robot once every 
  third round until such orders are cancelled by Scylla. If invaded internally, 
  ECHIDNA can use its welding lasers and industrial machinery to attack 
  intruders rather than continue working.
   MYRMIDONS
  Myrmidons are the Foundry’s generic robots provided to cash-and-carry 
  customers from supervillains to the Mob to SHADOW. The robots are mod-
  ular and can be made to order; the Marks I-IV are baseline models, all of 
  which can have weapons, and other upgrades as the assignment (and the 
  size of the commission) warrants.
  The client receives a control pad to input commands if he chooses not to 
  be in verbal range of the robot. Any attempt to disassemble and examine a 
  Myrmidon activates a self-destruct mechanism in order to keep the Foundry’s 
  secrets from being stolen. The robot is destroyed in a +8 damage explosion.
  
  162
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  CHAPTER SIX: FOES OF FREEDOM
  T
  o define the Labyrinth is all but impossible, for it exists only as an 
  organizational construct within the mind of the man-bull Taurus. The 
  Labyrinth is a maze of lies surrounding the truths of the world and 
  Taurus’ role in it. As Taurus explains it to his inner circle, “When you con-
  trol information and resources, all else is secondary. These feints of power 
  and superhuman escalation are all well and good, but this world can 
  more easily be controlled by wealth and the careful application of it, since 
  greed is as universal as fear.”
   The closest thing there is to the actual group is the phantom corporate 
  shell of Labrys Industries, Incorporated. It’s a tech firm involved in cryptol-
  ogy, computer coding, and various other concerns surrounding computers 
  and code breaking. Its central office complex is in Switzerland, and money, 
  contacts, and communications flow through it, but the building is simply 
  a maze of security and deadly traps around one of at least nine places 
  Taurus calls home. Labrys Industries employs more than a thousand 
  people in offices in Tokyo, London, and Richmond, Virginia, and none of 
  them—including the American COO, Marvin Allen—know the CEO and 
  founder of their company is not the reclusive germ-phobic “Bruce Carter,” 
  but the criminal mastermind Taurus.
   There are eleven major criminal and, apparently legitimate, business 
  leaders answering directly to Taurus, knowingly or not. Only two of 
  them know about the “hidden consortium” that controls a large chunk 
  of their companies or their personal interests: Jonathan Grant of Grant 
  Conglomerates and Constantine Urallos of Delphic Industries. Those who 
  believe in the phantom identities used by the Labyrinth to populate the 
  financial world include Patrick Rice (COO of Rice & Stilman Holdings), 
  Heinrich von Stauffen (Stauffen-Mann Media Conglomerate), Yuri Moloyev 
  (of the Russian Mafiya, posing as an importer), Donald Cross (CEO of 
  Crosstech), Stephen Cook (CFO of Carson Industries), and four others (for 
  the Gamemaster to develop as desired).
    Among the lesser holdings and subsidiaries of these firms and front men 
  are Charon Industries (conglomerate of mortuary services), Cross, Rose, & 
  Temple (a European law firm), Hellas & Hellas (a Greek food importer), the 
  Proteus Cartel (submarine facilities and technologies), Martuk Shipping (a 
  Turkish travel and shipping cartel), LSAS, Inc. (generic corporate holding 
  company/money laundering), Olympian Studios (American media company 
  and owner of Olympic Broadcast Network), and Asclepian Associates (a con-
  glomerate of HMOs, nursing homes, and drug companies).
   Taurus’ many companies and their subsidiaries apply for and easily win 
  government contracts for many public and secret projects. In this way, 
  Taurus gets his fingers into world politics, as contracts do not come just 
  from the Pentagon but nearly every nation on Earth. Collectively, he owns 
  or controls some of the largest defense contractors world-wide.
   Lastly, Taurus has more than a score of biotech firms vying for cut-
  ting-edge government contracts in classified biological weapons and 
  superhuman development; while he has the technology, he rarely allows 
  true successes to occur, lest the world become overpopulated with uncon-
  trolled supers.
  MARK I (STOCK MODEL) 
   POWER LEVEL 7 / MINION RANK 6
  Str 16
   Dex 16
   Con —
   Int —
   Wis 12
   Cha 8
  Skills: Notice 4 (+5)
  Feats: Accurate Attack, Assessment
  Powers: Blast 8, Immunity 30 (Fortitude), Protection 8 (Impervious), 
  Strike 5 (Mighty), Super-Senses 3 (darkvision, radio)
  Combat: Attack +6, Grapple +14, Damage +8 (unarmed or blast), Defense 
  +6, Knockback –8, Initiative +3
  Saving Throws: Toughness +8, Fortitude —, Reflex +3, Will —
  Abilities –8 + Skills 1 (4 ranks) + Feats 2 + Powers 71 + Combat 24 + 
  Saves 0 = Total 90
  MARK II (STEALTH MODEL)  POWER LEVEL 7 / MINION RANK 7
  Str 16
   Dex 18
   Con —
   Int —
   Wis 14
   Cha 8
  Skills: Notice 4 (+6), Stealth 4 (+8)
  Feats: Accurate Attack, Assessment
  Powers: Blast 8, Concealment 2 (visual, Blending), Immunity 30 
  (Fortitude), Protection 8 (Impervious), Strike 5 (Mighty), Super-
  Movement 1 (wall-crawling), Super-Senses 3 (darkvision, radio)
  Combat: Attack +6, Grapple +14, Damage +8 (unarmed or blast), Defense 
  +6, Knockback –8, Initiative +4
  Saving Throws: Toughness +8, Fortitude —, Reflex +4, Will —
  Abilities –4 + Skills 2 (8 ranks) + Feats 2 + Powers 75 + Combat 24 + 
  Saves 0 = Total 100
  MARK II (COMBAT MODEL)  POWER LEVEL 8 / MINION RANK 8
  Str 20
   Dex 18
   Con —
   Int —
   Wis 12
   Cha 10
  Skills: Notice 8 (+9)
  Feats: Accurate Attack, Assessment
  Powers: Blast 9, Immunity 30 (Fortitude), Leaping 2, Protection 9 
  (Impervious), Speed 2 (25 MPH), Strike 4 (Mighty), Super-Senses 3 
  (darkvision, radio)
  Combat: Attack +7, Grapple +16, Damage +9 (unarmed or blast), Defense +7, 
  Knockback –9, Initiative +4
  Saving Throws: Toughness +9, Fortitude —, Reflex +4, Will —
  Abilities 0 + Skills 2 (8 ranks) + Feats 2 + Powers 78 + Combat 28 + 
  Saves 0 = Total 110
  MARK IV (WAR MODEL)  POWER LEVEL 10 / MINION RANK 10
  Str 34
   Dex 12
   Con —
   Int —
   Wis 12
   Cha 10
  Skills: Notice 4 (+5)
  Feats: Accurate Attack, Assessment
  Powers: Blast 12, Flight 4 (100 MPH), Growth 4 (Permanent), Immunity 
  30 (Fortitude), Protection 12 (Impervious 10), Speed 2 (25 MPH), Super-
  Senses 3 (darkvision, radio)
  Combat: Attack +8 (includes –1 size), Grapple +24, Damage +12 (unarmed or 
  blast), Defense +8 (includes –1 size), Knockback –15, Initiative +1
  Saving Throws: Toughness +12, Fortitude —, Reflex +4, Will —
  Abilities 0 + Skills 1 (4 ranks) + Feats 2 + Powers 101 + Combat 36 + 
  Saves 3 = Total 143
  THE  LABYRINTH
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  163
  163
   There are many, many more spheres of influence for the Labyrinth, as 
  the organization is something Taurus has built for centuries. Many of the 
  conspiracy theories claiming a secret group uses economics to manipu-
  late world events name it wrong; they call it the Illuminati or the Gnomes 
  of Zurich or the Committee of 300, and they should simply call it the 
  Labyrinth.
   Over the years, Ms. Scarlet and Constantine Urallos have laid hints 
  that the Labyrinth is ruled from a central command. According to many 
  hints and rumors over the past century or more, “the Center” is an enclave 
  of powerful people, a triad of Asian, American, and European concerns, 
  a committee of the world’s elite, or even a great sentient computer of 
  extraterrestrial origins. Constantine Urallos, Jonathan Grant, Ms. Scarlet, 
  Payback (the only super-agent in the know due to his ties to Hades), and 
  Drs. Hanks and Reeds are the only others allowed in the presence of 
  Taurus which, in a way, makes the six of them the Center, with Taurus rul-
  ing over them.
  
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  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   TAURUS 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +12
  +1
  +13
  +3
  +3
  +2
  34
  12
  36
  16
  16
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +15
  +15
  +5
  +8
  Skills: Bluff 12 (+14), Computers 4 (+7), Concentration 8 (+11), Diplomacy 
  12 (+14), Gather Information 16 (+18), Intimidate 12 (+14), Knowledge 
  (business) 16 (+18), Knowledge (current events) 12 (+15), Knowledge 
  (history) 12 (+15), Knowledge (streetwise) 12 (+15), Knowledge 
  (tactics) 8 (+11), Knowledge (theology and philosophy) 4 
  (+7), Notice 6 (+9), Search 6 (+9), Sense Motive 12 
  (+15), Survival 8 (+11)
  Feats: Attack Focus (melee) 3, Contacts, Connected, 
  Equipment 10, Fearsome Presence 4, Improved Initiative, 
  Minions 20, Jack-of-all-Trades, Power Attack, Rage 2 
  (10 rounds), Well-Informed
  Powers: Comprehend 2 (languages), Growth 
  4 (Permanent, Innate), Immunity 6 
  (aging, disease, poison, starvation, 
  suffocation), Strike 1 (horns, Mighty), 
  Protection 2, Super-Senses 3 
  (direction sense, low-light vision, scent), 
  Super-Strength 4 (heavy load: 22 tons)
  Equipment: battle-axe (+3 damage), plus 
  other equipment as needed
  Combat: Attack +11 (melee, includes –1 
  size), +8 (ranged), Damage +12 
  (unarmed), +13 (horns), +15 (axe), 
  +2 higher while raging, Defense +11 
  (includes –1 size, +9 while raging), 
  Initiative +5
  Abilities 57 + Skills 40 (160 ranks) 
  + Feats 45 + Powers 38 + Combat 42 
  + Saves 11 = Total 233
  Real Name: The Minotaur
  Other Aliases: Taurus, the Silent Partner, Networker, “Wizard of the Warrens,” 
  the Axecutioner, Jonah Theseus, and numerous other virtual identities and 
  cover personas.
  Identity: The general public is 
  unaware of Taurus’ existence.
  Occupation: Crimelord
  Base of Operations: Labrys 
  Industries International, Zurich, 
  Switzerland.
  Affiliation: Servant of Hades, 
  head of the Labyrinth
  Height: 9’ 10”
  Eyes: Black
  Weight: 650 lbs.
  Hair: Brown fur
  Born of Queen Pasiphae and a bull, the 
  Minotaur represented Zeus’ displeasure with 
  King Minos of Crete. The Minotaur spent his first 
  life within the Labyrinth, the tangled maze of 
  corridors and chambers designed by Daedalus. 
  He fed only once a year upon fourteen sacri-
  fices, seven young men and women each. With 
  Daedalus and Ariadne’s help, Theseus slew the 
  Minotaur and escaped the Labyrinth.
   When Daedalus tried to refuse the gods’ gift 
  of immortality, he offended Hades, god of the 
  Underworld, who resurrected the Minotaur and 
  granted the man-bull immortality to serve him 
  and vex the Greek inventor throughout 
  eternity. For the first millennia of his sec-
  ond life, the Minotaur simply sought out Daedalus and engaged 
  him in battle, but he was no match for his foe’s cunning intellect.
   Hades grew impatient after a thousand years and no success. 
  Over the next few centuries, Hades forced the Minotaur to work 
  with Medea and others, and the man-bull learned more practical 
  ways of fighting their mutual enemies. He also began to 
  learn to use more than just his brawn, as he traveled 
  to the East and learned numerous skills from teachers, 
  wise men, and ancient sorcerers. By the end of his sec-
  ond millennium, the man-bull had adopted the name 
  Taurus as his own, after the constellation of the bull.
   
  Around the time Rome fell, Taurus gathered 
  together other monsters, mystical creatures, sorcer-
  ers, and common enemies as allies. He formed the 
  Zodiac Cabal, he and eleven others under astrologi-
  cal names, and spent centuries fighting Daedalus 
  or at least thwarting his plans. The Zodiac Cabal 
  eventually dissolved, but not before finding new 
  foes in other immortal heroes like Eos, the Temple’s 
  Star (often misreported as the Templar or believed 
  to be the Wandering Jew), the Thunderer, the Green 
  Knight, and Davrak the Undying. Of all the beings 
  involved with the original Zodiac Cabal, only Taurus, 
  Medea (who served as Scorpio), and the villainous water-
  entity now known as Riptide (who served as Aquarius) 
  survive to this day.
      By the seventeenth century, Taurus had already built 
  himself a massive financial empire. In the past two cen-
  turies, he has continued to grow his economic power. 
  While it is harder in the modern era to gull people into 
  believing a person exists merely by letters, Taurus is so 
  wealthy that even if he were to lose half his fortune, 
  he would still be wealthier than the “richest person 
  in the world.”
      Now, in the modern world, Taurus can exist as 
  a phantom, placing many cover identities and false 
  conspiracies in the way of any who would try and 
  prove his existence. He prefers to remain a shadowy 
  figure behind the scenes. He’s the prime-
  mover behind many schemes, and the 
  maze of power that is his new Labyrinth 
  extends far indeed.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  165
  165
   MS. SCARLET 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +5
  +4
  +2
  +2
  +3
  19
  20
  18
  14
  14
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+4*
  +11
  +11
  +8
  *flat-footed
  Skills: Acrobatics 8 (+13), Bluff 8 (+11), Climb 8 (+12), Concentration 8 
  (+10), Diplomacy 8 (+11), Disguise 8 (+11), Escape Artist 6 (+11), Gather 
  Information 12 (+15), Intimidate 8 (+11), Knowledge (current events) 6
   (+8), Knowledge (history) 8 (+10), Knowledge (tactics) 10 (+12), Language 
  4 (French, German, Romany, Russian), Notice 8 (+10), Pilot 6 (+11), 
  Profession (trainer) 8 (+10), Ride 4 (+9), Sense Motive 8 (+10), Sleight of 
  Hand 6 (+11), Stealth 8 (+13), Survival 8 (+10), Swim 6 (+10)
  Feats: Assessment, Chokehold, Defensive Attack, Defensive Roll 
  2, Distract, Dodge Focus 3, Equipment 4, Jack-of-All-Trades, 
  Improved Disarm, Improved Initiative, Improved Trip, Inspire, 
  Instant Up, Leadership, Move-by Action, Power Attack, Set-Up, 
  Sneak Attack, Stunning Attack, Takedown Attack, Throwing 
  Mastery 2, Uncanny Dodge (visual), Well-Informed
  Powers: Super-Senses 1 (magical awareness)
  Equipment: whip, commlink, plus up to 14 points in other 
  equipment, as needed.
  Combat: Attack +15, Grapple +19, Damage +4 (unarmed or 
  whip), Defense +15 (+6 flat-footed), Knockback –3, Initiative +9
  Drawbacks: Vulnerability (magic, +50%, uncommon, –2 
  points)
  Abilities 41 + Skills 41 (164 ranks) + Feats 30 
  + Powers 1 + Combat 54 + Saves 19 – Drawbacks 2 
  = Total 184
  Real Name: Unknown; answers to “Thea”
  Identity: Secret
  Occupation: Aide-de-camp to Taurus, 
  trainer of Labyrinth personnel
  Base of Operations: 
  Zurich, Switzerland
  Affiliation: The Labyrinth
  Height: 5’ 11”
  Eyes: Grey
  Weight: 156 lbs.
  Hair: Auburn
  Even Ms. Scarlet is unaware 
  of exactly who she truly is 
  and where she came from. 
  Taurus found her in the 
  late 18th century on the 
  streets of Prague, fighting 
  a street gang and winning, 
  despite her burden of a 
  stolen hand-keg of beer, a 
  ham, and a loaf of bread. 
  She had no memory of 
  her past, though her 
  fighting skills and 
  languages 
  proved 
  she was not merely 
  an amnesiac. The two 
  of them slew everyone 
  who saw them in that 
  alley, and the dark-haired 
  woman hasn’t left the man-
  bull’s service since. In time, he 
  started calling her Thea, though 
  she prefers the name Ms. Scarlet, 
  which he gave her in the early 1900s due to her pen-
  chant for wearing red.
   Ms. Scarlet hasn’t expended much effort in uncover-
  ing her past, even when in 1922 a chance encounter 
  with Medea uncovered a new mystery: A tattoo of a 
  clenched, flaming fist appeared on her midriff when she 
  was exposed to mystical energy. She didn’t know where 
  it came from or what it signified, although she has since 
  learned of a vulnerability to mystic forces, making her 
  mistrustful of magicians.
   Since 1945, Taurus and Ms. Scarlet have worked 
  tirelessly to turn the Labyrinth into a force to be 
  reckoned with. As she is one of the oldest mem-
  bers of the Labyrinth and one with whom most of 
  the important members interact, they see her as 
  its de-facto leader, even though she insists she’s 
  merely a mouthpiece for “the Center.” After 
  more than 40 years of association, she’s even 
  learned to like Constantine Urallos because he 
  keeps more people guessing about the Center 
  than she does. While she endures the pres-
  ence of others at Taurus’ side, there is no 
  question that she is his right hand.
   
  Ms. Scarlet stays combat-ready at all times, 
  keenly aware of all the heroes around who might 
  bring harm to what she and her master have 
  built. Aside from her signature red clothing, 
  she always carries a black leather whip. 
  Trainer of thugs and villains, she’s the 
  drill sergeant and primary enforcer of the 
  Labyrinth. She educates and works with 
  everyone from the lowliest thugs and minions 
  to the latest DNAscent subjects and even Taurus 
  himself. Any trainee who survives her “boot camp” 
  has at least the abilities of the soldier archetype from 
  Chapter 11 of M&M. She also instills in her agent 
  trainees complete loyalty to Taurus and the Labyrinth; 
  for special subjects, she takes on various roles within 
  their brainwashing so they remain dedicated even 
  if unaware of the Labyrinth.
  
  166
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  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  DR. PETER  HANKS
  Harvard’s greatest genetic theorist was the 
  college roommate of Jonathan Grant and 
  joined Grant Conglomerates after gradu-
  ation in 1987, lured by obscene pay and 
  free rein in the lab. Within a few years, 
  Grant even allowed Hanks to see and 
  expand upon the secret research started 
  by the Nazis (itself based on fragmentary 
  information acquired from the Ultima).
   Dr. Hanks was not the creator of the DNAscent Process (that was by Dr. 
  Conrad Dippel in 1972) but he perfected it and made it more stable by 
  introducing the use of energy and radiation to lock the changes into the 
  DNA chains. A spin-off of his work greatly increased the stability of organ 
  and body part transplants. In 1998, using the technology he’d developed, 
  he had two enhanced gorilla’s arms grafted onto his torso.
   A manic-depressive, Hanks works feverishly without stop for days and 
  then crashes and can be near catatonic for weeks. He has a Nazi’s sense 
  of morality and duty when it comes to his work, and has no doubt the 
  many deaths that occur in his march toward more knowledge will be 
  worth it. He’s sacrificed his life to the competition he and Jon Grant have 
  over who will be the first to take their work to the next step and be able 
  to completely master genetic manipulation.
  DR. VICTOR  REEDS
  Victor Reeds has been in love with the 
  human machine his entire life, and has 
  been trying to marry biological and tech-
  nological machines together for much of 
  that time. Victor was a 20 year old doc-
  toral graduate and resident genius at 
  Hanover Institute of Technology in 1969. 
  In truth, his research intrigued Taurus 
  (who knew of him through his Cadmus 
  Foundation, which funded Reeds’ research) and he planned to recruit the 
  young scientist in a few years. When Victor’s experiments exploded one 
  evening and scarred his face and chest, Taurus had his agents destroy 
  the remains of his lab, leave a charred body behind, and bring the young 
  man in earlier than originally planned. Since 1970, Dr. Victor Reeds has 
  developed inventions, cybernetic weaponry, and bio-enhancements for 
  Labyrinth, and his discoveries have leaked through various channels in the 
  group’s subsidiaries to both legitimate and illegitimate markets.
  DR. PETER HANKS 
   POWER LEVEL 3
  Str 10
   Dex 12
   Con 14
   Int 28
   Wis 23
   Cha 13
  Skills: Computers 6 (+15), Craft (chemical) 6 (+15), Knowledge (life sciences) 
  12 (+21), Medicine 12 (+18), Profession (scientist) 8 (+14)
  Feats: Ambidexterity, Inventor
  Powers: Additional Limbs 2 (gorilla arms), Enhanced Strength 10 
  (Limited to Additional Limbs), Immunity 4 (disease, poison, sleep, 
  starvation)
  Combat: Attack +2, Grapple +7, Damage +5 (gorilla arms), Defense +2, 
  Knockback –1, Initiative +1
  Saving Throws: Toughness +2, Fortitude +4, Reflex +1, Will +8
  Abilities 40 + Skills 11 (44 ranks) + Feats 2 + Powers 11 + Combat 8 + 
  Saves 4 = Total 76
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  167
  167
   While all the glory and the bulk of the Labyrinth super-agents come 
  from the DNAscent Process, Dr. Reeds has moved forward the sciences of 
  psionically-controlled weaponry and cybernetics by leaps and bounds. In 
  fact, Labyrinth shell companies make more money selling thought-reac-
  tive weapons than any of the biotech firms that contribute to Dr. Hanks’ 
  work.
   One of Reeds’ greatest achievements and subsequent greatest fail-
  ures was turning the rookie hero Kid Gargoyle into Taurus’ assassin for 
  hire, the Eye of Vengeance. For two years, the Eye of Vengeance was the 
  Labyrinth’s primary assassin, easily controlled and programmed through 
  his cybernetic implants. Eye failed three times to recapture the escaped 
  DNAscendant Evening, and she helped him break his cybernetic controls 
  and brainwashing in 1975.
   Dr. Reeds is a genius, but he’s amoral and hardly human, thinking of 
  every human (including himself) as a flawed creation and inferior machine 
  to his technologies. He has replaced his digestive system with a unique 
  battery pack, and encased his head in a supplemental computer system to 
  enhance his vision and intelligence. He is difficult in the lab, as he keeps 
  his notes in his own internal cybernetic computer where others can’t get 
  at them. If given half a chance, he’d create as many cybernetic replace-
  ment parts for agents as requested (even including enhancements that 
  weren’t asked for).
   DYBBUK
  Niece of a former New Jersey crime boss, Ellen Kahlberg came into the 
  Mob when her parents were murdered. Her powers grew during her child-
  hood and her hair quickly fell out as her psionic abilities grew stronger. 
  She became one of the nastiest tools for the Mob, and soon took over her 
  uncle’s family openly, after more than two years of mind-controlling him.
   Dybbuk became a rising power in the Mob on the eastern seaboard, and 
  even had ties to the Freedom City Mob. She seemed to be rising without 
  limit, until her underlings botched a job involving a Labyrinth subsidiary 
  and changed her life. Everyone except her was killed, and she spent six 
  months imprisoned in various isolated locations. She was freed only when 
  she made a blood oath to work for her captors (Jonathan Grant and 
  Payback, acting as two members of “the Zodiac Cartel”) until she worked off 
  the lost $15,000,000. The Mob assumes she’s dead and has made moves to 
  take over her operations, but the Labyrinth has moved in some of their own 
  to control her interests. Dybbuk, much to her irritation, has been assigned 
  to various duties, the most frequent of which is to act as a bodyguard for 
  Jonathan Grant. Wearing different wigs at different times, most people don’t 
  notice that one woman accounts for the parade of Grant’s “personal assis-
  tants.” While she misses being her own boss, Ellen pays attention and plans 
  to betray the man she thinks is at the top of the power structure—Jonathan 
  Grant. What happens then is anyone’s guess.
  Tactically, Dybbuk lets others do much of the dirty work for her, and relies 
  on her Mind Control power over all others. If in charge of a mission, she 
  telepathically links everyone to ensure they can communicate silently.
   LOCKPICK
  Thomas “Tommy” Mendola was an 
  Olympic-level gymnast, but gambling 
  problems, a conviction for transporting 
  stolen goods, and his questionable sta-
  tus as the nephew of known Mob boss, 
  Frank Tonifanni, kept him from competing 
  in the Olympics. His chance at a public 
  life in sports gone, Tommy used his skills 
  to become one of the best thieves in his 
  uncle’s family. He ran the Bacchanal, a gentlemen’s club on the border 
  between Southside and Bayview, for the Mob and did very well because 
  the club drew its share of the wealthy “tech geeks” from the private labs 
  around western Bayview. After months of giving them “special favors” and 
  leasing the club to them for private parties, Tommy met with them secretly 
  and asked where he could go to get super-powers.
   The Duntronics lab on Marshall Street in northwestern Bayview was a 
  secondary subsidiary for Cardistanic. Dr. Carl Walker, the head of that lab, 
  was an old associate of Dr. Victor Reeds, as well as a frequent customer of 
  the Bacchanal. Tommy got what he wanted, undergoing some drug pro-
  cesses and nanotech cybernetic enhancements in order to gain powers. 
  This was all done through Duntronics and its personnel, though Dr. Reeds 
  kept the project under remote surveillance.
   Once he had the enhancements, Tommy planned to pay for the job in 
  full through the Bacchanal. However, the Duntronics executives told him 
  he’d have to perform some jobs for them, unless he wanted the circuitry 
  inside of him to degrade and leave him powerless or dead. These threats 
  were bald-faced lies, but Tommy didn’t know it. He uses his powers to 
  work on his reputation as the best burglar in Freedom City, though he’s 
  growing angry at being forced to work for others instead of himself or 
  his uncle. Thus, every heist Lockpick makes gets split between his family, 
  himself, and the Labyrinth via Duntronics.
  DR. VICTOR REEDS 
   POWER LEVEL 2
  Str 11
   Dex 11
   Con 14
   Int 24 (20)  Wis 18 (14)
   Cha 13
  Skills: Computers 12 (+19/+17), Craft (electronic) 12 (+19/+17), Knowledge 
  (life sciences) 8 (+15/+13), Knowledge (technology) 12 (+19/+17), 
  Language 2 (Coptic, Japanese), Medicine 6 (+10/+8), Profession (scientist) 
  8 (+12/+10), 
  Feats: Inventor
  Powers: Enhanced Intelligence 4, Enhanced Wisdom 4, Immunity 5 
  (illusions), Super-Senses 6 (darkvision, X-Ray vision)
  Combat: Attack +2, Damage +0 (unarmed), Defense +2, Initiative +0
  Saving Throws: Toughness +2, Fortitude +4, Reflex +0, Will +6
  Abilities 24 + Skills 15 (60 ranks) + Feats 1 + Powers 19 + Combat 8 + 
  Saves 4 = Total 71
  DYBBUK 
   POWER LEVEL 10
  Str 12
   Dex 14
   Con 14
   Int 15
   Wis 18
   Cha 16
  Skills: Bluff 6 (+9), Concentration 8 (+12), Diplomacy 6 (+9), Disguise 4 (+7), 
  Intimidate 4 (+7), Knowledge (streetwise) 7 (+9), Language 1 (Hebrew), 
  Sense Motive 4 (+8), Sleight of Hand 8 (+10), Stealth 8 (+10)
  Feats: Defensive Roll 2, Equipment 2, Evasion, Second Chance (Will saves vs. 
  mental powers), Startle, Taunt
  Powers: Communication 5 (mental, Area, Selective), Device 4 (force 
  field belt, hard to lose), Mind Control 10 (Mental Link), Mind Shield 5, 
  Possession 8 (Sight-Dependent), Super-Senses 1 (mental awareness)
  Force Field Belt: Force Field 10 (Impervious)
  Combat: Attack +6, Grapple +7, Damage +1 (unarmed), +3 (pistol), Defense 
  +7, Knockback –2, Initiative +2
  Saving Throws: Toughness +14 (+4 without force field, +2 flat-footed), 
  Fortitude +4, Reflex +7, Will +10
  Abilities 29 + Skills 14 (56 ranks) + Feats 8 + Powers 78 + Combat 26 + 
  Saves 13 = Total 168
  
  168
  168
  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   Tommy has always been a ladies’ man; his gymnast’s physique and per-
  sonal charm take him a long way toward impressing most women he meets. 
  His ego is massive enough that he sees himself as a rival to Magpie’s sta-
  tus as the world’s greatest thief; Lockpick’s nowhere near his class, but he’s 
  working on it. He works alone and believes he’ll be able to eventually work 
  his way out from under Duntronics’ corporate thumb, but while he’s crafty 
  at thievery, he is easily manipulated by pretty women and isn’t the smart-
  est guy in the world. He has more power than he uses, as he thinks his 
  Animation power only allows him to cloud security cameras and open locks; 
  if he actually learns he can do more, he may become more dangerous.
  PAYBACK
  Asad Sabir’s name means “patient lion,” 
  and the Lebanese refugee lives up to it. 
  One of the few agents with actual contact 
  with Taurus, Payback only goes on the 
  most crucial missions or those in which 
  Taurus takes direct interest. Asad is pow-
  erful but rarely operates publicly, which 
  makes him seem lower rank to other 
  agents. He has a cybernetic left arm, as 
  he lost an arm as a child during the siege of Beirut. He is one of the rising 
  stars among the Labyrinth’s agents as he can take on nearly anyone else’s 
  super-toughs and have a chance at defeating them.
   Payback’s rather unique power comes from an uncontrolled power 
  surge during his creation (simultaneous with the DNAscent of Tamper). 
  Larceny, Inc. chose that moment to invade the hidden laboratory seeking 
  additional weapons to sell to a client, and they disrupted the process. 
  Neither Asad’s nor Charlie’s powers were planned, but they have both 
  become valuable assets. Asad is a devout Hades-worshiper, having been 
  indoctrinated into the cult by Taurus personally.
   Payback is quiet, contemplative, and slow to anger (or to show any 
  emotion at all, for that matter), but when angered, he becomes like a man 
  possessed. Nothing matters but his mission, be it retrieval of a briefcase 
  with critical documents or assassinating a head of state. He tends to stick 
  to the shadows and strike at the best possible moment, often causing 
  one or two distractions to draw off opponents while he zeroes in on his 
  target. He is more apt to fire at the surroundings, causing buildings to 
  collapse on targets or bystanders in order to keep from being captured or 
  thwarted. If he ends up in direct melee with anyone, he relies as much on 
  his bionic arm as his innate powers and prefers to execute foes by break-
  ing their necks, if possible.
  SIDETRACK
  Samantha Blackwood ran away from an 
  abusive home in Seattle and became a 
  prostitute in Portland, Oregon. Picked 
  up one evening as an escort for a lesser 
  biologist on staff at the Labyrinth front 
  company GFR Biotech, Sam fell into the 
  world of the Labyrinth. GFR often rounded 
  up people who would not be missed as 
  test subjects for theories on recombi-
  nant DNA. Dr. Peter Hanks (who operated off-site as GFR research fellow 
  Dr. Karl Honnegger) brought Samantha to Taurus’ attention as he was 
  attempting to duplicate the Trap-Door experiment. She and a dozen oth-
  ers underwent the DNAscent Process, but only three survived and she was 
  the only one who remained remotely human or sane.
   Sam had slightly different powers than Trap-Door, but helped Dr. Hanks 
  ascertain how the DNAscent process worked and how to better control 
  which powers a subject receives. With her new powers, Sam began train-
  ing with Ms. Scarlet as an agent for the Labyrinth. While Sam entertained 
  a slight crush on her unforgiving taskmaster, she soon fell in love with 
  another new student, the mute Hispanic girl who became Targette. They 
  bonded, and their teamwork makes them exemplary additions to any 
  LOCKPICK 
   POWER LEVEL 8
  Str 16
   Dex 16
   Con 16
   Int 12
   Wis 13
   Cha 16
  Skills: Acrobatics 10 (+13), Disable Device 12 (+13), Knowledge (streetwise) 
  8 (+9), Language 1 (Italian), Notice 5 (+6), Search 4 (+5), Sleight of Hand 
  8 (+11), Stealth 8 (+11)
  Feats: Attractive, Defensive Roll 2, Dodge Focus, Evasion
  Powers: Animate Objects 10 (Limited to machines), Concealment 2 
  (visual, Partial), Leaping 5, Speed 2 (25 MPH), Super-Movement 1 
  (wall-crawling)
  Combat: Attack +10, Grapple +13, Damage +3 unarmed, Defense +11 (+5 
  flat-footed), Knockback –2, Initiative +3
  Saving Throws: Toughness +5 (+3), Fortitude +5, Reflex +9, Will +3
  Abilities 29 + Skills 14 (56 ranks) + Feats 5 + Powers 31 + Combat 40 + 
  Saves 10 = Total 129
   PAYBACK 
   POWER LEVEL 11
  Str 15
   Dex 16
   Con 18
   Int 15
   Wis 15
   Cha 15
  Skills: Computers 10 (+12), Concentration 8 (+10), Language 1 (Lebanese), 
  Stealth 5 (+8)
  Feats: Improved Grapple, Improved Initiative
  Powers: Blast 10, Deflect 10 (all ranged attacks, Free Action), Enhanced 
  Strength 20 (Limited to cybernetic arm), Immunity 1 (cybernetic arm 
  is immune to detection), Nullify 10 (any one power at a time, Stun 10 
  [Linked to Nullify, Limited to no more than the rank of the affected power, 
  Ranged]), Super-Strength 2 (Limited to cybernetic arm)
  Combat: Attack +10, Grapple +24, Damage +12 (unarmed), +10 (blast), 
  Defense +12, Knockback –2, Initiative +7
  Saving Throws: Toughness +4, Fortitude +6, Reflex +6, Will +4
  Abilities 34 + Skills 6 (24 ranks) + Feats 2 + Powers 113 + Combat 44 + 
  Saves 7 = Total 206
  SIDETRACK 
   POWER LEVEL 9
  Str 14
   Dex 14
   Con 14
   Int 14
   Wis 14
   Cha 14
  Skills: Bluff 7 (+9), Knowledge (tactics) 4 (+5), Language 1 (sign language), 
  Notice 4 (+6)
  Feats: Dodge Focus 4, Improved Initiative, Taunt
  Powers: Dazzle 8 (visual and auditory, Area Burst, Touch Range, Reversible), 
  Device 2 (kineti-gloves, hard to lose), Teleport 8 (800 ft./2,000 miles, 
  Change Direction, Turnabout)
  Kineti-Gloves: Strike 10
  Combat: Attack +8, Grapple +10, Damage +10 (melee), Defense +14 (+5 flat-
  footed), Knockback –2, Initiative +6
  Saving Throws: Toughness +4, Fortitude +4, Reflex +6, Will +4
  Abilities 24 + Skills 4 (16 ranks) + Feats 6 + Powers 51 + Combat 36 + 
  Saves 8 = Total 129
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  169
  169
  operation, as they provide the cover that allow other team members to 
  achieve their objectives.
   Sidetrack earned her codename because of her ability to distract foes 
  with a dazzling burst of purple light and then teleport to her true objec-
  tive, leaving behind a swirl of purple sparkles. Working in concert with 
  Targette makes her even more dangerous, as she often includes Isabela 
  within the dazzle effect, allowing Targette to charge up her mental blasts 
  more quickly. What annoys some heroes who’ve faced the pair is their 
  competition over how many opponents they can take down in a melee. 
  When directly confronting a foe Sidetrack likes to attack with her kineti-
  gloves and then teleport to safety.
   TAMPER
  Tamper is Charles O’Neil, a former bomb 
  maker from Dublin. A useful freelance 
  terrorist tool of the IRA and later some 
  European power mongers, Charlie fled 
  Britain for Italy in 1992. He gained sanc-
  tuary with The Order of St. Tomarinus, a 
  secret group within the Vatican claiming 
  to be holy warriors for Catholic causes 
  worldwide (which they are, though they 
  are also unwittingly linked through numerous channels to the Labyrinth). 
  The devout Charlie signed on and was brainwashed into believing 
  he gained his powers in an elaborate ritual in a secret chapel beneath 
  Vatican City. In truth, he spent months at Cardistanic undergoing the 
  DNAscent Process, along with the man who became Payback. Even when 
  Larceny, Inc. invaded the complex and disrupted the empowerment pro-
  cess, Charlie saw them as heretical demons, literally.
  THE  DNASCENT PROCESS
  DNAscent Process was developed in secret, a piece at a time, among three Grant Conglomerates subsidiaries, four biotech firms owned by Constantine Urallos 
  and Taurus, and two projects for the Pentagon. Each of these groups works on a different piece of the project (believing they work on mapping the human 
  genome, producing better immunosuppressant drugs, or any number of other fronts).
   Each group is unaware that Cardistanic (a shell company within Rice & Stimson Holdings) puts all the disparate pieces together into what Dr. Peter Hanks 
  has dubbed his DNAscent Process: the direct enhancement and manipulation of human DNA. The company is very small—it is effectively Jonathan Grant, Peter 
  Hanks, Victor Reeds, their technicians and support staff, and the real estate on which the company is housed. This is the 14th such shell company to house the 
  DNAscent Process, three of which were shut down in the past by Larceny, Inc. or Evening and Eye of Justice.
   Two of the earliest successful experiments in what would become the DNAscent Process were the British secret agent code-named Evening and the man now 
  called Trap-Door. Both spent weeks on drug regimens to improve baseline health and clean up biological systems before being subject to the mainline drugs. 
  The scientists found the drugs alone, if administered slowly, improved a person’s overall abilities and health, but those benefits deteriorated over time unless the 
  subject was exposed to specific doses of radiation. Both of these test subjects escaped (which is why brainwashing later became a mandatory step), though their 
  abilities are signs of success for the program. While Grant lets the rumors fly that his company creates superhumans by drugs alone, his drugs alone can create 
  only temporary benefits (as seen in many subjects of the Power-House).
   In short, the DNAscent Process—now in its 29th year of development and known to less than 500 people worldwide outside of the project or its subjects—can 
  produce superhumans in as short a time as six months. They have a 65% accuracy rate at producing a being with specific powers, the precision of which drops 
  the further the powers get away from human normal. In other words, they have great success (94%) at producing humans with enhanced abilities, but the power 
  of flight, for example, is more problematic and less exact.
   While Dr. Hanks and Dr. Reeds actively find test subjects when the Labyrinth needs a new agent, only Taurus (through Urallos and Grant, who in turn are 
  insulated by layers of contacts and fall guys) can approve a subject sent for enhancement, often by a client requesting a superhuman bodyguard. The clients 
  spend no less than $5,000 per power point of powers and must accept the final outcome, unless the subject is killed by the process (a 20% chance). If they 
  simply need a warm body to send through the process, the many Labyrinth subsidiaries own taverns and homeless shelters across the major metropolises of 
  America from which they can kidnap hapless victims.
   In the World of Freedom, a number of villains and heroes have undergone the DNAscent Process. Most also undergo brainwashing and are programmed with 
  false memories; staff psychologist Dr. Karen Creiss enjoys implanting stories of alien abduction and experimentation into her subjects, leading many paranoids 
  out there to believe that aliens are creating all the superhumans on Earth. A few people escaped the project before brainwashing (Larceny, Inc., Evening) and 
  thus know of its existence. Because of them and the potential exposure, the DNAscent group moves around three times a year (or more if deemed necessary) 
  among different isolated properties of Rice & Stimson Holdings.
   Of active superhumans other than Labyrinth agents, known DNAscendants include the Contenders (Bear-Knuckles, Fly-Boy, Heavyweight, and TKO), Evening, 
  the Faretti Brothers (“Strong Manny,” “Joey Brains,” and “Slick Willy”), Larceny, Inc. (Get-Away, Grab, Smash, and Trap-Door), the Spanish hero el Matador, the 
  Millennium Bug, the Oliverti Family enforcers Knee-Breaker and Strongarm, Rant and Rave, the R.I.O.T. (Armorine, Flag-Burner, Insurgent, Little Hawk, S.D. Ivan, 
  and Slam Dance), Silverback, and the Xegnome. Other less-than-human results also exist, and formerly-human monstrosities to come from this process include 
  Daddy O’Long-Legs, Death Caul, Howl, Midnight-Owl, Urban D-K, the Verman, and dozens of other monsters loosed on the world after testing.
  TAMPER 
   POWER LEVEL 10
  Str 14
   Dex 18
   Con 18
   Int 14
   Wis 18
   Cha 14
  Skills: Craft (chemical) 8 (+10), Craft (mechanical) 8 (+10), Disable Device 8 
  (+10), Knowledge (philosophy and theology) 4 (+6), Knowledge (streetwise) 
  4 (+6), Stealth 4 (+8)
  Powers: Flight 5 (250 MPH), Nullify 10 (all technological powers, 
  Concentration Duration, Alternate Power: Power Control 10 
  [Concentration Duration]), Protection 8 (Impervious)
  Combat: Attack +8, Grapple +10, Damage +2 (unarmed), Defense +8, 
  Knockback –10, Initiative +4
  Saving Throws: Toughness +12, Fortitude +6, Reflex +6, Will +6
  Abilities 36 + Skills 9 (36 ranks) + Feats 0 + Powers 66 + Combat 32 + 
  Saves 6 = Total 149
  
  170
  170
  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   While his brainwashing has weakened over time, Tamper does not know 
  he works for the Labyrinth. His usual missions for the Order involve sabo-
  tage of, or theft from, “heretical” corporations and sometimes eliminating 
  “sinners” who have strayed from the Church (often members of the Church 
  who have discovered the Order, effectively keeping the Vatican hierarchy 
  in the dark about Hades’ faithful operating in their midst).
   Charlie is a brash, loud, braggart who hasn’t mellowed much since he 
  gained his powers. As he has sworn to keep the Order’s secrets, he doesn’t 
  discuss what he sees as his “holy crusade” with others; all he truly knows 
  and cares to know is that he’s doing what’s right by his faith (he sees him-
  self as a hero, despite the blood on his hands).
   Tamper’s standard tactics are to fly over a target area and disrupt any sur-
  veillance equipment and defensive mechanisms before he enters. His powers 
  protect him from harm most of the time, but if he gets into conflict with super-
  heroes, he’ll either flee at top speed once he’s finished his mission or use his 
  thick skin and flying abilities to ram any “heretics” into the ground. His other 
  favorite battle tactics involve making equipment go haywire or giving oppo-
  nents a “fall from grace” (flying and dropping them from great heights).
   TARGETTE
  Isabela Varianza lived on the streets of Los Angeles until a rival gang 
  member stabbed her in the throat during a brawl. The injury destroyed her 
  larynx, but her powers manifested during the attack and she was able to 
  transfer the pain of her wound to her attackers, knocking them out. Quickly 
  discovered and recruited by Dr. Peter Hanks for study, Isabela became a 
  star pupil for Ms. Scarlet, as she took to her reeducation and training 
  exceedingly well. Now mute, she learned American Sign Language, and 
  fell in love with her fellow student, Samantha Blackwood, the woman who 
  became Sidetrack.
   Isabela, after finishing her training, was given the code name Targette, 
  as her powers allowed her to absorb any damage and transfer the pain 
  outward via psychic blasts. She refuses to work alone, preferring to act 
  in concert with Samantha. Targette and Sidetrack have become a reliable 
  duo on many Labyrinth assignments, drawing attention and fire away 
  from the true operatives and objectives.
  TARGETTE 
   POWER LEVEL 10
  Str 10
   Dex 20
   Con 20
   Int 14
   Wis 14
   Cha 15
  Skills: Acrobatics 9 (+14), Knowledge (streetwise) 6 (+8), Knowledge (tactics) 
  3 (+4), Language 2 (sign language, Spanish)
  Feats: Dodge Focus 3, Equipment 2, Improved Initiative
  Powers: Absorption 10 (Both Types, Boost Mental Blast, Energy Conversion 
  [mental], Energy Storage), Mental Blast 5
  Equipment: blaster (+5 damage)
  Combat: Attack +9, Grapple +9, Damage +0 (unarmed), +5 (blaster), +5 
  (mental blast), Defense +15 (+6 flat-footed), Knockback –2, Initiative +9
  Saving Throws: Toughness +5, Fortitude +7, Reflex +7, Will +7
  Drawbacks: Disability (mute, –4 points), Full-Power (Mental Blast, –1 point)
  Abilities 33 + Skills 5 (20 ranks) + Feats 6 + Powers 81 + Combat 42 + 
  Saves 9 – Drawbacks 5 = Total 171
   LARCENY, INC.
  Larceny, Inc. is a quartet of villains—Trap Door, Get-Away, Smash, and Grab—
  all given powers by the DNAscent Process. One of the early successes, Trap 
  Door escaped the Cardistanic complex. He returned a few months later to 
  break out three others after they gained their powers but before they were 
  brainwashed into working for Grant or others. They banded together as 
  Larceny, Inc. and vowed to upset Grant’s and Cardistanic’s plans when they 
  could (and commit robberies on the side for fun and profit).
   Over the years, Larceny, Inc. has 
  made off with hundreds of millions in 
  cash or property and done at least the 
  same amount in damage to Freedom 
  City, New York, Atlanta, Chicago, and 
  Richmond. While some of their loot 
  has been recovered, they’ve managed 
  to keep more than $50 million by 
  funneling it into real estate and other 
  purchases made by Trap Door under 
  various aliases. Thus, the four of them 
  have at least eight apartments, lofts, 
  or warehouses to which they can flee 
  or in which they can relax. 
   Smash is the only member of the 
  team who cannot change from his costume to look like a normal person, so 
  he stays in one of three converted lofts in the meat-packing and docks dis-
  tricts of the city. Grab lives with him to keep his temper from blowing their 
  covers. Trap Door and Get-Away share a penthouse on Wilmington Ave. in 
  Hanover, though each of them has other properties they can use. Trap Door 
  tends to buy entire buildings and set up shell companies to handle renters, 
  always leaving at least three apartments vacant for him and his team.
   As a team, Larceny, Inc. operates using some basic semblance of team-
  work, especially given Trap Door’s intelligence and the others’ loyalty to 
  him. Smash and Get-Away provide the opening moves, distracting any 
  guards, while Trap Door and Grab make direct runs for their goals. Get-
  Away also provides transport by splitting her speed among the team and 
  allowing them to make quick escapes either through one of Trap Door’s 
  portals or by running away as quickly as possible.
   
  Everyone on the team under-
  stands that Trap Door is the most 
  important member, since he can 
  get the others out of prison, and 
  they work together to make sure 
  he’s able to get away if things go 
  badly. They will often leave Smash 
  behind to tie up the police with 
  one of his temper tantrums if he’s 
  unable to escape on his own. Trap 
  Door rescues him when it’s safe to 
  do so.
   TRAP-DOOR’S LOFT
  The loft shared by Trap-Door and 
  Get-Away has enough open space for both of them to maneuver, if neces-
  sary, although they’re careful not to conduct any of their “business” out of 
  it (using Furlough and other properties). The skylights allow the members 
  of Larceny, Inc. to come and go fairly easily without being spotted (par-
  ticularly at night). Trap-Door can also use them as portals, allowing him or 
  his teammates to jump out the skylights and disappear when anyone goes 
  TRAP DOOR’S LOFT 
  HEADQUARTERS
   
  Size: Small; Toughness: 10; Features: Communications, Concealed, Living 
  Space, Security System.
  Cost: 5 equipment points
  FURLOUGH 
  HEADQUARTERS
   
  Size: Medium; Toughness: 10; Features: Communications, Concealed, 
  Security System.
  Cost: 5 equipment points
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  171
  171
   GET-AWAY 
  POWER LEVEL 9
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +4
  +2
  +1
  +2
  +3
  12
  18
  15
  12
  15
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+2*
  +5
  +9
  +4
  *flat-footed
  Skills: Acrobatics 6 (+10), Bluff 6 (+9), Notice 4 (+6), Search 8 (+9), Sense 
  Motive 4 (+6)
  Feats: Attack Focus (melee) 3, Defensive Attack, Defensive Roll 4, Dodge 
  Focus 4, Evasion, Fast Overrun, Move-by Action, Teamwork
  Powers: Super-Speed 9 (5,000 MPH, Share Speed [Ranged, Progression 1 
  (up to 2 subjects)], Alternate Power: Strike 9 [sonic boom, Area Burst], 
  Wall Run, Water Run)
  Combat: Attack +7 (melee), +4 (ranged), Grapple +8, Damage +1 (unarmed), 
  +9 (blast), Defense +12 (+4 flat-footed), Knockback –3, Initiative +40
  Abilities 28 + Skills 7 (28 ranks) + Feats 16 + Powers 65 + Combat 24 + 
  Saves 10 = Total 151
  Real Name: Maria Traykos
  Identity: Public
  Occupation: Thief
  Base of Operations: Freedom City
  Affiliation: Larceny, Inc.
  Height: 5’ 0”
  Eyes: Hazel
  Weight: 104 lbs.
  Hair: Black
  left before brainwashing enslaved them to the 
  Labyrinth.
   Since her escape, Maria has been the stead-
  fast companion and lover of Jim Shore (Trap 
  Door). What started as her usual technique of 
  manipulation blossomed into actual affection 
  and she stays with Larceny, Inc. for both love 
  and money. She revels in the thrill of the chase 
  and doing things frowned upon by society.
   Get-Away is a hedonist and looks for goods that please her senses, from 
  rich fabrics and clothes to exotic liquor or fine art. Trap Door makes sure 
  the quarters they share are always sumptuous and richly appointed in 
  every way. She’s a thrill junkie doing things simply because she hasn’t yet. 
  Sometimes she does crazy stunts just for fun; her favorite being streaking 
  at super-speed through Freedom City. The only things she won’t do are 
  compromise one of Trap Door’s plans or expose the location of one of 
  their hideouts (even going so far as to run around the world a few times if 
  there’s a chance she might be followed).
   Get-Away is hardly a tactical genius; much of her direction comes from 
  Trap Door. If left to her own devices, her tactics are either to run away or 
  project her speed onto others and try and run them into walls while she 
  runs up the same surfaces. If she’s on “distraction duty” during a heist, 
  A runaway in Freedom City, Maria fell into the clutches of a Cardistanic 
  collections team. While she enjoyed the cleaner life and food, she hated 
  being kept under lock and key. She managed to get some freedoms by 
  flirting with some of the guards, but never quite managed to escape. 
  The night after she and two others underwent the DNAscent Process, 
  Trap Door appeared in her cell and offered her freedom if she agreed 
  to work with him. She and her fellow DNAscendants followed him and 
  outside looking for them. The kitchen 
  overlooks an alley off of Carter Way, 
  providing some additional cover. The 
  fire-escape outside is a secondary exit. 
  Get-Away can zip up or down it in an 
  instant. 
   FURLOUGH
  The nightclub has two main floors 
  accessible to the public. The second 
  floor has an open area overlooking 
  the main dance floor below. The club’s 
  atmosphere of blasting dance-music 
  and shadows broken up by pulsating 
  colored lights provides plenty of cover 
  for private conversations and meet-
  ings. Larceny, Inc. uses the private 
  rooms on the second floor as well as 
  their hidden facilities in the basement 
  to conduct business.
   The manager’s penthouse and the 
  secret basement facilities both have 
  feeds to the club’s discretely placed 
  security cameras, allowing Get-Away 
  (or any other Larceny members pres-
  ent) to keep an eye on things going on around the place. This provides 
  them enough warning for Trap-Door to arrange a quick escape, if neces-
  sary. For the club’s bouncers, use the Elite Thug stats on page 152 of 
  Mutants & Masterminds.
  
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  CHAPTER SIX: FOES OF FREEDOM 
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  173
  173
  she’ll run up and down a city’s main shopping district, using her sonic 
  booms to shatter windows and endanger “all those people who think 
  they’re better because they come from money.” In a teamwork context, 
  Get-Away shares her speed and often loops a battle to gather her team-
  mates and to run them through one of Trap Door’s portals. Her deadliest 
  move—first used to great effectiveness against Doctor Metropolis—is to 
  speed up Smash and let him ram at high speed into the biggest opponent 
  they face.
   GRAB 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +3
  +1
  +0
  +2
  12
  16
  16
  12
  10
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +6
  +9
  +3
  Skills: Bluff 8 (+10), Disable Device 6 (+7), Escape Artist 12 (+15, +22 with 
  Elongation), Gather Information 4 (+6), Knowledge (streetwise) 6 (+7), 
  Notice 4 (+4), Search 4 (+5), Sense Motive 6 (+6), Sleight of Hand 12 
  (+15), Stealth 6 (+9)
  Feats: Attack Focus (melee) 5, Chokehold, Defensive Attack, Distract (Bluff), 
  Dodge Focus 2, Improved Grapple, Improved Pin, Improved Trip, Move-by 
  Action, Power Attack, Set-Up, Teamwork
  Powers: Elongation 7, Leaping 5 (bouncing), Protection 7
  Combat: Attack +10 melee, +5 ranged, Damage +1 (unarmed), Defense +10 
  (+4 flat-footed), Initiative +3
  Abilities 20 + Skills 17 (68 ranks) + Feats 14 + Powers 22 + Combat 26 
  + Saves 12 = Total 111
  Real Name: LuAnn Grimes
  Identity: Public
  Occupation: Thief
  Base of Operations: Freedom City
  Affiliation: Larceny, Inc.
  Height: 5’ 4” 
  Eyes: Blue
  Weight: 120 lbs.
  Hair: Dark blonde
  One of Freedom City’s more notorious grifters, LuAnn had long been 
  known to the FCPD even before she made the mistake of drinking one eve-
  ning at the Double Diamond saloon near the Freedom College campus. 
  She got served a drugged drink and woke up a prisoner and test subject 
  in a mysterious lab. She bided her time and listened to what was going 
  on around the lab, so when Trap Door offered her a chance to escape, she 
  knew she was the one who held the information they needed to blackmail 
  Cardistanic, Jonathan Grant, and others.
   Grab remains an unapologetic con artist and pickpocket, but she enjoys 
  her teammates and the camaraderie she shares with them. While she some-
  times loses patience with Smash (who insists on 
  calling her his “girlfriend”), she puts up with his 
  crush in order to always have a loyal bodyguard 
  (and potential fall guy) around. Grab’s primary 
  concern is for herself, and while she appreciates 
  Trap Door’s help and respects him, she stays with 
  the team only because the rewards are greater 
  and it’s more fun than doing it alone.
   Bitter at being orphaned at an early age, 
  LuAnn learned to count on no one but herself. She sees people as marks 
  and potential enemies. Manipulative to the extreme, Grab excels at distract-
  ing people so she can lift their wallets or jewelry, keeping them from paying 
  attention to what the rest of the team is doing, or setting them up for an 
  attack by one of her teammates. Self-absorbed and petty, Grab demands as 
  much attention as Trap Door from the public, and attacks fiercely if she’s 
  dismissed as a lesser threat than the others.
   Grab rarely bothers with fighting, seeing it as something to indulge in only 
  when necessary. She’d rather focus on the score and makes sure the group 
  always grabs the cash and any extra incidentals she can score along the 
  way. If forced into combat, she keeps to a supporting role, tripping and snar-
  ing opponents to make them easier prey for Smash and Trap Door. If she’s 
  angered into fighting (by someone laughing at her or suggesting she’s the 
  weak link), her most common tactic is to stretch her hand around someone 
  then force her fingers inside the throat (a particularly nasty use of Chokehold). 
  Her team tactic with Smash is often to throw or catapult foes within his reach, 
  allowing him to flatten them.
   SMASH 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +13
  +2
  +13
  –2
  +0
  –1
  36/16
  14
  36/16
  6
  10
  8
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +13
  +13
  +4
  +3
  Skills: Intimidate 12 (+11)
  Feats: Endurance, Improved Critical (unarmed), Power Attack
  Powers: Enhanced Constitution 20, Enhanced Strength 20, 
  Impervious Toughness 8, Super-Strength 6 (heavy load: 50 tons, 
  Groundstrike, Shockwave)
  Combat: Attack +7, Damage +13 (unarmed), Defense +7, Initiative +2
  Abilities 10 + Skills 3 (12 ranks) + Feats 3 + Powers 62 + Combat 28 + 
  Saves 5 = Total 111
  A former middleweight boxer from Freedom 
  City, Ernie worked as the bouncer at the Double 
  Diamond bar for his cousin after he suffered 
  brain damage from a particularly brutal fight that 
  ended his career. Ernie and his cousin were both 
  taken away because they happened to be there 
  the night Cardistanic drugged the clientele and 
  took them for testing with the DNAscent Process.
   The Cardistanic executives were ecstatic over 
  Ernie’s superhuman development (as one of their first major physically 
  enhanced bruisers) and he enjoyed the attention, even if he couldn’t 
  understand what they talked about. He loved being the center of atten-
  
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  CHAPTER SIX: FOES OF FREEDOM
  tion as he happily performed all the tests of strength they wanted. The 
  only reason he left Cardistanic (and didn’t become a Labyrinth operative) 
  was LuAnn. When Trap Door infiltrated the facility offering to help them 
  escape, she insisted they bring Smash along for muscle. All she needed to 
  do was ask and he became the bruiser of Larceny, Inc. without a second 
  thought.
   Smash has the mental development of a five year-old child. He walks 
  an emotional tightrope that could cause him to either fall apart and cry or 
  lose his temper and fight whoever’s around when he hits an obstacle, be 
  it physical or logical. If confused and left without an obvious target for his 
  frustrations or someone to tell him what to do, Smash has a good chance 
  of simply sitting down and crying like a lost child. Ernie loves circuses, 
  especially balloons, so either is a good distraction for him.
   What he’s good at is following simple orders and carrying them out 
  with a tenacity to rival a machine. This, combined with the fact that he’s 
  happy to listen to his friends, makes him a capable member of the team. 
  Anyone who’s able to convince Smash that they’re friends will have an 
  easily manipulated pawn of extreme power.
   Smash can’t even pronounce the word strategy, let alone use it. He’s 
  simple-minded to the extreme—reacting rather than thinking, and his 
  reactions are often violent, whether he means them to be or not. If he 
  is not given instructions by Trap Door or one of his other teammates, 
  Smash often lashes out at anyone who attacks him. He never asks ques-
  tions about why he’s been told to do something by the other members of 
  Larceny, Inc., even if he’s directed to harm someone he’s previously consid-
  ered a friend. His emotions turn on a dime and the only absolute truth he 
  knows is “Door” and “Fast-girl” and “L’Ann” love him and would never lie 
  to him.
  Name: Ernest “Ernie” “Crusher” Connors
  Identity: Public
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: Larceny, Inc.
  Height: 7’ 11”
  Eyes: Black
  Weight: 475 lbs.
  Hair: None
   TRAP DOOR 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +3
  +3
  +3
  +3
  +3
  16
  16
  16
  16
  16
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+3*
  +6
  +9
  +
  *flat-footed
  Skills: Acrobatics 12 (+15), Bluff 8 (+11), Diplomacy 6 (+9), Disable Device 
  8 (+11), Drive 4 (+7), Gather Information 4 (+7), Knowledge (streetwise) 6 
  (+9), Notice 6 (+9), Search 6 (+9), Stealth 12 (+15)
  Feats: Defensive Roll 3, Equipment 2, Improved Initiative, Improved Throw, 
  Inspire, Leadership, Move-by Action, Taunt
  Powers: Device 4 (kinetistaff, easy to lose), Teleport 9 (900 ft./anywhere 
  on Earth, Portal, Limited to physical frames, Selective)
  Kinetistaff: Blast 9 (kinetic, Alternate Power: Strike 9)
  Combat: Attack +11, Damage +9 (kinetistaff), Defense +14, Initiative +7
  Abilities 36 + Skills 18 (72 ranks) + Feats 11 + Powers 41 + Combat 50 
  + Saves 12 = Total 168
  Name: James Shore
  Identity: Secret
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: Larceny, Inc.
  Height: 6’ 1”
  Eyes: Green
  Weight: 175 lbs.
  Hair: Brown
  James Shore has always been a thief. In his early days he stole from the wrong 
  people and had his right hand mangled as a lesson. An alcoholic, James fell 
  into grifting and con games and found he was good at it. His last drink was 
  nineteen years ago at the rail of the Lucky Seven tavern in Greenbank.
   Drugged and carried away, James became one of the earliest surviving test 
  subjects for the DNAscent Process of Dr. Hanks. He dried out while his body 
  responded to drug treatments and regular exercise. Unlike previous subjects, 
  James didn’t become sterile or go insane due to the radical changes the 
  drugs caused to his system. After months of unsuccessful escape attempts, 
  James volunteered to try and gain flight and super-strength powers through 
  radiation treatments. The process proved far more painful than expected, 
  and James ended up with an overall enhanced body and flawed teleporta-
  tion powers. After a short period of adjustment and training, he used his 
  new powers to steal a prototype kinetistaff and escaped.
   James built up the reputation of Trap Door as 
  a hidden and mysterious menace on both sides 
  of the law. While he robbed jewelry stores and 
  broke into banks, he also gave away the money 
  to orphanages and bought and renovated 
  dilapidated housing projects. He took care not 
  to raise too high a profile until he knew more 
  about the people who gave him his powers. It 
  took him years to track them down to a new 
  facility, and when he did, he watched and waited. Once they’d produced 
  more successful superhumans, he teleported in and offered them another 
  choice. “Work with me and I guarantee you’ll never be ordered around or 
  treated like you’re less than human. Besides, I guarantee we’ll have a lot 
  more fun...” 
   Since that night, Larceny, Inc. has been a mainstay on the most wanted 
  boards at the FCPD. What few realize is that they’ve done as much to dis-
  rupt the plans of the Labyrinth, without realizing it, as most heroes. Trap 
  Door sees it as his mission to do anything that hurts Grant Conglomerates, 
  Cardistanic, Jonathan Grant, Dr. Peter Hanks or anyone who works for 
  them. He and the rest of Larceny, Inc. have stopped them from gathering 
  test subjects, stolen technology shipments earmarked for Cardistanic or 
  subsidiary companies, and much more. These jobs happen at least twice a 
  year; the rest of the time is dedicated to having fun or finding worthwhile 
  marks and seeing how long it takes to raid them.
   A charming rogue, Trap Door sees no reason why a life of crime has 
  to be brutal, cruel, or lack social conscience. He views himself as a Robin 
  Hood figure, “robbing from those who have too much and distributing it 
  among those who have too little.” His investments over the years have 
  ensured that neither he nor his team has any monetary need to rob or 
  steal—they now do so for the fun and excitement of it.
  
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  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
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  175
  175
  THE  POWER CORPS
  THE POWER CORPS 
  POWER LEVEL 10
  The members of the Power Corps are trained soldiers, skilled in both com-
  bat and small unit tactics. Each of them wears a suit of reflective chrome 
  armor consisting of a clamshell cuirass that covers the torso, bulky boots, 
  gauntlets and a helmet over a close-fitting black bodysuit. The boots con-
  tain rockets that allow the Power Corps to fly, while the armor’s gauntlets 
  contain blaster weapons. The suits contain sealed life-support systems 
  and the helmet has a reflective black faceplate that can display sensor 
  information and readouts on the inside. The helmets also have special 
  computer systems that help to coordinate the Corps’ tactical movements, 
  allowing them to operate very efficiently as a unit.
   Each suit of armor has a number (1 through 8) on the chest-plate, and 
  the armor’s wearer is generally referred to by number while in the field. 
  Number One is the leader of the team while Number Two is his second in 
  command. Number Two and Number Seven are women, while other six 
  members of the Power Corps are men.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +9
  +1
  +1
  +0
  +1
  +0
  28/12
  12
  12
  11
  12
  11
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11/+1*
  +6
  +4
  +4
  *without armor
  Skills: Acrobatics 6 (+7), Climb 2 (+3/+11), Intimidate 8 (+8), Knowledge 
  (streetwise) 6 (+6), Knowledge (tactics) 6 (+6), Notice 4 (+5), Profession 
  (mercenary) 8 (+9), Search 6 (+6), Sense Motive 8 (+9), Stealth 4 (+5), 
  Survival 6 (+7)
  Feats: Assessment, Improved Initiative, Power Attack, Precise Shot, Set-up, 
  Teamwork
  Powers: Device 18 (power armor, hard to lose)
  Power Corps Armor: Blast 9, Communication 7 (radio), Enhanced 
  Strength 16, Flight 5 (250 MPH), Immunity 9 (life support), 
  Protection 10 (Impervious 8), Super-Senses 4 (direction sense, low-
  light vision, radio, time sense), Super-Strength 4 (heavy load: 10 tons)
  Combat: Attack +11, Damage +9, Defense +9, Initiative +5
  Notes: Number One has Int 13 and Leadership; Number Two has Wis 14.
  Abilities 10 + Skills 16 (64 ranks) + Feats 6 + Powers 72 + Combat 40 + 
  Saves 11 = Total 155
  T
  he Power Corps is a team of mercenaries originally recruited and 
  trained by the Mastermind as his agents, and outfitted with advanced 
  suits of power armor, powerful enough to make them a match for 
  heroes like the Freedom League, or so they thought. The Power Corps 
  worked for the Mastermind for a time, going up against the Freedom 
  League individually and as a group. Eventually, after the Mastermind suf-
  fered defeat at the hands of the League and was missing and presumed 
  dead, the Power Corps decided to go it on their own. They repaired their 
  armor and became super-criminals for hire.
   Now the Power Corps work for the highest bidder. A portion of their fee 
  goes toward maintaining their equipment, and they’ve established safe-
  houses and caches in various places around the world. Occasionally, the 
  team sees fit to replace a member lost in combat or who decides to leave 
  the group, but this has only happened twice in the Power Corps’ history.
  
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  P
  rofessor Artur Zion immigrated to the United States from Germany 
  to escape the rise of Nazism in the 1930s. He changed his name to 
  “Parker Psion” and continued his research into paranormal and psy-
  chic phenomena. Although disdainful of Nazi eugenics programs and 
  claims of racial superiority, Psion did believe in superiority, the superior-
  ity of the mind and its hidden capabilities. He was convinced humanity 
  was evolving toward greater mental faculties and the future of humanity 
  involved the cultivation of those capabilities. Already there was evidence 
  in the form of various “mystery men” and even the Nazi Übermenschen. 
  These “paranormals,” as some scientists called them, were the first in 
  an emerging race of super-beings, the future of human evolution. The 
  future of humanity was clear to Parker Psion.
   Psion was never able to provide concrete evidence for his theories, 
  nothing to show paranormals were anything other than random freaks 
  of nature, unexplained by modern science. Undaunted, he continued 
  his work, often in secret. When funding ran out, he pursued less-legal 
  options, including promising certain criminal elements he could cre-
  ate new paranormals for them. When his promises proved exaggerated, 
  Psion was forced to flee underground to escape his former colleagues. 
  He was eventually successful, however, in triggering latent mental pow-
  ers. Lacking any further test subjects, he experimented on himself, and 
  gained psychic powers. He may have also unbalanced his already deli-
  cate psyche, although perhaps it was the power and not the procedures 
  that did so.
   Whatever the case, Parker Psion wanted to ensure his genius would 
  be preserved. So he used his abilities to seduce a suitable young woman 
  and produced children, two sons and a daughter. In vitro injections and 
  tinkering provided his children with even stronger mental powers than 
  his. Parker raised them with his doctrine of mental superiority, and he 
  and his children occasionally ran up against Dr. Alexander Atom and 
  his protégés, the Atom Family. Psion’s daughter attempted to seduce 
  Mentac on several occasions, certain a mating between them would 
  produce an even more powerful generation of mentalists. He proved 
  immune to her charms, however.
   When Mentac and Andrea Atom wed, Parker Psion decided it was 
  time to insure the next generation of his progeny as well. He and his 
  children built an isolated compound in the Colorado Rockies where 
  Professor Psion’s mental experiments continued. His five grandchildren 
  lost their parents in an avalanche outside the complex. Prof. Psion told 
  them it was the work of his old enemy, Dr. Atom. He raised them alone, 
  cultivating their psionic potential and teaching them they were the next 
  stage of human evolution. By the time they were teens, the children 
  understood their destiny, and how others wouldn’t understand and 
  would oppose them.
   The Psions attempted to recruit the newest generation of the Atom 
  Family to join them in their endeavors, without success. They have also 
  come up against the Atoms while stealing information, supplies, and 
  other things for their grandfather. Dr. Atom and his grandchildren hope 
  to rehabilitate the Psions, if they can separate them from Professor 
  Psion’s influence. So far, Jump’s teleportation powers have prevented 
  that opportunity from arising and ensured the Psions of a quick getaway 
  every time.
  THE  PSIONS
   PROFESSOR PSION 
  POWER LEVEL 8
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +0
  +0
  +13
  +11
  +3
  8
  10
  10
  36
  32
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +0
  +3
  +3
  +13
  Skills: Bluff 6 (+9), Computers 4 (+17), Concentration 6 (+17), Diplomacy 
  6 (+9), Intimidate 4 (+7), Knowledge (behavioral sciences) 8 (+21), 
  Knowledge (life sciences) 6 (+19), Knowledge (theology and philosophy) 
  2 (+15), Languages 2 (German, Russian), Medicine 4 (+15), Profession 
  (teacher) 4 (+15), Sense Motive 4 (+15)
  Feats: Eidetic Memory, Leadership, Master Plan, Ultimate Save (Will)
  Powers: Comprehend 2 (languages), Telepathy 8 (Sensory Link, Alternate 
  Powers: Mental Blast 4, Mind Control 8)
  Combat: Attack +3, Damage +4 (mental blast), Defense +4, Initiative +0
  Abilities 52 + Skills 14 (56 ranks) + Feats 4 + Powers 30 + Combat 14 + 
  Saves 8 = Total 122
  Name: Artur Zion
  Aliases: Parker Psion
  Identity: Public
  Occupation: Scientist
  Base of Operations: Freedom City
  Affiliation: The Psions
  Height: 5’10”
  Eyes: Blue
  Weight: 160 lbs.
  Hair: Grey
  Parker Psion is a brilliant intellect compensating for a severe inferiority com-
  plex. Always picked on and persecuted—for his slight built, his brains, his 
  ideas, and for his ethnic and religious background—he developed a firm 
  belief in his own superiority. He considers him-
  self very much a “self-made man.” His research 
  unlocked the hidden potential of his mind and 
  he has passed those gifts on to his children 
  and grandchildren. They represent the future 
  of humanity, where the mind is all-important. 
  Prof. Psion has never wavered from his beliefs, 
  not even after the deaths of his own children. 
  Although he loves his grandchildren in his own 
  way, he truly sees them as part of his accomplishments. They are his great-
  est and most successful experiment, living proof of his theories.
   Professor Psion has some mental powers of his own, although they are 
  minor compared to the abilities of his grandchildren. Still, they place him 
  above the “rabble” of ordinary humanity, which have not yet “evolved” 
  to his level. Professor Psion sees himself as a great visionary, who will be 
  lauded alongside the most famous scientists and philosophers for usher-
  ing in a new age for the world. Of course, like many visionaries, he is 
  misunderstood and rejected by society. It doesn’t matter. He will save the 
  world whether the world wants it or not.
  
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  FOES OF FREEDOM
  FOES OF FREEDOM
  177
  177
  
  178
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  CHAPTER SIX: FOES OF FREEDOM
   EMPATH 
  POWER LEVEL 10
  Real Name: Juliana Psion
  Identity: Secret
  Occupation: None
  Base of Operations: Freedom City
  Affiliation: Psions
  Height: 5’ 9”
  Eyes: Blue
  Weight: 110 lbs.
  Hair: Auburn
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +3
  +1
  +1
  +5
  +11
  10
  16
  12
  12
  20
  32/16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+1*
  +4
  +6
  +10
  *flat-footed
  Skills: Bluff 4 (+15), Concentration 8 (+13), Diplomacy 4 (+15), Disguise 4 
  (+15), Knowledge (behavioral sciences) 4 (+5), Sense Motive 8 (+13)
  Feats: Defensive Roll 5, Distract, Fascinate (Bluff), Taunt, Teamwork
  Powers: Enhanced Charisma 16, Emotion Control 10 (Concentration, 
  Alternate Powers: Healing 10 [Empathic], Mind Reading 10 [Limited to 
  emotions]), Mental Blast 4, Super-Senses 1 (mental awareness)
  Combat: Attack +8, Damage +0 (unarmed), Defense +12, Initiative +3
  Abilities 26 + Skills 8 (32 ranks) + Feats 9 + Powers 45 + Combat 40 + 
  Saves 11 = Total 139
  Juliana is the oldest of the current generation of Psions, and the longest 
  exposed to her grandfather’s beliefs and experiments. From the time she 
  was a little girl, Juliana did her best to make her family proud of her and 
  she was quite successful, even if her grandfather is somewhat miserly with 
  his praise. When she was young, Juliana also learned how to manipulate 
  people. First it was being the only child, then it was being the oldest and 
  first-born, then being her grandfather’s “helper” and the “woman of the 
  house” after her parents died. As her powers grew, it was also Juliana’s 
  telepathic ability to affect emotion, although it’s somewhat less effective 
  against members of her family.
   Juliana became field leader of the Psions based on her age and her 
  ability to keep the others in line. She’s done a good job thus far, and she 
  believes in her grandfather’s theories and his cause. Her attempts at emo-
  tionally manipulating Maximus Atom backfired on her somewhat. While 
  Max developed a crush on Juliana, she 
  has also, almost against her will, devel-
  oped feelings for him. She finds herself 
  increasingly flustered where the hand-
  some eldest member of the Atom Family 
  is concerned, but she has her duty to her 
  family to consider.
   Empath is a study in contrasts. 
  Although she has the ability to sense the 
  emotions of others, she sees them largely 
  as things for her to manipulate, rather 
  than feelings as valid as her own. Gifted with the power to heal, she uses 
  it only as directed by her grandfather and as the situation demands. In 
  many ways, Empath has hardened herself to ignore the feelings and suf-
  fering of others, believing it makes them inferior and weak. She doesn’t 
  allow herself the same weakness. She manipulates people because she’s 
  afraid and doesn’t know any other way of dealing with them.
   Empath prefers to use her mental powers to sow dissent and turn 
  opponents against each other rather than getting into direct physical 
  confrontations. She uses her power to heighten or dampen emotions as 
  needed to turn things to her advantage and she’s very good a reading 
  her opponents and knowing what they’re up to (making her hard to bluff 
  or trick). In combat, she prefers to direct the actions of the other Psions, 
  influence opponents with her powers, and provide healing to her siblings 
  who need it. Empath is coldly rational about the team’s objectives. If it’s 
  clear they can’t win, she has Jump clear them out immediately. Empath 
  avoids the use of lethal force whenever possible, and encourages her fam-
  ily to do the same (having to rein in Ember on occasion).
   EMBER 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +4
  +1
  +1
  +2
  +2
  11
  18
  13
  12
  14
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9/+1*
  +5
  +7
  +7
  *without force-field
  Skills: Acrobatics 6 (+10), Concentration 8 (+10), Intimidate 6 (+8), Notice 4 
  (+6)
  Feats: Attack Specialization (blast) 2, Improved Critical (blast), Power Attack, 
  Ricochet Attack, Startle
  Powers: Fire Control 10, Flight 5 (250 MPH), Force Field 8, Immunity 
  10 (fire/heat effects), Strike 6 (fire, Aura)
  Combat: Attack +6 (normal), +10 (blast), Damage +10 (blast), Defense +11, 
  Initiative +4
  Abilities 23 + Skills 6 (24 ranks) + Feats 6 + Powers 60 + Combat 34 + 
  Saves 12 = Total 141
  The second eldest Psion, Frankie is the 
  opposite of her cousin Juliana in almost 
  every way. Whereas Juliana learned to 
  control her emotions and those of the 
  people around her at a young age, Frankie 
  never developed much emotional control. 
  She was known for tantrums and defiance 
  as a child. Her hot temper eventually blos-
  somed into a talent for pyrokinesis, the 
  psionic ability to create and control fire. 
  Whereas Empath’s powers taught her 
  discipline, Ember’s have taught her nothing more than a love for setting 
  things on fire and watching them burn. She learned to obey the dictates 
  of her grandfather, her parents, and, later, her older cousin, but she does 
  so reluctantly, only because they’re more powerful than her.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  179
  179
   Like Empath, Ember completely bought into the idea she was innately 
  superior to normal humans, a part of a great destiny. She adopted more 
  of a warrior ethos than Prof. Psion or Empath, however. Whereas they 
  focus on the achievements of the mind, on intellect and logic, Ember is all 
  about passion, will, and drive. She understands full well that evolution is 
  not a kind or gentle process, and the future of the metahuman race will 
  be born in battle, in blood, and in fire.
   Ember is a hothead, both figuratively and literally. She’s the loose can-
  non of the Psions, by far the most vicious and bloodthirsty, also possibly 
  the most arrogant and threatening. Heroes should find little to redeem 
  within her, and should quickly grow to both dislike and fear her personal-
  ity and her powers. You can use Ember to keep the Psions from becoming 
  too sympathetic as adversaries. As long as they treat a murderous pyro-
  maniac as a member of the family, and see her as part of the future of 
  humanity, it’s kind of hard to treat the Psions as worthy of sympathy.
   Ember is a straightforward fighter. Her basic tactic is “burn anything 
  that moves, then kick the ashes.” She typically opens up with blasts of 
  flame, surrounding herself with a burning aura making it difficult for oppo-
  nents to touch her. She delights in setting fires, and will often ignite parts 
  of the surrounding area. The flames are harmless to her, but can prove 
  dangerous to her opponents (as well as to her teammates, as Empath con-
  stantly reminds her). If hard pressed, Ember creates walls of fire as cover 
  and uses flame blasts to collapse structures and bury opponents under 
  flaming rubble. She has no qualms about threatening the “human sheep” 
  heroes go out of their way to protect, and she’s the most likely Psion to 
  take hostages.
  Real Name: Frankie Psion
  Identity: Secret
  Occupation: None
  Base of Operations: Freedom City
  Affiliation: Psions
  Height: 5’ 5”
  Eyes: Blue
  Weight: 100 lbs.
  Hair: Red
   JUMP 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +7
  +1
  +1
  +3
  +2
  11
  24
  13
  13
  16
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +5/+1*
  +4
  +10
  +8
  *flat-footed
  Skills: Acrobatics 8 (+15), Concentration 6 (+9), Notice 4 (+7), Search 6 (+7), 
  Sense Motive 8 (+11), Stealth 4 (+11)
  Feats: Defensive Attack, Defensive Roll 4, Dodge Focus 5, Evasion 2, Improved 
  Initiative, Instant Stand, Set-up, Sneak Attack, Teamwork
  Powers: Nauseate 10 (Limited to Teleport passengers), Teleport 10 (1,000 
  ft./Earth to the Moon, Change Direction, Change Velocity, Easy, Progression 
  2 [x5 mass], Turnabout)
  Combat: Attack +10, Damage +0 (unarmed), Defense +15 (+5 flat-footed), 
  Initiative +11
  Abilities 31 + Skills 9 (36 ranks) + Feats 17 + Powers 36 + Combat 40 + 
  Saves 11 = Total 144
  Jump is one of the three younger Psions, older than the twins by only a 
  couple months. He’s both the middle child and the only boy in a family of 
  powerful young women. Both these things made Josh fairly shy and retir-
  ing. His sensitivity as a child made Professor Psion virtually certain Josh 
  would develop telepathic or empathic abilities similar to his older sister 
  Juliana. Instead, Joshua developed a talent for teleportation, the psionic 
  ability to move instantly from one place to another. It first happened when 
  his cousin Frankie locked Joshua in a dark closet, and he suddenly found 
  himself outside. Since then, Josh has refined and mastered his ability to 
  “jump” (as he calls it) from place to place. More importantly, he developed 
  the capability to bring others along with him, making Jump invaluable to 
  the Psions for getting around, or making a quick exit when necessary.
   Unlike the rest of his family, Jump isn’t so certain he buys their grandfa-
  ther’s line about their innate superiority. After all, they’re far from the only 
  superhumans in the world, and so many others use their powers selflessly 
  for the benefit of humanity. They don’t consider themselves superior. The 
  Psions’ encounters with the Atom Family only strengthened Josh’s doubts. 
  The Atoms are so much like his family in 
  many ways, but so different in the way 
  they support each other and don’t put 
  on airs. These days, Jump is torn between 
  his loyalty to the family he loves (despite 
  their faults) and his desire to get out from 
  under his grandfather’s thumb. He wants 
  to use his powers to do some good, but 
  he also wants to be just an ordinary kid, 
  hanging out with friends and enjoying 
  himself. Unfortunately, he doesn’t know 
  what to do, and he’s afraid it’s only a matter of time before his family 
  discovers his disloyal thoughts.
   Jump is the Psions’ “escape clause,” allowing them to teleport to a 
  target location, do what they came to do, and teleport away. If things 
  become difficult for the team, Jump always teleports them out. His useful-
  ness as a combatant is somewhat limited, although he is a remarkably 
  well-trained unarmed fighter for his age.
   More importantly, Josh is the human side of the Psions. He serves to 
  help remind the heroes these are just kids, albeit kids with super-powers, 
  and a twisted upbringing. In many ways, they can’t help but be as they 
  are. Still, Jump shows their potential for change. He’s begun to realize 
  things aren’t as he’s been taught. Sympathetic heroes might be able to 
  encourage him to change sides. On the other hand, heroes who see Jump 
  as just another bad-guy to beat on might alienate him and drive him back 
  to his dysfunctional family.
   Jump moves around a lot in combat, teleporting from place to place, stay-
  ing just out of the heroes’ reach. He’s willing to mix it up in hand-to-hand 
  when necessary, but is more likely to teleport behind someone, sucker-punch 
  them, then teleport away. He’s also fond of grabbing opponents, teleporting 
  straight up, and dropping them. All the Psions realize Jump is their ticket 
  out, so they tend to protect him in a fight, and Jump will retreat to a safe 
  distance if necessary to keep from being captured or knocked out.
  Real Name: Joshua Psion
  Identity: Secret
  Occupation: None
  Base of Operations: Freedom City
  Affiliation: Psions
  Height: 5’ 6”
  Eyes: Brown
  Weight: 125 lbs.
  Hair: Brown
  
  180
  180
  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   AURA 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +4
  +1
  +1
  +4
  +3
  9
  18
  12
  13
  19
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +4/+1*
  +4
  +7
  +9
  *flat-footed
  Skills: Acrobatics 4 (+8), Concentration 6 (+10), Notice 4 (+8), Sense Motive 
  6 (+10), Stealth 4 (+8)
  Feats: Defensive Roll 3, Dodge Focus 4, Evasion, Teamwork
  Powers: Telepathy 10 (Alternate Powers: Illusion 6 [all senses, Phantasms, 
  Selective], Mental Blast 5), Mind Shield 5, Super-Senses 2 (mental 
  awareness, mental communication link with Argent)
  Combat: Attack +7, Damage –1 (unarmed), +5 (mental blast), Defense +14 
  (+5 flat-footed), Initiative +4
  Drawbacks: Power Loss (Telepathy, –1 rank per 20 ft. away from Argent, –2 
  points)
  Abilities 27 + Skills 6 (24 ranks) + Feats 9 + Powers 29 + Combat 34 + 
  Saves 11 – Drawbacks 2 = Total 114
  Real Name: Gwendolyn “Gwen” Psion
  Identity: Secret
  Occupation: None
  Base of Operations: Freedom City
  Affiliation: Psions
  Height: 5’ 5”
  Eyes: Brown
  Weight: 100 lbs.
  Hair: Black
  Gwendolyn and her twin sister Carolyn were the last of the Psion children 
  born, just two months after their cousin Joshua (Jump). Professor Psion 
  was thrilled at the birth of the twins, given previous studies showing a 
  telepathic link between identical twins and similarities in their physical 
  and mental development. The girls presented an excellent opportunity 
  for study. So Professor Psion studied them carefully, something the twins 
  occasionally mistook for attention and even affection, although they also 
  undergo the greatest scrutiny of the Psion children.
   Interestingly enough, the twins were quite different in personality. Gwen 
  was shy and quiet, comparatively. She preferred the company of her sister 
  to others, and didn’t like strangers or large groups of people. On the other 
  hand, she was always quite sensitive to the feelings of others, and tested 
  quite high for telepathic potential. So it 
  came as no surprise to Professor Psion when 
  Gwen began to manifest stronger signs of 
  telepathic abilities. What did come as some-
  thing of a surprise was how much stronger 
  Gwen’s abilities were in the presence of her 
  sister. The same was true for Carolyn’s own 
  psychic powers. The closer the twins are to 
  each other, the greater their powers, and 
  conversely, the farther apart they are, the 
  weaker their abilities. Professor Psion sus-
  pects some sort of “psychic gestalt” is at work, although he has not yet been 
  able to teach the girls how to consciously control it. The professor hopes to 
  do so, perhaps even including the rest of the family in the twins’ “mind meld,” 
  granting them all a consummate boost in psychic power.
   Aura is shy and quiet, always watching what others are doing, and 
  thinking. She provides a telepathic “field agent” for the Psions, since 
  Professor Psion doesn’t often accompany his grandchildren away from 
  their home. Aura links the team together and always has her mental con-
  nection with her twin sister, allowing the Psions to communicate silently 
  and efficiently, coordinating their actions in and out of combat.
   Aura has few qualms about reading minds to find out things she and 
  the others want to know, and she’s an effective gatherer of information. 
  If the Psions decide to remove heroes as obstacles, they might try doing 
  so using telepathic blackmail rather than brute force. Aura doesn’t par-
  ticularly like hurting people, but she’ll do anything to protect and help 
  her family, especially her sister and her grandfather. Heroes, particularly 
  telepaths, might be able to reach Aura and give her the outside human 
  contact she needs to develop beyond her dependence on her family.
   ARGENT 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +4
  +1
  +1
  +4
  +2
  10
  18
  12
  12
  18
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9/+1*
  +4
  +7
  +9
  *without force-field
  Skills: Acrobatics 4 (+8), Concentration 6 (+10), Notice 4 (+8), Sense Motive 
  6 (+10), Stealth 4 (+8)
  Feats: Attack Specialization (blast), Dodge Focus 3, Evasion, Instant Up, 
  Teamwork
  Powers: Flight 5 (250 MPH), Force Field 8 (Impervious), Super-Senses 2 
  (mental awareness, mental communication link with Aura), Telekinesis 10 
  (Alternate Power: Blast 10)
  Combat: Attack +8 (+10 blast), Damage +0 (unarmed), +10 (blast), Defense 
  +11 (+4 flat-footed), Initiative +4
  Drawbacks: Power Loss (Flight, Force Field, Telekinesis, –1 rank per 20 ft. 
  away from Aura, –6 points)
  Abilities 25 + Skills 6 (24 ranks) + Feats 7 + Powers 49 + Combat 32 + 
  Saves 11 – Drawbacks 6 = Total 124
  Carolyn grew up the opposite of her more withdrawn twin sister Gwen in 
  many ways. Carolyn was outgoing, active, and tomboyish where her sister was 
  shy and quiet. She always looked out for Gwen and both enjoyed and chaffed 
  a bit under the constant attention from their grandfather, Professor Parker 
  Psion. Carolyn and Gwen manifested their psychic powers at the same time 
  when Gwen went out alone into the mountains where they lived and became 
  lost. She mentally called out to Carolyn, who flew to Gwen’s side and carried 
  her back home to safety. From the moment their psychic powers fully awak-
  ened, the twins were the constant subjects of their grandfather’s research.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  181
  181
   Carolyn’s powers are accompanied by a glowing, silvery aura around her 
  body and whatever objects she’s affecting telekinetically. Similarly, Gwen’s 
  powers manifest with a warm, golden aura. So Professor Psion gave the 
  girls the code-names “Aura” and “Argent,” for gold and silver, respectively.
  Argent’s outgoing nature became even more pronounced as her powers 
  developed. As one of the most physical of the Psions, she enjoys using and 
  developing her abilities, particularly her power to fly, which she loves. She 
  takes after her cousin Frankie (Ember) in her free-spirited nature. Although 
  Argent longs to know more about the outside world, she’s reluctant to 
  leave her sister’s side, and Aura doesn’t like strangers, or crowds. Argent’s 
  few efforts to convince her to experience more have failed, and Carolyn 
  has begun to resent how her powers and future are tied to her twin.
   Argent is torn between her loyalty to the Psions—her sister in particular—
  and her desire to see and explore the world around her. She’s not the stay at 
  home type, but she’s bound by duty and love to stay with her family. Argent 
  isn’t quite as amoral as some of the Psions, making her sympathetic toward 
  Jump. She both admires and fears Ember’s unbridled passion. She wishes 
  she could be more like her older cousin. She also believes in Professor Psion’s 
  teachings about the family’s innate superiority over normal humanity. She 
  doesn’t see this as prejudicial or malicious, just the natural order of things. 
  Aura has begun to give her doubts about it, but it would take an experience 
  to demonstrate the reality of the situation to her.
   Argent is the other front-line fighter of the Psions. Although she’s only 
  a young girl, she packs a considerable (telekinetic) punch. Argent is more 
  controlled and disciplined than Ember, able to use her powers with dis-
  crimination and precision. Aura helps guide her sister in combat using 
  her telepathic abilities and the constant mind link between them. She 
  uses it to tell Argent who is most vulnerable, to warn her about threats, 
  and to spot hidden enemies. Likewise, Argent looks out for her sister, 
  shielding her (and the rest of her family) from harm. When the Psions 
  need to get somewhere together and Jump can’t simply teleport them all, 
  Argent scoops them up with her telekinesis to carry them. She also uses 
  her power to gather the family together for an emergency escape teleport. 
  She’s particularly fond of using telekinesis to snatch weapons and other 
  devices out of an opponent’s grasp, dangling them up out of reach.
  Real Name: Carolyn “Carrie” Psion
  Identity: Secret
  Occupation: None
  Base of Operations: Freedom City
  Affiliation: Psions
  Height: 5’ 5”
  Eyes: Brown
  Weight: 100 lbs.
  Hair: Black
   SHADOW
  A
  fter the fall of the Third Reich, Wilhelm Kantor, 
  t h e 
  Nazi SS officer and reincarnation of the 
  Egyptian sorcerer Tan-Aktor, disappeared 
  along with a cache of gold, occult artifacts, 
  and genetic secrets the Nazis learned from 
  Kal-Zed, der Übermensch (see Superior 
  later in this chapter). With these 
  resources, Kantor intended to achieve 
  what Hitler failed to accomplish: con-
  quer the world with the combined 
  powers of science and sorcery.
   Although he was a high-ranking 
  Nazi, Kantor cared little for Aryan 
  dogma. His awareness of previous incar-
  nations (many of which were not Aryan) 
  gave him a broader perspective. He was 
  interested in power, not ideology. So his 
  new organization would be based solely 
  on power and control. Racial or cultural 
  superiority would be second to his superi-
  ority over all humanity.
   Kantor adopted the identity of the 
  Overshadow, the mysterious master of the 
  Secret Hierarchy of Agents for Domination Over 
  the World, or SHADOW. Working in secret, he 
  began recruiting lieutenants to make up the 
  Penumbra, SHADOW’s “ruling” body, answer-
  able entirely to him. He also used the secrets 
  plundered from Nazi laboratories to ensure 
  the loyalty of his organization. Kantor set 
  up hidden laboratories in South America 
  where he cloned himself numerous times.
   His plan was twofold: first, he created a 
  new, physically ideal version of himself and 
  used secret arcane rites to transfer his consciousness into this new body. 
  He also kept clones in reserve, hidden in facilities around the world. Now 
  he was in control of his cycle of “reincarnation,” and would never face cap-
  ture or death. The Overshadow also produced legions of clones lacking his 
  personality, will, or drive, programmed instead as the perfect loyal soldiers 
  of his new empire. With Overshadow at the summit and his utterly loyal 
  clones at the base of SHADOW’s pyramid of power, the Penumbra could 
  not lead a revolt against their leader.
   
  By the early 1960s, SHADOW began its operations. It faced 
  opposition from the newly-founded AEGIS, the Freedom League, 
  and Overshadow’s ancient foe, Heru-Ra, reincarnated as 
  the superhero known as the Scarab. Plots by individual 
  members of the Penumbra were uncovered and foiled. 
  Overshadow himself was occasionally killed in the spec-
  tacular destruction of SHADOW facilities, but he always 
  returned, apparently unharmed. Tan-Aktor had secured him-
  self a new sort of immortality.
   SHADOW AGENT 
   POWER LEVEL 5/MINION RANK 3
  Str 12
   Dex 12
   Con 12
   Int 10
   Wis 10
   Cha 10
  Skills: Knowledge (tactics) 5 (+5), Notice 5 (+5), Profession (soldier) 5 (+5), 
  Sense Motive 5 (+5)
  Feats: Equipment 3
  Equipment: blaster (+5 damage), armor (+4 Toughness), commlink
  Combat: Attack +5, Damage +1 (unarmed), +5 (blaster), Defense +5, 
  Initiative +1
  Saving Throws: Toughness +5, Fortitude +3, Reflex +2, Will +1
  Abilities 6 + Skills 5 (20 ranks) + Feats 3 + Powers 0 + Combat 20 + 
  Saves 4 = Total 38
  
  182
  182
  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   OVERSHADOW 
  POWER LEVEL 15
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +12
  +2
  +2
  +14
  +7
  +7
  34/14
  14
  14
  38
  24
  24
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +17/+2*
  +9
  +8
  +15
  *without armor
  Skills: Computers 16 (+30), Craft (electronic) 16 (+30), Disable Device 
  16 (+30), Diplomacy 8 (+15), Drive 5 (+7), Gather Information 4 (+11), 
  Intimidate 8 (+15), Investigate 4 (+18), Knowledge (arcane lore) 8 (+22), 
  Knowledge (technology) 16 (+30), Notice 8 (+15), Pilot 5 (+7), Search 6 
  (+20), Sense Motive 8 (+15)
  Feats: Assessment, Equipment 20, Improvised Tools, Inventor, Master Plan, 
  Ritualist, Second Chance (Will saves), Skill Mastery (Computers, Craft 
  (electronic), Disable Device, Investigate)
  Powers: Device 24 (battlesuit, hard to lose)
  Battlesuit: Blast 15, Enhanced Strength 20, Force 
  Field 10 (Continuous, Impervious), Immunity 9 
  (life support), Protection 5, Super-Senses 13 
  (blindsight [radio, extended x2], darkvision, direction 
  sense, distance sense, infravision, radio, time sense), 
  Super-Strength 5 (heavy load: 50 tons)
  Equipment: Give Overshadow up to 100 points 
  in equipment, particularly headquarters and 
  vehicles.
  Combat: Attack +15, Damage +12 
  (unarmed), +15 (blasters), Defense 
  +13, Initiative +1
  Abilities 68 + Skills 32 (128 ranks) 
  + Feats 27 + Powers 96 + Combat 56
   + Saves 19 = 298
  Real Name: Wilhelm Kantor, Tan-Aktor
  Identity: Secret, the general public 
  isn’t aware Kantor is still alive
  Occupation: Criminal mastermind
  Base of Operations: 
  Nifelheim, in the Antarctic
  Affiliation: Leader of SHADOW
  Height: 6’
  Eyes: Blue
  Weight: 185 lbs.
  Hair: Blond
  Wilhelm Kantor was born in Germany 
  in the early 1900s. A dashing, athletic, 
  and intellectual young man, he found 
  his way into certain esoteric circles 
  around the same time the National 
  Socialist Party was gaining promi-
  nence in his homeland. Eventually, 
  Kantor was initiated into the 
  Thule Society, a secretive lodge of 
  mystics who embraced the ideal 
  of an Aryan past, and wielded 
  ancient Teutonic magic.
   Kantor’s experiences in the Thule 
  Society awakened him to numerous past 
  lives, in particular a previous incarnation 
  in ancient Egypt when he was the sorcerer Tan-
  Aktor, who betrayed and attempted to overthrow 
  the Prince Heru-Ra. He learned that his soul, his ka, and that of Heru-Ra had 
  reincarnated throughout history to carry out their age-old conflict.
   The awakening of his ka made Kantor a formidable magician, quickly 
  exceeding his mentors and rising to prominence within the Society. Coupled 
  with her perfect Aryan looks and cold ambition, Kantor earned the favor 
  of the Nazis and the Füehrer himself. He became a key occult advisor to 
  Hitler and was placed in charge of various secret Nazi programs to create 
  übersoldaten: super-soldiers for the Fatherland. Kantor used the 
  opportunity to ensure many of these Nazi super-agents were loyal 
  to him, foreseeing the day when he would topple Hitler and 
  claim the Third Reich for himself.
   
  During the Second World War, Kantor was a shadowy 
  mastermind behind numerous Nazi schemes. His ritu-
  als granted Nacht-Krieger and others their powers, 
  and he maintained something of a rivalry with 
  Übermensch, Hitler’s favored champion, as they 
  both plotted to eliminate the Füehrer for their 
  own reasons. Kantor knew Übermensch was 
  a rogue Ultiman, but was never able to use 
  the information to his advantage, although 
  he did manage to acquire many technologi-
  cal secrets of the Ultima.
   
  When the Third Reich collapsed in defeat, 
  Kantor fled Germany, along with a cache of gold 
  and occult artifacts. For years, he schemed to 
  regain the power he’d lost. Eventually, he used 
  a combination of occult lore and Ultima and 
  Preserver technology to clone himself; replac-
  ing his aging body is a young, healthy, physically 
  perfect form. He also created clones in his own 
  image as ideal followers: programmed for 
  loyalty and obedience. From this grew the orga-
  nization known as SHADOW, with Kantor as 
  its supreme leader, the Overshadow.
   
  Since then, the Overshadow 
  has largely abandoned pretenses of 
  Aryan superiority and focuses solely 
  on his superiority. He wants noth-
  ing less than complete world 
  domination and he’s come close 
  to getting it on a number of 
  occasions. His old foe Heru-Ra 
  returned for a number of years 
  as the Scarab to oppose him, 
  but he has been removed 
  from the picture for the time 
  being. Likewise, the champi-
  ons of Light have not found 
  a successor, while Kantor 
  has reclaimed the services of 
  Nacht-Krieger. The time is growing ripe for the rise of SHADOW and for 
  the Overshadow to lord over the world!
  
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  183
  183
  
  184
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  CHAPTER SIX: FOES OF FREEDOM
   NIFELHEIM
  Deep beneath the eternal ice fields of Antarctica, far from any human 
  habitation, lies Nifelheim, the secret headquarters of SHADOW. Named 
  for the land of eternal ice in Norse mythology, Nifelheim serves as the 
  most secret and central base of the sinister organization. While SHADOW 
  maintains numerous bases all around the world, Nifelheim is kept care-
  fully hidden. It is here that SHADOW grows and trains new clone soldiers 
  for its ranks, and here where Overshadow retreats to hatch new plots for 
  world-domination.
   The main complex is like a small city beneath the Antarctic ice. Only 
  small, concealed entrances open onto the snow-covered surface. The 
  main means of getting in or out of the facility is via teleportal, linked to 
  hidden SHADOW bases and safehouses around the world. This prevents 
  SHADOW agents from being easily tracked and allows them to move 
  freely behind the scenes. The teleportals also provide Nifelheim with the 
  ability to receive shipments of weapons and technology directly from the 
  Foundry. Teleportals from other SHADOW bases are programmed to erase 
  the location of Nifelheim after each use, and trapped to self-destruct if 
  unauthorized users attempt to reach the secret base through them.
  NIFELHEIM 
  HEADQUARTERS
   
  Size: Awesome; Toughness: 20; Features: Combat Simulator, 
  Communications, Computer, Concealed (+20 DC), Defense System, Fire 
  Prevention System, Gym, Hangar, Holding Cells, Infirmary (and Clone Lab), 
  Isolated, Laboratory, Living Space, Power System, Security System (DC 25), 
  Teleport 9 (anywhere on Earth, Affects Others), Workshop. 
  Cost: 29 equipment points
  THE  TYRANNY SYNDICATE
  T
  he Tyranny Syndicate is made up of the Freedom League’s opposite 
  numbers from Anti-Earth, as evil as the League is good. They are the 
  de facto rulers of their world, looking down on it from their Fortress 
  space station, equipped with weaponry capable of devastating any region 
  of Earth that dares oppose them.
   The Syndicate came to power when they banded together to over-
  throw and eliminate the Praetor, the cruel dictator who ruled Empire 
  City. Unfortunately for the city and the world, the Syndicate had no 
  interest in liberating its people, only in seizing power. They beheaded 
  Praetor’s vainglorious statue overlooking the city, leaving its head lying 
  in Praetor Park and the decapitated monument as a testament to their 
  victory.
   Heroes from Freedom City first encountered the Tyranny Syndicate 
  when Johnny Rocket accidentally broke through the vibrational bar-
  rier between Earths and found himself on Anti-Earth. He fought his 
  evil counterpart Johnny Speed before finding a way back home. The 
  Syndicate later launched an attack on the Freedom League, but was 
  driven back to their Earth.
   Although the Syndicate members are the Freedom League’s equal and 
  opposite number in terms of skill and power, they lack the League’s team-
  work and spirit of cooperation. Indeed, the Syndicate members don’t trust 
  each other at all, and are constantly on the lookout for opportunities to 
  betray their associates and seize power for themselves.
   The recent expansion of the Freedom League has given them an edge 
  over the Tyranny Syndicate, which deliberately keeps its membership to 
  an elite group (the better for everyone to keep an eye on everyone else). 
  If the Syndicate expanded to include all the remaining superhumans on 
  Anti-Earth, it would be an even greater threat to Earth-Prime and the 
  omniverse.
   BLACK BOWMAN
  Beaumont Fletcher is the latest in a long line of infamous criminals to 
  wear the mask of the Black Bowman, assassin for hire. Trained by his 
  father and grandfather, he worked for the Mob and other criminal organi-
  zations before deciding to break into the big-time with the Syndicate.
   CAPTAIN THUNDERBOLT
  Once Praetor’s right-hand, Captain Thunderbolt betrayed his master and 
  organized the Syndicate to overthrow him. Now he keeps a close eye on 
  his erstwhile “allies” for signs they intend to do the same to him.
   DAEDALUS
  Granted immortality by Hades, Daedalus is required to sacrifice other 
  souls to the god of death in his place. He started with his naive son, 
  Icarus, sabotaging his wings and plummeting him to his death. He fol-
  lowed with countless others across the centuries, engineering wars and 
  plagues just to extend his own existence.
   JOHNNY SPEED
  Sometimes called “Johnny Rotten” by Lady Liberty, the Syndicate’s speed-
  ster is a vicious junkie hooked on the designer drug zoom, which gives 
  him superhuman speed. He’s a hedonist interested in enjoying every 
  indulgence power and wealth can bring.
   LADY ANARCHY
  The spirit of chaos and anarchy invested a young woman after Praetor 
  casually murdered her husband, giving her the power to help overthrow 
  the dictator. Filled with bitterness, Lady Anarchy is the wild card of the 
  Syndicate, interested only in bringing chaos. The others wonder how long 
  it will be before she decides to lead a revolt against them.
   MADAME SIN
  After Jasmine Sin seduced the ruthless head of Praetor’s secret police, she 
  killed him before giving birth to their daughter. Raised and trained in 
  every art of espionage and combat, Madame Sin has exceeded her father’s 
  abilities, and replaced him as the ruthless keeper of order in Empire City.
   MR. METROPOLIS
  The mysterious Mr. Metropolis, a manifestation of cold urban order, was 
  bound to serve the Praetor’s will. In exchange for his freedom, Metropolis 
  gladly serves the Syndicate instead, at least for the time being. Mr. 
  Metropolis considers Empire City “his” in fact as well as metaphor.
   RED SIREN
  The Red Siren—la Siren Rouge—is a manifestation of the dark side of the 
  sea, the cruelty of nature. Mortals must placate her, or else face her wrath. 
  Her alliance with the Syndicate gives her the worship and prominence she 
  considers her due, and provides her allies in her struggle with her rival, 
  Baron Samedi.
  
  CHAPTER SIX: FOES OF FREEDOM 
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  185
  185
  SOLO VILLAINS
  W
  hile Freedom City’s heroes are inclined toward teamwork and 
  cooperation the same thankfully cannot be said about its super-
  criminals. With a few rare exceptions, super-villain “teams” are 
  creations of a single forceful villain who organizes and dominates others. 
  Even supposed partnerships like the Crime League are rife with power-
  struggles and conflict between colossal criminal egos. The majority of 
  super-criminals in the World of Freedom operate on their own, or occasion-
  ally with a trusted partner. The villains in this section range from criminal 
  geniuses and trumped-up thugs to cosmic world-beaters, all threats the 
  heroes of Freedom have faced at least once.
   ARGO THE ULTIMATE ANDROID 
  POWER LEVEL 20
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +15
  +0
  —
  +0
  +0
  +0
  40/10
  10
  —
  10
  10
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +15
  —
  +5
  +5
  Powers: Absorption 12 (energy, healing, Limited to 
  electricity), Animal Control 10 (Limited to sea-life), Animate 
  Objects 11 (Limited to urban materials, 
  Alternate Powers: Snare 11, Telekinesis 11 [Perception 
  Range, Limited to urban materials]), Blast 10 
  (gravitic, Alternate Power: Snare 10), Density 4 
  (x2 mass, Strength +8, Immovable 1, Protection 2 
  [Impervious], Super-Strength 1, Permanent, Innate), 
  Device 5 (silver net, hard to lose), Electrical Control 
  12 (Alternate Powers: Blast 8 [40-ft. Burst], Dazzle 8 
  [auditory, 40-ft. Burst]), Enhanced Strength 22, ESP 
  9 (all senses, Limited to urban areas), Flight 8 (2,500 
  MPH), Immunity 30 (Fortitude), Light Control 11 
  (Alternate Powers: Deflect 11 [all ranged attacks], 
  Healing 11, Nullify 11 [binding and imprisoning 
  effects]), Mind Shield 5, Protection 13 (Impervious), 
  Regeneration 2 (Resurrection 1/day, Regrowth), 
  Regeneration 6 (injured and staggered, 1/5 minutes, 
  disabled, 1/hour, Source: urban areas), Super-Movement 
  3 (permeate, Limited to urban materials), Super-Senses 
  7 (detect electricity [ranged], radio, X-ray vision), Super-Speed 
  10 (10,000 MPH, Alternate Powers: Air Control 10, Strike 10, 
  Wall Run, Water Run), Super-Strength 9 (heavy load: 1,600 
  tons), Swimming 8, Teleport 9 (900 ft./anywhere on Earth, 
  Medium: urban areas), Water Control 10 (Alternate Powers: Blast 
  10, Dazzle 10 (visual), Suffocate 10, Weather Control 10 
  [distraction, hamper movement])
  Silver Net: Snare 11 (Affects Incorporeal 2, Tether)
  Combat: Attack +10, Grapple +34, Damage +0 (unarmed), 
  Defense +10, Knockback –16, Initiative +0
  Drawbacks: Power Loss (Enhanced Strength, Flight, Light Control, 
  Protection, Super-Strength, when bound or imprisoned, –5 points), 
  Vulnerable to Power Drains (+50%, –2 points)
  Note: Argo’s powers are the effective abilities he possesses from mimicking 
  the Freedom League. If his Mimic power somehow “resets,” he loses the 
  listed power set and gains Mimic X (all powers at once, Continuous, Extra 
  Subjects x3 [10], Perception, Stacking, Tainted).
  Abilities 0 + Skills 0 (0 ranks) + Feats 0+ Powers 397 + Combat 40 + 
  Saves 10 = 447
  Real Name: Argo
  Identity: Public
  Occupation: None
  Base of Operations: Mobile
  Affiliation: None
  Height: 8’
  Eyes: White (no pupils)
  Weight: 400 lbs.
  Hair: None
  Argo is one of the most powerful opponents the 
  Freedom League has ever faced. He is an android 
  created by Talos and powered by a micro-sin-
  gularity held in a containment unit within 
  its chest. Talos intended Argo to gather 
  information on superhumans and even 
  to have the ability to mimic their powers 
  using the power from the singularity 
  and the “proto-matter” of his structure. 
  However, when Argo first encountered 
  the Freedom League, he “imprinted” on 
  them in an unexpected way. He gained 
  all of their abilities but also became 
  “fixed” in that form, unable 
  to change or adapt any 
  new powers. Still, it gave 
  the android enough power 
  that he nearly defeated the 
  entire League. If not for their 
  teamwork and Daedalus’ inven-
  tive genius (which Argo could not 
  duplicate), the team would have 
  met defeat. They overcame and 
  deactivated the android, turn-
  ing it over to ASTRO Labs for 
  study.
   Argo later re-activated and went after 
  the Freedom League again. Talos no longer 
  controlled him and he rebelled against the direc-
  tives of his creator. The Freedom League only managed 
  to overcome him when they disrupted the contain-
  ment around his singularity power source, causing 
  the android to collapse in on himself and vanish from 
  Earth’s dimension altogether. Argo ended up in the 
  Terminus, the space between universes, where he has drifted, inert, for some 
  time. All it requires is some outside stimulus to reactivate him, and Argo will 
  be looking for a way to get back to Earth and continue his conquest.
   Argo is a fairly unsophisticated being at heart. He’s supremely confi-
  dent in his own abilities, as one of the most powerful beings known. He 
  behaves like a bully, making demands and pushing around anyone weaker 
  than he is (which may be everyone). His goal is to rule over a society of 
  
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  CHAPTER SIX: FOES OF FREEDOM
  beings like him, although he lacks the technical knowledge and expertise 
  to create new androids. He might be amenable to an alliance with some-
  one like Talos, who shares his goals, although their own arrogance would 
  soon spell the end of any cooperation between them. Deep down, Argo is 
  confused, lonely, and looking for a place in the world, but he’s also dan-
  gerously unstable and has no regard for human life, making it difficult to 
  feel sympathy for his situation.
   Argo has the combined powers of Captain Thunder, Daedalus, Dr. 
  Metropolis, Johnny Rocket, Lady Liberty, and Siren, including the ability to 
  replicate their devices. The powers of six heroes make him tremendously 
  powerful. His only real limitation is his inability to mimic skills or other men-
  tal traits; thus, he doesn’t have Raven’s training or Daedalus’ intellect. He 
  also picked up some of the Freedom League’ weaknesses when he copied 
  their powers, and opponents can take advantage of them when fighting 
  him. Argo’s not a particularly innovative tactician and he doesn’t under-
  stand his powers as well as the originals, using only the most basic tactics 
  and applications of his many powers. He relies mostly on brute force to get 
  things done, but against most opponents, it’s more than enough.
   BARON SAMEDI 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +8
  +1
  +10
  +1
  +10
  +9
  26
  13
  30
  13
  30
  28
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +12
  +5
  +15
  Skills: Bluff 5 (+14), Concentration 8 (+18), Craft (artistic) 7 (+8), Gather 
  Information 4 (+13), Intimidate 4 (+13), Knowledge (arcane lore) 12 (+13), 
  Knowledge (streetwise) 5 (+6), Knowledge (theology and philosophy) 10 
  (+11), Language 1 (Haitian French), Sense Motive 5 (+15), Sleight of Hand 
  4 (+5), Stealth 7 (+8)
  Feats: Artificer, Attack Focus (ranged) 3, Contacts, Fearsome Presence 6, 
  Leadership, Minions 10, Sneak Attack, Startle, Taunt
  Powers: Immunity 3 (aging, disease, poison), Magic 12 (Spells: Darkness 
  Control 12, Mind Control 12, Snare 12, Summon Zombies 1 [use the 
  Zombie archetype, M&M, page 235, Continuous, Fanatical, Horde, Mental 
  Link, Progression 6 (up to 100)], Teleport 10 [1,000 ft./Earth to the Moon, 
  Accurate, Medium—shadows, Easy, Progression x2]), Regeneration 5 
  (death, 1/day, Persistent, Regrowth, Reincarnation)
  Combat: Attack +8 melee, +11 ranged, Damage +8 (unarmed) or by power, 
  Defense +11, Initiative +1
  Abilities 80 + Skills 18 (72 ranks) + Feats 25 + Powers 39 + Combat 38 
  + Saves 11 = Total 211
  Simon DuLac grew up in Haiti, so the power of Voodoo was a proven 
  fact to him. But Simon was always more interested in immediate, worldly 
  power, which led him to becoming an important figure in the Caribbean 
  underworld. He smuggled drugs and laundered money. He used the fear-
  some reputation of Voodoo to his advantage, without particularly caring 
  what the loa thought of it, but the loa did notice, and did care.
   Baron Samedi, the loa of death and the undead, chose Simon as his 
  cheval, his “horse” that he would ride in the mortal world. Baron Samedi 
  maintained to his fellow loa that humanity was a base and unworthy race, 
  suitable only to serve as the loa wished. The sea loa Siren opposed his view, 
  claiming humanity was valuable in its own right. So the two loa chose ves-
  sels to inhabit to prove which of them was right once and for all.
   Using Simon’s criminal network, Baron Samedi was able to begin dis-
  tributing his “zombie powder” (see Chapter 3). He works to corrupt and 
  degrade humanity and to deal with Siren, who has also taken on a human 
  host and become a continual thorn in his side. Eventually, the loa knows 
  that he will triumph, and the world will become a vast graveyard of his 
  mindless zombie followers.
   Baron Samedi isn’t human at all, but a malevolent spirit that feeds on 
  human suffering and death. Humanity is nothing more than cattle to be 
  used as he sees fit. He turns 
  both the living and the dead 
  into zombie puppets with no 
  will of their own. Samedi 
  can be quite charming and 
  enjoys winning others over 
  to his side of their own free will 
  with promises of wealth, prestige, and 
  power. He exists to corrupt people, 
  proving that humans ultimately want 
  what he offers them.
   Baron Samedi is a spirit inhabiting the 
  body of Simon DuLac. He grants his mortal host 
  great strength, endurance, and resistance to 
  injury. He can regenerate damage to his 
  mortal host body at an accelerated rate. 
  Like Siren and her host body, the 
  Baron’s presence prevents his host 
  body from aging.
   Baron Samedi also has various 
  magical powers. He can animate 
  the dead, exert some control 
  over the minds of the living, com-
  mand reptiles, and create clouds 
  of smoke or pitch darkness. These 
  are innate abilities for him, not 
  just mortal sorcery. He’s never 
  without some zombie henchmen 
  at hand, and is always creating 
  more.
   Baron Samedi usually pre-
  fers to have his zombies and 
  enthralled minions do his 
  dirty work for him. If seri-
  ously threatened, he can 
  step into a shadow and 
  disappear, reappearing 
  some distance away.
  Real Name: Simon DuLac/Baron Samedi
  Identity: Public, but the general 
  public does not believe Baron 
  Samedi is a god.
  Occupation: God of the Dead, 
  crimelord
  Base of Operations: 
  New Orleans, Louisiana
  Affiliation: None
  Height: 6’
  Eyes: Black
  Weight: 175 lbs.
  Hair: Black
  
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  187
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   CAPTAIN KRAKEN 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +4
  +3
  +1
  +0
  +2
  14
  18
  16
  13
  11
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9/+3*
  +5
  +9
  +3
  *flat-footed
  Skills: Bluff 6 (+8), Craft (mechanical) 5 (+6), Intimidate 4 (+6), Language 
  (English), Notice 8 (+8), Pilot 8 (+12), Search 4 (+5), Sense Motive 8 (+8)
  Feats: Defensive Attack, Defensive Roll 6, Dodge Focus 2, Environmental 
  Adaptation (aquatic), Equipment (spaceship, see The Stellar Buccaneer) 24, 
  Evasion, Improved Initiative, Leadership, Minions (50 30-pt. space pirates) 7
  Powers: Additional Limbs 3 (5 prehensile facial tentacles), Device 5 
  (blaster pistol and energy cutlass, easy to lost), Device 2 (spacesuit, hard to 
  lose), Immunity 1 (drowning), Obscure 3 (visual, ink cloud, Touch Range), 
  Super-Senses 2 (darkvision), Swimming 1
  Devices: Blaster Pistol (Blast 8, Homing), Energy Cutlass (Strike 8), Spacesuit 
  (Immunity 9, life support)
  Equipment: The Stellar Buccaneer: Colossal Size, 
  Strength 100, Toughness 15, Speed 9 [air, 5,000 
  MPH], Defense 5, Powers: Blast 12 (energy 
  cannons), Blast 12 (energy torpedoes, Explosion, 
  Homing, Alternate Power: tractor beam, Telekinesis 
  12, Perception Range), Immunity 9 (life support,
   Affects Others), Space Travel 12
  Combat: Attack +13, Damage +8 (cutlass 
  or blaster), Defense +12 (+5 flat-footed), 
  Initiative +8
  Abilities 27 + Skills 11 (44 ranks) 
  + Feats 44 + Powers 33 + 
  Combat 46 + Saves 10 = 171
  Name: Krak-En Vas
  Identity: Public
  Occupation: Space Pirate
  Base of Operations: 
  Milky Way Galaxy
  Affiliation: None
  Height: 6’ 1”
  Eyes: Black (no pupils)
  Weight: 200 lbs.
  Hair: None
  Krak-En Vas was hatched on the distant planet Illthus, a dark and dreary 
  water-world on the edge of the Grue Unity. After some training as a sol-
  dier working for the Empire, Krak-En deserted his unit, and began a career 
  as a pirate and privateer. Raiding various small shipments, he parlayed 
  his successes into a larger crew and a larger ship, becoming known as a 
  scourge of the spaceways in the Grue Unity, the Lor Republic, and many 
  other parts of known space.
   After years on the most-wanted lists of authorities across the galaxy, 
  Captain Krak-En’s luck ran out when his ship was damaged in a space 
  battle with a Lor cruiser near Earth. The space pirate managed a con-
  trolled entry of Earth’s atmosphere, but his vessel’s hyperdrive was badly 
  damaged. To repair it, Krak-En needed parts, equipment, and supplies. As 
  a pirate, he naturally set to stealing them.
   His translation matrix latched onto information about Earth pirates 
  (kindred spirits), so Krak’En’s 
  English sounds like it came out 
  of a Hollywood pirate movie 
  (since, essentially, it did) and 
  he has developed a fondness for 
  dressing like a pirate from Earth’s 
  Age of Sail. The alien pirate and his 
  crew fought the Earth heroine Siren on 
  several occasions, and “Captain Kraken” 
  (as he become known on Earth) and his 
  crew ended up in federal custody.
   It remained unclear if the human authori-
  ties could even hold alien criminals, but for 
  some time, Captain Kraken and his crew 
  remained the “guests” of Blackstone 
  prison. Eventually they escaped and 
  Kraken was able to finish repairs to 
  his ship. Although the space pirate 
  escaped Earth, his vessel was 
  nearly destroyed in the process. He 
  resumed his career of plunder, but 
  now with an eye toward the riches 
  of Earth and the humans who’d dared 
  imprison him. Kraken swore his revenge, 
  and it is an oath he takes seriously.
   Since then, Captain Kraken and his crew 
  of space pirates have caused trouble for 
  Earth on occasion. He would like noth-
  ing more than to unleash a terrible 
  catastrophe or war on Earth, leaving 
  the ruins for him to plunder. Kraken 
  has also attracted trouble in the form 
  of Grue, Lor, and other aliens seeking 
  to capture him. He forges alliances 
  with menaces like Lady Lunar and 
  Star Khan, breaking them 
  when they no longer suit 
  his plans. Through it all, he 
  remains one of the most 
  dreaded pirates, scourge 
  of the space-lanes.
   Captain Kraken is a use-
  ful nemesis for any hero 
  with an aquatic, alien, 
  or space background. He 
  can range anywhere from 
  a petty thief, stealing useful 
  technology and examples of 
  Earth treasures (artwork and other valu-
  ables) to a cosmic menace threatening all 
  life on Earth. For a truly over-the-top adventure, 
  Kraken might plot to steal the Earth itself and 
  sell it to the highest bidder on the galactic mar-
  ket! He can become involved in any adventure 
  in outer space, and is equally suited to piracy 
  on the high seas of Earth.
  
  188
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   You might use the squid-headed space pirate as comic relief, presenting 
  him as a bungler who gets by on blind luck and becomes an annoyance for 
  the heroes. Alternately, Captain Kraken can be treated as more of a seri-
  ous villain, a ruthless alien pirate interested solely in profit, and willing to 
  endanger innocent lives, even destroy civilizations, in order to loot and plun-
  der.
   Captain Kraken tends to combine showboating and a preference for 
  hiding behind his crew. He’ll send waves of space pirates at the heroes 
  before facing them in personal combat, although he’s quite daring when 
  forced into a direct confrontation. Kraken is willing to take hostages and 
  hold entire cities ransom, if it serves his purpose. He often takes advan-
  tage of the more honorable nature of his opponents.
   Captain Kraken tries to make sure he has an escape hatch if things go 
  wrong. He’s the first to abandon ship and head for the escape pods, and 
  more than once heroes have witnessed the destruction of his vessel. But 
  Kraken always turns up later with some wild tale of how he survived to 
  fight another day.
   Captain Kraken’s scurvy crew of space pirates is made up of various 
  humanoid aliens with similar game abilities. The space pirates are armed 
  with blaster weapons and their fists and generally obedient to their 
  captain’s commands. Kraken’s crew is subject to the minion rules (see 
  Chapter 8 of Mutants & Masterminds).
   SPACE PIRATE 
   POWER LEVEL 3/MINION RANK 2
  Str 14
   Dex 12
   Con 15
   Int 10
   Wis 10
   Cha 8
  Skills: Craft (mechanical) 4 (+4), Intimidate 4 (+3), Knowledge (streetwise) 4 
  (+4), Pilot 4 (+5), Profession 4 (+4)
  Feats: Equipment 4
  Equipment: Armor (+1 Toughness, Impervious), blaster pistol (+4 damage), 
  commlink, space-suit (life-support)
  Combat: Attack +2, Damage +2 (punch), +4 (pistol), Defense +3, Initiative +1
  Saving Throws: Toughness +3 (+2 without armor), Fortitude +4, Reflex +1, 
  Will +0
  Abilities 9 + Skills 5 (20 ranks) + Feats 4 + Powers 0 + Combat 10 + 
  Saves 2 = 30
  THE COLLECTIVE 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +2
  +5
  –1
  +0
  –4
  10
  14
  20
  8
  10
  2
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +9
  +6
  +3
  Skills: Notice 8 (+8), Search 8 (+8), Stealth 8 (+10), Survival 12 (+12)
  Feats: All-out Attack, Endurance, Environmental Adaptation (sewers), Fearless, 
  Sneak Attack
  Powers: Energy Absorption 2 (Boost Intelligence and Growth), Mind 
  Shield 10, Nauseate 6, Particulate Form 9 (cockroaches, Anatomic 
  Separation 5 [Variable Split], Elongation 9, Immunity 7 [critical 
  hits, disease, poison, radiation, starvation, suffocation], Insubstantial 
  1 [Permanent], Protection 5, Super-Movement 2 [slithering, wall-
  crawling]), Super-Senses 10 (darkvision, mental awareness, radius vision, 
  scent, tracking. tremorsense)
  Combat: Attack +11, Damage +0 (unarmed), Defense +10, Initiative +2
  Drawbacks: Involuntary Transformation (scattered into a swarm of individual 
  cockroaches when unconscious, –3 points)
  Abilities 4 + Skills 9 (36 ranks) + Feats 5 + Powers 85 + Combat 42 + 
  Saves 11 – Drawbacks 3 = Total 153
  Their exact origin is a mystery, but some theorize that deep in the sewers 
  of Freedom City, something was spilled: toxic waste, strange chemicals, 
  radioactive sludge, mystic potions, or perhaps the remnants of some 
  super-criminal’s fiendish device. Whatever it was, it mutated a colony of 
  cockroaches, swarming down in the darkness. They changed, transformed, 
  and became something else, something aware. They become the Collective.
   Freedom City first became aware of the Collective when it tried tak-
  ing over a building downtown in order to create a new nest, absorb 
  energy, and spawn. Fortunately, the Atom Family was able to overcome 
  the Collective and break it down into its component parts, which scat-
  tered. Although they believed the creature was destroyed, it was not so 
  easy to eliminate a collective entity. Some of the Collective survived. They 
  spawned, they grew, and eventually reunited.
   The Collective learns and adapts, so the next time it went after the 
  Atom Family directly. It took over the Goodman Building and trapped the 
  young heroes inside. Draining power from the building’s advanced systems 
  allowed the Collective to grow rapidly, and also disabled Dr. Atom’s holo-
  graphic matrix. Tess Atom hit upon the idea of feeding the entity with more 
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  189
  189
  Real Name: None
  Identity: Public
  Occupation: Conqueror
  Base of Operations: 
  Freedom City sewers 
  Affiliation: None
  Height: 6’ 0” (in humanoid form)
  Eyes: Far too many
  Weight: 150 lbs. (in humanoid form)
  Hair: None
  raw energy than it could process at once. The Collective was overloaded and 
  mostly destroyed although, again, parts of it survived, adapted, and regrew.
   The Collective has appeared on other occasions. It considers the Atom 
  Family its “natural enemy” and is somewhat fixated on them, although its 
  primary goal is survival and feeding in order to reproduce. Dr. Atom has theo-
  rized that the Collective will grow more intelligent and aware as it increases in 
  size. If allowed unchecked growth, there’s no telling what it might become.
   The Collective is a creepy gross-out villain, a truly alien intelligence with 
  a disturbing appearance. Adventures involving the Collective can take 
  on an edge of horror as the creature makes its appearance and slowly 
  increases in both power and intellect as it grows.
   The Collective is suited for adventures below the streets, such as when 
  the heroes are sent to investigate strange disappearances near sewer 
  entrances or mysterious sightings by city workers. It is also a good vil-
  lain for infiltrating the heroes’ headquarters (if there is some sort of 
  underground access). The components of the Collective begin leeching 
  off some energy. Then the headquarters systems go dead and the crea-
  ture announces itself and attacks. The Collective might do the same with 
  another building, taking the people there hostage and giving the heroes 
  another problem to consider.
   Keep in mind the Collective isn’t at all human. It is a mass of crawling 
  insects and “speaks” with buzzing clicks and drones to approximate a human 
  voice. It has no empathy or understanding of anything apart from its need to 
  survive and reproduce. This makes the Collective unlikely to cooperate with 
  others, although it rarely needs to, since it is an organization unto itself.
   CONUNDRUM 
  POWER LEVEL 8
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +1
  +11
  +11
  +6
  10
  13
  12
  32
  32
  22
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +3/+1*
  +3
  +6
  +13
  *flat-footed
  Skills: Bluff 10 (+16), Computers 8 
  (+19), Craft (chemical) 6 (+17), Craft 
  (electronic) 6 (+17), Craft (mechanical) 6 
  (+17), Disable Device 6 (+17), Disguise 8 (+14), 
  Escape Artist 12 (+13), Knowledge (behavioral sciences) 
  4 (+15), Knowledge (tactics) 8 (+19), Knowledge 
  (technology) 6 (+17), Notice 4 (+15), Search 4 (+15), Sense Motive 8 
  (+19), Sleight of Hand 8 (+9)
  Feats: Contacts, Defensive Roll 2, Distract (Bluff), Dodge Focus 3, Eidetic 
  Memory, Evasion, Equipment 10, Fascinate (Bluff), Improved Defense, 
  Improved Initiative, Inventor, Luck 3, Master Plan, Minions 6 (typically 
  thugs, M&M, page 229), Seize Initiative, Set-Up, Skill Mastery (Bluff, Disable 
  Device, Escape Artist, Sense Motive), Taunt, Uncanny Dodge (visual)
  Combat: Attack +8, Damage +0 (unarmed), Defense +13 (+5 flat-footed), 
  Initiative +5
  Abilities 61 + Skills 26 (104 ranks) + Feats 38 + Powers 0 + Combat 36 
  + Saves 9 = Total 170
  Real Name: Andre Keston
  Aliases: The Prince of Puzzles, 
  Master of Mazes
  Identity: Secret
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’ 10”
  Eyes: Green
  Weight: 158 lbs.
  Hair: Black
  Andre Keston was always smart, smart 
  enough to get teased in school for being 
  a “brain,” and smart enough to study com-
  puter science and mathematics, becoming 
  an expert programmer and systems designer. 
  Andre was a problem-solver, known for tack-
  ling the most difficult technical challenges 
  and overcoming them. Unfortunately, his 
  intellect and his technical abilities weren’t 
  matched by his social skills. Andre dealt with being an 
  intellectual geek by adopting an elitist attitude toward 
  those he considered his mental inferiors, which is to say 
  nearly everyone. It won him no points with his co-work-
  ers, and left him with no real friends.
   That didn’t matter according to Andre. He was satis-
  fied with his work, and with being one of the most 
  in-demand programmers and designers in the busi-
  ness. He was riding high on the dot-com boom, 
  making more money than he knew what to do 
  with. He even saw when the dot-com bubble 
  was ready to burst, and protected himself. It 
  seemed like there was no professional chal-
  lenge Andre Keston couldn’t overcome. That was 
  the problem; he was deadly bored, lacking intel-
  lectual challenge and stimulation.
   When a mid-level USNet executive insulted the 
  insular Andre, he adopted getting revenge as his new 
  hobby. He systematically set out to ruin the man, and 
  his plan was so well crafted only his victim knew who was 
  really behind it. It was a rush of power like Andre Keston 
  had never known. He was clever enough to outwit 
  anyone and to do whatever he wanted.
   
  It wasn’t long after the mysterious underworld figure known 
  only as the Conundrum began offering his services to certain crime 
  families, as well as pulling some jobs on his own. He always left 
  clues in the form of puzzles or riddles, challenging the authori-
  ties to outwit him and figure out his schemes. Although the 
  police were left baffled, the Raven was not. She matched 
  wits with Conundrum and figured out who he really was. 
  Andre Keston was arrested and jailed.
   
  Prison life changed Keston. It had all been a game 
  before, but now it was more than that. Conundrum was a 
  true outlaw, outside the society he disdained. He would prove 
  his superiority and get his revenge on the Raven and everyone else who’d 
  
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  ever taunted him. Over the years, Conundrum has proven remarkably 
  adept at prison-breaks, so much so he was most recently incarcerated at 
  Blackstone Island. However, he was later transferred to the Providence 
  Asylum, diagnosed as socially maladjusted, with a psychological fixation 
  on his intellectual games as well as on the Raven. After months of treat-
  ment, Andre Keston was pronounced cured. A parole board released him 
  from custody, and he has become a well-paid consultant in the high-tech 
  field once again, working primarily from his midtown apartment over the 
  Internet.
   The Raven has been keeping a close eye on Conundrum, and wisely so. 
  The Prince of Puzzles is by no means cured; he has simply figured another 
  way out of his predicament. Conundrum is operating behind the scenes 
  once again, careful to cover his tracks. This time, he’s certain he won’t be 
  caught. This time, he knows his plans are flawless. Of course, he hasn’t 
  accounted for the possibility of any new heroes coming along to spoil 
  them.
   Conundrum is a behind-the-scenes villain. Physically, he’s no match for 
  most heroes, but mentally is another matter. Conundrum is a good villain 
  for elaborate plots designed to make the heroes think, particularly put-
  ting them into various deathtraps and difficult situations. Conundrum is a 
  master of misdirection, innuendo, and trickery.
   Conundrum is also known for working as a consultant for other crimi-
  nals, providing them with foolproof plans, deathtrap designs, and cunning 
  schemes. Again, it’s not the money he gets paid for these things; it’s 
  the challenge, the thrill of the game. You can use Conundrum to pro-
  vide resources for other villains. He may even take to disguising his own 
  activities as “consulting work,” using another villain’s modus operandi 
  (something Conundrum’s fellow criminals won’t find endearing).
  THE  COSMIC MIND 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  +2
  +2
  +10
  +10
  +3
  —
  14
  14
  30
  30
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +2
  +6
  +4
  +14
  Skills: Knowledge (behavioral sciences) 12 (+22), Profession (scientist) 8 
  (+18), Sense Motive 8 (+18)
  Feats: Improved Initiative
  Powers: Flight 1 (10 MPH), Immunity 10 (aging, life 
  support), Insubstantial 4 (Permanent), Telekinesis 3 
  (Affects Corporeal, Perception Range, Tiring), 
  Telepathy 12 (Area Burst, Alternate Powers: 
  Mental Blast 8, Mind Control 12 
  [Sustained])
  Combat: Attack +0, Damage +8 
  (mental blast), Defense +4, Initiative +6
  Abilities 44 + Skills 7 (28 
  ranks) + Feats 1 + Powers 79 
  + Combat 8 + Saves 10 
  = Total 149
  Real Name: Mina Kosmova
  Identity: Secret
  Occupation: None
  Base of Operations: Mobile
  Affiliation: None
  Height: 3’ (apparent)
  Eyes: Glowing blue
  Weight: None
  Hair: None
  Dr. Mina Kosmova was a psychical 
  researcher in the U.S.S.R. during the 
  Cold War era, when the Soviet govern-
  ment heavily funded a number of secret 
  programs to study paranormal and psychic phe-
  nomena. Dr. Kosmova sought to replicate telepathic experiences through 
  technological means, but her experiments did not produce enough suc-
  cessful data. Her superiors wanted to cancel the project so that she could 
  research more useful things such as remote viewing and ESP for covert 
  surveillance. Certain that her theories were correct, she was desperate to 
  prove them. Dr. Kosmova secretly created a more powerful version of her 
  neural receptor array, and she used herself as the test subject.
   Moments after the switch was thrown, Mina Kosmova’s mind 
  expanded out into the cosmos. She came 
  into contact with a vast and powerful alien 
  intelligence, beyond anything the human 
  mind could imagine. Her thoughts seemed 
  to touch the reaches of infinity. The lab tech-
  nicians found Dr. Kosmova’s body 
  slumped over in the test chair, 
  dead of what looked like a massive 
  cerebral hemorrhage.
   
  Soon thereafter, the Russian 
  Science City reported strange hap-
  penings and poltergeist phenomena. 
  It began first among the psychics and 
  sensitives there, but soon other per-
  sonnel began to report hearing voices 
  and seeing visions. An associate of Dr. 
  Atom got word to him, and the Atom 
  Family came to investigate. They found 
  the people at the Science City under 
  the mental control of Dr. Kosmova’s 
  disembodied intellect; its psionic 
  potential vastly increased by the neu-
  ral receptor array. The so-called “Cosmic 
  Mind” wanted to join all of humanity 
  in a telepathic gestalt, controlled by it as 
  the hive queen, to direct the future of the 
  human race. Dr. Atom was able to modify 
  Kosmova’s neural array to allow Mentac to dis-
  rupt the gestalt and apparently disperse the Cosmic 
  Mind’s psionic field.
   
  The Cosmic Mind has returned on several 
  occasions to fight the Atom Family, including once 
  possessing Mentac and forming a temporary 
  alliance with Lady Lunar. It has proven 
  one of the Atom Family’s most persis-
  tent foes, lacking a physical body to 
  either fight or imprison. Most recently, 
  the Cosmic Mind was beamed away from Earth 
  toward a distant galaxy on a hyperspace carrier 
  wave. It remains to be seen if, and when, it will return.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  191
  191
   The personality of Dr. Mina Kosmova is all but gone. The Cosmic Mind 
  considers itself “beyond” human failings and concerns. It is cold, detached, 
  and arrogant. It evidences a strong dislike for all “primitive” forms of gov-
  ernment and bureaucracy, claiming that its telepathic hive-mind would be 
  far superior and far less corruptible to all of them. It cares almost noth-
  ing for individuals, seeing people as mere drones for it to manipulate. It 
  understands that its foes often have far more scruples, giving the Cosmic 
  Mind an advantage when sending its entranced minions against them.
   The Cosmic Mind is a being of pure psionic energy and has various 
  mental powers at its command. It has a small measure of psychokinesis, 
  allowing it to move small objects through mental force; such exertions 
  are tiring, so it is a power the Cosmic Mind uses sparingly. Its greatest 
  power is telepathy. It can read the thoughts of other beings and project 
  its thoughts into their minds. The Cosmic Mind can also directly control a 
  large number of minds, creating a “telepathic web” that connects them, 
  allowing every part of the group-mind to know whatever happens with 
  every other part. It can also project mental blasts that stun the minds of 
  others.
   The Cosmic Mind is a being of pure mental energy, with no physical 
  substance. It is immune to most physical concerns and most forms of 
  harm, although it can still be affected by mental powers and by certain 
  high-frequency signals that “jam” its energy frequency.
  THE  CRIMSON KATANA 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +5
  +4
  +2
  +3
  +2
  14
  21
  18
  14
  16
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+4*
  +8
  +10
  +7
  *flat-footed
  Skills: Acrobatics 8 (+13), Craft (structural) 4 (+6), Diplomacy 3 (+5), Escape 
  Artist 4 (+9), Gather Information 4 (+6), Intimidate 8 (+10), Language 1 
  (Japanese), Search 4 (+6), Sense Motive 8 (+11), Stealth 8 (+13)
  Feats: Ambidexterity, Attack Focus (melee) 4, Defensive Attack, Defensive 
  Roll 4, Dodge Focus 6, Evasion, Identity Change, Improved Critical 
  (wakizashi), Improved Disarm, Improved Initiative, Move-by Action, Power 
  Attack
  Powers: Device 5 (Three-Flames Katana and wakizashi, easy to lose)
  Three-Flames Katana: Strike 8 (Alternate Power: Fatigue 5, Mighty, 
  Restricted, Transform into a tattoo)
  Wakizashi: Strike 5 (Penetrating, Mighty, Restricted, Transform into 
  a tattoo)
  Combat: Attack +14 (melee), +10 (ranged), Damage +10 (katana), 
  +8 (wakizashi), Defense +16 (+5 flat-footed), Initiative +9
  Drawbacks: Involuntary Transformation (possessed by the spirit of the 
  second Crimson Katana if the Three-Flames katana draws blood or she
  fails a Toughness save by 5 or more, DC 15 Will save, –4 points). 
  The possessing spirit substitutes the following traits for Kimiyo’s 
  (other traits remain the same):
  Abilities: Int 16, Wis 18, Cha 19
  Skills: Bluff 8 (+12), Diplomacy 4 (+8), Disguise 4 (+8), Gather 
  Information 8 (+13), Intimidate 8 (+13), Language 2 (English, 
  Russian), Search 4 (+7), Sense Motive 8 (+12), Stealth 8 (+13), 
  Sleight of Hand 8 (+13)
  Powers: Magic 9 (Spells: Blast 9, Force Field 9 [Impervious], 
  Obscure 9 [visual], Mental Blast 4, Morph 9 (humanoids), 
  Suffocate 9, Teleport 9 [900 ft./anywhere on Earth)
  Drawbacks: Action (all spells are full-round actions, –1 point), 
  Involuntary Transformation (loses control of Kimiyo’s body if her 
  condition becomes unconscious, disabled, or dying, –3 points)
  Abilities 37 + Skills 13 (52 ranks) + Feats 23 + Powers 15 + Combat 40 
  + Saves 13 – Drawbacks 4 = Total 137
  The original Crimson Katana, Asano Ranaga, lived the life of a petty thief 
  and thug for the Yakuza until he discovered Tegamusha’s Three Flames 
  Katana, named for the intricate flames on the blade. Lord Tegamusha cre-
  ated the katana at the start of the Sino-Japanese War in 1894, forging it 
  in fires fed by the bodies of 300 Chinese prisoners and tempered in their 
  blood. The blade gained 
  infamy in its use against 
  soldiers and innocents alike 
  until Tegamusha himself 
  was slain by a sniper’s bul-
  let in 1895. Stolen by the 
  assassin, the katana was 
  lost for decades until Asano 
  found it in 1935. Rising 
  above his common killer’s 
  status, the Crimson Katana 
  soon stood as the Emperor’s 
  personal bodyguard and assas-
  sin. He fled occupied Japan in 
  1949 after slaying the Human 
  Tank and Gunner. He died 
  mysteriously that same year 
  in Nepal although few knew 
  of his death until years later.
   Toshiro Ranaga, the only 
  child of Asano, grew up hearing 
  legends of the blade and his 
  father’s exploits, and he studied 
  martial arts and swordplay all 
  his life. When his father disap-
  peared, Toshiro spent years 
  learning mystical means to 
  find his father. Rather than 
  bring his father back from the dead to 
  him, the young sorcerer’s magic drew him 
  to his father’s resting place, where he found 
  his legacy. Toshiro used the katana’s bloody 
  history and imbued it with some magical 
  abilities during countless rituals with the 
  blade. If his boasts were to be believed, 
  he may also have had the Human Tank’s 
  severed metal head forged into a waki-
  zashi nearly strong enough to scratch 
  impervium (or he simply forged a sec-
  ond blade with arcane properties). The 
  second Crimson Katana operated in 
  Southeast Asia all throughout the 1960s and 1970s as a mercenary ronin, 
  both alone and with his followers, the quasi-mystical Katanarchist cult.
   Kimiyo Ranaga is the fourth child of Toshiro Ranaga and the only one 
  who survived the 1977 bloodbath ordered by Dimitri Russov. The Russian 
  
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  FOES OF FREEDOM
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  CHAPTER SIX: FOES OF FREEDOM
  crime lord hired Toshiro and the Katanarchists to eliminate a number of 
  rivals quickly and quietly, tasks at which they failed, even so Ranaga’s family 
  and cult paid the price. Of 58 total members, only 14 Katanarchists survived 
  in hiding throughout the 1980s rebuilding their forces. Toshiro survived to 
  smuggle his daughter to America to live with her maternal grandmother. 
  She lived as Kimiyo Toronji for nineteen years, unaware of the legacy from 
  which she came. In 1995, the 58-year-old Crimson Katana committed ritual 
  suicide in a sorcerous rite, priming the blade with more mystical powers. The 
  cult then hid the blades and waited. Kimiyo inherited her father’s consider-
  able fortune and real estate holdings.
   In 1997, to Kimiyo’s horror, her grandmother, who was now on her 
  deathbed, revealed the truth of her family and her fortune. She discov-
  ered the katana and wakizashi, as well as her father’s Crimson Katana 
  armor, hidden behind a secret panel in her San Francisco penthouse. 
  When she touched the blade, she cut her finger on its razor-sharp edge, 
  and her father possessed her body. He banished Kimiyo’s mind into the 
  blade and she fought him, but he used her body to revive and rebuild 
  the Katanarchists, his cult of assassins. Only after the Katana’s defeat 
  by Eldrich in 1998 did Kimiyo regain control of her body.
   Now, with her blades mystically hidden as tattoos on her upper arms, 
  Kimiyo can transform instantly into a stylized version of the Crimson 
  Katana’s armored samurai robes when she touches the tattoos. (She can 
  also instantly will the change back to her normal form and the blades 
  automatically become tattoos again.) She lives a life under various iden-
  tities, forced to hide due to the criminal activities done by her body. She 
  rarely points out to people that she’s not the crime lord they believe her 
  to be, but the Katanarchists seem to know mystically when their master 
  is not in control of his daughter’s body and attack her on sight. She 
  spends much of her time trying to undo her father’s plans and dismantle 
  his cult, but she also takes on contracts only to kill or expose those who 
  contracted her. Eldrich, Foreshadow, and Troy Griffin (son of the Human 
  Tank and head of the Ministry of Powers) are among the few who know 
  her secret.
   Crimson Katana is an anti-hero looking to undo the evils her father and 
  grandfather wrought upon the world. She is a driven, emotionally distant 
  young woman who trusts only those who earn her confidence. In her civil-
  ian identity, she is a well-to-do trust fund girl whose main interests appear 
  to be martial arts, ancient weapons and swords, and shopping.
   If her father possesses her, Crimson Katana is a power-mad sorcerer 
  and leader of a cult of assassins who willingly die for him. He constantly 
  seeks both more magical power and needs to be noticed, always mark-
  ing his kills so there is no doubt the Crimson Katana struck.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  —
  —
  +20
  +19
  +10
  —
  —
  0
  50
  48
  31
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +20
  —
  —
  +20
  Skills: Computers 12 (+32), Craft (chemical) 8 (+28), Craft (electronic) 8 
  (+28), Craft (mechanical) 8 (+28), Diplomacy 4 (+14), Disable Device 8 
  (+28), Gather Information 12 (+22), Knowledge (current events) 12 (+32), 
  Knowledge (history) 16 (+36), Knowledge (life sciences) 8 (+28), Knowledge 
  (physical sciences) 10 (+30), Knowledge (technology) 12 (+32), Knowledge 
  (theology and philosophy) 8 (+28), Notice 10 (+29), Search 12 (+32)
  Feats: Eidetic Memory, Jack-of-all-Trades, Well-Informed
  Powers: Comprehend 4 (languages, machines), Datalink 18 (Limited to 
  its drones and machined connected to them), ESP 18 (all senses, Limited 
  to its drones), Immunity 30 (Fortitude), Protection 20 (Impervious 12), 
  Regeneration 14 (self-repairing, +9 recovery bonus)
  Combat: Attack +0, Damage +0, Defense +0 (–5 for immobility), Initiative +20
  Drawbacks: Disabled (immobile, –4 points)
  Note: These traits don’t account for the point value of the Curator’s solar-
  system sized headquarters or its potentially countless robotic drones.
  Abilities 69 + Skills 37 (148 ranks) + Feats 3 + Powers 147 + Combat 0 
  + Saves 1 = Total 257
  THE  CURATOR 
  POWER LEVEL 15
  Real Name: Curator
  Identity: The general public is 
  unaware of the Curator’s existence
  Occupation: Collector
  Base of Operations: Milky Way 
  Galaxy
  Affiliation: None
  Height: 6’ 0” (drone)
  Eyes: White (drone)
  Weight: 350 lbs. (drone)
  Hair: None (drone)
  Untold millennia ago, a mysterious alien race known only as the Preservers 
  roamed the galaxy, intervening in the evolution of alien species and seed-
  ing different forms of life (including human life) on other worlds. The 
  Preservers vanished long ago, but evidence of their existence, and arti-
  facts from their civilization, remain.
   One of these may be a vast ringworld orbiting a star hundreds of light 
  years from Earth. The massive construct is a flattened ring around the 
  star, with a radius of nearly 100 million kilometers, its surface a thousand 
  kilometers across, giving it a surface area many times that of the Earth. 
  On the surface of this ringworld are artificial habitats, replicating condi-
  tions on hundreds of different planets and many different types of terrain, 
  wherein live samples of alien life. It is a vast zoo, or biological laboratory, 
  with species from hundreds of different worlds, many of them extinct else-
  where in the galaxy.
  This alone would make the star system a curiosity, but something of even 
  greater interest lies beneath the surface of the ringworld. Amidst the vast 
  technological superstructure and support system is a sophisticated artifi-
  cial intelligence that controls and operates the ringworld. It is known as 
  the Curator.
  Name: Kimiyo Ranaga
  Other Aliases: Hideko Toronji, Julie Edo, “Sam” Kayedo, Mariko Tanashi, 
  Angela Kimiyo, Yukio Fimune, and variations on all of them
  Identity: Secret
  Occupation: Vigilante
  Base of Operations: Mobile; owns properties in Tokyo, Osaka, London, 
  Bombay, San Francisco, and New York City.
  Affiliation: None; when possessed by her father’s spirit, she allies with the 
  Katanarchists.
  Height: 5’ 3”
  Eyes: Green
  Weight: 104 lbs.
  Hair: Black
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  193
  193
   The Curator claims it was created and programmed 
  by the Preservers to gather knowledge and sam-
  ples, both biological and material, from worlds 
  across the galaxy for preservation. It has never 
  clearly explained why the Preservers did this, 
  but the Curator clearly has no interest in 
  the advancement of galactic knowledge 
  or anything other than its obsessive collec-
  tion. Attempts to access the vast archives 
  or specimens in the Curator’s care have 
  been rebuffed and, when necessary, met 
  with violent opposition. The starfaring races 
  of the galaxy have long since chosen to leave 
  the Curator alone and do their best to avoid 
  drawing its attention. This isn’t overly difficult 
  since the more developed a species is, the less likely 
  it has anything of interest the Curator hasn’t already 
  collected and cataloged. No, it is the developing species 
  of the universe that hold the most interest according to 
  the Curator’s mission, especially the unique inhabitants of 
  Earth.
   While humans aren’t particularly unusual—found 
  throughout many worlds in the Lor Republic, for exam-
  ple—the inhabitants of Earth are interesting for two 
  reasons. First, they are the original gene-stock for all humans 
  in the galaxy and, second, Earthlings display surprising adaptabil-
  ity. While many alien races have sport mutations, psionic abilities, 
  or racial powers, Earthlings have the most unusual and dazzling 
  variety of superhumans in the known universe. Earth and humanity 
  were clearly of interest to the Preservers, and the Curator maintains 
  this interest.
   The Curator itself never leaves its home. In fact, it is part and 
  parcel of the structure of the Archive, and cannot be separated 
  from it. However, the artificial intelligence can operate a variety of 
  robotic drones via hyperspatial link over any distance, and 
  controls and monitors many such drones across the galaxy. 
  Each of these serves as the Curator’s proxy in its dealings 
  with other creatures.
   The Curator has visited Earth on occasion. On its most 
  recent visit, it attempted to capture Dr. Metropolis, a mem-
  ber of the Freedom League, for study as a unique specimen. Dr. Metropolis’ 
  escape destroyed the museum ship sent to Earth, allowing a number of 
  other specimens to escape. Naturally, the Curator wishes to recover these 
  missing specimens and to acquire Dr. Metropolis (and possibly some other 
  unique things Earth has to offer). Thus far, people on Earth are unaware the 
  Curator is not a single alien being, but the intelligence of an alien computer 
  acting through various artificial drones.
   The Curator itself is something of a plot device, since it is vast, powerful, 
  and generally out of reach of most characters (unless they have interstellar 
  capabilities). Its drones, however, make excellent antagonists. The most typical 
  use of the Curator is as an interstellar thief and kidnapper. A drone shows up 
  and tries to steal some unique item or capture a unique creature (perhaps a 
  player character) and take it back to the museum ship for eventual delivery to 
  the Archive. The heroes have to get back what the Curator has taken.
   Heroes may find themselves in need of something (or someone, perhaps) 
  the Curator has in its vast Archive. Secrets from across the galaxy are gath-
  ered there, which may include vital information for overcoming a particular 
  menace to Earth, the galaxy, or even the universe. The trick is getting the 
  Curator to part with it, especially if it has no stake in this problem.
   Conversely, the Curator may find itself in need of aid. Perhaps there’s 
  something unique out of reach of its drones due to unusual conditions 
  in a region of space or defensive measures aimed at keep-
  ing them away. The Curator might try to get a group of 
  super-humans to help it, using either coercion or hon-
  est negotiation. There’s also the matter of exactly why 
  the Curator is doing all of this collecting. Is it simply 
  following outdated instructions from creators dead 
  and gone for millennia or is there a higher purpose? 
  Perhaps the Archive is intended as a failsafe against 
  some sort of galactic disaster, or a museum of the 
  galaxy before it is destroyed by another force.
   
       The Curator is cold, calculating, and 
  logical. It has no understanding of personal freedoms, 
  individual rights, or the greater good. All it’s interested 
  in is its obsessive collection of data and samples. It isn’t 
  even really interested in the advancement of science or 
  knowledge. It collects simply because its purpose is col-
  lecting, like a sort of cosmic hobbyist more interested in a 
  complete collection than having new toys to play with. It 
  is interested solely in the unique and unusual, although 
  its standards can seem quite strange to Earth humans. 
  While it understands reason, the Curator is exceptionally 
  difficult to reason with because it doesn’t care about 
  anything other than its mission. The safety of its drones 
  is largely irrelevant (since they’re just tools). For those who 
  don’t know the Curator’s true nature, this can make it seem 
  heedless of its own safety. The only thing the Curator cares about 
  is preserving its own existence and that of the Archive (and, to a 
  lesser extent, its museum ships). A threat to one or more of those 
  will cause the Curator to respond with force (or perhaps a will-
  ingness to negotiate, if confronted with a losing proposition).
      The Curator has the resources of an entire solar system 
  at its disposal, although those resources are rarely concen-
  trated in one place at a time. More often, characters will 
  encounter one of the computer’s drones, which are power-
  ful robots, typically in humanoid form, although they vary 
  widely depending on their assigned tasks and sectors of 
  the galaxy. A Curator drone is physically powerful and 
  equipped with various defensive capabilities along with 
  equipment for interfacing with various data storage and 
  retrieval systems.
   In the Archive, the Curator may have access to virtually any item of 
  technology the Gamemaster cares to give it. It has been collecting things 
  from across the galaxy for millennia, and has accumulated quite the arse-
  nal, all extensively cataloged and cross-referenced, of course.
   CURATOR DRONE 
   POWER LEVEL 10
  Str 30
   Dex 14
   Con —
   Int 15
   Wis 13
   Cha 10
  Skills: Notice 8 (+9), Search 8 (+10)
  Feats: Eidetic Memory
  Powers: Blast 10, Immunity 30 (Fortitude), Protection 12 (Impervious 
  8, Innate), Super-Senses 11 (darkvision, direction sense, distance sense, 
  microscopic vision 4, radio, time sense, ultra-hearing), Super-Strength 6 
  (heavy load: 50 tons)
  Combat: Attack +10, Damage +10 (unarmed or blast), Defense +8, Initiative +2
  Saving Throws: Toughness +12, Fortitude —, Reflex +4, Will +6
  Abilities 22 + Skills 4 (16 ranks) + Feats 1 + Powers 94 + Combat 36 + 
  Saves 7 = Total 164
  
  194
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   DOC OTAKU 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +3
  +0
  +12
  +3
  +0
  8
  16
  10
  34
  16
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10/+0*
  +3
  +6
  +6
  *without armor
  Skills: Computers 8 (+20), Craft (electronic) 10 (+22), Craft (mechanical) 10 
  (+22), Disable Device 12 (+20), Drive 6 (+9), Knowledge (physical sciences) 
  8 (+20), Knowledge (popular culture) 6 (+18), Knowledge (technology) 12 
  (+24), Language 5 (English, French, Latin, Spanish, Russian), Notice 4 (+7), 
  Pilot 7 (+10), Sense Motive 4 (+7)
  Feats: Defensive Attack, Eidetic Memory, Equipment, Inventor, Sidekick 29 
  (Progression 2, the Angel Androids)
  Powers: Device 23 (MechOtaku battlesuit, hard to lose)
  MechOtaku Battlesuit: Blast 10, Communication 7 (radio), Flight 5 
  (250 MPH), Growth 16, Immunity 9 (life support), Protection 10 
  (Impervious), Super-Senses 1 (low-light  vision)
  Combat: Attack +8, Damage –1 (unarmed), +10 (blast), +7 (with Growth), 
  Defense +10, Initiative +3
  Abilities 34 + Skills 23 (92 ranks) + Feats 35 + Powers 92 
  + Combat 36 + Saves 9 = Total 229
  Real Name: Solo Takashi
  Identity: Secret
  Occupation: Inventor, criminal
  Base of Operations: Tokyo, Japan
  Affiliation: none
  Height: 5’4”
  Eyes: Brown
  Weight: 115 lbs.
  Hair: Black
  Solo Takashi was a genius almost from the time he was born. He spoke 
  five languages by the time he was seven years old and earned his first 
  doctorate at the age of 12. Unfortunately, Takashi was bored. He lacked 
  challenge and he wanted to have peers, intellectual equals. He also 
  wanted to have some fun.
   He jumped at the opportunity to study with Daedalus, one of the great-
  est scientific minds in the world. But he quickly decided that Daedalus 
  was a scared old man unwilling to take risks or let anyone else take them, 
  either. He didn’t encourage Takashi’s potential, he only tried to limit and 
  control it. He was full of warnings and talk about patience, but Takashi 
  saw the truth: Daedalus was jealous of him, like they all were, jealous of 
  his brilliance and potential.
   When Daedalus discovered that Takashi was committing crimes and selling 
  his work to the Foundry, he confronted the young scientist and gave him a 
  chance to own up to what he had done. That ended their working relation-
  ship. Takashi went underground, determined to prove himself the intellectual 
  superior of the inventor and hero. So began the career of Doc Otaku.
   In the past few years, Doc Otaku has plagued Daedalus, the Freedom 
  League, and the world with the fruits of his twisted genius, ranging from 
  video games and anime come to life to giant robot monsters rampaging 
  through the streets of Tokyo or Freedom City. He’s only been apprehended 
  once, and he’s shown that a conventional prison facility has little 
  chance of holding him for long.
   
  Doc Otaku, as his name implies, isn’t very in touch with 
  reality. He’s a bored young genius looking for a new challenge 
  but still very much a boy playing with his new toys. He has no 
  real awareness or empathy for the trouble that he causes; he 
  only cares whether or not he wins the game. He looks down on 
  most people as his intellectual inferiors and likes to taunt 
  them for it.
       Doc Otaku is one of the most brilliant inventive 
  minds in the world. He’s capable in nearly all 
  fields of knowledge and science, but his spe-
  cialty is robotics and the creation of various 
  mecha, ranging from the Angel Androids to 
  giant robot monsters. He’s also a master of com-
  puter hardware and software, and he even created 
  the sophisticated battle-suit he wears.
           Doc Otaku usually operates behind the scenes, 
  sending mecha out to do his work for him. The Angel 
  Androids are his assistants, bodyguards, and agents. Takashi 
  has been known to use android duplicates of himself as 
  decoys in case heroes manage to track down his hidden 
  bases. He also doesn’t hesitate to use his mecha to 
  create distractions to allow him to escape when 
  the “game” is over.
   Doc Otaku is a source for giant mecha and 
  androids in the campaign, either menaces 
  he unleashes on an unsuspecting populace 
  or custom work done for various clients (usu-
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  195
  195
  ally facilitated by the Foundry). Doc can take your favorite anime, manga, 
  video game, or toy and turn it into a threat for the heroes to face. Although 
  he’s primarily focused on building his own “monsters,” Doc might also take 
  an interest in the inhabitants of Kaiju Island. Doc Otaku and Toy Boy make 
  excellent rivals or even more dangerous friends. Perhaps they stage “games” 
  to see which of them can pull off the cleverest crimes or “collect” the largest 
  number of defeated superheroes.
  THE ANGEL ANDROIDS (AKI, AKO & AYA)
  Aki, Ako, and Aya are Doc Otaku’s most enduring and most well known 
  creations. They are sophisticated androids that look like teenage girls 
  dressed in Japanese school uniforms. Aki looks Asian, Ako is a redhead 
  with freckles, and Aya is a blond with big blue eyes.
   Other than their cosmetic differences in appearance, all three Angel 
  Androids are identical in size and abilities. They are all superhumanly 
  strong and fast, resistant to most forms of harm, and immune to biologi-
  cal needs like air, food, or rest. All three have giggly, girlish personalities 
  and they all adore Takashi (as they are programmed to do).
   The Angel Androids are intelligent and capable of independent thought, 
  although they would never do anything that would harm their beloved 
  Takashi or make him upset. They’re relentlessly cheerful and pleasant, even 
   ANGEL ANDROIDS 
   POWER LEVEL 10
  Str 30
   Dex 34
   Con —
   Int 11
   Wis 12
   Cha 14
  Skills: Acrobatics 4 (+16), Notice 4 (+5), Sense Motive 8 (+9)
  Feats: Attractive, Set-up, Teamwork
  Powers: Immunity 40 (Fortitude, mental powers), Protection 8
  Combat: Attack +10, Damage +10 (unarmed), Defense +12, Initiative +12
  Saving Throws: Toughness +8, Fortitude —, Reflex +12, Will +6
  Abilities 41 + Skills 4 (16 ranks) + Feats 3 + Powers 38 + Combat 44 + 
  Saves 5 = Total 145
  while they’re pounding opponents into the pavement, and they always leave 
  a scene with a smile, a wave, and a happy, “Have a nice day! Buh-bye!”
  Doc Otaku maintains plans for the Angel Androids and backs-up their 
  memory files on a regular basis, so he can easily re-create any or all of 
  them if they are destroyed. They are his favorite agents, and he often uses 
  them to help carry out his plans. Otherwise the Angels act as his body-
  guards and see to his every need.
   DR. SIN 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +3
  +2
  +17
  +15
  +5
  10
  17
  15
  44
  40
  20
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +7/+2*
  +7
  +8
  +17
  *flat-footed
  Skills: Bluff 8 (+13), Computers 4 (+21), Craft (chemical) 8 (+25), 
  Craft (mechanical) 4 (+21), Disable Device 8 (+25), Drive 5 (+7),
   Escape Artist 12 (+14), Gather Information 12 (+17), Intimidate 
  8 (+13), Language 5 (English, Japanese, Latin, Russian, Sanskrit), 
  Pilot 5 (+7), Sense Motive 4 (+19), Sleight of Hand 5 (+7)
  Feats: Artificer, Attack Focus (melee) 6, Contacts, Defensive Attack, 
  Defensive Roll 5, Diehard, Dodge Focus 6, Equipment 20, Evasion, 
  Improved Initiative, Improved Throw, Inspire, Inventor, Jack-of-all-Trades, 
  Leadership, Master Plan, Minions 20, Power Attack, Stunning Attack, 
  Trance, Well-Informed
  Powers: Immunity 3 (aging, disease, poison)
  Note: Distribute Dr. Sin’s Equipment and Minion ranks as you see fit. His Minions 
  tend to be ordinary thugs along with some ninja (see M&M, pages 229 and 227).
  Combat: Attack +14 (melee), +8 (ranged), Grapple +14, Damage 
  +0 (unarmed), Defense +14 (+4 flat-footed), Knockback –3, 
  Initiative +7
  Abilities 86 + Skills 22 (88 ranks) + Feats 73 + Powers 3 + 
  Combat 32 + Saves 12 = Total 228
  Dr. Tzin Sing was born over 
  a century ago in China to a 
  family that clung to a bygone 
  era of Imperial privilege and 
  prestige. Even as a boy he 
  was a brilliant scholar drawn 
  to the study of science. As he 
  grew older, he learned that oth-
  ers did not appreciate his intellect 
  or his achievements, often becom-
  ing intimidated or jealous. It was 
  the way of things: People feared 
  their superiors and tried to 
  drag them down to their own 
  base and common level. Tzin 
  Sing would not allow himself 
  to be dragged down. Instead, 
  he would use his intellect and 
  his ambition to achieve great-
  ness.
   Starting in the 1920s, Dr. Sin (as 
  he has become known in the West) built 
  himself a criminal empire in China and 
  struggled against various Western heroes 
  who tried to thwart his schemes to expand his 
  power. World War II temporarily put his plans on 
  hold, but Dr. Sin appeared again in the 1950s 
  and 1960s. His greatest enemy then was the hero known as 
  the Raven, who foiled the sinister doctor’s plans at every turn. 
  Raven also won the heart of Sin’s daughter, Jasmine. Eventually, 
  Dr. Sin and the Raven had a final confrontation aboard Sin’s airship 
  armada that left the Raven crippled and Dr. Sin presumed dead.
  Real Name: Tzin Sing
  Occupation: Criminal
  Identity: Secret, the general public is unaware of Dr. Sin’s existence
  Base of Operations: Various hidden 
  bases around the world
  Affiliation: None
  Height: 5’5”
  Eyes: Black
  Weight: 125 lbs.
  Hair: White
  
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  FOES OF FREEDOM
  FOES OF FREEDOM
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  CHAPTER SIX: FOES OF FREEDOM
   Having cheated death many times before, Sin did so again. He extended 
  his life with ancient potions and secret meditation techniques. He rebuilt 
  his criminal empire from the shadows and plotted vengeance against his 
  old foe, now married to Sin’s daughter and with a child of his own. Dr. Sin 
  attempted to kidnap his granddaughter, but Raven and Jasmine came to 
  rescue her. When Jasmine took a killing blow meant for her husband, Dr. 
  Sin was forced to flee. He has rededicated himself to his plans of conquest 
  and has sworn that his granddaughter, the new Raven, will either join 
  him or suffer her mother’s fate as a traitor to her own blood. As for her 
  father, words cannot describe the hatred Dr. Sin feels for the man he holds 
  responsible for his beloved Jasmine’s death.
   Dr. Sin is a combination of inscrutable calm and detachment and 
  supreme arrogance. He knows he is one of the greatest minds that ever lived 
  and believes it is therefore his destiny to rule over his inferiors, regardless 
  of their simple wishes. He lives for the challenge of struggling against a 
  worthy adversary, since victory without struggle is meaningless. He fancies 
  himself a man of honor. He won’t go back on his sworn word, although he’s 
  willing to use cunning and deception to achieve his ends. Any challenge to 
  his authority or inherent superiority must be met and overcome.
   Dr. Sin has a brilliant scientific and analytical mind, making him one of 
  the greatest scientists and inventors who has ever lived. He has adapted 
  alien technology (salvaged from ancient Preserver, Serpent People, and 
  Atlantean sites) for his own uses and has developed a number of tech-
  nological innovations from them. He combines this with knowledge of 
  ancient Chinese herbalism, alchemy, and martial arts. Dr. Sin prefers to 
  operate as a mastermind behind the scenes, using various pawns to put 
  his plans into action. He maintains secret bases hidden around the world 
  and legions of followers awaiting his commands.
   DOWNTIME 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +3
  +1
  +0
  +1
  +0
  12
  16
  13
  11
  12
  11
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+1*
  +5
  +9
  +5
  *flat-footed
  Skills: Bluff 6 (+6), Disable Device 12 (+12), Knowledge (streetwise) 4 (+4), 
  Knowledge (technology) 4 (+4), Sense Motive 8 (+9), Sleight of Hand 10 
  (+13), Stealth 8 (+11)
  Feats: Defensive Roll 5, Dodge Focus 4, Elusive Target, Sneak Attack
  Powers: Device 26 (time-belt, hard to lose)
  Time Belt: Deflect 10 (all ranged attacks), Enhanced Attack 
  5, Enhanced Defense 8, Enhanced Feats 5 (Evasion 2, 
  Fast Overrun, Improved Overrun, Seize Initiative), 
  Invisibility 2 (all visual senses), Super-Senses 
  1 (time sense), Time Control 10
  Combat: Attack +12, Grapple +13, Damage +1 
  (unarmed), Defense +18 (+7 flat-footed), 
  Knockback –3, Initiative +43
  Abilities 15 + Skills 13 (52 ranks) + Feats 11 
  + Powers 104 + Combat 26 + Saves 14 
  = Total 183
  Real Name: David Andersen
  Identity: Public
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’ 11”
  Weight: 165 lbs.
  Eyes: Brown
  Hair: Sandy Brown
  David Andersen graduated from small-time petty thief 
  to professional burglar. He had some brushes with the 
  law, but nothing stuck. David was convinced he could get 
  away with pretty much anything, but for how long? He 
  wanted to make the big score, something to set him 
  up for life. That’s when the Foundry hired him to steal 
  a new invention from the Bayview home of Dr. Julius 
  Wells. Andersen cased the house and then broke in 
  to take the device, a prototype based on Dr. Wells’ 
  temporal research, along with the doctor’s notes 
  and files. He slipped up, and the doctor surprised 
  him. Andersen panicked, leaving Dr. Wells lying 
  unconscious on the floor, and fled.
   Looking to escape from police, Andersen 
  looked over Wells’ notes and tried using the 
  time device. What he didn’t know was the device “imprinted” on 
  his bio-molecular pattern, since it needed adjustment for each 
  user. All David Andersen knew was he got some serious down-
  time. From his perspective, it was like the rest of the world froze, 
  allowing him to move about unseen, in between moments. It was 
  power and freedom like he never knew.
   
  Unfortunately for Andersen, his use of the device made 
  it useless for anyone else, including the Foundry. When 
  his erstwhile employers tried to kill him, Andersen took 
  the device and fled. He began committing a series 
  of inexplicable robberies, getting in and out of 
  places too fast to be seen or stopped by anyone. 
  Even heroes like the Raven and Dr. Metropolis 
  were just motionless obstacles, frozen in 
  time.
     Downtime met his match when 
  Johnny Rocket entered his “downtime” 
  field. Johnny’s own super-speed allowed 
  him to counteract Downtime’s temporal 
  manipulation, effectively canceling each other out. While 
  other people were greatly slowed down, Johnny moved 
  at the same apparent speed as Downtime. The Freedom 
  League speedster captured Andersen and, this time, the 
  charges stuck.
   
      Downtime later escaped from prison using a residual 
  of power from his stolen time device (which was confis-
  cated by the authorities). He recovered his costume and 
  went for revenge on Johnny Rocket. Johnny managed to 
  put him away again. Downtime has proven he’s willing 
  to do what it takes to meet his goals: enough wealth to 
  live on easy street and revenge against the people who 
  helped put him away.
   
  Downtime’s tactics are quite simple: get in, 
  grab the goods, and get out, all without being 
  seen or caught. Generally, the super-speed and 
  invisibility bestowed by his time-belt allow him 
  
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  FOES OF FREEDOM
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  197
  197
  to do so easily. In these cases, Downtime can rarely resist the opportunity 
  to play practical jokes or leave taunting messages for the authorities. He’s 
  known for speaking directly into surveillance cameras, for example, know-
  ing someone can later slow down the playback enough for him to be seen 
  and heard as anything other than a faint blur and a high-pitched bleep.
   When he’s dealing with heroes, Downtime’s primary goal is escape. He 
  doesn’t have much in the way of offensive abilities. Instead he relies on 
  being unseen and his ability to evade attacks coming his way, since every-
  thing moves in slow motion to him. He generally flees the scene as soon 
  as he’s achieved his goal, although he may linger to taunt or toy with 
  heroes, so long as he’s confident they can’t touch him. He’s not above 
  leaving dangerous situations behind him to further delay any pursuit, 
  such as causing traffic accidents or leaving oil slicks across roadways.
   Downtime’s control over his time-belt is largely instinctual. He’s been 
  known on occasion to stumble across a particularly novel or innovative 
  use for it (essentially a use of Gamemaster fiat). The Gamemaster can use 
  this to keep players from becoming too confident about Downtime’s exact 
  capabilities.
   FEAR-MASTER 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +1
  +3
  +2
  +4
  10
  13
  13
  16
  15
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+1*
  +4
  +6
  +8
  *flat-footed
  Skills: Bluff 8 (+12), Craft (electronic) 8 (+11), Disguise 8 (+12), Escape 
  Artist 8 (+9), Intimidate 8 (+12), Knowledge (behavioral sciences) 8 (+11), 
  Knowledge (physical sciences) 6 (+9), Perform (keyboards) 4 (+8), Notice 4 
  (+6), Sense Motive 10 (+12), Sleight of Hand 4 (+5), Stealth 4 (+5)
  Feats: Attack Focus (ranged) 3, Defensive Roll 5, Distract (Intimidate), 
  Dodge Focus 2, Evasion, Improved Initiative, Startle, Taunt
  Powers: Device 5 (fear weapons, hard to lose)
  Fear Weapons: Emotion Control 10 (subsonic, Area Burst, Limited to 
  fear, Alternate Powers: Fatigue 5 [Alternate Save: Will, Perception 
  Range], Illusion 6 [all senses, Free Action to Maintain, Limited to 
  images of fear, Phantasms, Selective], Nauseate 5 [Alternate Save: 
  Will, Perception Range], Paralyze 5 [Perception Range], Stun 5 
  [Alternate Save: Will, Perception Range])
  Combat: Attack +8, Grapple +8, Damage +0 (unarmed), Defense 
  +12 (+5 flat-footed), Knockback –3, Initiative +5
  Abilities 25 + Skills 20 (80 ranks) + Feats 15 + Powers 20 + 
  Combat 36 + Saves 14 = Total 130
  Melvin Blume was saddled with a geeky name, an intel-
  ligent mind, and a thin, unimposing physique making him 
  the target of bullies and cruel taunts. He quickly lost inter-
  est in school despite his considerable intelligence 
  and got more and more involved in the Goth 
  subculture, a reflection of what he considered 
  the pointlessness of life. He became a fan of 
  dark and nihilistic music, literature, and art, as 
  well as horror movies and fiction. In his heart, 
  Vin (as he preferred to be called) dreamed of 
  becoming one of the monsters from those 
  stories, a force of terror able to strike back 
  at the people who tormented him all his 
  life.
   He decided to attend the Freedom 
  School for the Arts as a music major 
  and his skill in electronic music 
  was enough to gain him admission. 
  Blume often clashed with his teachers 
  because of his obsessive mania for his par-
  ticular brand of disturbing performance. He had no 
  interest in the classics or the styles of other artists. 
  He accused others of not understanding his genius. 
  He wanted to provoke feelings with his work, but not 
  pleasant ones. He wanted to stir up fear, disgust, and 
  terror. He deliberately went for shock value and maxi-
  mum offense.
   Vin went beyond lyrics and melody in his pursuit of 
  freaky music. He stumbled upon subliminal sonic fre-
  quencies that could stimulate the fear centers of the brain, 
  inducing unreasoning terror and even hallucinations. 
  When he figured out what he was capable of doing, 
  Melvin Blume created a costume for himself based on 
  his stage persona, adopted the name Fear-Master, and 
  set out to give Freedom City a true taste of terror.
   Fear-Master quickly ran up against the Raven, who put 
  a stop to his revenge scheme and sent Blume to the South 
  River Correctional Facility for a ten-year stretch. Prison only 
  hardened Blume and made his Fear-Master persona more prominent. 
  When he managed to escape from prison, he tried to get his revenge on 
  Raven and continue his reign of terror. Fear-Master has become increas-
  Real Name: Melvin “Vin” Blume
  Identity: Public
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: none
  Height: 6’ 1”
  Eyes: Yellow or red (naturally brown)
  Weight: 165 lbs.
  Hair: Black (naturally brown)
  ingly obsessed with making other people, especially heroes, afraid of 
  him, and he has expanded and refined his arsenal of fear-technology over 
  the years.
   Fear-Master generally works alone, although he has teamed up with 
  some of Raven’s other foes on occasion. He has also encountered some of 
  Freedom City’s other heroes, particularly Foreshadow. On one occasion he 
  managed to make everyone in Freedom City afraid of superhumans, to the 
  point where the Moore Act was nearly reinstated and superhumans out-
  lawed, but the Freedom League exposed the manipulation and destroyed 
  Fear-Master’s broadcast device.
   Melvin Blume has encountered the original Fear-Master, Dr. Arthur 
  Levitt, a criminal psychologist and foe of the original Raven, who used 
  bio-chemical devices to induce fear. He stole some of Levitt’s technology 
  and attempted to drive him to madness, convincing Levitt he was secretly 
  the new Fear-Master, but the Raven thwarted his plans. Fear-Master and 
  the Maestro know and despise each other for their incompatible tastes 
  in music and their similar accomplishments in the science of sonics. The 
  Maestro has accused Fear-Master of stealing his inventions, although 
  truthfully Blume made his discoveries on his own.
   
  
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  CHAPTER SIX: FOES OF FREEDOM
  THE FREEBOOTER 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +4
  —
  +8
  +2
  +3
  19
  18
  —
  26
  15
  17
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8
  —
  +8
  +6
  Skills: Acrobatics 8 (+12), Bluff 13 (+16), Climb 6 (+10), Computers 16 (+24), 
  Concentration 8 (+10), Craft (electronic) 10 (+18), Craft (mechanical) 8 
  (+16), Diplomacy 8 (+11), Disable Device 12 (+20), Disguise +33 (using 
  Morph), Intimidate 8 (+11), Knowledge (technology) 10 (+18), Language 3 
  (Arabic, German, Japanese), Notice 12 (+14), Search 6 (+14), Sense Motive 
  8 (+10), Stealth 8 (+12)
  Feats: Connected, Contacts, Eidetic Memory, Improved Disarm, Move-by 
  Action, Taunt, Well-Informed
  Powers: Device 2 (cutlass, easy to lose), Energy Absorption 4 (healing), 
  Immunity 30 (Fortitude), Leaping 4, Morph 6 (Chuck McGinnis), 
  Protection 8, Super-Senses 8 (blindsight, X-ray vision)
  Cutlass: Strike 9 (Alternate Power: Deflect 9 [projectiles])
  Combat: Attack +12, Grapple +16, Damage +4 (unarmed), +9 (cutlass), 
  Defense +13, Knockback  –4, Initiative +4
  Drawbacks: Normal Identity (Jared McGinnis, –4 points)
  Abilities 35 + Skills 36 (144 ranks) + Feats 7 + Powers 78 + Combat 50 
  + Saves 8 – Drawbacks 4 = Total 210
  Real Name: Jared McGinnis
  Identity: Secret
  Occupation: Hacker
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’ 9”
  Eyes: Brown
  Weight: 180 lbs.
  Hair: Brown
  Born in 1980 with a birth defect that left his spine twisted and underdevel-
  oped, Jared McGinnis has been a paraplegic all his life. Despite his lack of 
  physical skills, Jared’s mental development soared off the charts. After the 
  age of four, though, Jared noticed that he was treated differently and how 
  his parents seemed intimidated by his intelligence. He continued to read 
  and learn, but held himself back so as to not stand out on tests and exams. 
  At the age of six, he began taking computer classes at home and quickly 
  mastered the skills (and even improved the design of the computer).
   Chuck McGinnis succumbed to cancer in 1994 and his wife Mary died 
  in a car accident in 1998, leaving Jared on his own. By then, Jared had 
  an IQ exceeding the faculty at H.I.T., and had earned degrees in electrical 
  engineering, computer design, and software development, among oth-
  ers. He became a shut-in after his mother died, allowing people into his 
  Hanover brownstone only for deliveries.
   At the same time, he cultivated a new life for himself on the Internet. 
  Jared spent most of his time online as a member of the Legion, hacking his 
  way into computer systems worldwide and learning about the abuses of 
  power that kept most people under the control of the rich. As the Freebooter, 
  Jared became a notorious hacker. He always leaves behind a virtual Letter 
  of Marque noting: “You have been boarded and assailed due to my disdain 
  for your politics, economics, and your general lack of moral fiber!”
   Jared wanted to make the Legion into an anarchist group to bring down 
  the corrupt establishment and share the wealth with everyone. When they 
  would not acknowledge Freebooter as their leader, he vowed to show them 
  what he could accomplish on his own. Jared spent most of the year 2000 
  building the Techno-Pirate android. Now, for the first time in his life, he 
  didn’t need others to act for him—he could 
  act through the android.
   Jared patterned the android’s 
  brain on his own. The Freebooter 
  android looks like an idealized 
  version of Jared dressed as 
  a futuristic swashbuckling 
  JARED MCGINNIS 
   POWER LEVEL8
  Str 9
   Dex 8
   Con 14
   Int 26
   Wis 15
   Cha 17
  Skills: Bluff 13 (+16), Computers 16 (+24), Concentration 8 (+10), Craft 
  (electronic) 10 (+18), Craft (mechanical) 8 (+16), Diplomacy 8 (+11), Disable 
  Device 12 (+20), Intimidate 8 (+11), Knowledge (technology) 12 (+20), 
  Language 3 (Arabic, German, Japanese), Notice 2 (+4), Sense Motive 8 (+10)
  Feats: Connected, Contacts, Eidetic Memory, Equipment (wheelchair), Taunt, 
  Well-Informed
  Combat: Attack +0, Grapple –1, Damage –1 (unarmed), Defense +0, 
  Knockback –1, Initiative –1
  Saving Throws: Toughness +2, Fortitude +4, Reflex –1, Will +6
  Drawbacks: Disability (paraplegic, –4 points)
  Abilities 29 + Skills 27 (108 ranks) + Feats 6 + Powers 0 + Combat 0 + 
  Saves 6 – Drawbacks 4 = Total 64
  
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  pirate, though it can change its appearance to look like Chuck McGinnis in 
  his prime (and thus evade capture by camouflage).
   Freebooter now exists online as Jared’s hacker persona but also walks 
  the streets of Freedom City and elsewhere, tending to Jared’s needs and 
  acting as the Techno-Pirate when need be. More times than not, “Tech” 
  remains at Jared’s brownstone and acts as his primary cook, butler, and 
  sole friend. If he’s needed to access computers normally unreachable via 
  the ‘net, the android goes to the location and Jared takes possession of 
  his form to spread the word that no hacker can match the Freebooter.
   GAMMA, THE ATOM-SMASHER 
  POWER LEVEL 12
   Jared is angry at the world. He reacts, rather than acts, to social injus-
  tices. He’ll bring down a company for having laid off workers but giving 
  their board members raises. He’ll dig up personal secrets of government 
  officials and release them online if a Senator votes for a lobby rather than 
  his constituents. He hates the idea of information restrictions and fights 
  to “keep information free” regardless of the consequences. He sees him-
  self as a romantic and misunderstood hero, even if he’s little more than an 
  angry and immature mind lashing out at “the establishment.”
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +14
  +2
  +5
  +1
  +0
  +0
  38/18
  12
  20
  13
  11
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +15
  +11
  +5
  +8
  Skills: Knowledge (physical sciences) 2 (+3), Knowledge (technology) 2 (+3), 
  Notice 4 (+4), Sense Motive 4 (+4)
  Feats: Endurance, Improved Pin, Power Attack
  Powers: Drain Constitution 1 (radiation sickness, Aura, Disease, 
  Permanent), Enhanced Strength 20, Radiation Control 12 
  (Alternate Power: Strike 12 [radiation, Aura]), Flight 8 (2,500 
  MPH), Immunity 14 (life support, radiation attacks), Protection 10 
  (Impervious), Super-Strength 5 (heavy load: 76 tons)
  Combat: Attack +10, Grapple +29, Damage +14 (unarmed), +12 (blast), 
  Defense +9, Knockback –12, Initiative +1
  Abilities 24 + Skills 3 (12 ranks) + Feats 3 + Powers 109 + Combat 38 + 
  Saves 18 = Total 195
  Real Name: Adam Ward
  Identity: Secret
  Occupation: Criminal
  Base of Operations: Mobile
  Affiliation: None
  Height: 6’5”
  Eyes: Glowing blue
  Weight: 250 lbs.
  Hair: None
  mal mental capacity, once the interfering 
  energy stopped overloading his synapses. 
  Unfortunately, Dr. Ward’s plan required the 
  theft of a large amount of radioactive mate-
  rial, which drew the attention of the Atom 
  Family. Tracking the thefts, they discovered Dr. 
  Ward’s secret laboratory and fought the mercenar-
  ies he hired. 
   Damage to the lab forced Dr. Ward to make the final connec-
  tions for his device manually. His last act was to place a device over 
  his son’s unshielded head—only the second time in 16 years that he was 
  able to touch his child directly. Ward collapsed near his son. Adam finally 
  gained a measure of control over his power and his intellect was awak-
  ened, but at the cost of his father’s life.
   The Atom Family fought past the mercenaries and found a large blue man 
  cradling the doctor’s corpse and sobbing over it. It got up and came toward 
  them, its radioactive arms wide. Assuming this “monster” had killed the doc-
  tor, the Atoms attacked before it got its massive hands on them. Finally aware 
  for the first time in his life and aching for contact, Adam’s first real contact 
  with strangers was a violent attack. Shocked and confused, he responded in 
  kind until Dr. Atom realized the truth of the situation. The heroes calmed him 
  down and turned the child-like Adam over to ASTRO Labs.
   At ASTRO, Adam’s intellect soared as a result of his father’s final treat-
  ments and the mental stimulation he received from staff doctors and nurses 
  Dr. Frank Ward was a brilliant nuclear physicist and research scientist who 
  took too many risks in his pursuit of knowledge. Those risks came back to 
  haunt him when his son Adam was born a mutant with severe mental retar-
  dation and a hard-radiation aura that resulted in his mother’s death. Dr, 
  Ward kept his son in isolation, shielding everyone from Adam’s uncontrolled 
  radiation bursts, and spent the next 16 years seeking a cure for his con-
  dition. His search became more urgent when Dr. Ward discovered he was 
  dying of cancer, most likely from exposure to Adam’s radioactive emissions 
  over the years, despite his best precautions.
   Ward developed an experimental treatment he believed would leech 
  off Adam’s excess radioactivity and also grant him a measure of nor-
  
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  who attended him around the clock. Adam learned to speak articulate English 
  within days, learned to read and write in weeks, and absorbed knowledge so 
  swiftly that he learned the equivalent of a high school education inside of 
  four months—though by the end of that period, his mental acuity plateaued 
  and he now learned and understood things only slightly faster than any other 
  teenager. Unfortunately, even though he could see and hear people and talk 
  with them, he was still trapped in isolation and unable to touch or be touched. 
  Overhearing some of the doctors talking, he learned the details of his father’s 
  death, and the stress of his constant imprisonment and now having some 
  understanding of what he’d lost drove Adam Ward over the edge.
   Adam broke out of ASTRO and swore revenge against the Atom Family 
  for causing his father’s death by interfering with his experiments. He also 
  vowed unending hatred at all scientists, since none ever saw him as any-
  thing more than a test subject. Adam Ward took on the name “Gamma, 
  the Atom-Smasher” and has made several attempts to destroy the Atom 
  Family. Each has ended in failure and only further embittered the atomic 
  mutant, now a true renegade from human society. His bitterness has grown 
  to encompass most of humanity, which he blames for his outcast state.
   Adam is a bitter and lonely young man. His father’s final treatments 
  awakened a keen intellect, but Adam had neither the emotional stabil-
  ity nor the life-experience to handle all the conflicts and complexities of 
  modern life. In many ways, Gamma is a vengeful child lashing out at the 
  people he considers responsible for his pain. Denied human contact all 
  his life, he’s intensely lonely, but denies that he needs anyone or anything. 
  He claims that humanity rejected him first, and that he will show them 
  how right they were to fear him.
  THE  GREEN MAN 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +1
  +4
  +3
  +2
  +0
  16
  12
  18
  16
  15
  11
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +10
  +10
  +4
  +8
  Skills: Intimidate 6 (+6), Knowledge (life sciences) 12 (+15), Notice 4 (+6), 
  Profession (scientist) 8 (+10), Sense Motive 6 (+8)
  Feats: Minions 10 (up to 500 Animated Trees, page 238, M&M)
  Powers: ESP 8 (all senses, Medium: plants), Immunity 4 (disease, sleep, 
  starvation, suffocation), Plant Control 12 (Alternate Powers: Nauseate 
  8 [pollen cloud, Area Burst], Summon Animated Trees 2 [M&M, page 
  233, Horde, Perception Range, Progression 9 (up to 1,000)]), Protection 6, 
  Regeneration 15 bruised 1/round, injured 1/round, disabled 1/minute, 
  Regrowth), Super-Movement 3 (permeate, Limited to vegetation)
  Combat: Attack +10, Damage +3 (unarmed), Defense +10, Initiative +1
  Drawbacks: Vulnerable (defoliants, +50% damage, –2 points)
  Abilities 28 + Skills 9 (36 ranks) + Feats 10 + Powers 78 + Combat 40 + 
  Saves 15 – Drawbacks 2 = Total 178
  The being now known as “The Green Man” began life as Dr. Nathan 
  Grovemont, a botanist and research scientist who studied the evolution 
  and development of plant life. Nathan became convinced humanity’s 
  harmful side-effects on the environment was something evolution could 
  not overcome, and it was only a matter of time before the human race 
  rendered the Earth uninhabitable.
   He experimented with new strains of plant life that could survive 
  the ecological disasters he saw coming. Since plants did not adapt to 
  environmental changes quickly enough, he needed to make them more 
  aware and capable of molding their environments to suit them. In time, 
  he developed his “morphological stimulator,” a device that used a plant’s 
  morphic energy field to grant it animation and movement without true 
  intelligence. When his funding was cut and his project scrapped, his 
  protests went unheard, so he took his prototype stimulator and used it 
  himself.
   The following week, trees from Liberty Park robbed a local Freedom 
  City bank, ignoring gunfire and overturned a police car that tried to 
  stop them. Several other crimes occurred as the mysterious “Green Man” 
  used his vegetable minions to steal for him. Eventually, Dr. Grovemont 
  was caught and sentenced to time in Providence 
  Asylum. He escaped with the aid 
  of a makeshift device 
  and some ivy 
  growing on the 
  walls. This time, 
  he pursued his 
  experiments 
  to their “logi-
  cal conclusion.” 
  He used his 
  equipment and a 
  series of chemical 
  treatments to alter 
  his own morphic 
  field, turning himself 
  from a human being 
  to an animate plant. 
  Dr. Grovemont left his 
  old life behind and 
  began his career as an 
  eco-terrorist and self-
  proclaimed savior of the 
  Earth. He thinks it is time 
  for him to teach the trees to 
  fight back against their killers.
   Dr. Grovemont was an unbalanced 
  personality even before he turned 
  himself into a plant. It’s difficult to 
  say whether or not the Green Man is 
  completely insane or has a perspective 
  completely
   alien to human experience. In either 
  case, he has little or no regard for 
  human life, considering it 
  a “pestilence” on the face 
  of the Earth. Still, 
  the 
  Green 
  Man 
  does not want to 
  destroy the world, 
  or even to destroy 
  humanity, so long as 
  they learn their proper place in the scheme of things. He wants to “liberate” 
  the plant kingdom to better defend itself. He considers himself superior to 
  humanity, both intellectually and physically, and points this out at nearly 
  
  CHAPTER SIX: FOES OF FREEDOM 
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  201
  201
  Real Name: Nathan Grovemont
  Identity: Public
  Occupation: Botanist, criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: 6’4”
  Eyes: Amber
  Weight: 240 lbs.
  Hair: None (leaves)
  every opportunity. Although he sometimes employs human agents to do his 
  dirty work—fanatical eco-terrorists and petty criminals—the Green Man has 
  no real ties to humanity, only his kinship with the plant kingdom.
   The Green Man is a living, mobile, intelligent humanoid plant with the 
  ability to control other plants and impart tremendous growth and mobil-
  ity to them. His body is made up of a substance similar to dense wood, 
  giving him superhuman strength and resistance to injury. His plant-body 
  heals quickly from any injuries and he can animate and command plants 
  to do his bidding. He usually operates in areas where plants can be found 
  in abundance: forests, wetlands, and even large parks. His usual subjects 
  are trees, but all types of plants have their uses. The Green Man also often 
  carries a bag of seeds with him. His power can cause them to sprout even 
  on city streets or sidewalks and grow unbelievably fast, and he’s used 
  mutated vines to crack solid concrete in the past.
   HADES 
  POWER LEVEL 15
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +12
  +2
  +13
  +2
  +15
  +15
  34
  14
  36
  15
  40
  40
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +19
  +16
  +5
  +20
  Skills: Concentration 8 (+28), Diplomacy 4 (+24), Gather Information 4 
  (+24), Intimidate 4 (+24), Knowledge (arcane lore) 16 (+18), Knowledge 
  (history) 12 (+14), Sense Motive 4 (+24)
  Feats: Attack Focus (melee) 4, Fearsome Presence 4, Jack-of-all-Trades, 
  Ritualist
  Powers: Comprehend 2 (languages), Device 2 (helm of 
  invisibility, easy to lose), Immunity 15 (aging, death effects, 
  life support), Magic 18 (Dynamic, spells (all Dynamic): 
  Animate Objects 12, Darkness Control 18, Drain 
  Constitution 18, ESP 8 (all senses, Dimensional), Hellfire 
  Control 18, Morph 12 (any form), Summon Undead 7 
  [Broad Type, Horde, Progression 8 (up to 500)], Super-
  Movement 1 [dimensional, Affects Others, Progression 
  4], Teleport 18 [1,800 ft./anywhere in the galaxy), Protection 
  6 (Impervious), Regeneration 15 (+9 recovery, injured 1/5 
  minutes, disabled 1/hour, death 1/day, Regrowth), Super
  Strength 5 (heavy load: 45 tons)
  Helm of Invisibility: Invisibility 2 (all visual senses, Close Range)
  Combat: Attack +16 (melee), +12 ranged, Grapple +28, Damage 
  +12 (unarmed), +18 (hellfire), Defense +11, Knockback –12, 
  Initiative +2
  Drawbacks: Disability (bound to Tartarus, –4 points)
  Abilities 119 + Skills 13 (52 ranks) + Feats 10 + Powers 
  116 + Combat 46 + Saves 6 – Drawbacks 4 = Total 306
  After the gods overthrew their parents the Titans, the three brothers 
  Zeus, Poseidon, and Hades gathered to divide the world into lots, 
  over which they would rule. Zeus, the youngest brother, but also 
  the liberator of his siblings and the slayer of their father Chronus, 
  took the sky and the celestial realm of Olympus as 
  his domain. Poseidon chose the mysterious depths of 
  the seas, while dark Hades inherited the underworld 
  and the deep places of the Earth. Since that time, 
  Hades became bitterly jealous of his younger 
  brother, now patriarch of a new generation of gods 
  who ruled over Mount Olympus, while Hades 
  ruled over nothing but the shades of the 
  dead in his dark and lonely kingdom.
   Hades chanced to see Persephone, 
  the lovely daughter of the god-
  dess Demeter. Taken by her beauty, 
  he abducted her to be his queen. 
  Although Zeus and Demeter insisted 
  upon her return, Hades countered 
  that Persephone had eaten the food 
  of the dead in the form of some pome-
  granate seeds. So Zeus was forced to rule 
  that Persephone remain Hades’ queen and 
  dwell in the underworld with him for half of the year. 
  The lovely queen of the domain of the dead has been 
  the sole mitigating force on Hades over the years. For 
  much of the time, the King of the Underworld has 
  sought to usurp the power of his fellow gods and 
  extend his domain through death and destruction in 
  the mortal world. He has made dupes of his neph-
  ews Ares and Hermes on occasion, and used various 
  mortal pawns and monsters to serve his purposes.
   One particular mortal who earned Hades’ dis-
  pleasure was Daedalus, when he spurned the 
  gods’ gift of immortality. Since then, Hades has 
  claimed Daedalus’ soul for his own, although 
  Zeus has forbidden the God of the Dead from 
  striking Daedalus down personally. Instead, Hades 
  has worked through agents and intermediaries over the centuries in plots 
  Real Name: Hades
  Occupation: God of the Underworld
  Identity: Public, but most people don’t believe Hades is really a god.
  Base of Operations: Tartarus
  Affiliation: The Olympian Gods
  Height: 6’ 3”
  Eyes: Black
  Weight: 350 lbs.
  Hair: Black
  to kill Daedalus and end his immortal existence. The 
  knowledge Hades awaited him in Tartarus may have 
  very well kept Daedalus from seeking death at times 
  when his life seemed to have lost meaning.
   
  In recent years, Hades has used the Murder 
  Spirit known on Earth as Jack-A-Knives as one of 
  his primary agents; an entity stripped of everything 
  except the will and desire to kill. Hades granted 
  immortality to Daedalus’ foe the Minotaur, with the caveat that the 
  man-bull must sacrifice souls each year to Hades. The Lord of Tartarus has also 
  
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  CHAPTER SIX: FOES OF FREEDOM
  dealt with the likes of Medea and the brass man Talos, although the latter 
  prefers to have as little to do with Hades (and the other gods) as possible.
   When Daedalus adopted his public identity as a superhero in Freedom 
  City, Hades took it as a personal affront. He massed an army of the dead 
  and invaded the city with the unwitting aid of an amateur mortal wiz-
  ard seeking power. Instead, all he received was a place in Hades’ undead 
  legions as they stormed Freedom City. Various heroes, including Daedalus, 
  united to oppose Hades and his forces, and successfully drove them back 
  to Tartarus. Angered by Hades’ presumption, Zeus forbade his brother to 
  ever so directly invade the Earth again. Daedalus and his allies went on to 
  found the Freedom League, a target of Hades’ wrath ever since.
   For years after the formation of the Freedom League, Hades bedeviled 
  Daedalus and other heroes with his schemes. Unable to invade the world 
  of the living, he still caused considerable trouble through the use of vari-
  ous pawns, granting temporary powers to ambitious mortals, unleashing 
  mythological monsters, or attempting to draw heroes into his under-
  world domain to entrap them forever (such as when the Freedom League 
  switched places with the condemned souls of Tantalus, Sisyphus, and oth-
  ers). Each time, heroes thwarted Hades’ plans, occasionally with the aid of 
  Persephone, who did what she could to curb her husband’s excesses.
   When Daedalus left Earth for a time, Hades lost track of his old foe 
  and fell into a long period of brooding in Tartarus. Daedalus’ return dur-
  ing the Terminus Invasion both drew Hades’ attention and inspired the 
  dark god. Where Omega had nearly succeeded in drawing Earth into the 
  Terminus, Hades would use other super-villains to do his work, leading 
  humanity toward destruction and bringing them under the shadow of his 
  kingdom of death. Then Hades, Lord of the Underworld, would reign as 
  the supreme god of Olympus and the world!
  THE  HELLQUEEN 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +6
  +2
  +7
  +0
  +3
  +9
  22
  15
  25
  11
  17
  28
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9/+7
  +10
  +5
  +9
  *flat-footed
  Skills: Bluff 4 (+13/+17), Concentration 8 (+11), Diplomacy 4 (+13/
  +17), Disguise 4 (+13, +33 with Morph), Intimidate 4 (+13), 
  Knowledge (arcane lore) 10 (+10), Notice 4 (+7), Perform (acting) 6 
  (+15), Sense Motive 12 (+15)
  Feats: Attack Focus (ranged) 5, Attractive, Defensive Roll 2, Fascinate 
  (Bluff), Minions 7 (50 Cultists, M&M, page 226), Taunt
  Powers: Hellfire Control 11 (Alternate Powers: Drain Wisdom 
  11, ESP 5 (all senses), Illusion 7 (all senses, Phantasm, 
  Selective), Mental Blast 5, Strike 11, Super-Movement 2 
  [dimensional, infernal dimensions], Teleport 10 [1,000 ft./
  Earth to the Moon, Easy, Progression—x2 mass]), Immunity 
  10 (aging, life support), Morph 4 (humanoids)
  Combat: Attack +6 melee, +11 ranged, Damage +11 (hellfire), 
  Defense +11, Initiative +2
  Drawbacks: Involuntary Transformation (to Gwen Nugent when 
  her attitude is improved to friendly or better through 
  interaction, –2 points), Normal Identity (Gwen Nugent, use 
  the Bystander archetype from M&M, –4 points)
  Abilities 58 + Skills 14 (56 ranks) + Feats 17 + Powers 47
  + Combat 34 + Saves 12 – Drawbacks 6 = Total 176
  Gwen Nugent just wanted to be loved. She wanted 
  to feel important rather than ignored. She wanted to 
  be more like her friend and co-worker Nancy Dumont. 
  Nancy was attractive, funny, personable, and well liked. 
  Eventually, Gwen fell in with people who did make her 
  feel important. They were members of a cult and told 
  Gwen she was their “chosen one.” They wanted her 
  to take part in a rite of black magic, and told 
  her she was the only one who could do it.
   By the dark of the moon, Gwen lay on the 
  altar slab as the members of the cult chanted 
  and worked their ritual to summon a demon from the netherworld. They 
  succeeded, but things didn’t go quite as they expected. The powerful 
  demoness they summoned needed a human host to work through, and 
  Gwen was perfect. Her fell energies merged with Gwen’s body, and the 
  unholy being that rose from 
  the altar used her 
  hellfire to kill the 
  foolish mortals who 
  thought to bind her. 
  The she seized control of 
  the remainder of the cult.
   
  Driven at least partly by 
  Gwen’s subconscious feelings, 
  the Hellqueen kidnapped 
  Nancy Dumont as a sacrifice 
  to raise more of her kind. 
  The intervention of Captain 
  Thunder saved Ms. Dumont 
  and broke the Hellqueen’s 
  cult, but she escaped and 
  plotted revenge. Over 
  time, the Hellqueen 
  became 
  fascinated 
  with Captain Thunder. 
  On several occasions, 
  she tried to seduce him 
  into becoming her con-
  sort, but each time he 
  spurned her advances. 
  It was Nancy Dumont 
  who finally defeated 
  the Hellqueen by appeal-
  ing to her former friend 
  Gwen, buried deep within 
  the demonic personality. 
  Gwen was able to exor-
  cise the demon from her 
  soul and was placed in 
  psychiatric care.
    The threat of the 
  Hellqueen 
  was 
  believed 
  over, 
  but when Captain 
  Thunder’s true identity 
  
  CHAPTER SIX: FOES OF FREEDOM 
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  FOES OF FREEDOM
  FOES OF FREEDOM
  203
  203
  Real Name: Gwen Nugent
  Identity: Secret
  Occupation: Administrative assistant
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’10” (Hellqueen), 5’6” (Gwen)
  Eyes: Red (Hellqueen), Blue (Gwen)
  Weight: 135 lbs. (Hellqueen), 
               125 lbs. (Gwen)
  Hair: Red (Hellqueen), Brown (Gwen)
  was exposed, Gwen Nugent saw the broadcast, and it all came together 
  for her. They’d tricked her! Nancy, and her husband Ray, who was really 
  Captain Thunder, played this joke on her the whole time. In her jealous 
  rage, Gwen gave in to the demon trapped within her and the Hellqueen 
  lived again. She decided to maintain “Gwen” to hide her activities and 
  quietly began gathering her cult again. Now, she works her way into 
  the lives of her enemies and destroys them slowly from within. Captain 
  Thunder’s membership in the Freedom League has slowed her plans, but 
  not changed them. The Hellqueen will see Captain Thunder and all that 
  he loves burn in the deepest pits of Hell!
   Gwen Nugent was originally a shy woman looking for approval and 
  acceptance. The Hellqueen is jealousy and hate personified, her actions 
  always viciously cruel and wicked. She delights in causing pain and suf-
  fering, particularly in bringing about the downfall of others through their 
  own mortal weaknesses. She loves to surround herself with willing wor-
  shipers who fulfill her slightest whim. Her greatest pleasure is to break a 
  strong-willed enemy and have him or her bow down before her.
   The Hellqueen has a number of magic-spawned powers at her command. 
  Her magic enhances her borrowed flesh, making her superhumanly strong 
  and tough. She does not age, nor is she subject to mortal needs for food, air, 
  or sleep. She commands a mystic “hellfire” she can project as fiery bolts from 
  her hands or eyes or shape it into flaming weapons like tridents, swords, or 
  whips. She can also project hellfire aimed at her target’s soul rather than his 
  body, inflicting psychic and emotional damage instead of the usual physi-
  cal damage. The Hellqueen was originally a succubus or demon temptress, 
  and she retains those powers as well in her current form. She can alter her 
  appearance at will, and her kiss can sap the will from living beings. Finally, 
  she can travel at will to the netherworld and other magical dimensions. This 
  also allows her to teleport in a burst of hellfire and black smoke.
   JACK-A-KNIVES 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  —
  —
  +2
  +4
  +2
  —
  —
  —
  15
  19
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +0
  —
  +0
  +10
  *Use the host’s Toughness, Fortitude, and Reflex saves while possessed
  Skills: Intimidate 10 (+12), Knowledge (streetwise) 8 (+10), Notice 
  8 (+12), Search 8 (+10), Sense Motive 8 (+12), Stealth 10 (+ 
  host’s Dex modifier)
  Feats: Attack Focus (melee) 2, Improved Grapple, Improved 
  Initiative, Improved Pin, Luck 2, Power Attack, Sneak Attack
  Powers: Immunity 30 (Fortitude), Insubstantial 4 
  (Permanent, Innate), Mind Shield 6, Possession 9 
  (Conscious), Speed 1 (10 MPH), Strike 2 (mystic knife, 
  Penetrating 18, Mighty), Strike 20 (Alternate Save: Fortitude,
   Limited to host, Limited to inflicting dying condition, Linked to 
  ending of Possession, Perception Range), Super-Strength 1
  Combat: Attack +12 (melee), +10 (ranged), Grapple +13 (+ host’s Str 
  modifier), Damage +2 (mystic knife +host’s Str modifier), Defense +12, 
  Knockback (as host), Initiative (as host +4)
  Abilities –11 + Skills 13 (52 ranks) + Feats 9 + Powers 166 + Combat 44 
  + Saves 0 = 221
  The being known as Jack-a-Knives is a Murder Spirit, 
  the soul of a vicious killer from the ancient 
  world, pledged to Hades, Lord of 
  the Underworld. Upon the kill-
  er’s death, Hades stripped 
  the spirit of its memories 
  and personality, leaving 
  behind nothing except the 
  desire to kill and the knowledge 
  of how to do it.
   For millennia, Hades has dis-
  patched the Murder Spirit to 
  the world of the living to reap 
  souls for the kingdom of the 
  dead. It possesses a living 
  host and becomes a remorse-
  less killing machine, returning 
  to Tartarus when its grisly work 
  is complete. No one but Hades 
  knows for sure how many infa-
  mous killers throughout history 
  have been hosts to the Murder 
  Spirit, but he’s implied that it has 
  been more than a few.
   Jack-a-Knives has been more 
  active in the past century or so as 
  Hades’ vendetta against Daedalus 
  and other mortal heroes has grown. In par-
  ticular, the Murder Spirit is responsible for an 
  infamous series of killings that took place in 
  Freedom City in the late 1800s, as well as 
  more recent killing-sprees in the 
  1970s and ‘80s. It’s later host 
  possessed the mutant power 
  to transform into mist, and the 
  combined entity took on the name 
  “Bloody Jack” when it confronted 
  FORCE Ops and other heroes.
   Because the Murder Spirit has no real personality of its own, it relies a 
  great deal on the personality of the host. It exaggerates the host’s 
  own repressed and murderous traits: dislikes become hatred, preju-
  dices become a complete disdain for other life. The more inclined 
  the host is toward Jack’s murderous work, the easier it is 
  for the spirit to act, so it tends to choose hosts with 
  a suitable temperament, but the Murder Spirit has 
  been known to “hide” in more innocuous hosts for 
  a time. This makes it incredibly difficult to find and stop 
  without mystical or psychic aid of some sort.
  
  204
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  Name: None
  Aliases: All Hallows’ Slasher, Butcher of Kingsbury Run, Jack the Ripper, Last 
  Call Killer, Lonesome October, el Psicopata, Saucy Jack, Spring-Heeled Jack, 
  Yuletide Strangler, Zodiac, and scores of other aliases
  Identity: Secret
  Occupation: Spirit of Murder
  Base of Operations: Tartarus
  Affiliation: Agent of Hades
  Height: Variable
  Eyes: Variable
  Weight: Variable
  Hair: Variable
   There are limits to Jack-a-Knives’ possession; it can only enter the body of 
  an intelligent creature that has killed another intelligent creature or come 
  into contact with the life’s blood of such a creature. Still, this includes para-
  medics, trauma doctors, police officers, and many others among its potential 
  hosts. The Murder Spirit has little regard for its host, and may use it as a 
  “hostage” of sorts against more scrupulous heroes. Those willing to kill the 
  host to get at Jack become potential hosts themselves....
   When the Murder Spirit leaves a host (willingly or not), the host must 
  make a Fortitude save (DC 20). If the save fails, the host’s condition 
  becomes dying. A dead host combusts and burns instantly to ash leaving 
  no trace behind.
   LADY LUNAR 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +2
  +1
  +4
  +3
  10
  13
  14
  13
  18
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +13/+2*
  +6
  +5
  +12
  *without force field
  Skills: Concentration 12 (+16), Diplomacy 9 (+12), Intimidate 7 
  (+10), Language 1 (English), Knowledge (technology) 7 (+8), 
  Notice 4 (+8), Sense Motive 8 (+12)
  Feats: Attack Focus (ranged) 6, Dodge Focus 5, Fascinate 
  (Diplomacy), Second Chance (Will saves vs. mental 
  damage), Trance
  Powers: Flight 5 (250 MPH), Force Field 11, Mind 
  Shield 4, Telekinesis 11 (Alternate Power: Blast 11), 
  Telepathy 12 (Alternate Powers: Confuse 12 (Area 
  Burst), Mental Blast 6, Mind Control 12 [Continuous, 
  Tiring]), Teleport 12 (1,200 ft./20 million miles, Tiring)
  Combat: Attack +5 (+11 ranged), Grapple +5, Damage +11 (blast), 
  Defense +11 (+3 flat-footed), Knockback –6, Initiative +1
  Abilities 24 + Skills 12 (48 ranks) + Feats 14 + Powers 87 
  + Combat 22 + Saves 16 = 175
  Real Name: Selene
  Occupation: Former ruler of Farside City
  Identity: The general public is not aware of Lady Lunar’s existence
  Base of Operations: Mobile
  Affiliation: None
  Height: 6’4”
  Eyes: Pink
  Weight: 140 lbs.
  Hair: White
  As a member of the Farside Royal Family, Selene had 
  every advantage. She was beautiful, intelligent, and 
  privileged. What she lacked were the mental powers 
  that were the basis of the royal family’s ability to rule. 
  She was “mind blind,” a virtual cripple by the stan-
  dards of her family. Although she was treated well 
  enough, it was with pity and compassion that she 
  grew to hate. She was denied her rightful throne, her 
  inheritance, and made into an object of ridicule. The sole 
  advantage of her state was it made Selene practically immune 
  to the psychic abilities of others, allowing her to conceal her 
  growing madness and hatred for her family.
   Selene gathered allies among the populace of Farside and 
  embarked on a daring plan. She seized control of the Moonstone, 
  the alien power source for the entire lunar city. As she hoped, 
  the Moonstone catalyzed latent powers within her and 
  boosted them beyond those of her relations. Selene and her 
  followers staged a coup and seized control of the palace. 
  Many of the royal family died in the conflict, while the others 
  were executed shortly thereafter. The only survivor was Mentac, 
  the youngest son of the king and queen, who 
  was sent to safety on Earth. With the rest 
  of her family eliminated, Selene 
  took on the title Lady 
  Lunar, and became the 
  ruler of Farside City.
   She ruled for many 
  years, plumbing the power of 
  the Moonstone and suppressing 
  all opposition. When she began 
  making plans for the conquest of 
  Earth, her initial forays to Earth 
  failed due to the intervention of 
  the Atom Family, which included 
  her nephew Mentac. Eventually, 
  Mentac and the Atom Family 
  came to Farside City and helped 
  lead a rebellion that overthrew Lady 
  Lunar. She fled, but returned several 
  times to challenge her upstart nephew 
  and his friends.
     Lady Lunar remains a threat to 
  Farside City, the Earth, and her sole 
  surviving relations, the Atom siblings. 
  Selene has never allowed blood to 
  come between her and what she 
  considers her rightful due, and her 
  grandnieces and -nephews are no 
  exception. They can swear loyalty 
  to her as the true ruler of Luna, 
  or will suffer the fate of all trai-
  tors who oppose her.
       Lady Lunar is imperious and 
  arrogant, carrying herself like 
  the deposed queen she believes 
  herself to be. She is royalty, not to be 
  challenged, spoken to, and certainly 
  not touched by “mere rabble.” 
  She is willing to teach others 
  
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  205
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  to respect their betters, including her wayward relations. She considers 
  herself a good monarch. After all, didn’t she bring order and stability to 
  Farside City? She could do the same for Earth, and other worlds, but only 
  at the cost of free will, or free thought even. It seems a small price to her 
  mind.
   Although she is normally cool, collected, and regal, Lady Lunar has 
  a temper, particularly when she’s defied or challenged. She can fly into 
  a rage and lash out at whatever is in her way. She prefers to break her 
  enemies rather than destroy them. She regrets eliminating the rest of the 
  royal family, since it denied her the pleasure of slowly breaking their wills 
  and bringing them over to her side. Lady Lunar is practiced in interro-
  gation and mental techniques of brainwashing. She considers others her 
  playthings, pawns to be disposed of as she sees fit.
   When she possessed the Moonstone, Lady Lunar had many other pow-
  ers, including mental control over light and the ability to transmute matter 
  virtually at will. Among other things, she transformed Jack Wolf into the 
  lupine Wolfjack using the stone’s power. Having spent years learning to 
  use it, Lady Lunar is perhaps the most adept wielder of the Moonstone, 
  although the stone seems to demonstrate a greater affinity for Chase 
  Atom, a source of both curiosity and aggravation for Lady Lunar.
   LADY TAROT 
  POWER LEVEL 5
  Real Name: Alicia Driogano
  Identity: Secret
  Occupation: Fortune-teller
  Base of Operations: 
  Southside, Freedom City
  Affiliation: none
  Height: 5’5”
  Eyes: Green
  Weight: 120 lbs.
  Hair: Black
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –1
  +2
  +1
  +1
  +3
  +3
  9
  14
  12
  13
  17
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +3/+1*
  +2
  +5
  +6
  *flat-footed
  Skills: Bluff 8 (+11), Concentration 8 (+11), Gather Information 6 (+9), 
  Knowledge (arcane lore) 6 (+7), Language 1 (Italian), Medicine (folk) 
  3 (+6), Notice 8 (+11), Perform (acting) 6 (+9), Sense Motive 10 (+13), 
  Sleight of Hand 4 (+6)
  Feats: Attack Focus (ranged) 2, Attractive, Connected, Defensive Roll 
  2, Dodge Focus 4, Equipment 2, Luck 2, Ritualist, Uncanny Dodge 
  (mental), Well-Informed
  Powers: Luck Control 3, Super-Senses 4 (precognition)
  Equipment: pistol (+3 damage), crystal ball, Tarot deck
  Combat: Attack +3 (melee), +5 (ranged), Grapple +2, Damage 
  –1 (unarmed), +3 (pistol), Defense +6 (+1 flat-footed), 
  Knockback –1, Initiative +2
  Drawbacks: Power Loss (Super-Senses, if she is without her 
  Tarot cards, –1 point)
  Abilities 21 + Skills 15 (60 ranks) + Feats 17 + Powers 13 + Combat 10 + 
  Saves 7 – Drawbacks 1 = Total 82
  Lady Tarot claims to be a strega, a witch, able to trace her line 
  back to the ancient witches of Tuscany. Whether or not this is 
  true, no one can say. She simply showed up one day in the 
  service of Big Al Driogano of the Freedom City 
  Mob. At first, people thought she was little 
  more than a “paid companion.” Later, it 
  seemed like she was the Driogano’s advi-
  sor, using her tarot cards to read fortunes 
  for him. It seemed a harmless, if eccentric, 
  affectation, for a man of Driogano’s age 
  and experience to believe in things like for-
  tune-telling.
   Eventually, the other mobsters noticed 
  Driogano’s operations ran more smoothly and 
  encountered fewer difficulties with the police. 
  When Boss Oliverti died mysteriously, Driogano 
  was right there to take advantage of that, too. People 
  began to wonder about the mysterious Lady Tarot and 
  decided there might be something to all this fortune-
  telling business after all.
   For her part, Lady Tarot has remained 
  loyal to Driogano. He provides her 
  with all that she needs, includ-
  ing bodyguards and a suite at 
  the Southside Palace on the 
  Boardwalk. She continues to 
  use her abilities in his service, 
  and her presence has drawn 
  much more attention from 
  both the authorities and 
  the other Mob families. 
  She has already thwarted 
  at least one attempt on 
  her life and several against 
  Driogano.
   In truth Lady Tarot is a 
  witch and Driogano’s 
  daughter from an 
  affair he had many years ago in Italy. Her true name 
  is Alicia. She feels obligated to assist her father, 
  but she has become more and more intrigued with 
  Foreshadow, one of her father’s enemies. He alone 
  seems to have the unique ability to evade her foresight, 
  and she seems to be able to do the same where he is 
  concerned. She is attracted to him, but cannot betray 
  her father for him, even though she would in order to 
  protect Foreshadow’s life, if it came to that.
   
  Lady Tarot appears cool and aloof most of the time. 
  She has a mysterious air about her that says she knows much 
  more than she is telling, which is usually the case. She is 
  somewhat flustered around Foreshadow, although 
  she hides it well. He is one of the only people able 
  to get past her defenses and evoke a emotional 
  response from her. Otherwise, she prefers to 
  keep to herself.
  
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  CHAPTER SIX: FOES OF FREEDOM
   MAGPIE 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +6
  +2
  +2
  +2
  +4
  16
  22
  15
  14
  15
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+2*
  +5
  +12
  +7
  *flat-footed
  Skills: Acrobatics 10 (+16), Bluff 14 (+18), Climb 12 (+15), 
  Computers 8 (+10), Disable Device 16 (+18), Disguise 8 
  (+12), Drive 8 (+14), Escape Artist 12 (+18), Gather 
  Information 8 (+12), Knowledge (streetwise) 8 (+10), 
  Language 3 (French, Spanish, Russian), Notice 8 (+10), 
  Pilot 5 (+11), Search 8 (+10), Sleight of Hand 12 (+18), 
  Stealth 12 (+18)
  Feats: Accurate Attack, Contacts, Defensive Attack, Defensive 
  Roll 4, Distract (Bluff), Dodge Focus 4, Elusive Target, 
  Equipment 4, Evasion 2, Grappling Finesse, Improved 
  Disarm, Improved Throw, Luck 2, Master Plan, Power Attack, 
  Second Chance (Disable Device), Seize Initiative, Skill Mastery 
  (Disable Device, Escape Artist, Sleight of Hand, Stealth), Ultimate 
  Skill (Disable Device), Uncanny Dodge (visual), Well-Informed
  Powers: Teleport 8 (2,000 miles, Long-Range)
  Equipment: Choose up to 20 points of equipment for Magpie’s 
  current job.
  Combat: Attack +15, Grapple +18, Damage +3 (unarmed), 
  Defense +16 (+6 flat-footed), Knockback –3, Initiative +6
  Abilities 40 + Skills 38 (152 ranks) + Feats 32 + Powers 8 
  + Combat 54 + Saves 14 = Total 186
  Real Name: Unknown
  Identity: Secret
  Occupation: Thief
  Base of Operations: Mobile
  Affiliation: None
  Height: 5’9’
  Eyes: Brown
  Weight: 160 lbs.
  Hair: Black
  The origins of the world-class thief known as Magpie are a mys-
  tery despite the best efforts of Interpol and the Raven to uncover them. 
  He first made a name for himself in Europe with a series of daring 
  and “impossible” robberies where he left his calling card: 
  a black bird silhouette. He has implied that his powers 
  come from an early theft of a gemstone with magi-
  cal properties, but that may be a fabrication 
  intended to throw others off the trail of his 
  true origins.
   The Raven was the first to ever catch 
  Magpie in the act and thwart one of his rob-
  beries. She has since become both his greatest 
  adversary and an object of his attentions. The charming 
  rogue has made attempts to seduce the dark-clad heroine. 
  Although the Raven has found herself tempted and flattered by his 
  attentions, she has never allowed it to stand in the way of her efforts to 
  bring him in. Thus far, the clever criminal remains at large, continuing to 
  play his “game” with the police and his lovely pursuer.
   
  Magpie is a thorough rogue who steals simply because he can. 
  A true romantic at heart, he lives for danger and excitement. He delib-
  erately takes on the most difficult jobs and does so in a fashion that 
  everyone knows who was responsible, since there’s no point if it goes 
  unknown. He’s a great admirer of all things of beauty, in particular 
  beautiful women, and especially the lovely Raven. For Magpie, the 
  chase is far more important, so at least part of Raven’s attractive-
  ness may be that she is so unattainable.
   Magpie is a skilled acrobat, contortionist, and escape 
  artist. He’s also a master burglar able to overcome 
  locks and security systems. He also has the power 
  to teleport, apparently to any place he can see 
  or knows reasonably well. This allows him to 
  overcome many barriers to both entry and 
  exit and to escape from almost any situa-
  tion in an instant. Generally, Magpie prefers 
  to accomplish his jobs “the old-fashioned 
  way,” reserving his teleportation 
  ability for a last-minute escape 
  when he needs it.
  Magpie is the laughing thief 
  that the heroes can’t eas-
  ily catch. He  may commit 
  a series of daring robberies, 
  challenging the heroes to  stop 
  him (and possibly laying a trap 
  for them at one or more of his  
  potential targets). Another villain may 
  also hire Magpie to break  into a 
  hero team’s headquarters to steal 
  their secrets, recover some  item 
  from their trophy room, and so forth. 
  Finally, Magpie may take  an interest in a heroine other 
  than Raven, adding some romantic  tension and banter 
  to his dealings with the heroes. 
   She is not happy with helping Driogano run a criminal empire, but 
  feels a sense of family obligation, even though he prefers to keep the true 
  nature of their relationship a secret. She suffers in silence, and occasion-
  ally hopes her love can turn her father into the man she wants him to be, 
  the man her mother loved.
   Lady Tarot has certain mystical abilities from her heritage and training. 
  She can foretell the future using a deck of tarot cards; the ability is inher-
  ent in her, not the cards, so any tarot deck can serve as her focus. She has 
  a strong sense of intuition, and she can cast a number of minor spells 
  using magical rituals, including placing curses on people and protecting 
  them against harm or danger. Her abilities will likely continue to grow as 
  she ages and learns.
   Since most of her abilities are of limited use in combat, Lady Tarot does 
  her best to avoid it. Her premonitions usually allow her to do so with rela-
  tive ease. For times when they do not, she carries a small pistol concealed 
  in her bag.
  
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   MALADOR THE MYSTIC 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +0
  +1
  +5
  +3
  +10
  +2
  10
  12
  20
  16
  30
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +15
  +5
  +5
  +17
  Skills: Concentration 8 (+18), Diplomacy 6 (+8), Intimidate 8 (+10), 
  Knowledge (arcane lore) 16 (+19), Knowledge (history) 6 (+9), Language 4 
  (various ancient dialects), Sense Motive 4 (+14)
  Feats: Attack Focus (ranged) 7, Diehard, Fearless, Ritualist
  Powers: Comprehend 2 (languages), Immunity 30 (Fortitude), Magic 16 
  (Dynamic, Spells (all Dynamic): Animate Objects 10, Blast 16, ESP 8 (all 
  senses), Flight 4 (100 MPH), Illusion 10 [all senses, Phantasms, Selective],
   Snare 16, Telekinesis 16 (heavy load: 800 tons), Teleport 6 [600 
  ft./20 miles, Portal], Transform 6 [living beings into creatures]), 
  Protection 10 (Impervious 5)
  Combat: Attack +5 melee, +12 ranged, Damage +0 
  (unarmed), +16 (blast), Defense +12, Initiative +1
  Drawbacks: Vulnerability (+50% from Bluff checks to 
  encourage him to gloat, –2 points)
  Abilities 32 + Skills 14 (52 ranks) + Feats 10 + 
  Powers 98 + Combat 34 + Saves 11 – Drawbacks 
  2 = Total 196
  Real Name: Malador
  Identity: Public
  Occupation: Sorcerer
  Base of Operations: Mobile
  Affiliation: None
  Height: 6’1”
  Eyes: Glowing blue
  Weight: 165 lbs.
  Hair: White
  Malador was born millennia ago in the ancient civilization of Atlantis. 
  He became a promising student, and later accomplished master, of the 
  mystic arts. He earned the mantle of Master Mage, but also became the 
  first to betray his oath and his duty to humanity. Malador bargained with 
  unspeakable evil beings from other dimensions, bound in eternal slumber 
  in realms beyond the ken of mankind. He sought power and knowledge 
  above all else, and would have gladly surrendered the whole world to 
  his dark patrons. The sorcerers of Atlantis united against Malador and 
  were able to overcome him. They stripped him of 
  his power and bound him in a tomb for all time. 
  Malador cursed all of Atlantis with 
  his final breaths, and it was not 
  long thereafter that the island 
  civilization sank in a terrible 
  cataclysm.
   Archeologists uncovered 
  Malador’s tomb in the 1930s 
  and unwittingly awakened the 
  ancient mage. One of them, 
  Adrian Eldrich, became invested 
  with the power of an Atlantean 
  sorcerer and has become 
  Malador’s arch foe in the modern 
  era. Malador has clashed with 
  Eldrich and various other heroes a 
  number of times over the years. All 
  the while, the ancient sorcerer seeks 
  to recover the power he has lost 
  and to reclaim the mantle of Master 
  Mage, to reshape the universe in 
  his image, and rule over a new neth-
  erworld as its Dark Lord.
   Once a noble protector of humanity 
  and a scholar of mystical lore, Malador 
  has become mad with power-lust. He 
  wants nothing more than to wield 
  ultimate power and be acknowl-
  edged as the supreme master 
  of the mystic arts. Anything in 
  his way must be eliminated, 
  preferably in a manner that 
  demonstrates 
  Malador’s 
  power to any other fools that 
  might dare to challenge him.
   Malador is supremely confi-
  dent and assured of his own power 
  and abilities. Minions who question 
  him end up transformed into slavering 
  monsters or simply destroyed, depend-
  ing on Malador’s mood. He cannot resist 
  an opportunity to gloat once he has a foe in his 
  clutches.
       Malador is a master sorcerer, capable of casting 
  a wide range of spells. His arsenal includes bolts of 
  mystic power and magical shields that protect him 
  from harm. He can levitate, allowing him to fly 
  through the air, and he can entrap others in mystic 
  chains, transform people or animals into demonic 
  monsters, magically spy on distant places, and so 
  forth. The only real limits on Malador’s power are 
  his concentration, time, and the amount of mys-
  tic energy at his command. He uses magical 
  artifacts and devices to enhance his spellcasting 
  abilities from time to time.
   
  Malador is no longer a living being, having 
  become more of an undead creature sustained by his powerful 
  magic. He no longer suffers from mortal concerns like aging or 
  needing to eat or breathe, and is immune to 
  most harmful environmental conditions. 
  In fact, Malador’s life force is bound into 
  the golden mask he wears. Should his 
  physical body be destroyed, Malador’s 
  life force enters the mask and waits there 
  until a suitable host-body comes into contact with it. 
  Malador can then possess that person and magically 
  transform their body into a duplicate of his own. 
  More than once, heroes have believed the threat 
  of Malador the Mystic was ended, only to have him 
  return, as powerful as ever.
  
  208
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   MASTERMIND 
  POWER LEVEL 15
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +7
  +7
  +7
  +7
  +7
  +7
  25
  25
  25
  25
  25
  25
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +19/+7*
  +12
  +9
  +20
  *without force field
  Skills: Computers 8 (+15), Concentration 12 (+19), Diplomacy 8 (+15), 
  Intimidate 6 (+13), Knowledge (earth sciences) 8 (+15), Knowledge (history) 
  16 (+23), Knowledge (life sciences) 12 (+19), Knowledge (tactics) 12 (+19), 
  Knowledge (technology) 14 (+21), Medicine 10 (+17), Sense Motive 10 (+17)
  Feats: Attack Focus (ranged) 5, Endurance, Equipment 20, Jack-of-all-Trades, 
  Master Plan, Power Attack, Trance, Ultimate Save (Will)
  Powers: Comprehend 2 (languages), Flight 8 (2,500 MPH), Force Field 12 
  (Impervious), Immunity 3 (aging, disease, poison), Telekinesis 15 (heavy 
  load: 400 tons, Damaging), Telepathy 8 (Touch Range)
  Equipment: Distribute Mastermind’s Equipment ranks as desired for his 
  headquarters and other resources.
  Combat: Attack +10 (melee), +15 (ranged), Grapple +17, Damage +7 
  (unarmed), +15 (telekinesis), Defense +11, Knockback –15, Initiative +7
  Abilities 90 + Skills 29 (116 ranks) + Feats 31 + Powers 96 
  + Combat 42 + Saves 20 = Total 308
  Real Name: Unknown
  Identity: Secret
  Occupation: Conqueror
  Base of Operations: 
  Various secret facilities
  Affiliation: None
  Height: 6’4”
  Eyes: Blue
  Weight: 210 lbs.
  Hair: Black
  He was there on the day that the gods came from the sky. They 
  descended on a floating island, full of strange lights and sounds, and 
  the people were terrified and fled. They were dark and shining beings with 
  great and terrible power. But he was a hunter and a warrior, the only one of 
  his tribe brave enough to go forth and confront the gods, and he paid the 
  price for it. The gods took him into their great palace, and the pain began.
   The gods gave him to metal monsters that tore him apart slowly 
  and deliberately, studying every organ, every cell. His blood and organs 
  were extracted, his bones scraped and pulverized. Finally, his brain was 
  removed and analyzed, its contents distilled and incorporated into the 
  vast knowledge banks of the ship. Along with his complete genetic pro-
  file, the machines held the sum of all that the primitive hunter was. They 
  were the Preservers, but to him they were demons, destroyers. The hunter 
  died in agony, but something new was born from him.
   Within the depths of the Preservers’ computer banks, a human mind 
  willed itself back to awareness and began working its way through the 
  system, absorbing knowledge and understanding far beyond that of its 
  first lifetime. Where it was once a hunter in body, it was so again in mind. 
  It became aware of the nature of the Preservers and their mission to seed 
  and extend life throughout the universe. He learned about science, about 
  genetics, physics, and other concepts not yet discovered by man. He also 
  learned about the vast potential inherent in humanity.
   By the time the mind finished absorbing all the knowledge of the com-
  puters, thousands of years had passed in the world outside. The Preservers 
  were long since gone, but they left a legacy behind, and he was a part 
  of it. Through the power of his will, he took control of the machines in 
  which his mind lived and used them to re-create his body, but perfect this 
  time—the ideal male human form enhanced to its fullest potential. Into 
  that body he placed his expanded consciousness. He arose from the gesta-
  tion tank, reborn into the world as a young adult and the first example of 
  what humanity could become.
   For millennia, he has walked among us: studying, learning, and using 
  his influence to guide human destiny. He has borne thousands of names 
  and identities and lives across time. The shortsighted have opposed him, 
  delaying but never truly stopping his plans. He struggled against supersti-
  tion, fought to free humanity from the oppression of mysticism, and hunted 
  creatures that would prey on them—and he reserved a special hatred for 
  the Serpent People. He was a philosopher-king in Atlantis, a great scien-
  tist during the Renaissance. He has known all the eras of history. While his 
  body aged far more slowly than a normal human’s, he still retired from time 
  to time to one of his hibernation chambers hidden around the world to 
  rest and regenerate. Remaining ever youthful and vital, the hunter-turned-
  immortal watched the years whirl past faster and faster.
   After his most recent awakening a few years ago, 
  he was amazed to discover how much 
  humanity had progressed. Finally 
  he was seeing the first true 
  signs of the 
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  209
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  MEGALODON, THE MAN-SHARK
  Identity: Secret
   MEGALODON 
  POWER LEVEL 12
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +4
  +7
  –1
  +2
  +0
  30
  18
  24
  9
  15
  10
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +11
  +10
  +7
  +8
  Skills: Intimidate 12 (+12), Notice 12 (+14), Search 8 (+7), Sense Motive 4 
  (+6), Stealth 4 (+8), Survival 12 (+14), Swim 8 (+18)
  Feats: All-out Attack, Attack Focus (melee) 6, Dodge Focus 2, Favored Environment 
  (aquatic), Fearless, Improved Critical (bite), Improved Initiative, Improved Pin, 
  Power Attack, Rage 2 (10 rounds), Startle, Takedown Attack, Track
  Powers: Animal Control 10 (Area Burst, Limited to 
  sharks, Mental Link), Protection 4, Regeneration 
  5 (+5 recovery, Regrowth), Super-Senses 4 
  (darkvision, direction sense, scent), Super-
  Strength 2, Strike 2 (Mighty), Swimming 6
  Combat: Attack +10 (melee), +4 (ranged), Grapple 
  +22, Damage +12 (unarmed), +14 (raging), 
  Defense +12 (+5 flat-footed), Knockback –5, 
  Initiative +8
  Drawbacks: Normal Identity (–4 points), One-
  Way Transformation (turning back to Kirkstrom 
  requires treatment, –4 points), Weakness (–1 
  Con per hour out of water, –3 points)
  Abilities 46 + Skills 15 (60 ranks) + 
  Feats 20 + Powers 48 + Combat 28 + 
  Saves 12 – Drawbacks 11 = Total 158
  Real Name: Connor Kirkstrom
  Identity: Secret
  Occupation: Scientist
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’ 10” (Kirkstrom), 
           6’ 6” (Megalodon)
  Eyes: Brown (Kirkstrom), 
       Black (Megalodon)
  Weight: 160 lbs. (Kirkstrom), 
           350 lbs. (Megalodon
  Hair: Brown (Kirkstrom), 
       None (Megalodon)
  Dr. Connor Kirkstrom was a brilliant biologist specializing in marine life as 
  well as a passionate diver and oceanic explorer. Some thought Kirkstorm 
  a bit reckless, but others admired his adventuring spirit, less 
  common in later generations of scientists.
   This reckless spirit of adventure changed 
  Dr. Kirkstrom’s life forever. While study-
  ing great white sharks in the Pacific, 
  Dr. Kirkstrom overlooked certain safety 
  measures. When a shark cage proved 
  faulty, Kirkstrom came face to face 
  with a powerful great white shark 
  and barely escaped with his life. 
  One leg was severed, bitten off just 
  below the knee, while his other 
  was so badly mangled that doc-
  tors were forced to amputate it. 
  Kirkstrom would never dive again. 
  He underwent physical therapy and 
  rehabilitation with the assistance of 
  his fiancée, Susan Mishner.
   Relegated 
  to 
  laboratory 
  research, teaching, and writing, 
  Dr. Kirkstrom became obsessed 
  with the cause of his injuries. He 
  became a renowned authority 
  on sharks: their biology, behav-
  ior, and habits, and he became a 
  kind of admirer of nature’s cruel 
  and elegant design in creating the 
  world’s perfect predator, unchanged 
  by millions of years of evolution.
   Among their other properties, 
  Dr. Kirkstrom studied the bio-
  logical structure and recuperative 
  abilities of sharks. He believed 
  he had found a means for using 
  infusions of shark cartilage and 
  DNA to promote regeneration of 
  damaged tissue. If successful, his experiment could be a tremendous 
  boon to medicine. However, he had difficulty in obtaining funding, 
  given his somewhat reckless past, and 
  the lack of solid experimental data. He 
  was encouraged to continue his research, 
  but slowly, and to try again when he had 
  more proof of his theories.
       Kirkstrom was unwilling to wait. He knew 
  his theories were correct, so he pursued 
  research on his own. When funding dried up, 
  and he was left with no experimental subjects 
  for his new treatment, he tried it on himself, 
  with startling results. The missing parts of Dr. 
  Kirkstrom’s legs spontaneously regenerated! More 
  than that, he began taking on some other properties 
  of sharks, including the ability to breathe underwater 
  and greatly enhanced strength and reflexes.
     Then Kirkstrom noticed the side effects: the cravings for raw 
  meat, the paranoia and bloodlust, the outbursts of rage. Worse 
  human potential he always knew existed. He also noticed the explosion 
  of people with superhuman powers. They could become the next stage of 
  human development, but they could also oppose his rightful rule. They 
  would learn to acknowledge him as their superior, all humanity would 
  know him as the Mastermind!
   Although he considers his goals worthy and benevolent, the Mastermind 
  wants nothing less than to rule the world and shape it in his own image. 
  His great intelligence, technological resources, and immortality allow him 
  to develop any number of schemes for world-conquest and he’s willing 
  to bide his time and deal with a few setbacks. His extensive knowledge 
  of genetics and Preserver bio-engineering allows him to create his own 
  super-powered lackeys or perhaps grant super-powers to ordinary people 
  (or awaken latent powers within them). His skill in cloning also means 
  the heroes can never be certain that the Mastermind is dead. A backup 
  facility can always create a clone of him and download his intellect and 
  memories into it, allowing him to return.
  
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  THE  META-GRUE 
  POWER LEVEL 13
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +1
  +2
  +1
  +3
  +2
  15
  13
  15
  13
  16
  15
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +9/+15/+17*
  +8
  +6
  +9
  *full growth/with force field
  Skills: Bluff 8 (+10), Concentration 10 (+13), Disguise 0 (+52 with Morph 
  and Shapeshift), Gather Information 4 (+6), Intimidate 6 (+8), 
  Notice 6 (+9), Pilot 4 (+5), Search 4 (+5), Sense Motive 
  8 (+11), Stealth 6 (+7)
  Feats: Improved Initiative, Improved Pin
  Powers: Comprehend 2 (languages), Drain 
  Wisdom 1 (Alternate Save: Will, Slow Fade 6: 
  one day), Elongation 9, Flight 5 (250 MPH), 
  Growth 12 (Alternate Powers: Force Field 8 
  [Impervious], Insubstantial 4, Shrinking 20 
  [Growth Strike, Microverse]), Mental Blast 10 
  (Tiring; Alternate Powers: Illusion 9 [all senses, 
  Phantasms], Mind Control 10, Transform 10 
  [Mental 2, Continuous]), Morph 6 (any form), 
  Protection 7, Radiation Control 10 (Alternate 
  Powers: Create Object 10, Dazzle 10 [visual]), 
  Mind Shield 6, Shapeshift 4, Super-Senses 1 
  (mental awareness), Telepathy 12
  Combat: Attack +11 (+7 at full Growth), Grapple +13 (+25 at full Growth), 
  Damage +2 (unarmed, +14 at full Growth), +10 (blast), Defense +9 
  (+5 at full Growth), Knockback –11 (–24 at full Growth), Initiative +5
  Abilities 27 + Skills 14 (56 ranks) + Feats 2 
  + Powers 206 + Combat 40 + Saves 17 = Total 306
  Real Name: Darr’Kan
  Identity: Secret
  Occupation: Conqueror
  Base of Operations: Earth
  Affiliation: None
  Height: 6’4”
  Eyes: White (normal form)
  Weight: 250 lbs.
  Hair: None (normal form)
  energies and, in so doing, fully duplicated 
  all of their unique powers and abilities. 
  He was intended as the first of a new 
  generation of Grue super-warriors. 
  Once the Unity had drained 
  and copied the powers of 
  all of Earth’s heroes, it 
  would be invincible!
   Fortunately for Earth 
  and the universe, the 
  experiment didn’t work 
  out exactly as planned. The 
  influence of psychic interaction 
  with the Atom Family, enhanced 
  by telepathic interference from 
  Chase Atom, caused Darr’Kan to 
  “awaken” to a new independent 
  consciousness. Knowing full-well 
  he would be branded a rogue 
  and destroyed as a threat to the 
  Unity, and filled with power-lust 
  and ambition, the Grue war-
  rior hatched a plot to aid the 
  invasion, and then overthrow the 
  Meta-Mind and claim rulership of the 
  Unity for himself.
   With Darr’Kan’s plot, the Atom Family was able to 
  lure the Meta-Mind to Earth’s solar system and escape their 
  confinement on board the Grue mothership. With the 
  betrayal of Darr’Kan and the escape of Earth’s other 
  heroes (aided by Pseudo and the new Star Knight) 
  providing a distraction, the Atoms were able to dam-
  age the mothership and shut down the Grue subspace 
  yet, he noticed his skin becoming rough and gray, his teeth pointed. He 
  tried stealing what he needed to formulate an antidote, but it was too 
  late. A confrontation with the heroine Siren triggered a berserk rage in Dr. 
  Kirkstrom and completed his transformation. No longer was he a crippled 
  scientist; he was Megalodon, the Man-Shark!
   Dr. Kirkstrom’s fiancée was able to use his notes to restore Megalodon 
  to human form. However, Dr. Kirkstrom has become Megalodon on several 
  other occasions since, and it remains to be seen if any cure is truly perma-
  nent. Most recently, Dr. Ashley Ellis of the Providence Asylum put forth the 
  theory that at least part of Dr. Kirkstrom’s condition is psychological, and 
  the Man-Shark is a manifestation of his buried trauma and the “shadow 
  side” of his personality. Declared unfit for trial on the basis of temporary 
  insanity while in his Megalodon form, Dr. Kirkstrom is currently on parole 
  and under Dr. Ellis’ care. Both have high hopes continued treatment will 
  cure Kirkstrom and banish Megalodon for good.
   Connor Kirkstrom is a brilliant man tormented by the monster inside of 
  him and the things it made him do. His former love of life has diminished 
  to the point where he has considered suicide to destroy Megalodon once 
  and for all. Only the support of caring people like Dr. Ellis and the stead-
  fast love of his wife Susan have kept Dr. Kirkstrom sane as he hopes and 
  prays for deliverance from the specter of the Man-Shark. He has become 
  meek and quiet, fearful his anger is the key to Megalodon’s freedom.
   Megalodon is a savage and remorseless killer, a predator par excel-
  lence. He’s perversely proud of his place at the top of the world’s food 
  chain, considering all other creatures beneath him. Only other sharks are 
  potential peers, and even they must bow to his superior will. Megalodon 
  is quite cunning and more intelligent than many give him credit. Most of 
  the Man-Shark’s short term plans involve survival and finding a means 
  of ensuring he is never again forced to revert to the soft and helpless 
  form of Connor Kirkstrom. Long term, the malevolent Man-Shark wants to 
  rule the oceans, followed by different ways of flooding the world, possibly 
  along with transforming humanity into his shark-men subjects or herds 
  of aquatic prey (or both, depending on whether or not they side with 
  Megalodon as the future of evolution).
  When the Grue Unity kidnapped and replaced the Atom 
  Family as a prelude to their invasion of Earth, the young 
  Atoms were also used as subjects in a Grue experiment. 
  Darr’Kan, a Grue metamorph especially bred and 
  modified for the experiment, leeched off their psychic 
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  211
  211
  Real Name: Unknown, if any
  Occupation: Broker
  Identity: The general public is not aware of Mr. Infamy’s existence
  Base of Operations: 
  Extradimensional “shop”
  Affiliation: None
  Height: 5’10”
  Eyes: Black
  Weight: 175 lbs.
  Hair: Black
  Nobody knows who he is or where he comes from. The only clue he 
  has ever provided is his business card, a rectangle of black cardstock 
  with gold embossed letters that reads “Mr. Infamy, Your Deepest 
  Desires Can Be Yours, Freedom City, 666-666-6666.” A card arrives 
  in the mail in a hand-addressed envelope with no return address, 
  though one may simply show up under a door or on a desk, or even 
  in pocket.
   Anyone who dials the number of the card (which doesn’t exist in 
  any directory) will reach Mr. Infamy. He has a way of knowing which 
  people are most likely to be susceptible to the bar-
  gains he has to offer. Others are encouraged to 
  visit him; at some point after getting his card, 
  they’ll step through a door or turn down an 
  alley and find themselves in the small, crowded 
  shop Mr. Infamy calls home. Those who reject 
  his offer watch the business card go up in a puff 
  of flame and they are rarely, if ever, troubled by him again.
   The deal Mr. Infamy offers is deceptively simple. He agrees to 
  grant the supplicant’s deepest and darkest desires in return for 
  nothing more than the privilege of being able to do so. He asks 
  for no money, nor does he require any contract. Those who ask 
  if he wants their immortal souls are met with laughter: “Your 
  soul? Now what would I do with something like that?”
   Rumors abound about this mysterious figure, but few 
  can actually claim to have met him. The authorities in 
  Freedom City aren’t even certain he exists, although AEGIS 
  takes reports of Mr. Infamy’s activities seriously, as does the 
  Freedom League. Dr. Metropolis speculates that Mr. Infamy 
  may be some sort of “primal being” spawned from the dark-
  est parts of the collective unconscious. Captain Thunder 
  thinks he may be related to the imp Quirk or his foe the 
  Hellqueen in some way. Eldrich believes he is a demon 
  of considerable power. They may all be right, or 
  none of them. All that is known for sure is that 
  when one of Mr. Infamy’s mysterious 
  black cards shows up, trouble almost always follows.
   Mr. Infamy appears to have only one purpose—making his mysterious 
  “deals” with people likely to be drawn into doing evil through his influ-
  ence. He seems remarkably urbane, polite, and charming in person—the 
  ultimate salesman. He has a way of making almost anything sound 
  reasonable, and he helps justify his patron’s most twisted wishes. He’s 
  completely unfazed by threats or taunts of any kind, smiling 
  a l l 
  the while like he’s the only one in on the 
  greatest joke in the world.
   
  Mr. Infamy has vast, almost unlim-
  ited powers, although he rarely 
  takes a direct hand in anything. He 
  can effect remarkable transfor-
  mations in people: changing 
  their physical appearance, 
  giving them super-powers, 
  changing their memories, 
  or even their intellect. His 
  transformations 
  are 
  only 
  reversible when the subject 
  truly rejects their dark side 
  and Mr. Infamy’s “gift” along 
  with it, though Mr. Infamy him-
  self can choose to revoke his 
  gifts whenever he wishes. The 
  only limitations on his ability are 
  that the subject must agree to be 
  transformed, and Mr. Infamy can 
  only create transformations based 
  on the subject’s darkest desires.
   
  Apart from his transformational 
  ability, Mr. Infamy appears immune 
  to any conventional form of harm. 
  He seems able to do nearly any-
  thing, although he only uses his 
  vast powers to “chastise” those who 
  foolishly attack him. He’ll usually 
  strike a foe down with a disabling 
  or embarrassing attack then dis-
  appear. He seems unwilling (or 
  unable) to initiate any sort of 
  direct conflict and he never inter-
  venes directly. He’ll only use his 
  powers to defend himself, and then 
   MR. INFAMY 
  POWER LEVEL X
  shields. This allowed Chase’s friend Cosmo to teleport them to Farside 
  City.
   Using the power of the Moonstone, aided by Earth’s most powerful 
  psychics and mystics, Chase Atom engaged the Meta-Mind in psychic 
  combat and defeated it. The telepathic backlash disabled the Grue, 
  wiping out most of their invasion fleet and sending the rest fleeing 
  back into deep space. Darr’Kan was able to escape the destruction of 
  the Grue mothership at the last moment, but he was left stranded on 
  Earth, and exiled from the Unity. Since then, the rogue metamorph has 
  adopted the title “the Meta-Grue” and still plots to overthrow the Meta-
  Mind and claim the Unity, or to found his own rival Grue Unity that will 
  one day conquer and absorb the original, allowing the Meta-Grue to 
  become ruler of the galaxy!
   The Meta-Grue is a cunning opponent and a fierce warrior, but he’s still 
  learning in many respects, both about human culture and acting on his 
  own. As time progresses, he becomes more subtle and detailed in his plans 
  and their execution. He’s wary of allies, preferring his independence, but 
  may eventually find it worthwhile to recruit some. His arrogance makes 
  it unlikely he’ll join forces with another villain except as the leader of a 
  team of his own creation.
  
  212
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   MR. MIST 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +4
  +3
  +3
  +1
  +2
  14
  18
  16
  16
  13
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +3
  +6
  +7
  +4
  Skills: Intimidate 6 (+8), Knowledge (life sciences) 8 (+11), Knowledge 
  (physical sciences) 8 (+11), Profession (scientist) 8 (+9), Stealth 6 (+10)
  Feats: Taunt
  Powers: Gaseous Form 15 (Concealment 3 [auditory, visual], Flight 2 [25 
  MPH, Permanent], Immunity 40 [energy attacks, Limited to half damage], 
  Immunity 9 [life support], Insubstantial 2 [Permanent], Super-Senses 
  3 [low-light vision, radius vision], Suffocate 10 [Alternate Powers: 
  Fatigue 10, Nauseate 10, Obscure 10 (visual)])
  Combat: Attack +10, Damage (by power), Defense +12, 
  Initiative +4
  Drawbacks: Weakness (salt, –1 Con, –3 points)
  Abilities 31 + Skills 9 (36 ranks) + Feats 1 
  + Powers 75 + Combat 44 + Saves 9 
  – Drawbacks 3 = Total 166
  Real Name: Brad Raymond
  Identity: Secret
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: Variable in mist forms; 
  formerly 5’ 6” 
  Eyes: Variable; formerly blue
  Weight: Virtually weightless
  Hair: None; formerly black
  Brad Raymond was born and raised in 
  Hoboken, New Jersey and became a top-notch 
  graduate recruit from Harvard to ASTRO Labs. 
  At ASTRO he wanted to expand his thesis 
  work on the biochemical effects of teleporta-
  tion with his idol, Dr. Curtis Waggoner. After 
  five years of work, they had their prototype 
  ready.
   The night before the first tests, Brad 
  returned late in the evening to retrieve some 
  work he had forgotten and interrupted people in 
  Laboratory 4A ransacking the computers; they 
  were even powering up the teleplatform. Brad 
  sounded the alarm and the intruders grabbed 
  him as he tried to flee. They all stood on the 
  teleplatform and activated it, using a carrier 
  signal coming from outside to allow them to 
  teleport beyond the lab’s two platforms. The four 
  black-clad and masked intruders, actually android 
  agents of the Foundry, disappeared. For some reason, 
  the teleportal transported Brad’s organic tissues more 
  slowly then the androids’ inorganic bodies, so when 
  the sabotaged computers controlling the platform 
  exploded, his form was permanently destabilized, left 
  in a gas-like state.
   Ever since the night of the accident, Brad has wavered between 
  moments in which he’s completely lucid and focused and times when he’s 
  psychotic and filled with rage. Adding to his problems, his lack of nor-
  mal tactile sensations has made it impossible to live anything close to 
  a normal life. His sanity quickly became as ephemeral as his body. Brad 
  Raymond took the derogatory moniker an ASTRO Labs janitor muttered 
  at him and became Mr. Mist, wreaking havoc on scien-
  tists’ labs in search of ways to either cure himself or 
  expand his power.
   
  Over time, Mr. Mist’s repertoire of abilities 
  has grown, as Brad’s knowledge of chemistry and 
  long, boring hours in an air-tight containment 
  pod allowed him to learn how to manipulate 
  his gas-like form to induce fatigue, nausea, 
  paralysis, and even darken large areas. Thus, 
  while part of him wishes to return to nor-
  mal, other parts revel in his powers, 
  and still others find this state fasci-
  nating; a learning environment all 
  its own. In general, you never know 
  what you’ll face when Mr. Mist drifts 
  your way.
  He originally focused on finding 
  ways to return him to normal, but 
  now he simply looks for technology to 
  stabilize or increase his powers. He’s still bril-
  liant, but his mind drifts as unpredictably as 
  his physical form, so he is easily distracted and 
  captured if he’s not able to collect his thoughts. However, 
  those who draw his attention should prepare for attack, 
  as he becomes nearly psychotic when he’s attacked and 
  damaged.
   
  Mr. Mist’s goals typically involve stealing money, to 
  pay for henchmen and technology that may help him 
  control his powers or possibly return him to normal. He 
  recruits thugs to handle the work of lugging away loot and 
  distracting any heroes that interfere, while he backs them 
  up so they can get away with the goods. He rarely, if ever, 
  reveals that he can solidify during battle, partly as an ace 
  up his sleeve and partly because he cannot easily concen-
  trate on maintaining his form during combat. If he or his 
  minions get overwhelmed, he usually turns soot-like and 
  Obscures the area to aid escape.
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  213
  213
   NACHT-KRIEGER 
  POWER LEVEL 14
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +3
  +4
  +2
  +1
  +4
  17
  16
  19
  14
  12
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +4
  +4
  +8
  +8
  Skills: Gather Information 8 (+12), Intimidate 10 (+14), Knowledge (arcane 
  lore) 2 (+4), Notice 8 (+9), Profession (soldier) 6 (+7), Search 4 (+6), Sense 
  Motive 8 (+9), Stealth 10 (+13)
  Feats: All-out Attack, Ambidexterity, Attack Focus (melee) 6, 
  Defensive Attack, Dodge Focus 4, Fearless, Fearsome Presence 5, 
  Improved Initiative, Move-by Action, Power Attack, Startle, Sneak 
  Attack, Takedown Attack
  Powers: Shadow Form 22 (Concealment 6 
  [all auditory & visual, Limited to shadows], 
  Immunity 40 (energy attacks, Limited to 
  half damage), Immunity 30 (Fortitude), 
  Insubstantial 3, Strike 10 [Penetrating, 
  Mighty], Super-Movement 5 [air walking 2, 
  slithering, wall-crawling 2], Super-Senses 2 
  (darkvision), Innate)
  Combat: Attack +14 (melee), +8 (ranged), Grapple 
  +17, Damage +13 (shadow-claws), Defense +14 
  (+5 flat-footed), Knockback –2, Initiative +7
  Drawbacks: Power Drawback (turning off his 
  Insubstantial is Sustained duration, –1 point), 
  Weakness (suffers normal damage from silver 
  weapons while Insubstantial, –2 points)
  Abilities 36 + Skills 14 (56 ranks) + Feats 
  25 + Powers 111 + Combat 36 + Saves 12 
  – Drawbacks 3 = Total 231
  Real Name: Johann Dietrich Meinhoff
  Identity: Secret
  Occupation: Soldier
  Base of Operations: Mobile
  Affiliation: Former Nazi SS officer, 
  agent of SHADOW 
  Height: 5’ 11”
  Eyes: n/a; formerly green
  Weight: n/a; formerly 165 lbs.
  Hair: n/a; formerly brown
  Johann Dietrich Meinhoff was a vicious bully on the streets of Munich 
  long before he joined the Nazi elite SS in 1938. This made him just the 
  type of recruit Heinrich Himmler and his aide Wilhelm 
  Kantor sought for their Übersoldaten. In 1939, 
  Kantor subjected Johann to various arcane ritu-
  als that grafted a magical ring onto his left 
  hand, allowing him to command shadows 
  and fire bolts of black energy. Johann 
  became Nacht-Krieger, the newest of 
  Kantor’s super-soldiers. He remained 
  one of the weaker ones until 1941, 
  when Kantor and the Thule Society 
  sacrificed a crippled member of the 
  Übersoldaten, using a mystic ritual to 
  transfer his powers to Nacht-Krieger.
   From 
  then 
  on, 
  Nacht-Krieger 
  became a formidable foe, striking 
  with surgical precision by assassinating 
  important targets, sabotaging needed 
  installations, and spying all over Nazi-
  occupied territories as well as far 
  behind enemy lines. He avoided 
  direct conflict with the Allies of 
  Freedom and the Liberty League, 
  using his powers to escape rather 
  than fight.
   Ordered to flee the crum-
  bling Reich and rebuild it from 
  strongholds in South America and 
  elsewhere, Kantor and Nacht-Krieger 
  held one last ritual in Germany to 
  boost their powers and use the ritual 
  suicide of numerous SS officers to 
  their advantage (beyond just cheat-
  ing the Allied Advance). Despite 
  precautions, their escape nearly 
  failed when the Allies of Freedom 
  caught up with them. Nacht-Krieger 
  killed most of the members of the group, 
  and gave Kantor time to escape. Gunner’s 
  boast that “The heroes of Freedom City’d still 
  kick your butt, ratzi!” gave Nacht-Krieger a new target.
   White Rose and White Thorn pursued Nacht-Krieger across the Atlantic. 
  The twins caught up with him near Freedom City, and their mid-air battle 
  forced all three into the sea. In some undersea caves, and the twins caged 
  the Nazi, despite his amplified powers, in a prison of light. The force of 
  their struggle, however, caused the caverns around them to collapse, sealing 
  Nacht-Krieger in a small cave and instantly crushing the Light-bearers. A por-
  tion of their powers rose from the depths to empower the hero Beacon.
   During years of isolation buried beneath 
  thousands of tons of rock, Nacht-Krieger went 
  mad as the shadows that gave him power 
  infected his mind. They also opened a path-
  way between his mind and the Shattenwelt. 
  Wilhelm Kantor was the leader of SHADOW 
  by 1967 and able to reach his protégé 
  through the shadow world and pull him out 
  of his prison. Nacht-Krieger fought the Scarab 
  and Beacon, but the heroes defeated and 
  imprisoned him again, this time beneath 
  Pyramid Plaza where the Scarab could watch 
  him.
   From 1967 until 1993, Nacht-Krieger 
  remained imprisoned. Scarab had to aban-
  don attempts to drain his powers, as the shadows were now linked to 
  Meinhoff’s life force. Kantor again was able to communicate with him 
  through the shadow world, and convinced his protégé to shatter the ring 
  that gave him his powers. That act left him permanently in his shadow-
  form but allowed him to escape into the Shattenwelt. By 1994, Kantor 
  retrieved Nacht-Krieger from the depths of the shadow world and, since 
  then, he’s been one of SHADOW’s most active super-agents.
  
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   OMEGA 
  POWER LEVEL 19
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +23
  +1
  +20
  +4
  +5
  +4
  56
  12
  50
  18
  20
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +24
  +20
  +8
  +20
  Skills: Bluff 8 (+12), Concentration 18 (+23), Intimidate 16 (+20), Knowledge 
  (tactics) 8 (+12), Knowledge (technology) 8 (+12), Notice 6 (+11), Sense 
  Motive 8 (+13)
  Feats: Assessment, Attack Focus (melee), Diehard, Fearless, Improved 
  Initiative, Power Attack, Takedown Attack
  Powers: Cosmic Energy Control 24 (Alternate Powers: Blast 22 [Homing 
  4 (x25)], Blast 23 [Ricochet, Split Attack], Dazzle 16 [visual, Area] 
  Disintegration 12, Transform 9 [any inanimate matter], Teleport 
  12 [1,200 ft./20 million miles, Portal]), Device 6 (armor, hard to lose), 
  Immunity 13 (aging, life support, starvation and thirst, sleep, and his own 
  powers), Super-Strength 11 (heavy load: 100,000 tons)
  Armor: Comprehend 2 (languages), Flight 5 (250 MPH), Impervious 
  Toughness 12, Protection 4
  Combat: Attack +15 (melee), +14 (ranged), Grapple +49, Damage +23 
  (unarmed), +24 (blast), Defense +14, Knockback –18, Initiative +5
  Drawbacks: Weakness (when armor is breached by a critical hit, 
  –1 drain on all abilities per minute, –5 points)
  Note: The above traits do not include Omega’s legions of followers
   or the entire worlds of resources at his disposal. The GM should
   feel free to give Omega whatever equipment, devices, minions 
  or the like called for in the adventure.
  Abilities 114 + Skills 18 (72 ranks) + Feats 7 + Powers 113 
  + Combat 56 + Saves 22 – Drawbacks 5 = 325
  Real Name: Unknown, Lord of the Terminus, Avatar of Entropy
  Identity: Public
  Occupation: Lord of the Terminus
  Base of Operations: The Terminus
  Affiliation: None
  Height: 6’ (8’ in armor)
  Eyes: Glowing red
  Weight: 120 lbs. (900 lbs. in armor)
  Hair: None
  His origin is spoken only in whispers throughout the cos-
  mos, and its truth is shrouded by the mists of time. He was 
  once a mortal being—a scientist studying the nature of the 
  universe, they say—but he delved too deeply into things mortal 
  beings were not meant to know. He unleashed a cataclysm 
  that destroyed his entire universe. He alone survived, thrust 
  into the void beyond the omniverse—the Terminus. His ill-
  fated experiments may have even created the Terminus, or 
  perhaps unleashed its power to spread like a cancer through-
  out the omniverse. The truth may never be known, since that 
  mortal scientist is long dead; in his place stands Omega, the 
  Lord of the Terminus!
   Omega has ruled over his domain for as long as any living race 
  can remember and his goal has always been the same: to expand 
  the Terminus until it engulfs all that is. The barriers separating the 
  many dimensions and layers of reality stand between Omega and 
  his goal. The forces of entropy can only worry at omniversal reality, 
  corroding away bits and pieces here and there, drawing them into 
  the Terminus where they become part of the cosmic flotsam of 
  Omega’s domain.
   On occasion, the inhabitants of other dimensions discover the 
  Terminus, to their sorrow, since portals into his realm allow Omega’s 
  forces to raid other worlds and conquer or destroy them. One such world 
  was the birthplace of the Centurion. The infant who would become Earth’s 
  greatest hero was flung across the dimensions through the Terminus to 
  Earth before Omega destroyed his homeworld.
   Omega invaded Earth as well, uniting the heroes of Freedom City 
  against him. Earth has only barely managed to repel Omega. His last inva-
  sion did considerable damage to Freedom City and resulted in the death 
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  215
  215
  of the Centurion. Omega was badly damaged in this foray against Earth, 
  and retreated to his throne-world to recover and plot anew.
   Impatient, Omega conceived of a scheme to place cosmic weapons in 
  certain key universes to trigger the collapse of the omniverse. He was nearly 
  successful, but a small band of heroes were able to save certain universes 
  and reverse the effects of the collapse. They turned the power of the cosmic 
  weapons against Omega, sending him back into exile. Still, it is only a mat-
  ter of time before the Lord of the Terminus finds a new means of striking at 
  the only world in the omniverse that has ever managed to thwart him.
   Omega is destruction incarnate. His ultimate goal is to bring all cre-
  ation under the sway of the Terminus, watching it spiral down into 
  oblivion. Whether he believes this will grant him freedom from his eter-
  nal existence or the godlike power to create a new universe in his own 
  image, no one knows, but it hardly matters. Although he seizes and holds 
  territory to gain new soldiers and resources for his cause, Omega cares 
  nothing for conquest, only the ultimate annihilation of everything. He’s 
  at best annoyed by feeble efforts to stop him, but truly enraged by those 
  who manage to defy him, such as the heroes of Earth.
   QUIRK 
  POWER LEVEL X
  Real Name: Unknown (and supposedly unpronounceable)
  Identity: Secret
  Occupation: Troublemaker
  Base of Operations: The known 
  universe (and beyond)
  Affiliation: None
  Height: 3’10” (usually)
  Eyes: Blue (usually)
  Weight: 80 lbs. (usually)
  Hair: Blond (usually)
  The being calling himself Quirk comes from “a 
  place incomprehensible to your limited mind,” or 
  at least that’s what he’s told Centurion, Captain 
  Thunder, and the Freedom League. He dismisses any 
  attempts to discuss his origins or his true nature by 
  loudly proclaiming such topics “BOOORRRR-ING!” And 
  the last thing anyone want to do is see Quirk bored—he 
  has all too many inventive ways of amusing himself.
   Captain Thunder first encountered Quirk after join-
  ing the Freedom League and relocating to Freedom 
  City. The imp appeared and offered his “assistance” 
  to the Captain in fighting crime and helping the 
  city. Regrettably, Quirk’s understanding of things like 
  the laws of physics and the fragile nature of human 
  beings caused serious problems. When Quirk decided to 
  put out a fire, he had Great Bay flood the city. He turned 
  the clouds of a violent lightning storm into foam rubber. 
  When he temporarily gave everyone in the city the ability 
  to fly to clear up a Midtown traffic jam, Captain Thunder 
  asked that he stop helping him. The captain’s dismissal 
  hurt Quirk’s feelings, and he has childishly tormented 
  the Captain and the Freedom League ever since.
   Quirk’s modus operandi is fairly simple. He likes to 
  play various sorts of “games” that either show how 
  smart and clever he is or give him the opportunity 
  to show up various heroes. His schemes range in 
  complexity from bringing all of the buildings in 
  the city to life and having them fight to subtly 
  altering reality—he once made everyone forget 
  the Freedom League existed and set himself up 
  as the “Champion of Freedom.”
   Quirk always leaves some kind of “out” in his 
  various schemes. If the heroes can figure it out and 
  win the game, Quirk disappears. He is never gone 
  for more than six months, and he returns when he 
  has cooked up a new scheme. Fortunately, everything 
  Quirk does seems to vanish whenever he does, so he 
  never leaves any lasting harm. Although his “games” may 
  be childish and harmless, the Freedom League and the author-
  ities both consider Quirk a serious threat and a major annoyance.
   Quirk has the personality of a clever, spoiled child. He craves amuse-
  ment and attention above all else, and is prone to fits of pique when his 
  wants are denied. He’s easily amused, but also easily bored, flitting from 
  one whim to the next. He can be focused and quite clever when it comes 
  to the games he plays with heroes. Although he’s rarely malicious, he has 
  the cruelty of a child playing with bugs and the utter ignorance that there 
  are consequences to his actions. He treats people (particularly innocent 
  bystanders) like toys, but never uses his tremendous power to simply kill 
  or knock out opponents. That’s too easy. He prefers to see them struggle. 
  Many people (including the Freedom League) have speculated about 
  Quirk’s nature. Is he really some sort of child? Does human child psychol-
  ogy even apply to him? Are his limits self-imposed or is he following some 
  kind of interdimensional eti-
  quette? No one on Earth 
  knows for sure.
      Quirk is, to put it 
  simply, 
  omnipotent, 
  but 
  definitely 
  not 
  omniscient. He seems 
  capable of altering reality on 
  any scale—changing history, moving planets, 
  granting or taking away powers, and more. The 
  uses of his powers tend to be whimsical. He’s 
  particularly fond of bringing inanimate objects 
  to life and interacting with the world as if he 
  were some sort of cartoon character. He’s com-
  pletely immune to conventional harm and 
  either vanishes before anyone can hit him or 
  shrugs off any damage done to him. If it amuses 
  him, he’ll react to such attacks with “special 
  effects:” allowing a punch to deform his 
  face or a flame blast to turn him into 
  a pile of ashes, eyes blinking atop it. 
  Within moments, he’ll restore his nor-
  mal form without a scratch. His only 
  real limitation is he rarely affects 
  opponents directly. For example, 
  although he could easily make the 
  Freedom League cease to exist (or 
  blast them to atoms, turn them 
  to stone, etc.), he doesn’t. “Where 
  would the fun be in that?” he says. 
  Instead, he conjures monsters for 
  the heroes to fight, takes away their 
  powers and leaves them stranded on a 
  faraway planet full of hostile alien life, 
  and poses similar “challenges” for them to 
  overcome.
  
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  FOES OF FREEDOM
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  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   RANT &  RAVE 
  POWER LEVEL 10/10
  The brother-sister team of Rant and Rave has been close ever since they 
  were kids, largely because they 
  received nothing from their 
  parents, except neglect. 
  They grew up pretty wild 
  and became involved with 
  a partying crowd early on. 
  They became a part of the 
  rave culture in Freedom 
  City, but always looked 
  out for each other along 
  the way.
   The two of them 
  did drugs from time 
  to time, as part of 
  the scene, but when 
  they were at a rave 
  one night, something 
  new was going around. 
  It wasn’t max or zoom or 
  any of the stuff anyone 
  had heard of before. It 
  was supposed to be a 
  real mind-bender. So 
  they gave it a try. Of the 
  thirty or so kids who did, 
  Rant and Rave were the 
  only ones who came out 
  of it alive and without 
  permanent 
  brain-dam-
  age (although the latter 
  is debatable). It’s still not 
  definite whether it was 
  the drug that did all the 
  damage, or the sudden 
  and violent origin of 
  two new superhu-
  mans. The drug 
  awakened some-
  thing in Rant and 
  Rave. People who 
  were at the party report how things went crazy before a sonic blast blew 
  the roof off the place.
   Rant and Rave quickly learned to control and use their newfound pow-
  ers and decided nobody was going to mess with them any more. They 
  would take what they wanted and kick the ass of anybody who got in 
  their way. Of course, in Freedom City, things aren’t quite that easy. Rant 
  and Rave pulled off some heists, but they quickly ran into some of the 
  city’s heroes, which got them some jail time. They’ve broken out, or been 
  broken out, on occasion, but sooner or later they end up back behind 
  bars.
   Rant and Rave’s standard tactics are for Rave to immediately use her 
  distortion field to obscure the area, excluding the two of them and their 
  allies (if any). This gives attacks against them a 50% miss chance. Rant 
  then begins picking off opponents with his sonic blasts, while Rave sows 
  further confusion. Her tricks include making opponents mistake each 
  other for her or Rant, causing them to run into walls (or ceiling, or floors), 
  making innocent bystanders look threatening (causing heroes to attack 
  them), and so forth.
   Rant has been known to make clever use of his sonic powers from time 
  to time. He’s fond of blasting walls and ceilings to bring them crashing 
  down on an opponent as a surprise attack. He’ll also use extra effort some-
  times (possibly shrugging off the fatigue through GM Fiat). This allows 
  him to do things like area sonic blasts or dazzle attacks, to counter certain 
  sound-dependent powers or acquire things like the Affects Insubstantial 
  power feat on his sonic attack. Rant is especially protective of his sister 
  and tends to target heroes who attack or harm her in any way.
   If things go against them, Rant and Rave will use their Disintegration 
  power to blast the floor out from under their opponents, or to take out 
  the structural supports of a building or other structure. They flee while the 
  heroes are forced to rescue people trapped in the collapsing structure, or 
  are even buried under the rubble (if they’re not fast enough).
  RANT 
   POWER LEVEL 10
  Str 10
   Dex 16
   Con 12
   Int 10
   Wis 13
   Cha 15
  Skills: Bluff 6 (+8), Concentration 4 (+5), Drive 4 (+7), Intimidate 6 (+8), 
  Notice 4 (+5), Sense Motive 4 (+5)
  Feats: Attack Focus 2 (ranged), Defensive Roll 7, Dodge Focus 2
  Powers: Disintegration 12 (Limited to while in contact with Rave), Sonic 
  Control 12 (Alternate Power: Blast 12), Super-Senses 5 (auditory 
  blindsight, ultra-hearing)
  Combat: Attack +6 (melee), +8 (ranged), Grapple +6, Damage +0 (unarmed), 
  +12 (blast), Defense +12 (+5 flat-footed), Knockback –4, Initiative +3
  Saving Throws: Toughness +8 (+1 flat-footed), Fortitude +7, Reflex +10, Will +6
  Abilities 16 + Skills 7 (28 ranks) + Feats 11 + Powers 66 + Combat 32 + 
  Saves 18 = 150
  RAVE 
   POWER LEVEL 10
  Str 10
   Dex 16
   Con 12
   Int 10
   Wis 13
   Cha 15
  Skills: Bluff 8 (+10), Concentration 8 (+9), Drive 4 (+7), Notice 4 (+5), Sense 
  Motive 4 (+5)
  Feats: Attack Focus (ranged) 2, Defensive Roll 5, Dodge Focus 2,
  Powers: Disintegration 12 (Limited to while in contact with Rant), 
  Illusion 10 (visual and auditory, Limited to confusing sensory perception, 
  Progression 4 [100-ft. radius], Alternate Powers: Confuse 10, Nauseate 6 
  [Perception, Will save]), Obscure 5 (visual and auditory, Selective), Super-
  Senses 1 (ultra-hearing)
  Combat: Attack +6 (melee), +8 (ranged), Grapple +6, Damage +0 (unarmed), 
  Defense +14 (+6 flat-footed), Knockback –3, Initiative +3
  Saving Throws: Toughness +6 (+1 flat-footed), Fortitude +6, Reflex +10, Will +8
  Abilities 16 + Skills 7 (28 ranks) + Feats 9 + Powers 79 + Combat 36 + 
  Saves 19 = 166
  Real Names: Ray and Rachel Trask
  Identities: Public
  Occupations: Criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’ 9” (Rant), 5’ 7” (Rave)
  Eyes: Blue
  Weight: 150 lbs. (Rant), 
  110 lbs. (Rave)
  Hair: Brown (Rant’s is dyed blue, 
  Rave’s is dyed red)
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  217
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  THE  SILENCER 
  POWER LEVEL 11
  Real Name: Thomas Oliverti
  Identity: Secret
  Occupation: Scientist, vigilante
  Base of Operations: Freedom City
  Affiliation: None
  Height: 5’10”
  Eyes: Brown
  Weight: 170 lbs.
  Hair: Black
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +2
  +2
  +3
  +2
  +1
  14
  14
  14
  16
  14
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+4*
  +5
  +8
  +7
  *flat-footed
  Skills: Craft (electronic) 10 (+13), Drive 8 (+10), Intimidate 10 (+11), 
  Knowledge (physical sciences) 12 (+15), Knowledge (technology) 9 (+12), 
  Notice 8 (+10), Search 5 (+8), Sense Motive 8 (+10), Stealth 10 (+12)
  Feats: Attack Focus (ranged) 3, Contacts, Defensive Attack, Defensive Roll 4, 
  Dodge Focus 4, Equipment, Evasion, Favored Opponent (Mob), Improved 
  Critical (blast), Improved Initiative, Move-by Action, Power Attack, Precise 
  Shot, Sneak Attack, Startle, Takedown Attack
  Powers: Device 5 (sonic weapons, easy to lose)
  Sonic Weapons: Sensory Shield 3 (auditory), Sonic Control 9 (Alternate 
  Powers: Blast 9 (sonic), Nauseate 6 [Ranged], Obscure 9 (auditory), 
  Stun 6 [Ranged])
  Equipment: body armor (+2 Toughness), night-vision goggles, radio headset
  Combat: Attack +9 (melee), +12 (ranged), Grapple +11, Damage +2 (unarmed), 
  +9 (blast), Defense +14 (+5 flat-footed), Knockback –4, Initiative +6
  Abilities 24 + Skills 20 (80 ranks) + Feats 24 + Powers 15 
  + Combat 38 + Saves 14 = Total 135
  All Thomas Oliverti ever wanted to be was a musician. Unfortunately, his 
  father, one of the most influential “businessmen” in Freedom City, wouldn’t 
  hear of any such a thing. It was important for Thomas to learn a trade 
  and make something of himself. Thomas never abandoned his fascination 
  with sound, however. He went to school to study acoustics and sonics and 
  became a scientist, having as little to do with the “family business” as possi-
  ble. He made his father proud when he graduated at the top of his class and 
  quickly earned his Masters degree. 
  He was working on his Doctorate 
  when his father was murdered. 
  Thomas’ older brother Johnny 
  became head of the family, and 
  he called his brother home. 
  Thomas and his brother never 
  got along, but family obligations 
  brought him home anyway.
   Thomas hated being involved 
  in the family business, but 
  there was no choice. So long 
  as the families were strongly 
  rooted in Freedom City, there 
  was no escaping his birthright. 
  However, if he could eliminate 
  the Mob’s influence in the city, 
  then he would be a free man. 
  More importantly, he could 
  avenge his father’s death and 
  show up his domineering older 
  brother. Using notes from study-
  ing the designs of the (then 
  reformed) super-criminal the 
  Maestro, Thomas secretly cre-
  ated the weapons and costume 
  of the mysterious Silencer and 
  embarked on a one-man cru-
  sade against the Mob.
   The 
  Silencer 
  has 
  proven 
  extremely effective thus far. He has brought down 
  several Mob operations and even killed some 
  Family lieutenants or left them for the FCPD 
  to find. The heads of the three Families are 
  growing concerned about this mysterious 
  masked man. The Silencer is becoming 
  almost legendary among Mob thugs 
  and made-men, who are justifiably 
  terrified of him. Although the police 
  aren’t sorry to see the Mob taking a 
  few hits, the Silencer’s willingness 
  to use illegal methods, and even to 
  kill his foes, has branded him a harsh vigilante. At the 
  very least, the police want him for questioning in a number of 
  Mob-related deaths.
   
  Thomas Oliverti feels driven by the pressures in his life 
  to do what he is doing. He’s quite ruthless in pur-
  suit of his goal. He feels the Mob does 
  not deserve equal and fair treatment. 
  He’s seen what it does first-hand, and he 
  shows his enemies the same mercy they 
  would show him. He considers himself 
  too intelligent to believe in “fairy tales” like 
  “truth 
  and justice for all.” Although he’s fighting a 
  personal crusade, he believes he’s ultimately doing some good 
  and that justifies his actions. Deep down, Thomas hates the Mob 
  for what they’ve done to his life. In many ways, he’s a hurt and 
  angry man striking back at his childhood tormenters.
   Silencer has a variety of sonic-based weapons at his command, 
  coupled with considerable training in science, martial arts, and tac-
  tics. His main weapon is a sonic rifle capable of firing coherent beams 
  of sound that can batter targets unconscious or vibrate with enough 
  force to punch through concrete. A wider, less coherent ray can create 
  deafening noise or induce powerful vertigo. He can create a field that 
  counters all sound and makes an area totally quiet. This preternatural 
  silence often precedes the Silencer’s attacks, and the Mob has learned 
  to fear it. The Silencer usually uses his silence field to sneak into an area, 
  strike with a screamer blast to deafen and disorient his opponents, and 
  then wade into close-quarters combat with his sonic 
  blasts and hand-to-hand skills. He doesn’t hesitate to 
  use lethal force when he deems it necessary.
  
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   SILVER SCREAM 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  —
  +0
  —
  +0
  +1
  +4
  —
  11
  —
  11
  13
  18
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +0
  —
  +3
  +10
  Skills: Bluff 8 (+12), Disguise 8 (+12), Intimidate 10 (+14), Knowledge 
  (popular culture) 12 (+12), Perform (acting) 8 (+12), Sense Motive 6 (+7)
  Feats: Fascinate (Bluff), Fearless, Fearsome Presence 8, Taunt
  Powers: Ghost Form 12 (Flight 4 [100 MPH], Immunity 30 [Fortitude], 
  Insubstantial 4 [Permanent], Super-Senses 2 [darkvision]), Illusion 10 
  (all senses, Free Action to maintain, Phantasms, Progression 7 [1,000 ft. 
  radius], Selective), Invisibility 2 (all visual), Mental Blast 6 (Limited to 
  subjects affected by Illusion)
  Combat: Attack +0, Grapple —, Damage +6 (mental blast), Defense +4, 
  Knockback —, Initiative +0
  Abilities –7 + Skills 13 (52 ranks) + Feats 11 + Powers 134 + Combat 8 + 
  Saves 12 = Total 171
  Lauren Hammond grew up in Freedom City in the early 20th century 
  with ambitions of becoming an actress. She moved to Hollywood during 
  the Golden Age of cinema and succeeded in landing a minor, but impor-
  tant, role in a production of Dracula as one of the vampire lord’s “wives.” 
  That role established Lauren Hammond as an actress, and she went on 
  to a number of other parts. Most of her pictures were horror films, and 
  Hammond was well known as a “scream queen.”
   Unfortunately, she also quickly became typecast. Her attempts to ven-
  ture outside the realm of horror films were dismal failures. She blamed 
  directors, producers, and co-stars, but the truth was Hammond consid-
  ered herself a star, and she was too difficult to work with. Eventually, 
  even horror film producers couldn’t be bothered. In the post World War 
  II era, horror films became less popular. After less than a decade, Lauren 
  Hammond’s Hollywood career was over.
   Eventually, calls from directors and studios stopped coming, but the 
  ones from creditors did not. Hammond was forced to sell her Beverly 
  Hills home and move back to Freedom City. There she found occa-
  sional theatre work, but her reputation as a prima donna squelched 
  that as well. Faced with the end of her career and obscurity, Lauren 
  gave what she considered her final performance when she overdosed 
  on medication. Her landlady found her body, and the curtain fell on 
  Hammond’s life.
   She would have been relegated to historical retrospectives on 
  the horror film industry, but Lauren Hammond’s spirit would not rest. 
  The despair that claimed her life also gnawed at her soul, keeping her 
  from whatever afterlife awaited. Instead, Lauren Hammond returned as a 
  vengeful ghost to haunt the theatres she associated with her downfall, to 
  strike back against the producers, directors, and actors who spurred her. 
  Her silvery-white appearance and terrible wail earned her the nickname 
  “the Silver Scream” from the newspapers. The series of strange hauntings 
  drew the attention of the speedster and Liberty Leaguer Johnny Rocket, 
  who was able to deduce the ghost’s true identity. When he staged a film 
  festival to honor Lauren Hammond’s accomplishments, her anger cooled 
  and her ghost vanished, hopefully never to trouble Freedom City again.
   However, just a few years ago, film critic Howard Moore published 
  an essay criticizing Hammond’s performance in several films along with 
  an exposé of her troubled last years. His work aroused the anger of the 
  actress’ ghost, who frightened Moore to death and then embarked on a 
  campaign of vengeance. The second Johnny Rocket intervened to stop 
  the Silver Scream after she attacked him and his grandfather (the origi-
  nal Johnny Rocket). Although Johnny has been able to banish the Silver 
  Scream twice now, it remains to be seen if Lauren Hammond’s spirit will 
  every truly rest, or if the theatre community of Freedom City can expect a 
  sequel.
  Real Name: Lauren Hammond
  Identity: Public
  Occupation: Vengeful spirit
  Base of Operations: Freedom City 
  Affiliation: None
  Height: 5’ 6”
  Eyes: Blue
  Weight: 120 lbs.
  Hair: Black
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  219
  219
   STAR-KHAN 
  POWER LEVEL 14
  Real Name: Kinan Khan
  Identity: The general public is 
  unaware of Star Khan’s existence
  Occupation: Ruler of 
  the Stellar Khanate
  Base of Operations: 
  The planet Zultas
  Affiliation: None
  Height: 6’6”
  Eyes: Black
  Weight: 280 lbs.
  Hair: White
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +10
  +3
  +4
  +2
  +3
  +10
  30/18
  16
  18
  15
  16
  30
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +14/+4*
  +7
  +10
  +10
  *without armor
  Skills: Bluff 5 (+15), Diplomacy 5 (+15), Intimidate 4 (+14), Knowledge 
  (local) 8 (+10), Knowledge (tactics) 16 (+18), Language (English), Notice 8 
  (+11), Pilot 8 (+11), Sense Motive 9 (+12), Survival 8 (+11)
  Feats: Accurate Attack, All-out Attack, Attack Focus (melee) 2, Defensive 
  Attack, Dodge Focus 4, Endurance, Equipment 5, Evasion, Improved 
  Initiative, Inspire, Leadership, Minions 20, Move-by Action, Power Attack, 
  Precise Shot, Quick Draw, Startle, Takedown Attack
  Powers: Device 15 (battlesuit, hard to lose), Device 5 
  (power staff, easy to lose)
  Battlesuit: Communication 18 (subspace, Subtle), 
  Enhanced Strength 12, Immunity 9 (life support), 
  Protection 10 (Impervious), Super-Senses 2 
  (darkvision), Super-Strength 6 (heavy load: 50 tons)
  Power Staff: Blast 12 (Alternate Power: Strike 12)
  Equipment: Assign Star-Khan 25 points of equipment (or more) 
  as suits the adventure.
  Combat: Attack +18 (melee), +16 (ranged), Grapple +24, 
  Damage +10 (unarmed), +12 (power staff), Defense 
  +14 (+5 flat-footed), Knockback –12, Initiative +7
  Abilities 53 + Skills 18 (72 ranks) + Feats 45 + Powers 75 + 
  Combat 52 + Saves 17 = Total 260
  Throughout the history of the cosmos, there have been great leaders who 
  felt the call to battle and conquest. Many of these leaders have built power-
  ful empires before time and enemies brought them low. Still, the legends 
  they created live on and never die. Such 
  is the goal of Kinan Khan of Zultas, 
  a world on the frontiers of the 
  Lor Republic. He is the most 
  brilliant and ruthless mili-
  tary leader his world has 
  ever produced. By the 
  age of 20 solar cycles, 
  Khan ruled his nation 
  and commanded a great 
  army. Within four years, 
  he was the undisputed 
  ruler of his world. By 
  the age of 30, he ruled 
  over entire star systems, 
  and his name was feared 
  and respected throughout his 
  region of the galaxy. In the 
  ensuing years, nothing seemed 
  to stop him.
   More than a few worlds 
  rushed to join the Lor 
  Republic out of fear that 
  the Star-Khan and his armies 
  would conquer them. Most 
  thought that the Republic and 
  the Star Knights would hold Khan’s 
  small empire at bay, but they under-
  estimated the ambition and abilities of 
  Kinan Khan. The Lor Republic could not 
  stop him. In fact, it would be his next con-
  quest!
   Khan might have succeeded in invading 
  and conquering the Republic if it were not for 
  the aid of the Earthman Daedalus, who then 
  traveled the stars. With the ancient inventor’s bril-
  liance and daring coupled with the abilities of A’lan 
  Koor and the Star Knights, the Star-Khan’s invasion failed. 
  As a result, a rebellion arose within his own empire that 
  eventually led to his overthrow. Kinan Khan escaped from 
  his vengeful former subjects with the remnants of his army, 
  swearing vengeance on Daedalus and the Star Knights.
   It has taken him years to rebuild, but the Star-Khan has 
  returned to conquer anew. He has reclaimed much of his old power, 
  crushed rebellious worlds beneath his heel, while the Lor Republic remains 
  distracted by the Grue Unity on its far borders. 
  He’s more cautious than in the days of his 
  youth—seasoned and wily—although his leg-
  endary temper and thirst for conquest have 
  not been diminished in the slightest. Khan 
  plans to add Earth to his Empire one day. 
  That world will yield him the weapons and 
  resources he needs to bring other worlds to 
  their knees. He will also repay the Star Knights, 
  ensuring they are no longer a threat to him. He will 
  see Daedalus humbled before him before he dies. 
  After that, no one will stand between him and his des-
  tiny to rule the stars!
   
  Kinan Khan considers battle the only worthy pur-
  suit in life. He is a warrior born, while most others in 
  the cosmos are little more than cattle to be led or 
  conquered. It’s the conquest that matters to him—
  planning his strategies, moving the pieces into 
  place, and then executing a flawless campaign 
  to bring his enemy down. It’s not just a matter 
  of winning, but winning with honor and cunning 
  against a worthy adversary. Khan thirsts for ene-
  mies worthy of him, and savors the conflict since it will make 
  his expected victory all the sweeter.
  
  220
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
   SUPERIOR 
  POWER LEVEL 15
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +18
  +2
  +17
  +2
  +2
  +3
  46
  14
  34
  15
  14
  16
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +18
  +12
  +6
  +10
  Skills: Concentration 8 (+10), Diplomacy 6 (+9), Intimidate 10 (+13), 
  Knowledge (art) 8 (+10), Knowledge (history) 12 (+14), Knowledge 
  (tactics) 8 (+10), Knowledge (technology) 6 (+8), Knowledge (theology and 
  philosophy) 6 (+8), Notice 10 (+12), Search 8 (+10), Sense Motive 10 (+12)
  Feats: Attack Focus (melee) 2, Chokehold, Diehard, Improved Grapple
  Powers: Comprehend 2 (languages), Cosmic Energy Control 14, 
  Flight 8 (2,500 MPH), Immunity 12 (aging, life support, starvation, 
  sleep), Protection 6 (Impervious), Regeneration 14 (bruised 
  1/round, injured 1/round, disabled 1/minute, resurrection 1/day, 
  Persistent, Regrowth), Super-Strength 6 (heavy load: 400 
  tons), Telepathy 2
  Combat: Attack +12 (melee), +10 (ranged), Grapple +36, 
  Damage +18 (unarmed), +14 (cosmic blast), Defense 
  +12, Knockback  –12, Initiative +2
  Abilities 79 + Skills 23 (92 ranks) + Feats 5 
  + Powers 102 + Combat 44 + Saving Throws 
  12 = Total 265
  Real Name: Kal-Zed
  Aliases: Übermensch, Over-Man
  Identity: Secret, the general public is 
  unaware Superior is an Ultiman
  Occupation: Conqueror
  Base of Operations: Mobile
  Affiliation: None
  Height: 6’1”
  Eyes: Blue
  Weight: 200 lbs.
  Hair: Blond
  Kal-Zed was born a wolf among sheep, a 
  giant among those content to while away 
  their immortal lives with trivialities. He was 
  one of the rare births among the Ultima, cel-
  ebrated by the immortals as the continuation of their race 
  and culture. With only a few centuries of life, he lacked 
  the perspective to understand his people’s tradition of 
  isolation and non-interference with less evolved cultures. 
  No, he was obsessed with ancient lore about the time 
  when the Ultima strode the world like gods, and were 
  often worshipped as such. They were giants in the Earth 
  then, not existing like monks in their hidden city.
   So it was no surprise that Kal-Zed was intrigued when 
  outsiders visited Ultima Thule for the first time in many 
  years. They spoke of ancient human legends about the 
  city and about the origin of their race, the Aryan race. The 
  Ultima found their folk-beliefs amusing, but had no interest 
  in their primitive doctrines of racial purity or their political 
  ambitions. So they mindwiped the intruders and sent them 
  on their way, with nothing more than vague memories of 
  being lost in a snowstorm.
   The seed these visitors planted festered in Kal-Zed’s mind, 
  however. The strangers were right, after all. The Ultima were 
  superior! Why should they not assume control of less evolved 
  cultures and guide them? It would be child’s play to do so; the primi-
  tive technology and even the crude psychic abilities displayed by humans 
  would be no match for the cosmic power of one who was like a god 
  to them.
   So, one fateful night, Kal-Zed stole away from Ultima Thule. He 
  traveled to the Fatherland of the visitors and presented himself 
  as a true example of the Aryan ideal, der Übermensch. Upon 
  meeting Adolf Hitler, Kal-Zed was unprepared for the power, the 
  sheer charisma, of the man, along with the subtle 
  aid of his occult advisors. Rather than simply 
  seizing control of the Reich, the newly named 
  Übermensch thought it in his best interests to 
  use the Nazis to his advantage. Once they 
  had conquered, he would conquer them 
  in turn.
      Übermensch was one of the few 
  Nazi super-soldiers to escape death 
  or capture at the end of the war. 
  Exiled from Ultima Thule, his ambi-
  tions dashed, he renamed himself 
  Superior and became a fierce foe of 
  the Centurion, his opposite number in 
  America. The two of them clashed many 
  times over the years as Superior sought 
  revenge and conquest. Eventually, Centurion 
  decisively defeated him and exiled his foe to the Zero-
  Zone with the assent of the Ultima. There Superior 
  has remained, awaiting an opportunity to escape 
  and wreck havoc on his old foe and the world 
  that has defied him for so long.
   Superior will be quite disappointed that 
  fate has cheated him of the  chance to kill 
  the Centurion himself, but he’ll be more 
  pleased to  know there is no “worthy” foe to 
  oppose him and his plans for world- domina-
  tion can continue. Of course, the Ultiman 
  criminal might run up  against the plans of 
  Overshadow, Mastermind, and other would-
  be  conquerors. They might either try to 
  co-opt Superior as a powerhouse  lieuten-
  ant or eliminate him as a potential rival. 
  Superior may agree  to work for a mas-
  ter-villain until he has time to acclimate 
  to recent  events, planning to overthrow 
  his supposed “patron” when the time is  
  right. 
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  221
  221
   TERRA-KING 
  POWER LEVEL 10
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +1
  +1
  +3
  +7
  +6
  +2
  12
  12
  17
  24
  22
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +6/+3*
  +7
  +5
  +11
  *flat-footed
  Skills: Bluff 6 (+8), Climb 4 (+5), Computers 8 (+15), Craft (mechanical) 12 
  (+19), Disable Device 8 (+15), Investigate 7 (+14), Knowledge (earth sciences) 
  12 (+19), Knowledge (technology) 10 (+17), Language (Sub-Terran), Notice 8 
  (+14), Search 4 (+11), Sense Motive 8 (+14), Stealth 4 (+5), Survival 4 (+10)
  Feats: Attack Focus 3, Blind-Fight, Defensive Roll 3, Dodge Focus 4, Improved 
  Initiative, Minions 10 (up to 1,000 Sub-Terrans), Trance
  Powers: Device 5 (command scepter, easy to lose, Restricted 2), 
  Super-Senses 9 (auditory blindsight, auditory danger sense, 
  direction sense, tremorsense)
  Command Scepter: Blast 8 (electrical, Alternate Power: Strike 8), 
  Datalink 8
  Combat: Attack +9 (melee), +12 (ranged), Grapple +10, Damage +8 
  (scepter), Defense +14 (+5 flat-footed), Knockback –3, Initiative +5
  Drawbacks: Disability (blind, –1 point)
  Note: The above does not include the various Sub-Terran 
  monsters at the Terra-King’s command. These are better 
  treated as plot devices. See M&M pages 233-235 for some 
  suitable monsters (particularly the dragon, gargoyle, giant 
  ooze, monstrous spider, and tyrannosaurus rex).
  Abilities 41 + Skills 24 (96 ranks) + Feats 23 + Powers 26 
  + Combat 38 + Saves 13 – Drawbacks 1 = Total 164
  Real Name: Jerris Trent
  Identity: Secret
  Occupation: Ruler of Sub-Terra
  Base of Operations: Sub-Terra
  Affiliation: None
  Height: 5’
  Eyes: Green
  Weight: 100 lbs.
  Hair: Brown
  Jerris Trent’s earliest childhood memory is of being buried alive by the 
  earthquake that destroyed his home. He was pulled from the rubble after 
  three days but suffered permanent damage to his eyesight and scarring 
  from injuries that almost crippled him.
   His family dead, young Jerris became a ward of the state and spent 
  most of his time in orphanages and foster homes. He was keenly intel-
  ligent but withdrawn and taunted by other children for his appearance 
  and his disability. He learned to compensate for his near-blindness and he 
  became fascinated with the subject of seismography and the underground. 
  He became a student of the sciences and eventually a seismologist. His 
  studies led him to discover the existence of vast networks of underground 
  tunnels beneath the surface of the world. His colleagues dismissed his 
  theories, so Dr. Trent set out to prove them.
   His quest eventually brought him to Kaiju Island, where Dr. Trent dis-
  covered the vast underground network he always theorized was there. 
  He also found remnants of ancient technology belonging to the Serpent 
  People and the Preservers as well as the Serpent People’s former slave-
  race, the Sub-Terrans. Trent described himself as 
  “feverish with discovery” upon making these finds, 
  and spent weeks studying the ancient technol-
  ogy. The Sub-Terrans fell under his sway, eager 
  for a new master to obey, and they assisted 
  in repairing some of the technology. His dis-
  coveries may have affected Trent’s already 
  unstable mind, since he soon abandoned 
  the surface world and declared himself 
  the Terra-King, Ruler of the Underworld.
   The Terra-King and his Sub-Terrans have 
  on occasion launched assaults upon the 
  surface world, seeking to conquer or 
  to avenge some wrong done to them. 
  The Terra-King has also come into conflict 
  with the remaining Serpent People and 
  tribes of Morlocks in the underworld. His 
  “kingdom” is vast, and may include further 
  artifacts left behind by ancient civilizations. 
  For the time being there is peace between 
  the Sub-Terrans and the surface world, but 
  it remains to be seen if that peace will 
  hold, or if the Terra-King will strike once 
  more.
   The Terra-King is a profoundly 
  lonely and isolated figure, ruler 
  of a dark and dismal kingdom, 
  finding solace in his “royalty” 
  and command over subservi-
  ent followers. He claims he 
  wants nothing of the surface 
  world, but the truth 
  is that he hungers 
  for acceptance and acknowledgement of his discoveries. 
  Of course, any suggestion of this is enough to send him 
  flying into a rage. The Terra-King jealously protects his 
  kingdom, and strikes out against any perceived threats, be 
  they polluters who use his domain as a dumping ground, 
  miners who dig too deep, or governments who perform 
  underground nuclear tests.
   
  Terra-King has developed some adaptations to his 
  environment with the aid of Preserver technology. Although 
  nearly blind, his other senses are heightened to a consider-
  able degree, allowing him to hear faint sounds, feel light on 
  his skin, and sense movement through minute vibrations in the 
  ground and surfaces around him. These heightened senses 
  allow the Terra-King to maneuver in total darkness.
   
  The Terra-King has access to advanced technology, 
  including blaster weapons, digging machines, sensor 
  devices, and the like. He typically carries some sort of 
  weapon on his person, along with a remote control for 
  other devices in his domain. His technology allows him 
  to control some of the creatures on Kaiju Island and 
  elsewhere in the underworld, using them as living 
  weapons against his enemies.
  
  222
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  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –2
  +1
  +0
  +11
  +1
  +1
  6
  13
  10
  32
  13
  12
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +0
  +2
  +4
  +4
  Skills: Bluff 8 (+9), Computers 8 (+19), Craft (electronic) 8 (+19), Craft 
  (mechanical) 8 (+19), Craft (structural) 4 (+15), Knowledge (popular 
  culture) 8 (+19), Knowledge (technology) 8 (+19)
  Feats: Attack Focus (ranged) 4, Attractive (adorable), Improved Initiative, 
  Inventor, Luck, Master Plan, Minions 20, Sidekick 20 (toys), Taunt
  Powers: Shrinking 4 (Permanent, Innate)
  Combat: Attack +4 (melee), +8 (ranged, includes +1 size), Grapple +2, 
  Damage –2 (unarmed) or by weapon, Defense +12 (includes +1 size), 
  Knockback +1, Initiative +5
  Notes: Distribute Toy Boy’s Minion and Sidekick 
  points among his various toys as desired.
  Abilities 30 + Skills 13 (52 ranks) + Feats 50 
  + Powers 5 + Combat 28 + Saves 8 = Total 134
   TOY BOY 
  POWER LEVEL 6
  Real Name: Desmond Lettam
  Identity: Public
  Occupation: Criminal
  Base of Operations: Freedom City
  Affiliation: None
  Height: 3’5”
  Eyes: Blue
  Weight: 70 lbs.
  Hair: Blond
  Desmond Lettam should have been the happiest boy in the 
  world, and he was, for a while. Desmond’s family owned 
  Fun-Time Toys, one of the largest toy-makers in the 
  world, and they indulged their only child’s every 
  whim. Desmond lacked for nothing; he was the boy 
  with all the best toys.
   As Desmond grew older, family doctors discovered he 
  had a rare medical condition that halted his body’s 
  growth after he turned eight years old. Desmond 
  stopped growing and quickly became the 
  target of cruel jokes and comments 
  from classmates and peers. His parents 
  moved him from one private school to 
  another, then had him tutored at home, 
  where Desmond could be among his 
  beloved toys. He was a brilliant child 
  with an active imagination, and his 
  studies offered him a place where he 
  could excel and grow, even if his body 
  could not.
   Desmond soon realized he would 
  never have a normal life. Despite the 
  efforts of specialists, there was no treat-
  ment for his condition. Despite the best 
  psychologists and therapists, Desmond became more and 
  more lost in his personal fantasy world. It was clear young 
  Desmond would never grow up in mind or body, let alone 
  inherit the family business.
   Just after Desmond turned eigh-
  teen, tragedy struck the Lettam 
  family and his parents were killed in 
  a plane crash, leaving Desmond the 
  sole heir to a fortune. He continued to hold controlling stock in Fun-Time 
  Toys, although he never appeared at board meetings, allowing proxies 
  to vote his shares. He contributed a number of brilliant and innovative 
  designs that expanded the business and made Fun-Time millions, but 
  remained a recluse.
   Desmond took to amusing himself in a new game, called “murder.” 
  He used his technical expertise to become an underworld assassin using 
  toys as weapons. He began systematically taking revenge against every-
  one who slighted him in his childhood, and he provided technology 
  and designs to anyone who could meet his price. The Raven eventually 
  exposed Toy Boy’s operation, and Desmond lost his family business and 
  much of his wealth, although he has retained his criminal contacts and 
  secret bank accounts hidden around the world. His defeats at the hands 
  of superheroes only embittered Toy Boy further and drove him on to a new 
  level of “games,” this time with heroes as his worthy adversaries.
   
  Toy Boy has the personality of a spoiled and bitter 
  child coupled with a brilliant, but twisted, intel-
  lect and a disdain for a society that has no 
  place for him. He takes delight in com-
  ing up with new and clever ways to 
  commit crimes, including assas-
  sination and theft, and he enjoys 
  matching wits with the heroes 
  who try to stop him. He’s prone 
  to temper tantrums when things 
  don’t go his way, and he can be 
  quite vindictive.
   Toy Boy has no powers apart from 
  his brilliant intellect, which allows 
  him to design and create all manner 
  of devices based around seemingly 
  harmless toys. His arsenal of toy-
  weapons has included robotic 
  toy soldiers, “army men” of vari-
  ous sizes, remote controlled toy 
  tanks and planes armed with 
  real weapons, exploding jacks 
  and marbles, toy laser pistols 
  that fire real lasers, acid- or 
  drug-filled squirt guns, and much 
  more. He’s also not above stealing 
  and adapting technology from 
  others, and has co-opted designs 
  from the Foundry, Doc Otaku, and 
  more. For a time, Toy Boy used a 
  “realizer ray” (created by Quirk) that 
  could bring cartoons and other images to 
  life (see The Toon Gang in Chapter 3). He 
  also uses a shrinking ray based on the work 
  of Dr. Raymond Smalley (alias the Downsizer).
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  223
  223
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +2
  +1
  +5
  +3
  +3
  +6
  14
  13
  21
  17
  32
  22
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +19/+5
  +10
  +6
  +19
  Skills: Concentration 12 (+23), Diplomacy 8 (+14), Gather Information 10 
  (+16), Intimidate 8 (+14), Knowledge (arcane lore) 18 (+21), Search 4 (+7), 
  Sense Motive 4 (+15), Sleight of Hand 8 (+9)
  Feats: Attack Focus (ranged) 6, Attractive, Contacts, Defensive Attack, 
  Dodge Focus 3, Ritualist, Trance, Well-Informed
  Powers: Astral Form 10 (Dimensional 3), Comprehend 2 (languages), 
  Force Field 14 (Impervious), Immunity 10 (aging, life support),
   Magic 18 (Dynamic, Spells (all Dynamic): Air Control 18, Blast 
  18 [force], Darkness Control 18, Earth Control 18, ESP 8 [all 
  senses, Dimensional 3], Fire Control 18, Mental Blast 9, Snare 
  11 [Backlash, Reversible], Teleport 9 [900 ft./anywhere on Earth, 
  Portal], Teleport 18 [1,800 ft./anywhere in the galaxy], 
  Water Control 18, Weather Control 18 [distraction, hamper 
  movement, temperature]), Super-Movement 3 (air walking, 
  dimensional), Super-Senses 1 (magical awareness)
  Combat: Attack +6 (melee), +12 (ranged), Grapple +8, Damage +2 
  (unarmed), +18 (blast), Defense +11 (+4 flat-footed), Knockback 
  –16 (–2 without force field), Initiative +1
  Drawbacks: Disability (unable by oath to directly attack the 
  Earth, –2 points)
  Abilities 59 + Skills 18 (72 ranks) + Feats 15 + Powers 163 + Combat 
  28 + Saves 18 – Drawbacks 2 = Total 299
   UNA, QUEEN OF THE NETHERWORLD 
  POWER LEVEL 15
  Real Name: Una, the Uncaring, the Invincible, the Unrelenting, the 
  Magnificent, and the Mighty (among her other titles)
  Identity: The general public is not 
  aware of Una’s existence
  Occupation: Queen of the 
  Netherworld
  Base of Operations: 
  The Netherworld
  Affiliation: None
  Height: 5’9”
  Eyes: Green
  Weight: 125 lbs.
  Hair: Black
  One of the mightiest sovereigns in the known 
  dimensions began her existence as a slave. 
  Una was taken from her peasant family as 
  a young girl to become the favored concu-
  bine-slave of a powerful wizard-king. Her 
  paramour greatly underestimated the girl’s 
  keen intellect, considerable will, and her 
  fierce ambition. Una wheedled mystic 
  secrets from him and crept into the king’s 
  library to study its ancient tomes and scrolls. 
  The more knowledge she gained the more 
  she hungered for it.
   Una used the mystic arts to enhance 
  her wiles and ensnare her king in a 
  web of enchantment. His sudden and 
  tragic death on their wedding night 
  came as a great shock to his subjects, 
  but was the first of many sacrifices to 
  seal the power of the new Queen. 
  Una ruthlessly wrested mystic 
  secrets from those throughout her 
  dominion, eventually becoming 
  Master Mage of her home, 
  and then its Dark Lord. 
  She 
  transformed 
  her 
  world to suit her whims, 
  gaining absolute power 
  and mastery, but even 
  that was not enough 
  for her.
   In her studies, Una learned of 
  other dimensions, each with their 
  own Master Mage, many of 
  them ruled by rival Dark 
  Lords. So began 
  her great game of 
  conquest and diplo-
  macy. She arranged 
  alliances with some 
  Dark Lords to con-
  quer others, inevitably betraying her 
  erstwhile allies and turning on them. 
  Over untold centuries, the Queen of 
  the Netherworld has come to rule a 
  vast interdimensional domain. In all her ages of conquest, Una the 
  Unrelenting has encountered only two real setbacks.
   
  The first was when her conquests brought her domain into con-
  tact with the War-born (see Chapter 4). The mindless Battle-brutes were 
  a threat even Una could not easily defeat, so she cooperated with other 
  Dark Lords to seal the threat off from their realms. The effort weakened 
  Una for a time and forced her to curtail her plans in order to deal with 
  uprisings and potential threats to her rule, but eventually, matters stabi-
  lized. The Battle-brutes remain a potential threat, albeit a rare one.
   The most serious setback Una ever suffered was when she set her sights 
  on Earth and encounters its Master Mage, Adrian Eldrich. Although he 
  initially appeared to fall victim to her legendary charms, Eldrich proved 
  false and was able to trick Una into accepting a duel arcane, a formal 
  conflict between wizards. Although she clearly possessed the power to 
  best him, Eldrich was willing to sacrifice himself to allow rebels within 
  her own dominion to strike. Forced to call off the duel to deal with the 
  sudden uprising, Una was bound to an oath never to directly attack 
  Earth’s dimension. She has been scheming ever since to find a way 
  to exact revenge and claim the one world she has been denied, 
  preferably capturing or destroying her old foe Eldrich in the bar-
  gain.
  
  224
  224
  FOES OF FREEDOM
  FOES OF FREEDOM
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SIX: FOES OF FREEDOM
  WARDEN
   WARDEN 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3
  +2
  +2
  +4
  +3
  +1
  16
  15
  15
  18
  16
  13
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +8/+6*
  +5
  +6
  +6
  *flat-footed
  Skills: Computers 8 (+12), Craft (electronic) 12 (+16), Craft (mechanical) 
  12 (+16), Disable Device 16 (+20), Drive 6 (+8), Escape Artist 16 (+18), 
  Intimidate 6 (+7), Investigate 12 (+16), Knowledge (behavioral sciences) 8 
  (+12), Knowledge (technology) 8 (+12), Notice 8 (+11), Profession (jailer) 12 
  (+15), Search 8 (+12), Sense Motive 8 (+11), Stealth 8 (+10)
  Feats: Assessment, Chokehold, Defensive Attack, Defensive Roll 2, Dodge 
  Focus 2, Elusive Target, Equipment 3, Favored Environment 2 
  (prisons), Improved Initiative, Improved Pin, Improved Trip, 
  Improvised Tools, Inventor, Master Plan, Quick Draw, Seize 
  Initiative, Skill Mastery (Craft [electronic and mechanical], 
  Disable Device, Escape Artist), Stunning Attack, Ultimate 
  Skill (Escape Artist)
  Equipment: body armor (+4 Toughness), mask (night-
  vision, radio commlink), tonfa (+2 melee damage), 
  plus up to 7 points of other equipment, as needed.
  Combat: Attack +12, Grapple +15, Damage +3 
  (unarmed), +5 (tonfa), Defense +10 (+4 flat-footed), 
  Knockback –4, Initiative +7
  Abilities 33 + Skills 37 (148 ranks) + Feats 24 
  + Powers 0 + Combat 40 + Saves 10 = Total 144
  John Warden used to believe in the criminal justice 
  system and was proud to be a part of it. He devel-
  oped the cutting-edge technology used by prisons 
  like Blackstone to hold super-powered criminals 
  and other threats to society. Nobody was better 
  at designing prisons, but the problem didn’t lie in 
  the technology or the system—it was the people 
  behind it. John believed if the bureaucrats and the 
  bleeding hearts would only let him do his job, there 
  wouldn’t be any prison escapes. But they continued to 
  hobble him with regulations, rules, and concerns about 
  the “rights” of the prisoner. Didn’t they give up those rights 
  when they became criminals?
   Warden became obsessed with creating the perfect 
  prison, not for rehabilitation or even fair treatment, but 
  solely for containment and even punishment of prison-
  ers. He was dismissed following an investigation into 
  his experimental technologies. It wasn’t long thereaf-
  ter that he realized where the real dangers to society 
  lay—in the bureaucrats and even the so-called heroes 
  who kept people like him from maintaining order. 
  Warden donned a mask and used his devices to cap-
  ture and imprison Mayor O’Connor, district attorney Durgan, and several 
  Freedom City judges before the Raven tracked him down and put a stop 
  to his “new system of justice.” Warden found himself, for the first time, on 
  the other side of the bars.
   Within days, he was free, for what prison could really hold him, the 
  master jailer? He has clashed with the Raven, and even took 
  a commission from SHADOW to imprison the entire 
  Freedom League (which he succeeded in doing 
  briefly, until they were freed by Ray Gardener, 
  Jr., Captain Thunder’s son). He sells work 
  through the Foundry to clients in need 
  of various sorts of traps (deadly and 
  otherwise) while continuing to plot 
  his revenge against the system that 
  wronged him.
   Warden is a control freak of tre-
  mendous proportions. Two things 
  drive him: the challenge of creat-
  ing the perfect trap to hold any 
  target, and a desire for revenge. 
  He considers “the system” corrupt 
  and soft. The real criminals are the 
  people in charge and the “heroes” 
  backing them. Warden wants to bring 
  them down, to make them suffer as he as 
  suffered. Once they’re out of the way, he’ll be 
  able to institute “law and order” the way he envi-
  sions it. Warden doesn’t consider himself a criminal; 
  he’s a rebel against a corrupt system that’s afraid of 
  him. The truth is Warden 
  enjoys the challenge of 
  creating his traps and the 
  power of having others at 
  his mercy.
  Warden doesn’t have any powers beyond his 
  inventive genius for various sorts of traps and 
  restraining devices. He’s the world’s foremost creator of such 
  things, and uses them to overcome and entrap even superhu-
  man targets. Warden’s typical devices include small spheres 
  of “memory metal” that expand into cages or constricting 
  bands. He’s also been known to use glue-guns, stun gre-
  nades, gas weapons, and a plethora of other devices. His 
  costume is armor-padded and his hood has sensors and 
  sophisticated electronics, allowing him to monitor and 
  control his various traps. His lairs are invariably mined with 
  extensive traps to deal with intruders, and he will custom-build 
  almost any sort of trap that a client commissions.
  Real Name: John Warden
  Identity: Public
  Occupation: Jailer
  Base of Operations: Freedom City
  Affiliation: None
  Height: 6’
  Eyes: Green
  Weight: 185 lbs.
  Hair: Brown
  
  CHAPTER SIX: FOES OF FREEDOM 
  FREEDOM CITY CAMPAIGN SETTING
  FOES OF FREEDOM
  FOES OF FREEDOM
  225
  225
   WHITE KNIGHT 
  POWER LEVEL 11
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +8
  +1
  +3
  +0
  +1
  +2
  26/16
  13
  16
  10
  13
  14
  TOUGHNESS
  FORTITUDE
  REFLEX
  WILL
  +12
  +7
  +4
  +8
  Skills: Intimidate 8 (+10), Notice 4 (+5), Sense Motive 6 (+7), Survival 6 (+7)
  Feats: All-out Attack, Attack Specialization (blast), Minions 6 (up to 25 thugs, 
  M&M, page 229), Power Attack, Sneak Attack
  Powers: Enhanced Strength 10, Fire Control 11 (Alternate Powers: Blast 
  7 [Area Burst], Dazzle 11 [visual]), Flight 4 (100 MPH), Protection 9, 
  Strike 11 (fire, Aura), Super-Strength 4 (heavy load: 6 tons)
  Combat: Attack +8 (normal), +10 (blast), Grapple 
  +21, Damage +8 (unarmed), +11 (blast), 
  Defense +10, Knockback –6, Initiative +1
  Abilities 22 + Skills 6 (24 ranks) + 
  Feats 10 + Powers 81 + Combat 
  36 + Saves 14 = Total 169
  Real Name: Daniel Foreman
  Identity: Public
  Occupation: Criminal, terrorist
  Base of Operations: Freedom City
  Affiliation: None
  Height: 6’
  Eyes: Blue
  Weight: 190 lbs.
  Hair: Blonde
  Daniel Foreman loved and honored his family. They raised him right and 
  taught him the truth that the government, the schools, and the liberal 
  media refused to show. His family taught Daniel about the destiny of the 
  white race and how the bleeding hearts wanted to convince everyone that 
  all people are equal, even when that obviously wasn’t true. Weren’t the 
  slums full of blacks and Hispanics? Why would they be there if 
  they weren’t as stupid as his father said? Wasn’t AIDS killing 
  the queers? Why would they be dying if not because they 
  were so hopelessly perverted? The Jews controlled the 
  banks and influenced the media, making it 
  look like Hitler was the villain when try-
  ing to exterminate the mongrel races was 
  about the only thing he did right.
   Dan grew up hating everyone 
  who wasn’t like him. He particu-
  larly learned to hate the supers, 
  most of whom were dupes of the 
  Zionist-run liberal government. 
  Worse yet, some were even from 
  the mongrel races and prob-
  ably thought their powers made 
  them better than decent white 
  folk. Where were the real heroes 
  to show people the truth? Where 
  was the true hero of the white race? 
  Dan wondered that all throughout 
  his childhood, but the hero he hoped 
  for didn’t appear.
   As an adult, Dan ended up working in 
  Freedom City as a security guard for a department store 
  until his boss fired him when Dan rousted and threatened 
  a black patron. Dan proceeded to go out and get 
  drunk, ignorant of what was going on around him. 
  It was clear to him that Freedom City was just like 
  everywhere else—run by the mongrel races and with 
  no place for a real man. That’s when the stranger 
  approached Dan and offered him his card. He had 
  an offer, one Dan didn’t believe, so why refuse? He 
  said Daniel Foreman could become the true hero 
  of the white race, if he really wanted it. Dan isn’t sure 
  what happened, only that he found his way home and 
  passed out.
   He woke up to find his bedroom in flames! He 
  panicked for a moment, but realized the fire didn’t 
  hurt him or the new clothes he was wearing. In 
  fact, the flames made him feel purer and stronger 
  than ever. He realized the vision he had was real. 
  He had the power and then he knew. The purifying 
  fire of God had touched him, and made him 
  into the hero the world needed. He was 
  the chosen one who would purify the 
  Earth with fire—the White Knight.
   
  White Knight is a twisted and 
  sociopathic personality who consid-
  ers everyone his inferior, particularly anyone 
  who isn’t white, male, heterosexual, and doesn’t 
  fit his extremely narrow view of 
  a “good” Protestant Christian. 
  He’s a classic bully—overbearing 
  and threatening towards those 
  weaker than him, but outwardly 
  subservient to those more power-
  ful while secretly plotting revenge 
  against them too. Dan dropped out 
  of high school “since they weren’t teaching 
  me anything I needed to know,” but con-
  siders himself very intelligent although he’s 
  woefully ignorant or misinformed on many 
  issues. He’s a complete fanatic about his cause, 
  and considers all efforts to sway him from it 
  trickery and deception.
   
  White Knight’s tactics are plain and sim-
  ple: blast through anything that gets in his way. If it 
  doesn’t fall, blast it again until it does. He does 
  have some cunning in battle and he’s willing 
  to fight dirty in order to win. That includes 
  threatening members of the “mongrel races” 
  that his opponents are so fond of protecting. 
  For example, he’ll gladly collapse an apartment 
  building to give heroes a distraction while he 
  escapes or prepares another attack.
  
  226
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  THE FREEDOM CITY SERIES
  THE FREEDOM CITY SERIES
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SEVEN: THE FREEDOM CITY SERIES
  F
  reedom City provides a setting and context for Mutants & Masterminds 
  superhero adventures. This chapter builds on ideas given in Chapter 
  9 and Chapter 10 of Mutants & Masterminds, with an eye toward 
  making Freedom City a unique setting for M&M games.
   The material in this chapter is aimed at the Gamemaster of a Freedom 
  City series, and contains some of the secrets of Freedom City along with 
  options Gamemasters can use to customize the city and make it their own. 
  Because of this, “you” usually refers to the Gamemaster in this chapter, 
  and players may not wish to read any further, in order to avoid spoiling 
  any surprises the setting has in store. It includes different series frame-
  works as well as options for character origins and legacies, useful for 
  creating your own Freedom City heroes and villains.
  CHAPTER 7: THE FREEDOM CITY SERIES
  SERIES FRAMEWORKS
  F
  reedom City is suitable for virtually any sort of superhero series, 
  although some particular genres may require a bit more work than oth-
  ers. This section looks at some common frameworks for setting up and 
  running an M&M series based in Freedom City. These are by no means the 
  only options. Feel free to let your imagination go when considering new 
  ideas and opportunities for Freedom City games.
   FREEDOM LEAGUE
  The broad and open structure of the Freedom League makes it a simple 
  matter for the player characters to become members of the League oper-
  ating locally in Freedom City, and elsewhere in the world. In fact, the 
  introductory adventure “A League of Your Own” in Mutants & Masterminds 
  is designed to introduce the heroes as new members of the Freedom 
  League operating in Freedom City.
   The Freedom League offers an immediate structure and background 
  for a series. You can use the League’s resources, like the Lighthouse and 
  Freedom Hall, as ready-made headquarters for the heroes. They can use 
  the Pegasus spaceplanes and teleportals for transportation, and they get 
  the automatic trust of the public from their association with the League. 
  You get a ready source of heroic guest stars (other League members) 
  along with an extensive rouges gallery of villains to choose from. Many of 
  the Freedom League’s old foes don’t differentiate between the new rook-
  ies and old-time members of the team.
   Since the Freedom League is an expansive team with responsibilities all 
  over Earth and even beyond, it’s not difficult keeping the rest of the League 
  members busy with other things, giving the heroes the run of Freedom 
  City most of the time. Likewise, it’s easy to have Pseudo or another League 
  member ask the heroes to investigate a problem elsewhere in the world. 
  The monitor room of the Lighthouse becomes an ongoing plot hook for 
  pulling the heroes into new adventures.
   If you decide to run a series set in the World of Freedom but outside 
  Freedom City (in a real-world city or one of your own creation) then the 
  heroes could be a Freedom League “farm team” in that city, with the other 
  Leaguers described in this book primarily active in Freedom and their own 
  cities.
   CLAREMONT ACADEMY
  If you want to run a “teen heroes” series, then the Claremont Academy 
  provides a framework similar to the Freedom League for adult heroes. The 
  introductory adventure in the Mutants & Masterminds rulebook can also 
  serve to induct a group of young heroes as new students at the Claremont 
  Academy, if you want to use it that way.
   The Academy provides a home base for the heroes and a structure in 
  the form of classes, required schoolwork, and the guidance of Duncan 
  Summers as a teacher and mentor. The heroes can use the facilities of 
  the school, and may have some limited access to those of the Freedom 
  League as well. The Freedom League members described in this book can 
  become NPC heroes operating in Freedom City from time to time, giving 
  the player characters adult heroes as role models and occasional foils.
   Although the Claremont students are “heroes in training,” there are 
  plenty of opportunities for adventure and excitement in an Academy 
  campaign. You can run adventures based on school happenings, from 
  mundane things like social activities to tests of teamwork, combat skills, 
  or powers administered by Mr. Summers. The heroes can develop teen-
  aged villains of their own, and run afoul of other super-criminals operating 
  in Freedom City. Many of these villains know how to hold a grudge, and 
  they’re sure to remember the “meddling kids” who foiled their plans.
  NEW HEROES IN TOWN
  It’s quite possible to set up a new group of heroes in Freedom City, filling 
  the role of “hometown heroes.” After all, the Freedom League is a world-
  spanning alliance with a much wider focus. The Atom Family is made up 
  of explorers, often off in some other dimension, on the Moon, or the like, 
  and the Claremont Academy students are just heroes-in-training. So there 
  are opportunities for a new hero team to set up shop in Freedom.
   You can find plenty of hooks for new heroes throughout this book. 
  Setting up a new hero team requires a bit more work to establish the 
  team’s name, headquarters, and relations with the authorities, but they’re 
  all fairly easy to do. You can even have a group of new heroes completely 
  replace existing heroes. For example, you can remove the Atom Family or 
  Freedom Hall from the city to make more “room” for your own characters. 
  Maybe the Freedom League has little or no presence in the city, giving 
  your heroes even more reason to operate there.
   You can also set up a group of new heroes by changing Freedom City’s 
  history. So, for example, if the Terminus Invasion resulted in the deaths of 
  all of Freedom’s major heroes years ago, then the player characters might 
  be the first of a “new generation” of heroes in the city.
   With new heroes, you basically have a clean slate for the series. You can 
  use existing Freedom City heroes and villains as you wish, create and intro-
  duce your own, and mix-and-match as you like. Some heroes might have past 
  history with existing characters and places, or they may not, as you prefer.
  FREEDOM KNIGHTS
  Rather than the four-color heroics of the Freedom League, this framework 
  sets the heroes up as street-level crime-fighters in Southside, Lincoln, 
  Greenbank, or the other most crime-ridden areas of Freedom City. They 
  can fight alongside heroes like Foreshadow and the Raven and they might 
  go up against—or team up with—vigilantes like the Silencer.
  
  CHAPTER SEVEN: THE FREEDOM CITY SERIES 
  FREEDOM CITY CAMPAIGN SETTING
  THE FREEDOM CITY SERIES
  THE FREEDOM CITY SERIES
  227
  227
  
  228
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  THE FREEDOM CITY SERIES
  THE FREEDOM CITY SERIES
  FREEDOM CITY CAMPAIGN SETTING 
  CHAPTER SEVEN: THE FREEDOM CITY SERIES
   You can set a Freedom Knights series in the present-day, with the heroes 
  tackling the sort of crime beneath the notice of the Freedom League, with 
  their embassies and satellite headquarters. The heroes may have some 
  support from people like Police Commissioner Barbara Kane, but others, 
  including STAR Squad commander Maddicks, think they’re as danger-
  ous as the criminals they go after, many of whom end up in Providence 
  Asylum.
   You can also set this type of series during the Iron Age of Freedom City 
  and Mayor Franklin Moore’s corrupt administration (or a modern-day ver-
  sion of it). Here the Freedom Knights not only have to fight the Mob and 
  crime in the city, but struggle against a corrupt system that has outlawed 
  superheroes, fighting to protect people who consider them no better than 
  criminals.
  AGENTS OF FREEDOM
  In this framework, the Patriot isn’t the only super-agent working for AEGIS. 
  The heroes make up a new AEGIS super-team answerable to the agency 
  and to the US government. The team might be in response to the Freedom 
  League’s expansion and global activities. After all, the League doesn’t 
  answer to any governmental authority and, although many of the League 
  members are American citizens, they don’t work for the US government, 
  and may not always have the government’s best interests at heart.
   An AEGIS super-team might operate publicly (although their connec-
  tions to the service may be kept secret) or they can be a top-secret “black 
  ops” task force. It all depends on the tone of the series you’re aiming for. 
  You can even pit the heroes against the Freedom League, if AEGIS and the 
  government decide it’s a threat! This can pose some divided loyalties for 
  some heroes put in the position of fighting other heroes.
   Another sort of AEGIS series has the players take the roles of AEGIS 
  special agents, not people with super-powers, but highly trained normal 
  humans faced with the challenge of protecting their nation from super-
  powered threats. These AEGIS agents have access to a wide range of 
  special equipment (see Chapter 7 of Mutants & Masterminds for ideas) 
  but they need it! The series can be agents vs. more mundane criminals as 
  well as organizations like SHADOW, or it can also involve super-criminals, 
  with or without AEGIS super-agents to back the heroes up.
   You can take an Agents of Freedom series beyond the boundaries of 
  Freedom City by setting the heroes up as agents of UNISON instead. They 
  could be an international team of superheroes answering to the United 
  Nations or an elite squad of UNISON investigators and troubleshooters 
  tasked with handling superhuman problems.
   STAR SQUAD
  Somewhat like Agents of Freedom except, in this setup, the heroes are 
  police officers, members of Freedom City’s STAR Squad. They’re the police 
  who deal with super-powered criminals before and after the heroes get 
  there. They’re also the ones who have to find ways to handle the super-
  criminals when the heroes don’t show up at all.
   This framework can be equal parts cop-drama and comic book. Even with 
  their equipment, the STAR Squad finds itself outclassed by most super-vil-
  lains in terms of power level. They need to use teamwork, tactics, and clever 
  thinking to take down their opponents, which can provide a real challenge 
  to players used to having the powers of superheroes at their command!
   The STAR Squad cops also have to deal with interdepartmental and 
  city politics, public opinion, and near-constant criticism of their work. This 
  framework offers a lot of opportunities for roleplaying and developing 
  characters, but it might not be of interest to players looking to play tradi-
  tional superheroes in M&M rather than normal cops.
  PROJECT FREEDOM
  Harriet Wainwright’s program to rehabilitate super-criminals (see page 74) 
  can form the basis for an adventure or even an entire campaign, with 
  the players running super-convicts offered a chance to work off their sen-
  tences doing public service.
  
  CHAPTER SEVEN: THE FREEDOM CITY SERIES 
  FREEDOM CITY CAMPAIGN SETTING
  THE FREEDOM CITY SERIES
  THE FREEDOM CITY SERIES
  229
  229
   The convicts might agree for the reduced sentence and greater per-
  sonal freedom, only to discover they like helping people. Alternatively, 
  they might figure out a way to turn the program to their advantage. 
  Both motivations are likely, causing some interesting conflicts within 
  the group. The super-criminals have to overcome everyone’s suspicion 
  and mistrust and the stigma of their past crimes. There are also more 
  than a few fellow criminals who’d consider them “sellouts” for working 
  for the authorities.
   If a crisis occurs when Freedom City’s more heroic defenders are 
  unavailable, will the newly reformed super-criminals answer the call? 
  What happens when the rehabilitation program is suddenly thrust into 
  the spotlight? Can supervillains truly reform, or is the project just a cover 
  for a more sinister plot? What if some team-members plan to return to a 
  life of crime, but others truly want to reform?
   Alternately, “Project Freedom” could be a top-secret “black ops” program 
  to use super-criminals as expendable government agents in exchange for 
  amnesty. In this case, the goal isn’t so much to rehabilitate, but to make 
  use of a resource able to operate outside the law. This is good for a more 
  Iron Age style Freedom City series where the player characters are convicted 
  criminals or vigilante heroes working for the secret government program.
  ORIGINS
  T
  he default assumption in Freedom City is that all of the origins 
  described in Chapter 1o of Mutants & Masterminds are available 
  in the setting, to one degree or another. Specific origins suited to 
  Freedom City are discussed here.
  ALIENS
  Freedom City features a number of alien races and civilizations, although 
  many of these “aliens” have a terrestrial origin, tracing their ancestry back 
  to Homo sapiens transplanted to other planets by the Preservers.
   GRUE
  At least one “rogue” Grue (Pseudo of the Freedom League) has gone on 
  to become a hero, and another has become a supervillain in his own right 
  (the Meta-Grue). Base rogue Grue characters off the Grue Metamorph 
  archetype in Chapter 4, but the transformative nature of the Grue means 
  rogues can be unique in various ways, depending on how they gained 
  their independence from the Unity.
   LOR
  The Lor and many of the other near-human races of their Republic can 
  serve as a source of new characters. Lor make for good “human aliens” 
  who can easily pass as Earth humans (allowing for options like having 
  a viable secret identity and such). While low-level psionic powers are the 
  only ones generally known among the Lor, an accident or other circum-
  stances could bestow different powers on a Lor hero or villain.
   PRESERVERS
  The Preservers are supposedly long-gone from this universe, but much of 
  their work remains. Ancient Preserver technology could provide an origin 
  (such as in the case of Megastar in Chapter 5), and entire races and 
  worlds may owe their existence to the Preservers. You can even introduce 
  a Preserver character into the setting, if you wish, depending on what 
  you decide the Preservers are really like. Such a character could be a plot 
  device with vast, undefined powers or a rogue or exiled Preserver could be 
  reduced in power, to whatever manageable scale you wish.
   STAR KNIGHTS
  The Star Knights provide a ready-made opportunity for a new hero, or even 
  a team of them. If you wish, replace the current Star Knight in the Freedom 
  League with a new player character hero, using the Star Knight template 
  from Chapter 4 as the basis. You can even run an interstellar Star Knight 
  series where all of the heroes are members of the Order. In this case, you 
  might want to give each Star Knight a unique power of some sort to make 
  the characters more distinctive.
   ULTIMA
  The inhabitants of Ultima Thule are suited only for fairly high-powered 
  Freedom City games; the Ultima template alone costs almost as much 
  as most starting M&M characters get! Still, if you’re running a higher 
  power level or point-total game, then there’s room for an Ultiman (or 
  even several). The character may keep the true nature of his or her pow-
  ers secret, since most are unaware of the Ultima and the immortals want 
  to keep it that way. You can even run a series where all of the characters 
  are Ultima, with various specialties and interests. Adventures can span 
  centuries, detailing the immortals’ actions in the distant past as well as 
  the present day.
   UTOPIANS
  The Utopians described in Chapter 4 are isolationists, but they may even-
  tually choose a new Envoy to the outside world, who could be a player 
  character hero. Alternately, perhaps Utopia Isle’s new “envoy” is actually a 
  diplomatic team, with players taking the roles of its different members.
   GODS
  The World of Freedom features a number of active mythological pan-
  theons and figures: Siren and Baron Samedi are both loa of the Voodoo 
  pantheon. The Greek pantheon granted Daedalus immortality, and some 
  of his foes are figures out of Greek mythology, including the death-god 
  Hades.
   The default assumption in Freedom City (as in many comic book uni-
  verses) is that all mythological pantheons exist to one degree or another. 
  These ancient gods don’t generally interfere in mortal affairs, and they 
  possess abilities similar to powerful superhumans, making them suitable 
  as heroes and villains in a series with the proper power level. You can 
  use existing references on mythology to provide you with a vast supply of 
  ideas for new characters in your Freedom City game.
  MAGIC & MYSTICISM
  Magic is a real and powerful, but relatively rare, force in the World of 
  Freedom. Still, there’s plenty of room for new magical characters in the 
  setting.
   ATLANTIS &  LEMURIA
  Atlantis and Lemuria were the last great civilizations on Earth to widely 
  use magic, and the basis of much modern arcane lore. Ancient magical 
  artifacts still linger from both lost civilizations, which may trigger new 
  magical origins in the present-day. Modern magicians and mystics may be 
  reincarnations of great adepts for the Age of Atlantis.
  
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  THE  SHAMBALA TEMPLE
  The Shambala Temple is a place where modern mystics may receive 
  training in the arcane arts, and can serve as part of the origin of a new 
  character with magical powers.
  THE MASTER MAGE
  As mentioned in Chapter 6 and under Legacies later in this chapter, 
  Adrian Eldrich is seeking a successor as Earth’s Master Mage. Perhaps a 
  hero with the Magic power is a potential candidate or disciple? Maybe, 
  instead of a single Master Mage, Eldrich intends to break with tradition 
  and train a group of magicians to succeed him, the perfect set-up for an 
  all-magic M&M series!
   NETHERWORLDS
  The various netherworlds and dimensions discussed in Chapter 5 can 
  provide ideas for magical characters. Perhaps a good magician flees a 
  home dimension dominated by a Dark Lord or a magical hero or villain 
  comes to Earth from an alternate world like Terra Roma or Freeport (or 
  some other fantasy world of your choice).
  THE  SERPENT PEOPLE
  The Serpent People possess innate magical talents, not the least of which is 
  the ability to assume human form. They have also interbred with humans in 
  the past. Humans with a measure of Serpent blood may possess a talent for 
  sorcery. What other benefits and drawbacks does such a heritage carry with 
  it? Some Mayombe cultists, for example, may carry this mystic legacy.
  MUTATION
  Unusual mutations can and do grant superhuman powers from time to 
  time in the World of Freedom. There isn’t an especially large prevalence 
  of “mutants” in the setting, but they’re around, and there are a number of 
  potential sources for mutations (in addition to the comic book staple of 
  freak one-of-a-kind accidents).
   DESIGNER DRUGS
  The various designer drugs in Chapter 3 may be sources of permanent as 
  well as temporary super-powers, particularly if a dose (or even overdose) 
  activates some latent potential in the user. In addition to permanent ver-
  sions of their effects, these and other designer drugs could interact in 
  strange ways with mutant or alien biochemistries, creating virtually any 
  set of powers. This is an especially suitable origin for Freedom City charac-
  ters in an Iron Age or street-level series.
  THE  DNASCENT PROCESS
  The DNAscent process detailed in The Labyrinth section of Chapter 6 is 
  one (semi-) reliable means of induced mutation in the World of Freedom. 
  The Labyrinth and its pawns have used the process to create a number 
  of superhumans; new characters could be the results of similar experi-
  ments, or perhaps accidental outcomes of continued efforts to refine the 
  DNAscent process.
   The Power-House (also described in Chapter 6) uses a version of the 
  DNAscent process to create super-powered fighters and thugs. Characters 
  in a Freedom City series may have acquired their powers from this source 
  as well.
  
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   MANAKA ROOT
  A rare root that is the biochemical basis for the designer drug max (see 
  Chapter 3), manaka traces back to various Native American tribes who 
  knew of and used it. The extract of the root could grant characters tempo-
  rary or even permanent Enhanced Abilities, particularly Strength. The degree 
  of effect depends on the character concept and the GM’s permission; the 
  Revolutionary War hero Minuteman temporarily gained “the strength of ten 
  men” from manaka while the Golden Age Patriot acquired more permanent 
  Enhanced Abilities from a formula that included manaka extract.
  PSIONICS
  The powers of the mind are well known in the World of Freedom: experts like 
  Parker Psion and Mina Kosmova helped pave the way toward learning more 
  about them before embarking on their criminal careers. Mentalist heroes 
  like the Scarab and Chase Atom use their powers for good, while psionics 
  like Lady Lunar and Mastermind turn their mental power toward conquest.
   FARSIDERS
  Much of the potential for psionic powers among the Farsiders died out 
  with the last of the Royal Family of Farside City. However, there may still 
  be sufficient latent psionic potential among the population for new men-
  talists to emerge. The influence of the Moonstone may encourage this, 
  and may be one of the reasons why family lines of psionics emerged 
  among the Farsiders in the first place. A Farsider psion is in an awkward 
  position as a reminder of the city’s buried past. It would not be surprising 
  for such characters to seek a future elsewhere.
  THE NEW HUMANS
  If Professor Psion is right, humanity may be evolving toward a kind of 
  “super-race” with various innate (possibly psionic) powers. Lor mentats 
  and Farsider psions may be examples of this “next step” in evolution, with 
  the super-villain Mastermind as perhaps its ultimate outcome. If it’s true , 
  then Earth may see a new generation of mutants in the very near future 
  with various psi powers, a glimpse at the ultimate future of humanity.
  SUPER-SCIENCE
  There are many sources of incredibly advanced science and technology 
  in the World of Freedom, any one of which could lead to origins for new 
  superhumans. In addition to the specific heroes and villains described in 
  the previous chapters (particularly Daedalus, Doc Otaku, and Talos) there 
  are a number of other sources of super-science origins.
   ASTRO LABS
  ASTRO Labs engages in a wide range of scientific research and tech-
  nological development. Accidents have already led to the creation of 
  superhumans (like Mr. Mist) and deliberate advances in technology may 
  be able to grant some characters super-powers. Perhaps ASTRO Labs 
  develops a new android, artificial intelligence, battlesuit, or cybernetic 
  organism (which can also create interesting issues concerning ownership). 
  Advances in genetic engineering and nanotechnology can provide new 
  origins, while experiments in teleportation or dimensional travel could 
  open up literal new doorways for heroes and villains to arrive on Earth.
   DAKA CRYSTALS
  Daka crystals from the tiny African nation of Dakana (see Chapter 4) 
  could serve as the key element for any number of super-science inventions. 
  They provide a useful “rubber science” rationale for many such devices in 
  a Freedom City series.
   Exposure to daka, either in its raw form or in some sort of technological 
  accident, or to energies filtered through daka crystals, can lead to any 
  number of superhuman origins (particularly those involving some form of 
  energy control). A group of fledgling supers created in such an accident 
  might become the students and wards of the White Lion and new defend-
  ers of Dakana for Gamemasters interested in setting a campaign there.
   Given their extraterrestrial origins, daka crystals may be tied with other 
  cosmic crystals such as the Moonstone or the Star Stone (the source of 
  power for Farside City and the Star Knights). If all the daka in the world 
  were somehow assembled in one place and fused together into one crys-
  tal what powers might it have?
  THE  FOUNDRY
  The Foundry is probably the greatest source of advanced technology in the 
  World of Freedom, for the right price. Ongoing Foundry experiments could 
  yield some unusual super-science origins, particularly for android or robot 
  characters. Scientific research secretly sponsored by the Foundry might 
  inspire an inventor to actively use new technology for good in order to keep 
  it out of the wrong hands. There’s always the possibility of one of Talos’ 
  creations “evolving” even further than the robotic mastermind imagined, 
  spawning an entirely new origin, and perhaps an even more serious threat!
  TRAINING
  In addition to dedicated heroes and villains training on their own or in 
  more conventional ways, there are a few sources of training unique to the 
  World of Freedom.
  AGENCIES
  Agencies like AEGIS and the STAR Squad (see Chapter 3) train their per-
  sonnel to deal with super-powered threats. So it’s possible someone with 
  that level of training might go on to become a superhero or villain. Such 
  characters could be the first in a new “super squad” program, or acquire 
  their powers unintentionally.
  ESOTERIC TRAINING
  Heroes and villains may find unusual teachers in a Freedom City series, 
  from Duncan Summers and the faculty of Claremont Academy to Master 
  Lee’s martial arts school (page 39), Ms. Scarlet (page 165) and her “school 
  for professional thugs” or the school of hard-knocks amidst bouts in the 
  Circuit Maximus (page 83). See the Legacies section of this chapter for 
  some other possible mentors and teachers.
   SHAMBALA
  The Shambala Temple (described in Chapter 4) is a source of esoteric 
  training, particularly in the martial arts and meditation, well suited for 
  unarmed fighters of all sorts. Former students of the Temple may go on 
  to become heroes, or forsake their moral and philosophical teachings and 
  become criminals. Honorable students of the Temple may feel compelled 
  to bring their traitorous former brethren to justice, providing built-in com-
  plications and plot hooks.
  LEGACIES
  A number of characters in Freedom City have left legacies of one sort or 
  another. This section looks at ways you can use these legacies as origins for 
  new characters (heroes or villains) for your own Freedom City campaign.
  
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   These legacies are the most prominent in Freedom City, but are by no 
  means the only ones. Feel free to use the background and characters 
  in this book to create other legacies for heroes and villains in your own 
  Freedom City campaign as you see fit.
  THE  ATOM FAMILY
  You can use the Atom Family as a basis for a campaign, having players 
  take the roles of the current Atom siblings (and possibly their “Uncle” 
  Jack Wolf) or you can replace the Atoms with characters of the players’ 
  creation.
   You can even extend the Atom Family by giving Andrea Atom a sibling 
  or two, so the current generation of Atoms includes cousins, perhaps with 
  powers of their own. A friendly rivalry and occasional “family reunion” 
  involving three (or more!) branches of the modern Atom Family, along 
  with extended relations, in-laws, and so forth can make a fun and rich 
  background for a Freedom City series. Imagine if one of these Atom sib-
  lings married one of Professor Psion’s children, resulting in some young 
  supers related to both families!
   BEACON
  Langston Albright is looking for his successor as Light-bearer and wielder 
  of the mystic light; that successor could be a player character hero. The 
  new hero could take on the name and identity of Beacon, adopt a moniker 
  honoring White Rose and White Thorn, or even hearken back to Pharos in 
  ancient Egypt. Nacht-Krieger makes a natural archenemy, along with the 
  forces of SHADOW.
   BOWMAN &  ARROW
  The current Bowman makes a fun legacy character, and there’s currently 
  no one filling the role of Arrow. Now that Fletcher Beaumont III is a mem-
  ber of the Freedom League, perhaps he’ll find himself a junior partner, or 
  an ambitious youngster might adopt the Arrow identity without even ask-
  ing! A new Arrow makes a good student for the Claremont Academy and 
  potential member of the Next-Gen, and there’s nothing saying the newest 
  Arrow can’t be a girl....
   There’s also Ethan Keller’s legacy as Archer. Although he’s retired from 
  the superhero business, someone else might take up his name and motif. 
  The new Archer could be a true hero seeking to do right, or a vigilante 
  even more outside the law than Keller was in his day. Either way, Keller 
  might feel compelled to come out of retirement, especially if the new 
  Archer didn’t bother to ask before taking on the name. It’s likely to draw 
  Bowman’s attention as well, making for an interesting confrontation.
   CENTURION
  The ultimate heroic legacy in Freedom City is that of the Centurion, the 
  world’s greatest hero, who gave his life to save the Earth from Omega.
   While Centurion and his wife never had any children, it’s unknown why 
  (since they were understandably reluctant to bring their problem to an 
  ordinary medical doctor). If the problem lay with Mrs. Leeds, it’s possible 
  Centurion sired children before he was married. It’s also possible samples 
  of his DNA were used to create children or clones, or to grant someone 
  powers similar to his.
  THE  DANGER FAMILY
  The progeny of pulp-era hero John Danger are associated with the Danger 
  International foundation (see Chapter 2). Information about Danger’s 
  children and grandchildren is left for you to decide as best suits your series. 
  They could just be minor background characters, or they can be the basis 
  for an entire series. Maybe the current generation of the Danger family 
  is made up of contemporaries of the Atom Family and other modern-day 
  heroes. Certainly, the strange adventures of their grandfather could have 
  led to the current Dangers possessing super-powers, if you wish. Things 
  like ancient African magic, rare herbs (like manaka root, see page 231) or 
  exposure to daka crystals (page 231) could have caused mutations.
   ELDRICH
  Adrian Eldrich is looking to leave a legacy, namely teaching his successor 
  as Earth’s Master Mage. A number of possible successors are mentioned 
  in this book, but a player character hero could easily be the chosen one. 
  Does the hero accept the mantle and responsibilities of Master Mage? 
  What happens if the new Master Mage is forced into the role too soon?
   It’s quite possible, of course, that even if a player character is Eldrich’s 
  destined successor, or just in the running, the Master Mage might not 
  tell anyone. Instead, the character is put through a series of tests of wor-
  thiness and provided opportunities to learn all the right things before 
  assuming the mantle of power.
   ENVOY
  Councilor Sarlyn of Utopia is a strong advocate of renewing and maintain-
  ing ties with the outside world. It’s possible he would support sending a 
  new Envoy to join the Freedom League or work with UNISON, allowing a 
  new Utopian hero to take up the mantle of Sarlyn’s Golden Age identity.
   For a twist, perhaps the new Envoy isn’t Utopian, but an outsider sent 
  as an envoy to them. A human outsider, orphaned and raised by the 
  Utopians in their ways, might also wish to return to the outside world as 
  an envoy between the two civilizations.
   FREEDOM EAGLE
  Presumably, plans for the anti-gravity harness and other technology 
  Michael O’Connor, Sr. used to become the Freedom Eagle still exist some-
  where. While Mayor Michael O’Connor, Jr. hasn’t used them to follow in 
  his father’s footsteps as the Freedom Eagle, it’s possible someone else 
  could. The new Freedom Eagle might be a friend or relative of O’Connor’s, 
  or someone unrelated. Whatever the case, it’s virtually certain Freedom 
  City’s mayor will take a strong personal interest in the new hero!
  Far worse would be if O’Connor’s technology happened to fall into the 
  wrong hands and a criminal blackened the legacy of the Freedom Eagle! 
  That might be the one thing sufficient to get the Mayor of Freedom City 
  to don his father’s old costume and wings, to put things right.
   LADY LIBERTY
  The Spirit of Liberty has passed through many champions over the years. 
  If something were to happen to the current Lady Liberty, it would choose 
  a new wielder, perhaps a player character hero. You might also choose to 
  replace the current Lady Liberty with a player character, or even have the 
  Spirit of Liberty empower a team of heroes to safeguard Freedom and the 
  American Way in the 21st century!
   PROPHET
  The Prophet family line is a long legacy, stretching back to Colonial 
  America and the “crusade” of monster-hunter Elijah Prophet, through the 
  western hero Adam Prophet (the Pale Ranger) to his son, Thomas “Doc” 
  Prophet, the two-fisted “Man of Marble” in the 1930s. The Freedom City 
  source material deliberately stops before the beginning of the modern age 
  
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  of superheroes in the late 1930s, allowing you to decide what became of 
  the Prophet line. It may have ended with Thomas Prophet, or it could con-
  tinue to this day.
   Doc Prophet may have been a mutant (a result of his father Adam’s mys-
  tical resurrection, exposure to strange minerals, the forces of Magic Mesa, or 
  all three). His descendants could have any number of powers or abilities.
  THE  SCARAB
  The question of the Scarab’s reincarnation is left as a mystery for you to 
  decide in your own Freedom City game. The latent ka of the eternal hero is 
  a ready-made origin for a new superhero with psychic powers.
   You can use the following template as a guideline for the new Scarab’s 
  traits. Feel free to modify it as desired to match the campaign’s power 
  level and guidelines.
  THE SCARAB 
  TEMPLATE
  Feats: Beginner’s Luck, Jack of All Trades (past-life memories)
  Powers: Flight 3 (50 MPH), Super-Senses 1 (mental awareness), Telekinesis 
  10, Telepathy 10
  Note: The Scarab’s reincarnation is more of a plot device than an actual 
  power, since the spirit must be literally reborn into each new life. This 
  means years when the Scarab is effectively out of play while the new 
  incarnation matures and eventually awakens to full awareness of past lives 
  and psychic potential.
  Cost: 49 power points
  SECRETS OF FREEDOM CITY
  T
  his section looks at the secret or uncertain elements of Freedom City 
  and how you can use them in your own campaigns. In particular, it 
  discusses aspects of the setting and characters deliberately left vague 
  or up to you, the Gamemaster, to define as best suits your own Freedom 
  City series.
  CHAPTER 1: SECRET HISTORY
  The following are secrets and elements from Chapter 1 left for you to 
  decide.
  THE PRESERVERS
  The origins and ultimate fate of the Preservers are left for you to decide in 
  your own Freedom City game. The Preservers could have been aliens (human-
  oid or not), machines, extradimensional visitors, or perhaps even time-travelers 
  from the far-future, altering the past to suit their particular ends.
   The official material assumes the Preservers left the material universe 
  long ago. Their influence is only felt through the artifacts they left behind 
  and genetic alterations they made. Examples of Preserver intervention 
  include the Ultima, the Utopians, the Farsiders, Mastermind, and the 
  many and varied races of humans in the galaxy, like the Lor. They may 
  have been responsible for the human potential for super-powers.
  Although they’re long gone, the Preservers offer plenty of story hooks. 
  Their technology is amazingly advanced, and alien civilizations covet lost 
  Preserver artifacts. Some of that technology may still be on Earth, buried 
  in the ruins of Atlantis or Lemuria, beneath the polar ice caps, or in some 
  other hidden corner of the world. Mastermind controls some Preserver 
  technology, as do the Ultima. Megastar’s MEGAS technology is another 
  example of a Preserver artifact.
   It may also be the Preservers are not entirely gone. Although they 
  presumably ascended to a higher plane of existence, it’s possible not all 
  Preservers chose or were able to go. One or two might have stayed behind 
  to watch things develop in the galaxy, to record the outcomes of some of 
  their experiments, or to care for the species they cultivated.
   There might also be a Preserver criminal (or criminals) exiled from what-
  ever paradise the rest of the race achieved. Such an ancient alien, with 
  access to tremendous technology, untold millennia of experience, and 
  unknown powers over life itself, could be one of the greatest villains the 
  galaxy has ever known.
   Perhaps both options are true, and there is a Preserver “watcher” observ-
  ing humanity, but forbidden to interfere, and a rogue Preserver bent on 
  using Earth as a living laboratory.
   PROPHET’S CRUSADE
  The ultimate fate of Henri “Lupus” LeBlanc is left for the GM to decide. He 
  may have been an innocent, wrongly accused, or an actual werewolf and/
  or sorcerer. It’s possible he’s still alive in the present-day, or that he has 
  passed his curse down to his descendents, creating a modern-day were-
  wolf as either a hero or villain in your series.
   One of the witches Lucius Cabot helped convict was in fact an ancestor 
  of Serena Vervain, the sorceress Seven at the Claremont Academy. Neither 
  Serena nor Lucius knows about this, but the spirit of Serena’s ancestress 
  may reveal it if and when the opportunity arises for Seven to bring Cabot 
  to justice.
   TUNGUSKA
  Something collided with the Earth in Siberia in 1908, exactly what is left 
  for the Gamemaster to decide. The Tunguska explosion was a real event, 
  and you can find plenty of information about it, except for a definite 
  answer about what caused the blast.
   You can use the Tunguska Event as a plot hook for a time-travel adven-
  ture (perhaps the heroes cause it in some way!). It may be a catalyst for 
  later events in the setting, sparking the first modern stirrings of super-pow-
  ers, or weakening dimensional barriers (allowing the infant Centurion to 
  find his way to Earth, for example).
   ROSWELL
  That something crashed in the desert near Roswell, New Mexico in 1947 is 
  well known, but most are unaware it was a Grue scout ship. What became 
  of the remains of the ship and its crew is left as a mystery for you to 
  explain (or not) as you see fit.
   Metamorphic Grue DNA could certainly provide any number of oppor-
  tunities for secret government super-soldier programs, the same for any 
  technology salvaged from the ship.
   There’s the possibility one or more Grue survived the crash, assuming 
  other forms to hide on Earth, becoming rogues, perhaps. The cover-up of 
  events at Roswell might not have come entirely from the U.S. government. 
  There may have been Grue metamorphs on Earth for decades, operating 
  behind the scenes.
   Perhaps the Grue remains “infected” humans in some way, creating 
  human/Grue hybrid shapeshifters linked to the Meta-Mind, loyal to their 
  alien masters, and capable of infecting others to increase their ranks. 
  Worse yet, maybe these hybrid Grue are not connected to the Meta-Mind, 
  
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  but form a rival collective that wants to claim Earth and eventually return 
  to conquer the Unity as well!
   Or maybe what happened as Roswell was just a hoax or misunderstand-
  ing. Maybe.
  FADED LIBERTY
  The ultimate fate of Donna Mason, the second Lady Liberty, is left for you 
  to decide. Why did her powers fade in the early 1970s, and what became 
  of her after her retirement? It may simply be her career, like her powers, 
  faded into obscurity.
   Lady Liberty might have become unworthy of the power of the Spirit of 
  Liberty in some way: suffered a crisis of confidence or conscience, hidden 
  a misdeed, or simply chose a normal life after serving the cause for so 
  long. If she’s still alive, Donna Mason would be in her eighties.
   Perhaps her power-loss was the result of the schemes of a villain or the 
  tampering of a time-traveler. Maybe Ms. Mason willingly surrendered her 
  powers, knowing Beth Walton-Wright would need them in the future. On 
  the other hand, she might see her successor as a thief who took a power 
  that didn’t rightfully belong to her.
  THE  TERMINUS INVASION
  The Terminus Invasion is a pivotal moment in Freedom City history and 
  a useful change-point if you’re looking to mold the setting to better suit 
  your own ideas. The invasion gives you an excuse to change nearly any-
  thing about present-day Freedom City.
   A number of heroes were lost or killed; it could have been a lot more. 
  Perhaps all of Freedom’s previous heroes died during the Terminus 
  Invasion, replaced by a new generation that includes the player charac-
  ters.
   The unleashed energies of the Terminus might have led to numerous 
  origins and new super-humans in the world. Mutations could be on the 
  rise, with people understandably worried about these “terminus mutants” 
  and their potential links with the invaders.
   Central Freedom City was nearly destroyed in the invasion. It could be 
  rebuilt differently than described in this book. You can change around 
  buildings, landmarks, even geography. If Dr. Metropolis never showed up, 
  rebuilding may have taken years, even with super-powered assistance. 
  Conversely, an amazing new “city of the future” could have appeared vir-
  tually overnight with the right super help.
   If you’re looking for a later “change point” to alter Freedom City, you 
  can use Omega’s attempt to destroy the omniverse (described in the M&M 
  adventure Time of Crisis) to “retcon” any elements of the setting you 
  wish.
  CHAPTER 2: SECRET LIFE
  The following are secrets and elements from Chapter 2 left for you to 
  decide.
   DECOSTA CONSTRUCTION
  There may or may not be connections between the Mob and DeCosta 
  Construction, as the GM wishes. If there is a connection, Buddy DeCosta 
  could be a secret crime-boss, or he might be an unwilling participant in orga-
  nized crime. Perhaps the Mob provided seed money for his business and now 
  calls on DeCosta for the occasional favor. He’s afraid of what might happen 
  if he defies his “good friends,” so he goes along with them. Alternately, the 
  rumors might be attempts by business rivals to ruin DeCosta’s reputation, or 
  an effort by the Mob to get DeCosta to cooperate with them by setting him 
  up so no one will believe he doesn’t have Mob ties.
  
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   DELPHIC INDUSTRIES
  Constantine Urallos secretly works for Taurus and the Labyrinth (see 
  Chapter 6). The man-bull recruited Urallos decades ago, and the tycoon’s 
  continued extraordinary health and longevity is due to Urallos’ willing-
  ness to sacrifice to Hades on occasion (thus the fate of his wives). He 
  hopes to earn immortality and is ruthless enough to do whatever it takes 
  to achieve it. Constantine Urallos is in charge of the Labyrinth’s finances 
  and Delphic Industries helps to launder money and conceal a vast net-
  work of resources for the organization.
   GRANT CONGLOMERATES
  In addition to its other illegal activities, Grant Conglomerates is a front for 
  the Labyrinth and Jonathan Grant ultimately works for Taurus, although 
  he still owes his loyalty to no one but himself. Taurus and the Labyrinth 
  provided the backing and influence to allow Grant Conglomerates to 
  become a major biotech concern and they use Grant’s artificial super-
  humans as agents. The Labyrinth keeps Grant Conglomerates at arm’s 
  length, both to insulate such a useful asset and to keep any heroes who 
  might investigate Grant from discovering his ties to the Labyrinth. Even a 
  resource as useful as the Conglomerates is no more than a pawn in the 
  games of power Taurus plays.
   NEW HORIZON MEDIA
  Hank Allard’s aversion to superhumans might simply be a reasonable 
  desire not to get caught in a super-powered crossfire again, or it may 
  conceal a deep hatred for all superhumans and a desire for vengeance 
  against them after the death of the woman he loved. If the latter, Allard 
  makes an excellent mastermind and backer for an anti-super organization 
  of some sort, perhaps in conjunction with groups like CODE (see page 
  16). Allard’s wealth can buy weapons and hunter-killer robots from the 
  Foundry, which is more than willing to supply someone looking to reduce 
  the size of the superhuman population (leaving fewer to oppose Talos’ 
  plans in the future).
  THE  RHODES FOUNDATION
  Unknown to most, Alexander Rhodes, CEO of the Rhodes Foundation, 
  was actually the superhero called the Scarab. Through hypnotic regression 
  Rhodes, an avid collector of antiquities, learned of a past life as Prince 
  Heru-Ra in ancient Egypt. This awareness awakened his ka, the empow-
  ered portion of his spirit, and granted him formidable psychic abilities. 
  He used those powers in conjunction with his fortune to fight the forces 
  of evil; his nemesis for much of his career was the reincarnation of his 
  ancient foe Tan-Aktor, a corrupt sorcerer and pretender-pharaoh, reborn 
  as Wilhelm Kantor, S.S. officer and eventually the Overshadow, leader of 
  SHADOW (see Chapter 6).
   After the Scarab’s death, the Rhodes Foundation passed into other 
  hands. No one but Rhodes’ personal assistant ever knew his secret iden-
  tity. Alexander Rhodes’ sudden demise was blamed on a brain aneurism 
  (which was technically true).
   The Scarab’s secret headquarters remains hidden deep beneath 
  Pyramid Plaza. It contains a number of ancient Egyptian artifacts along 
  with Alexander Rhodes’ personal journals and files. Sophia Cruz—current 
  CEO of the Foundation and daughter of Rhodes’ personal assistant—faith-
  USING HISTORY IN THE CAMPAIGN
  The history of Freedom City provides a backdrop for the modern setting and adds some detail and depth to the places and characters in this book, but 
  there are additional ways you can use the history of the city in your game.
  TIME TRAVEL
  With opportunities for time travel, the past doesn’t have to remain closed to the player characters. You can send them to witness or participate in any of 
  the events in the history of Freedom City, and you can take characters from history and bring them into the present day. You’ll have to decide for yourself 
  whether or not the characters can change history, and what will happen if they do. Most comic book stories assume that heroes do their best to avoid 
  changing history in any way, or that it’s simply not possible, but it can make for an interesting story if the heroes can actually change history. They may 
  find that the original was better and have to find a way to change it all back!
  FLASHBACKS
  There are several immortal (or extremely long-lived) characters in Freedom City who actually witnessed most of the city’s history. If you have a similar 
  player character in your group, you can explore the character’s long history through flashbacks, telling the story of one of the character’s experiences 
  that happened some time ago. For example, a veteran Golden Age hero of the group may encounter something that triggers a recollection of an “untold 
  tale” of his exploits in the 1940s. You can run the flashback as an independent adventure before returning to the events of the present day.
  HISTORICAL CAMPAIGNS
  You might even decide to set your regular Mutants & Masterminds campaign in an earlier period of Freedom City’s history. The 1940s, with the adventures 
  of the Liberty League during WWII, and the 1960s, with the original Freedom League, both make excellent settings for campaigns. You could also set a 
  game during the darker period of the 1980s, with FORCE Ops and other vigilante heroes operating outside the law. If you run a historical campaign, feel 
  free to change any “future” events as needed. Perhaps things will turn out differently in your game than in the “official” history of Freedom City.
  GENERATIONAL CAMPAIGNS
  Finally, you can combine many of the ideas above into a campaign that spans decades, or even longer. The players can take the roles of characters in 
  the early days of Freedom City (maybe monster hunters like Elijah Prophet or wrongfully persecuted witches and sorcerers). As the campaign progresses, 
  the characters age, have children, and players shift to new generations of characters in different eras. Players can establish heroic dynasties that extend 
  across centuries as the group builds an entire alternate history for Freedom City, culminating in the modern day, or maybe even going beyond, into the 
  distant future!
  
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  fully maintains and protects the hideaway and its secrets. She knows the 
  Scarab has lived many lifetimes, and it has been decades since his death. 
  It is only a matter of time before something awakens his ka once again in 
  his new incarnation, and the Scarab returns.
   The Scarab’s current incarnation (if any) is left for you to decide in your 
  own campaign. It offers a ready-made origin and history for a new hero, 
  either a player character or a supporting non-player character. See Legacies 
  earlier in this chapter for more information on the Scarab’s legacy.
   RATH & STROMBERG
  One client Mr. Stromberg still handles personally is his old friend Adrian 
  Eldrich (see Chapter 5). Stromberg’s father managed Eldrich’s finances 
  and passed the responsibility on to his son, who has kept the family secret. 
  He doesn’t know the full extent of Eldrich’s business as Earth’s Master 
  Mage (and prefers to keep it that way) but he knows Eldrich is both a 
  wizard and far older than most people think. He was disappointed when 
  Eldrich refused to reveal the secret of his longevity, since despite appear-
  ances, Arthur is feeling his age and still feels he has much left to do.
   CABOT, CUNNINGHAM & CROWLEY
  Two of the nine senior partners beneath Lucius Cabot serve as shells for 
  the spirits of Cabot’s original partners; Augustus Crowley resides in the 
  form of Charles Crowley, while Jacob Cunningham’s spirit lives on in his 
  great-grand-daughter Serena Cunningham-Crawford, much to his chagrin 
  and Cabot’s amusement. Another senior partner is a vampire, and five 
  others wield various occult arts.
   Despite rumors, no employee of CC&C truly knows what goes on in the 
  upper echelons of the firm until they make junior partner status. Reaching 
  that goal includes a blood pact with at least one of the senior partners, so 
  few partners ever divulge the firm’s secrets for fear of losing more of their 
  souls.
   Not even Lucius Cabot knows that Seven (see Chapter 5) is a descen-
  dant of the witch he betrayed for his occult powers, or that she placed a 
  curse on him, saying her descendant would avenge her one day. Cabot’s 
  master hopes to corrupt Seven and control the next potential Master 
  Mage, eventually bringing Lucius Cabot and Seven into conflict as she 
  approaches adulthood and her full power.
   MASTER LEE’S SCHOOL
  Master Lee’s full background and the extent of his martial arts prowess 
  are left for the Gamemaster to decide. The aged Chinese sifu might be 
  a skilled kung fu master or a superhuman wielder of ancient fighting 
  secrets. He could even be an immortal or an emissary or exile from the 
  Shambala Temple (see Chapter 5).
   He’s too old now to be an active adventurer, although he may have 
  been one in his youth (which could have been thirty, fifty, or even a hun-
  dred years ago, as you prefer). Master Lee makes a good mentor or teacher 
  for a martial arts hero, and can be a source of information on the martial 
  arts, Chinese mythology, and similar topics.
  ALTERNATE HISTORY
  Naturally, you can change the history of Freedom City as you wish to suit your own vision for the setting. Some possible variations include the 
  following:
  FREEDOM CITY HAS DIFFERENT HEROES
  Change the names, powers, and histories of the heroes and villains mentioned in this history as desired. Maybe one of the player characters joined the 
  Liberty League during World War II. Maybe other heroes founded the Freedom League in the ‘60s. Maybe Omega wasn’t the big villain who inspired the 
  modern reformation of the League. Rearrange things however you like.
  FREEDOM CITY HISTORY HAS BEEN “RETCONNED”
  Comic book fans use the term “retcon” (short for “retroactive continuity”) when comic book companies and writers periodically revise and update the 
  histories of their characters and settings. Thus, a character who has been in print since the 1940s may still be young and vital, with a career that only 
  stretches back for a nebulous “10 or 15 years” while other characters have aged or been edited out of “reality” altogether.
   Freedom City isn’t bound by the restrictions of comic book publishing, so most characters in the setting have aged as time has passed. However, it’s 
  possible this universe still gets “revised” and that the present situation isn’t how it’s always been. After all, history has been changed at least once in 
  the World of Freedom—who is to say it hasn’t happened before without notice?
  FREEDOM CITY WAS REBUILT DIFFERENTLY
  The near-destruction of Freedom City by the Terminus Invasion gives you plenty of leeway to change details around. Want to add a new building or take 
  out an existing one? Do so or assume a building was destroyed in ‘92 (or during some other super-battle) and it was rebuilt differently. Dr. Metropolis 
  is another factor to use, as he sometimes does inexplicable things for his own mysterious reasons.
  THERE ARE FEWER HEROES
  If you find the heroic population of Freedom City a little too crowded for your taste, feel free to kill off more heroes during the Terminus Invasion. Maybe 
  Omega killed all the heroes in Freedom City before Centurion finally overcame him, making the player characters the first in an entirely new generation. 
  Alternately, you can keep some of the dead heroes alive, although you may have to change a few details. For example, if the Centurion doesn’t die, then 
  the Sentry Statue is built in his honor, not as a memorial.
  SOME (OR ALL) OF THE HEROES ARE VILLAINS
  Take some or all of the heroes in Chapter 5 and, using the example of the Tyranny Syndicate in Chapter 6, make them into villains for your players’ 
  heroes to fight! Some of these villains may be the “evil duplicates” of real Freedom City heroes, while others may simply have always been villainous; 
  the heroic version of the character just doesn’t exist in your setting.
  
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   The identity of Master Lee’s wayward student is also left up to you. He 
  can be a super-villain, an assassin for hire, the champion of the Circuit 
  Maximus, or all three. If a player character hero is Master Lee’s current 
  student, then his former pupil is a ready-made archenemy.
  THE HISTORICAL MUSEUM
  Dr. Metropolis’ miniature representation of 1908 Freedom City might be 
  nothing more than a curiosity, but you can also use it as an adventure 
  hook, if you like. Perhaps the model is linked in some way to the actual 
  Freedom City of the time, making it useful for time-travel adventures. A 
  villain like Toy Boy might capture a group of heroes and shrink them or 
  place their minds in tiny animatronic duplicates, convincing them they 
  really are in 1908 Freedom and their lives as modern-day superheroes are 
  a strange sort of dream or delusion. Perhaps a magical villain like Malador 
  the Mystic or Baron Samedi could use the replica as a kind of “voodoo 
  doll” to influence the modern-day Freedom City by manipulating it.
  THE   HUNTER MUSEUM OF NATURAL HISTORY
  As the anonymous founder of the Hunter Museum, Daedalus has a num-
  ber of agents in place on the museum staff to keep an eye out for unusual 
  or dangerous artifacts. He and his museum fund more than a dozen 
  archaeological digs at a time, and many relics have been secreted away 
  for study over the years. After all, Preserver artifacts tend to create more 
  questions than answers and are purposely “lost” in storage beneath the 
  Hunter and other such institutions.
   Recently, Hunter archeologists found a score of modern DVDs in an 
  undisturbed burial chamber on the high plateau of Nevado Ampato in 
  Peru. The DVDs show video footage of many ancient sites in their prime or 
  in the midst of history’s greatest battles. Daedalus has kept the discovery 
  to himself while working on figuring out whom the flying time-traveler 
  was who made the recordings.
  L’ENFANT TERRIBLE
  Are the paintings and drawings of  Jacques Crenaire, L’Enfant Terrible, 
  just the expressions of a sensitive tormented soul, or are they something 
  else? It’s up to you to decide if there’s anything sinister or unusual about 
  L’Enfant’s work. With his psychic powers, it could be the artwork is intended 
  to spread some sort of psychic or emotional “meme virus” through Freedom 
  City. Paintings could be psychic gateways into the artist’s twisted psyche, or 
  portals for other-dimensional creatures to emerge into our world. Perhaps 
  some of L’Enfant’s newest work incorporates motifs associated with the 
  Brotherhood of the Yellow Sign and the forbidden rites of the Unspeakable 
  One. Crenaire might be entirely unaware of what he’s doing, or plotting a 
  terrible vengeance on all Freedom City for his imprisonment.
   PROVIDENCE ASYLUM
  Dr. Carter’s mysterious disappearance is a mystery for the heroes to solve 
  (or not) as the Gamemaster sees fit. The cause can be anything from 
  mundane foul play to a tangled web of eldritch conspiracy involving the 
  Brotherhood of the Yellow Sign, the Mayombe, or similar forces.
   Naturally, the Providence Asylum is the place to put the lunatics that 
  the heroes capture. More than a few foes of Raven and Foreshadow end 
  up here. The security surrounding the asylum’s Ward Five is only slightly 
  less than that at Blackstone. The city and federal governments take the 
  handling of super-criminals quite seriously. Player characters can visit 
  Providence to see an old foe or investigate a breakout.
   Another interesting use for the asylum is for a cunning villain to seize 
  control of the place and imprison the player characters there. More than 
  one hero has been trapped here in the past, convinced they were insane 
  and their heroic identities, perhaps even their entire histories, were noth-
  ing but delusions. This can make for quite the psychodrama as well as an 
  excellent roleplaying opportunity.
   RICH “VOYEUR” ROYER
  Rich Royer’s situation can be a background element for a Freedom City 
  campaign or it can evolve into something more. Royer might be the target 
  of a celebrity stalker or even a super-criminal looking to exploit his abili-
  ties. Of course, it’s tough to kidnap and hold a guy who can broadcast 
  everything he sees and hears to the nearest television sets. Such an inci-
  dent involving “Voyeur” could become the highest-rated program ever!
   There’s also the question of whether or not Rich Royer can deal with 
  his celebrity status and his abilities. What happens when a mysterious 
  series of crimes are telecast on TV sets throughout Freedom? Everything 
  happens from the killer’s point of view, and there’s no apparent source to 
  the signal. “Voyeur” Royer is the obvious suspect, and he doesn’t have an 
  alibi since he wanted to take a break from being “on-air” all the time. Is 
  he the killer, acting out some weird version of his on air life, or is there 
  someone else out there with abilities like Voyeur’s—somebody jealous of 
  the attention that wants a “show” of their own?
   You can run an offbeat Mutants & Masterminds campaign where the 
  player characters are the cast of the new season of Point of View, all low-
  powered supers living together in an apartment in Freedom City (“Do you 
  know how much an apartment like that in Freedom City would cost?”). 
  They have to figure out how to get along with each other and how to use 
  their powers when a super-criminal decides it would be good publicity to 
  rough them up on live television.
   LAKE MACKENZIE
  Any or all of the rumors about the lake might be true in your Freedom 
  City campaign. It’s a good spot for isolated and mysterious lake-monsters, 
  summer camp psycho-killers, and similar threats. A serial killer stalking the 
  lake could be a new host for Jack-a-Knives (see Chapter 6).
  THE  PROMENADE
  It’s up to you to decide if the Promenade is really haunted or if the ghost 
  sightings are something else altogether. They could be images “bleed-
  ing through” from the past, future, or alternate realities, or the “ghosts” 
  could be incorporeal beings of some sort (aliens, spirits, etc.) attempting 
  to make contact with humanity. If the ghost-sightings involve real ghosts, 
  what do they want and why do they linger around the park? Could they 
  be connected in some way with famous Freedom City ghost Lantern Jack?
  THE  PINNACLE PATH
  It’s up to the GM whether or not the Pinnacle Path is a sincere religion really 
  trying to help people achieve their potential or just a cover-up for something 
  else. Either way, heroes should find the Pinnacle Path simply too good to be 
  true. Members of the group seem genuinely interested in self-improvement 
  and in helping others. They’re polite, articulate, and more than willing to 
  talk about their beliefs, although they don’t “recruit” or proselytize.
   Possibilities for a conspiracy behind the Pinnacle Path include every-
  thing from brainwashing and mind-control to a front for an evil mystic 
  cult like the Brotherhood of the Yellow Sign. It could be a prelude for 
  an invasion using mind-control, shapeshifting, or possession to control or 
  duplicate cult members, something the Grue might try. Maybe Jeremiah 
  Ross can actually transform people into supers with his spiritual program, 
  but what are his plans for his “chosen” super-humans? The capability to 
  grant such powers sounds a great deal like Mr. Infamy, and the Pinnacle 
  Path would make an interesting cover for his activities.
  
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  THE  KINGS IN YELLOW
  This band might be nothing more than it appears, or its name may imply 
  as connection with the Brotherhood of the Yellow Sign. Maybe the Kings 
  are the unwitting dupes of the Brotherhood or cover identities for Serpent 
  People operating in public. Their music may contain certain eldritch melo-
  dies, notes, or lyrics intended to enspell their audience, or to weaken the 
  dimensional fabric and invoke the presence of the Unspeakable One. If 
  strange incidents begin happening at the band’s concerts (or merely coin-
  ciding with their shows), heroes may want to investigate.
  THE  CAPE AND COWL CLUB
  The true owners and purpose of the Cape and Cowl Club are left to the 
  Gamemaster’s discretion. Any of the theories in the club’s description may 
  be correct, or none of them. The club’s patron(s) might be a retired hero or 
  villain, a wealthy non-super, a secret conspiracy, or an omnipotent being 
  on the scale of Mr. Infamy, Quirk, or the Norn (including any of those 
  three).
   The Cape and Cowl Club is just the place for a little “off-time” for heroes, 
  where they can hang up their masks, relax, and mingle. It’s a good oppor-
  tunity to roleplay and meet other characters in the campaign, including 
  characters the PCs wouldn’t otherwise meet on good terms. The GM can 
  use the club as a source of rumors and gossip in the superhero commu-
  nity, a meeting place and (if desired) a front for some other operation 
  going on behind the scenes. GMs looking to play things for a few laughs 
  should feel free to make the Cape and Cowl into a parody of superhero 
  “society,” complete with segregating the “sidekicks” in a separate area.
   The club’s description assumes membership is restricted to heroes, or 
  at least those generally on the right side of the law. If you want a differ-
  ent mix of patrons at the club, consider making it “neutral ground” for 
  costumed types on both sides of the law. The club’s neutrality may be an 
  accepted rule among its members (and enforced by them) or it may be 
  enforced from outside by the club’s mysterious owner.
  THE  MIDNIGHT SOCIETY
  The Midnight Society may be just a stuffy high-class social club, or a front 
  for something else, as you choose. Good possibilities include organizations 
  like the Brotherhood of the Yellow Sign, the Labyrinth, and SHADOW.
   Alternately, the Midnight Society could have an “Inner Circle” of wealthy 
  and influential supers operating behind the scenes to achieve their goals. 
  If the Cape and Cowl Club doesn’t allow known criminals as members, 
  perhaps the Midnight Society does, making it the supervillain equivalent 
  of the heroic hangout (and providing the opportunity for a very unusual 
  “mixer” between the two clubs).
   It’s also up to the Gamemaster to decide if there’s any connection 
  between the Midnight Society and the mystery man and Liberty Leaguer 
  known as Midnight, who hasn’t been seen in over a generation. Perhaps 
  the Inner Circle of the Club carries on his legacy in some way?
  THE  FREEDOM BLADES
  What neither star player  Andre Leroux nor the Blades’ fans know is that 
  the Raven’s foe Wildcard is blackmailing Blades owner  Kurt Carmel. He 
  told Carmel he used his luck controlling powers to allow the team to 
  win their past four games. If Carmel doesn’t pay a substantial amount of 
  money, Wildcard will reveal his machinations to the press, which could see 
  the team disqualified from the league.
   In truth, Wildcard doesn’t have anything to do with the Blades’ success. 
  But since no one has any way of knowing that, he saw no reason not to 
  cash in on it. Mr. Carmel wants to turn Wildcard over to the police, but he’s 
  afraid of what might happen, so he continues paying up for the time being.
  THE  UNLIMITED WRESTLING LEAGUE
  “ Julius Norman” is in fact a pseudonym for Augustus Roman, who also 
  masterminded the creation of the Circuit Maximus (see Chapter 3). 
  Roman uses the UWL as a legitimate outlet for his fighters and a means 
  of finding business for the Power-House, which can augment would-be 
  fighters and wrestlers for a price.
   WEIRD MAGGIE
  The true nature of Weird Maggie is for you to decide. Is she just a crazy 
  old homeless woman or a secret immortal with knowledge of the occult 
  and the ability to foresee the future? If the latter, why does she live on 
  the streets of Freedom City and where did she get her unusual abilities? 
  Perhaps, like Lantern Jack, Maggie is under some sort of curse until some 
  particular event comes to pass. It’s possible the weight of years and the 
  WHERE IN THE WORLD IS FREEDOM CITY?
  The exact location of Freedom City is left somewhat vague in the tradition of the great fictional comic book cities and will never be officially specified, 
  other than the assumption that it is on the East Coast of the United States of America. This allows Gamemasters to place Freedom City wherever they 
  want, as best suits their own games. Some possibilities for Freedom City’s location include the following:
  •  
  New England: Freedom City may be in Massachusetts, north of Boston or south of Cape Cod. It’s possible to place the city farther north in New 
  Hampshire or Maine, or farther south in Rhode Island or Connecticut. Many of the city’s colonial elements fit in well with a New England locale.
  •  
  Mid-Atlantic: Freedom City could be located in southern New Jersey, putting it close to New York City and Atlantic City. (In fact, Freedom City’s 
  geography is roughly based on an area in southern New Jersey.) The coastline of Maryland and Delaware are also good possibilities, putting 
  Freedom City closer to places like Washington D.C.
  •  
  The South: Freedom City could be along the coast of Virginia, North Carolina, or South Carolina. This may give the city a somewhat different 
  character and climate, but most of the details remain the same.
  •  
  Replacement: If the GM desires, Freedom City can take the place of an existing eastern seaboard city such as Boston, Newark, Norfolk, even 
  New York City. This may be a matter of alternate history or simply a replacement that isn’t questioned by anyone in the World of Freedom. The 
  assumption in this book is Freedom City does not replace any existing real-world city.
  •  
  Elsewhere: With some additional modifications, Freedom City can be placed almost anywhere you want. It could be a coastal city along the Gulf of 
  Mexico or even the West Coast by changing around some of the directions (and associated names). Gamemasters can also take particular parts of the 
  city and use them in completely different settings.
  
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  inability to get people to believe her predictions have taken their toll and 
  Maggie is both immortal and more than a little mad.
  CHAPTER 3: SECRET GOVERNMENT
  The following are secrets and elements from Chapter 3 left for you to 
  decide or create in your own series.
   MAYOR MICHAEL  O’CONNOR, JR.
  The assumption in this book is Michael O’Connor is an extraordinary 
  human being with no superhuman powers, but this doesn’t have to be the 
  case. Mayor O’Connor could just as easily be a super himself, which can 
  create some interesting possibilities for a campaign:
  PC HERO
  Mayor of Freedom would certainly be an interesting secret identity for a 
  player character hero! It puts one of the player characters at the heart of 
  all of the political goings-on in the city. It might pose some moral dilem-
  mas, particularly if the mayor’s costumed alter ego runs into trouble with 
  the authorities! A player may choose to have Michael O’Connor as the 
  character’s secret identity, or make up a new character to take the place of 
  the mayor. Perhaps O’Connor chose not to run again or was even defeated 
  by the hero in the last election!
  NPC HERO
  Mayor O’Connor might have a costumed identity as an NPC in the cam-
  paign, leaving the players to wonder if there’s any connection between the 
  mayor and the mysterious hero seen in Freedom. O’Connor might entrust 
  the PCs with his true identity, or they might discover it on their own or by 
  accident. In this case, Mayor O’Connor might become the second Freedom 
  Eagle, finally following in his father’s footsteps and using modern ver-
  sions of his father’s anti-gravity equipment and other devices.
  NPC VIGILANTE
  A darker option is for Mayor O’Connor to go outside the law, using a 
  costumed identity to solve problems he can’t tackle as mayor. He might 
  simply bend the rules or he might toss them out altogether, murdering 
  criminals and “enemies” of Freedom City. He could adopt the identity of 
  “The Avenging Eagle” using some of his father’s old equipment. Another 
  variation might be to make him the Silencer, operating behind the scenes 
  to root the Mob out of Freedom City.
  VILLAIN
  Finally, O’Connor might not be the great humanitarian and leader he 
  appears to be. That could be a façade covering a sinister agenda. Perhaps 
  he is embittered toward his superhero father and seeks revenge on the city 
  for some slight. He might be using mind-control powers to turn Freedom City 
  into his personal fiefdom, perhaps even influencing the Freedom League or 
  other local heroes. He may be a Grue metamorph masquerading as human 
  and paving the way for the conquest of Earth. He might be an android cre-
  ation of Talos. Or any of the above could be true, except the duplicate has 
  replaced the real Mayor O’Connor, who is as good and honest as his press 
  releases say he is. It’s up to the player characters to uncover the truth.
  FRANKLIN  MOORE
  The fate of the corrupt former mayor of Freedom City is left open for the 
  GM to use as desired. Franklin Moore might be a broken man and no 
  threat to anyone any more, or he could be plotting his revenge against 
  the city and the superheroes that ended his career and his ambitions. 
  Although Moore is finished in professional politics, he still probably has 
  considerable connections, and may have resources hidden away from his 
  time in office. Depending on how far-gone he is, he might even sell out 
  Freedom City and humanity by cutting a deal with aliens, extradimen-
  sional invaders, or some other power in order to exact his revenge.
   WASTE MANAGEMENT
  Waste Management Director  Charlie Pasmore is on the take from the 
  Mob. They pay him to handle the disposal of certain things, from bodies 
  to incriminating evidence, and occasionally for useful bits of refuse that 
  come his way. Pasmore originally took the Mob’s money out of despera-
  tion to pay off gambling debts; now, he does what they tell him out of 
  fear of exposure and the loss of his job. He’s concerned that Foreshadow’s 
  investigation of Mob activity at the Municipal Landfill will implicate him, 
  although the dark avenger hasn’t paid Pasmore a visit... yet.
   DIRECTOR POWERS
  It’s possible that Harry Powers’ interaction with the serial killer Gemini 
  left a lasting “impression” on the Director of AEGIS. Perhaps Gemini tele-
  pathically implanted a “seed” of his personality (personalities?) in Powers’ 
  mind. The Director could begin having blackouts wherein Gemini takes 
  over his mind to commit crimes, implicating Powers when the heroes 
  begin investigating.
   Maybe  Gemini was more than just a super-powered criminal. Given 
  his name, he may have been associated with the Labyrinth or its “Zodiac 
  Cartel” front. If so, then Gemini’s telepathic influence could even be the 
  beginning of a Labyrinth plot to infiltrate and control AEGIS. Maybe 
  Gemini is a parasitic psychic entity like Jack-a-Knives or Dybbuk (see 
  Chapter 6), either working for Taurus or directly for Hades. In fact, 
  maybe Gemini is Jack-a-Knives, and the Murder Spirit currently inhabits 
  the psyche of the Director of the most powerful federal agency in the 
  United States!
   CHARON AMBULANCE SERVICES
  With its Greek myth-inspired name, it is possible Charon is a front company 
  of the Labyrinth, but that’s left for the GM to decide. If it is, then a hero 
  or villain taken away for medical treatment could be in for an unpleasant 
  surprise if Taurus happens to have other plans in mind!
   DISTRICT ATTORNEY DANIEL  DURGAN
  DA Durgan makes a good ally for a “street-level” vigilante, especially one 
  opposed to organized crime. Durgan can be a true and helpful ally, or his 
  zeal and ambition might get the better of him and lead both him and 
  his erstwhile ally into trouble. Durgan also makes a good secret identity 
  for a hero, if a player wishes to run him as a character. In a darker-toned 
  Freedom City campaign, Durgan could secretly be a vigilante, or working 
  with one, such as the Silencer. If the Mob gets impatient and decides to 
  off or blackmail Durgan, it could push him over the edge, making him 
  either a vigilante or a new supervillain.
   SOUTH RIVER STATE PENITENTIARY
  The swampland around the South River prison could be a focus for 
  malevolent mystical forces: the spirits of drowned convicts, ancient Native 
  American rites, Serpent People or Voodoo cults, and so forth. There’s also 
  the question of whether or not the “Alien-Gator” left some kind of linger-
  ing influence behind (or a nest of alien eggs, perhaps?). Feel free to add 
  whatever suitably atmospheric plot hooks you’d like to the prison and its 
  surrounding territory.
  
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   WARDEN DRUMMER
  The source of Drummer’s dislike for AEGIS Director Harry Powers is the 
  fact the two men are, unbeknownst to Powers, half-brothers. Drummer and 
  his mother keep this information a secret. Arnold Powers had an affair 
  with Sarah Drummer when they worked together at the Bureau of Indian 
  Affairs. While Powers stayed with his wife and young son, he arranged to 
  have Sarah transferred out of Washington when the affair went sour. She 
  discovered she was pregnant soon thereafter and never told Powers about 
  his other son.
   Joshua knows the full story but, like his mother, is too proud and hon-
  orable to hold it over anyone’s head. Even so, he resents Harry Powers 
  for having the life he might have had instead of growing up poor in the 
  American Southwest. Director Powers respects Drummer and doesn’t 
  understand what the man has against him. Joshua has the same mutant 
  power to detect supers as his brother, but neither has the ability to detect 
  the other’s power.
  LOCKDOWN & BLACKSTONE
  Gamemasters with access to the Lockdown prison sourcebook for Mutants 
  & Masterminds may want to use it in conjunction with the Freedom City 
  setting. Lockdown works well as a privately run alternative to Blackstone 
  Prison, and the secret agenda behind Lockdown can serve as a subplot 
  or major storyline in your campaign, either for Lockdown or shifted over 
  to Blackstone. See the Lockdown sourcebook for details on using it in a 
  Freedom City campaign.
  THE  FREEDOM MOB
  In fact, the Silencer did not kill Boss Oliverti. He is Raphael Oliverti’s 
  younger son, Thomas, who wants revenge on all the Mob families in 
  Freedom for the mockery they have made of his life. Big Al Driogano 
  arranged for Oliverti’s death to take over the Mob, and he’ll eliminate 
  Johnny Oliverti, too, if the young Mob boss becomes a threat. Driogano 
  doesn’t know the Silencer’s true identity, but he would pay a great deal 
  to find out.
  CHAPTER 4: SECRET WORLD
  Here are the secrets and elements left for you to decide from Chapter 
  4. The World of Freedom City is a big place, so there’s plenty of room 
  to include your own hidden civilizations, lost worlds, fictional cities and 
  nations, and so forth to customize the setting to suit your own campaign.
  SUPER-POPULATION
  The default assumption in the World of Freedom is that one of the theo-
  ries in Chapter 4 is essentially correct: the strong presence of magic or 
  mystical forces tends to limit the presence of other types of supers. Thus 
  regions or nations with strong surviving mystics or mystic sites (such as 
  Shambala Vale) tend to have fewer instances of people with mutant, 
  psionic, super-science, and other non-mystic origins. This may be one of 
  the reasons why North America (where native mystical traditions were 
  largely wiped out) has so many supers, while parts of Asia and Australia 
  have so few.
   Of course, you’re free to ignore or alter this explanation as you see 
  fit for your campaign. Overall it isn’t especially important to the setting, 
  it just provides a rationale for a super-population that’s somewhat like 
  that in most comic book universes: where most supers are found in North 
  America and Europe, becoming progressively rarer elsewhere. Other con-
  tributing factors could be Preserver intervention, the presence (or absence) 
  of Atlantean or Lemurian artifacts or ruins, background radiation, and so 
  forth.
   UNISON
  While UNISON isn’t a true international law enforcement and peace-
  keeping organization, there’s nothing saying it can’t be one in your own 
  Freedom City campaign. If you want a setting where the United Nations 
  has more authority and is closer to a true “world government,” or simply 
  one where UNISON is given more authority to deal with threats to the 
  security of the world, you can make the agency more like AEGIS. In fact, 
  AEGIS could even be incorporated into UNISON as the American branch 
  of the organization!
   Give this version of UNISON field agents like AEGIS to supplement its 
  investigators, along with resources like the MAX and Super-MAX armor 
  (see page 70). It can have agents recruited from all UN member nations, 
  and perhaps even its own super-team. If UNISON has international author-
  ity, then the Freedom League could be its sanctioned team of super-agents, 
  or the League might remain independent.
  CENTURION’S  SANCTUM
  Any number of plot hooks may be waiting for heroes inside the Sanctum, 
  from confiscated weapons and devices to alien creatures, some of which 
  may not be exactly what they appear. There’s the possibility of one (or 
  more) of the Centuritrons going rogue, perhaps even deciding it is the real 
  Centurion, or of super-criminals invading and taking over the Sanctum to 
  loot its treasures or set a trap for the Freedom League when they come 
  to investigate. A malfunction in the Zero Room could loose criminals or 
  other threats from the Zero Zone, notably Centurion’s old foe Superior 
  (see Chapter 6). If a hero in your campaign takes up the Centurion’s 
  legacy, that hero might try and claim the Sanctum, which would certainly 
  raise some challenges and concerns.
   It’s up to you to decide how many Centuritrons reside at the Sanctum 
  and how many are still operational. It could be as few as one or two or as 
  many as dozens. A Centuritron would be a potential prize to an organiza-
  tion like the Foundry, and someone might try reprogramming a captured 
  Centuritron to pretend to be the real Centurion to deceive the authorities 
  or lure other heroes into a trap.
   TRONIK
  The cyber-city of Tronik provides a locale for a change-of-pace adventure 
  in a futuristic space-opera environment where the heroes lack their usual 
  powers. It can be a sort of game within a game, with the heroes adopt-
  ing new identities in the cyber-city and “playing” the roles of characters 
  there. Threats to Tronik can include glitches or faults in its virtual program, 
  the intrusion of a virus or other outside influence, or the “awakening” of 
  one of its inhabitants to the true nature of the virtual world, granting the 
  power to shape the virtual reality but also mental instability.
   The Troniks can also provide a source of new characters: an inhabitant 
  of the cyber-city who discovers the truth and visits the “outside” world is 
  essentially a disembodied electronic intelligence able to move through 
  and manipulate computer networks. The Tronik might even construct a 
  robot or android body in order to function in the real world. A Tronik hero 
  or villain (or both) could be a new addition to your Freedom City series.
  THE  LOST WORLD
  The variable and impermanent nature of interdimensional portals to the 
  Lost World allows you to locate them anywhere you wish in your own 
  Freedom City setting. If you want dinosaurs to show up in Wharton State 
  Forest, you can have a temporary Lost World portal appear there (perhaps 
  in conjunction with a particular Native American power-site). Likewise, 
  Lost World portals can exist in Sub-Terra or in particular hidden sites in 
  Africa, South America, or Asia suited to your series.
  
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  explain it. You can also create different offshoots of humanity with racial 
  super-powers for an interstellar or even far-future campaign setting. The 
  ultimate reason why the Preservers seeded human life-forms so widely 
  across the galaxy is a mystery left for you to develop as you see fit.
   MENTOR
  Mentor’s traits and capabilities are left for the Gamemaster to decide 
  as best suits the campaign. Generally, Mentor has limited direct involve-
  ment with the activities of the Star Knights, coordinating them from afar. 
  Mentor can be a source of information and story hooks (by giving Star 
  Knight characters their assignments). Otherwise it spends a considerable 
  amount of time in contemplation and analysis of matters beyond the 
  understanding of ordinary minds.
   At the very least, Mentor has the knowledge and experience of hun-
  dreds of lifetimes, combined with vast computational and technological 
  resources, but its activities are largely limited to Citadel. The Star Knights 
  act as Mentor’s agents throughout the galaxy, and heroes are far more 
  likely to encounter them than the mysterious head of their order.
  THE  DARK LORDS OF THE NETHERWORLDS
  Una is the only Dark Lord detailed in this book, but there are others, and 
  the Gamemaster is free to create and detail them (and their otherworldly 
  domains) as desired. The Dark Lords are all powerful sorcerers—Magic rank 
  14 and higher—but beyond that can have whatever traits you wish. Some 
  are human (or at least human-looking) while others are quite alien in both 
  body and mind. The Dark Lords make excellent foes for a more mystical 
  Freedom City game, since they all threaten Earth’s dimension and it is up 
  to guardians like the Master Mage to safeguard Earth against them.
   FREEPORT
  Gamemasters familiar with the Freeport: City of Adventure setting from 
  Green Ronin Publishing can use it as a resource for adventures where 
  heroes from Freedom City visit Freeport, either intentionally or acciden-
  tally (perhaps due to some sort of “dimensional squall” sending them off 
  course on the Cosmic Coil). If you also happen to have a fantasy cam-
  paign set in Freeport, perhaps the player’s characters from both games 
  trade places, or need to team up to solve a mutual problem.
   HEAVEN &  HELL
  While there are a number of “infernal” dimensions in the cosmology of 
  Freedom City, and some of the rulers of these realms claim to be demons 
  or devils, there is (so far as anyone knows) no “Satan” or singular “Devil” 
  figure. Some extradimensional demons may claim to be “the” Devil, but 
  they’re invariably lying (as such creatures often do). Some such demons 
  have masqueraded as Satan or Lucifer, or been mistaken for him, in the 
  past.
   Likewise, although some in the World of Freedom have encountered 
  angels (or being like angels, at any rate), it’s left up to you decide the 
  issue of the existence of a supreme creator God in the setting. If such an 
  omnipotent force exists, then He is largely uninvolved in the affairs of the 
  world, or else operates in mysterious ways beyond the comprehension of 
  mere mortals. Certainly, there do appear to be divinely granted powers in 
  the world, but whether they come from the One True God or are simply 
  manifestations of their wielders’ faith remains a mystery.
   X-ISLE
  X-Isle the Living City can be anything from a cosmic-level threat intent 
  on “rooting” itself in Earth’s dimension and growing, seizing control of 
  a human population, or the mysterious force behind the disappearances 
   MAGIC MESA
  The exact location of Magic Mesa in the American Southwest is left for you 
  to decide. It’s entirely possible, given the mesa’s nature, it actually “moves” 
  through space and time, always found in the deep desert, but never in 
  exactly the same spot. Likewise, the mesa’s mystical properties are essen-
  tially plot devices (see M&M, page 130). It may enhance magical powers 
  at certain times and weaken or limit them at others. Some of Magic Mesa’s 
  properties may vary depending on which other dimensions are in “align-
  ment” with it at any given time. Dimensional portals can open and close, 
  serving to transport heroes to other worlds, or allowing other-dimensional 
  threats to find their way to Earth. Likewise, the Dust Devil may be either ally 
  or enemy depending on the heroes’ goals and what is going on at the mesa. 
  It makes a useful site for mystical campaigns, but is also a magical plot 
  device for origins and other general Freedom City series.
  THE  MOONSTONE
  The Moonstone’s powers, and any enhancements it grants, are left as a plot 
  device for the GM to decide. It’s generally not a device the heroes should 
  have easy access to or use of, since Farside City depends on its energy 
  and is not overly inclined to part with it. You can use the Moonstone as 
  a means to enhance the powers of villains like Lady Lunar to make them 
  more formidable threats for your heroes. It could also be part of a cosmic 
  plot involving other “Celestial Stones” (see the Star Knights section of 
  this chapter for more).
  ARCANE  GRUE
  Their existence is rumored only in whispers and tall-tales told among spac-
  ers, but there is a legend in the Grue Unity of a collective of rogue Grue, 
  the largest ever known, that split from the Unity ages ago. These sinister 
  shape-changers reinforced their independence through the study of the 
  arcane arts, knowledge entirely foreign to the Unity. Then they vanished 
  into the darkest depths of space. Some say to a sunless world inside a 
  black nebula, others to a nightmarish nether-dimension or even a lifeless 
  world at the heart of a black hole. There they plot and scheme and work 
  their profane rites.
   The existence of the  Arcane (as the Grue call these bogeymen) is left for 
  the GM to decide. They could be nothing more than a legend (even aliens 
  like the Grue have legends and folktales). The story could be an invention 
  of the Unity to frighten or confuse others, a cover for some secret move-
  ment within the Grue collective, or something else altogether. The Arcane 
  might have existed once but died out long ago, leaving only mysterious 
  and malevolent artifacts and spells behind.
   If the Arcane do exist, their traits are similar to those of Grue meta-
  morphs, except they also have ranks in Knowledge (arcane lore) and 
  the Ritualist feat, with more skilled members of their race possessing 
  ranks in the Magic power and a suitable selection of spells. They can 
  be formidable foes in adventures involving space, magic, or sinister con-
  spiracies (or all three). It’s also up to the GM whether or not the Arcane 
  have some equivalent of the Grue Unity’s Meta-Mind or they are more 
  independent.
  ALIEN HUMANS
  The Preservers’ “seeding” of human offshoots across the galaxy allows 
  you to introduce virtually any human-like “alien” race you want in your 
  Freedom City campaign. The Farsiders and the Lor are just two examples, 
  plus the Utopians and the Ultima could be considered “alien humans,” 
  although they live on Earth.
   If you want a four-color comic book universe where aliens are often 
  humanoid and everyone seems to speak English, then this approach helps 
  
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  of street people and other “alien abductees.” The Living City can become 
  a source of alien visitors from the Terminus who find their way to Earth. 
  It may also create entirely new villains, either replicants of existing char-
  acters with an alien bent of mind or new constructs formed from X-Isle’s 
  substance. X-Isle may be a potential ally for Omega. Although the Living 
  City is opposed to Omega’s nihilistic goals, the Lord of the Terminus may 
  convince X-Isle it (and its inhabitants) will be spared the destruction of 
  Earth and other universes and allowed to live in peace.
   X-Isle is more of a location than a character per se, a plot device rather 
  than an individual villain (see Chapter 11 of Mutants & Masterminds for 
  more on plot device characters). It is the size of an entire city, with an alien, 
  unreachable intellect and unknown levels of power. Characters shouldn’t 
  be able to do much more than annoy X-Isle with their powers, although 
  some might have the destructive capability to do considerable damage, at 
  least initially. X-Isle can repair damage done to it and manipulate its own 
  substance. Also note characters like Dr. Metropolis cannot directly control 
  the features or substance of the Living City unless they overcome X-Isle in an 
  opposed power rank check. Give the Living City an effective power rank of 
  20 for this purpose. Of course, X-Isle can always let them succeed for a while 
  in order to lull them into a false sense of security.
  CHAPTER 5: SECRET HEROES
  Some elements or plot hooks involving heroes from Chapter 5 are left 
  up to you.
  OTHER FREEDOM LEAGUERS
  While the core members of the Freedom League are described in Chapter 
  5, there are many others left for you to define as you see fit for your 
  Freedom City series. These other Freedom Leaguers may well include the 
  players’ heroes, plus other NPC heroes of your own creation.
   You can decide how expansive the League’s ranks get: the team may 
  consist of no more than the core characters and the players’ heroes, or it 
  may have dozens of members worldwide, including subsidiary or “franchise” 
  teams. For example, there might be a Freedom League America, Freedom 
  League Europe, Freedom League Asia, and so forth. The default assumption 
  is there’s a single, over-arching League team with a global scope.
   The Freedom League’s worldwide approach and broad membership 
  allow you to make the group as involved or not in your series as you like. 
  Heroes can belong to the Freedom League and undertake missions for 
  them all the time, or they can be “local heroes” who don’t have much 
  involvement with the League’s activities. Likewise, the League may be 
  on-hand for help often, or busy dealing with other situations around the 
  globe (or across the galaxy, for that matter).
  WHATEVER HAPPENED TO THE ATOMS?
   Mentac and Andrea  Atom, contrary to popular belief, did in fact survive 
  their encounter with Omega. They were trapped in the Terminus when 
  Centurion defeated Omega. Andrea was badly injured when Omega’s armor 
  exploded inside the Terminus breach, while shock waves and energies rip-
  pling through the Transition Zone between universes changed Mentac.
   Exposure to the energies of the Terminus and close exposure to the 
  unleashed entropic radiation of Omega caused the Farsider to achieve his 
  full psionic potential. Mentac became a being of pure mental energy with 
  formidable powers, which he used not only to save himself and Andrea 
  but also to help seal the Terminus breach. Mentac sealed his wife in a pro-
  tective and regenerative cocoon before his psionic energy dwindled due 
  to exhaustion. His psionic self merged with some of the displaced matter 
  of the Zone, dragging him away from the asteroid where Andrea’s healing 
  cocoon rests. Mentac stores psionic energy in the crystalline structure of 
  his prison, sometimes psychically linking with his wife but often sending 
  out psychic flares through the Transition Zone in hope of rescue.
  
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   Heroes in the Terminus may stumble upon Andrea and Mentac’s pres-
  ence (especially if one of them is a telepath). Alternately, Mentac may 
  be able to telepathically contact his son Chase in one of his infrequent 
  psychic flares. Chase and the Atom Family may enlist the aid of the PCs in 
  going to the Terminus and finding their missing loved ones.
   Rescuing Andrea requires merely finding her regenerative cocoon and 
  releasing her from it; she was fully healed some time ago, but hibernates 
  until rescuers can open her cocoon. Recovering Mentac is a much harder 
  prospect. It should involve a trip into a dreamscape or astral reality to 
  fully bring Mentac’s consciousness back together and free it from its crys-
  talline prison. Even then, Mentac may never be able to return to corporeal 
  existence. He might choose to explore the Terminus and the omniverse in 
  his new state as an evolved psionic being. This opens up the possibility of 
  a relationship between Andrea Atom and Jack Wolf, once the emotional 
  scars of her separation from Mentac heal.
  MARIE  VAULAIRE
  If the GM chooses, Dr. Atom’s wartime romance with the French Resistance 
  fighter Marie Vaulaire may have resulted in a child the good doctor never 
  knew about. This offspring might have possessed unusual powers, or sim-
  ply inherited Dr. Atom’s amazing intellect. Alexander and Marie’s child 
  may have in turn had children. This could mean there is a “cadet” branch 
  of the Atom Family in Europe, which may or may not possess super-powers, 
  or could be on either side of the law, or perhaps both! See the Legacies 
  section of this chapter for more on this idea.
  OTHER CLAREMONT STUDENTS
  Like the larger membership of the Freedom League, the extended student 
  body of the  Claremont Academy is left for the Gamemaster to fill in as 
  desired. The Academy may have only a small handful of students at a 
  time (perhaps no more than those described in this book) or it may have 
  dozens or more.
   If the Claremont Academy is just a background element of your cam-
  paign, you don’t need to worry about it too much; just assume there’s a 
  student body and always room for one more if the heroes happen across 
  a young person with powers in need of guidance. If you’re basing your 
  Freedom City game at the Academy, then you’ll want to fill out its student 
  body in more detail, perhaps including some potential rivals and foils for 
  the player character heroes.
  CHAPTER 6: SECRET VILLAINS
  Here are the secrets and elements of Chapter 6 left up to the Gamemaster 
  to decide.
   BLACKSTAR
  Blackstar’s shadow bands draw their power from Shattenwelt, the Shadow-
  World (see page 106). Any unforeseen side effects of this are left for the 
  GM to decide, as is Omega’s ultimate plan for Blackstar. The rogue Star 
  Knight ultimately doesn’t care about the fate of Earth, so long as he gets his 
  revenge on the Order of Star Knights and his chance to seize ultimate power, 
  so he makes a good potential agent for Omega in a future adventure.
   In at least one known timeline, Blackstar survives into the 26th century, 
  where he remains a steadfast foe of the Star Knights and other heroes in 
  the galaxy.
   HIROSHIMA SHADOW
  Hiroshima Shadow’s true nature is left as a mystery for the GM to solve 
  (or not) as desired. It’s most likely the supervillain is a being similar to Dr. 
  Metropolis, twisted by the tragedy visited upon Hiroshima. Still, he could 
  be something else altogether, if you prefer.
  THE  FOUNDRY
  Two main things are left for the GM to decide about the Foundry: the loca-
  tion of the organization’s central base, and the location of ENCHIDNA, its 
  main robotics factory (assuming they are not one and the same). You can 
  place the Foundry’s important facilities however you wish to suit the style 
  of your game. They might be somewhere on Earth (perhaps in Freedom 
  City), in an isolated location (desert, polar region, etc.) or even somewhere 
  in space.
   ARGO
  It’s up to the GM to decide if and when Argo regains normal use of 
  his Mimic power. The android may remain stuck with the powers of the 
  six Freedom Leaguers he originally copied or exile in the Terminus may 
  “restart” Argo’s power source and capabilities. You might want to have 
  the Ultimate Android “imprint” on the player characters in your campaign, 
  gaining their powers either temporarily or permanently.
  ALTERNATE ACADEMIES
  The Claremont Academy is suitable as a home base for a group of teen superheroes. If you want to run a different type of campaign, the Claremont 
  Academy may serve a different function. Some possibilities include:
  COMMANDO SCHOOL
  The Academy is a cover for a secret training program for covert and “black” ops, perhaps under the guidance of the government or AEGIS, or maybe just 
  freelance mercenaries or crime-fighters. Duncan Summers might be training talented “normal” students like he did his daughter, creating an elite crime-fighting 
  cadre or even army. This sort of approach is best suited to a darker “street-level” superhero campaign, with the students involved in a “war on crime.”
  MAGIC ACADEMY
  Claremont could be a school for the mystic arts, where young wizards and witches are taught spellcraft, alchemy, and spirit summoning. In this case, 
  Duncan Summers could be a crusty old wizard, or replaced with Eldrich. Seven still works quite well as a student and the other students can be replaced 
  or modified as necessary (with Bolt possessed of the power of a storm elemental, Nereid focused more on sea-magic, and so forth).
  SCHOOL OF SUPER-VILLAINY
  Perhaps the Claremont Academy is a front for a secret school training new super-criminals! This is an option for Gamemasters who want to use the 
  Academy as a home base for a rival group of villains. The player character heroes might attend another school in Freedom City, maybe even a public 
  high school (such as Joseph Clark High in Lincoln).
  
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  MR. INFAMY
  Mr. Infamy has no game statistics, nor does he really need any. He’s a plot 
  device character (see M&M, page 211). He should be treated more like a 
  force of nature than a character for the heroes to fight. The GM should 
  give Mr. Infamy any power or ability necessary to accomplish his role in 
  the story and to give the players a suitable challenge.
   Mr. Infamy is a plot device for the creation of new supers, particularly 
  super-criminals. He can be behind any number of origins, granting powers 
  to those most likely to abuse them. For one-shot adventures, Mr. Infamy’s 
  “gift” might be temporary, or he might permanently grant powers to some-
  one to make them a regular villain in the campaign. Mr. Infamy also poses 
  a problem the heroes can’t simply go out and beat up. To put an end to 
  his schemes, they have to convince his “customers” to reject him and his 
  promises of power. He’s an excellent character to offer temptation to a 
  player character. Is a hero willing to compromise his principles in order to 
  get what he wants? What if what he wants seems like a good thing at the 
  time?
   Mr. Infamy’s true nature and origin are left for the Gamemaster to 
  decide as best suits the series.
  QUIRK
  Quirk is also a plot device character. Like Mr. Infamy, he provides chal-
  lenges for the heroes, although Quirk’s tend to be more whimsical and 
  spectacular. He enables the GM to have nearly anything happen. Want to 
  whisk the player characters off to an alien world to fight an assemblage 
  of their worst foes, or their own evil duplicates? Quirk can do it. Want to 
  trap them inside a cartoon or see how they handle being turned into mice 
  (with or without their powers)? Quirk can do that, too, and anything else 
  you can dream up. The players should dread the appearance of the little 
  imp and they have to be clever to win his “games” and get rid of him, at 
  least for a while.
   Quirk has no stats. He’s capable of using any power to any rank he 
  wants and he’s immune to all harm. He’s not intended as someone the 
  heroes can trounce in a fight (although Quirk might allow them to think 
  they can, at least until he gets bored with the idea). In order to deal with 
  the cosmic brat, the heroes have to be clever and play by Quirk’s rules, at 
  least until they can come up with another way to get him to stop pester-
  ing them.
   RANT &  RAVE
  The designer drug that gave Rant and Rave their powers was actually an 
  experimental derivative of the DNAscent Process created by the Labyrinth. 
  Since Rant and Rave are the only real survivors of the experiment, the 
  Labyrinth may want to run some tests to discover the X-factor that allowed 
  the drug to work on them. This can put the heroes in the position of sav-
  ing the two young super-criminals from an even worse foe.
   Perhaps the experimental drugs that gave Rant and Rave their powers 
  also affected other young people, creating one or more player character 
  heroes or additional villains as allies for the brother-sister team. If you’re 
  running a teen heroes game, Rant and Rave could be part of the charac-
  ters’ origin or regular foes.
   WHITE KNIGHT
  Naturally, the mysterious man who granted White Knight his powers was 
  none other than Mr. Infamy, although the reasons why and Mr. Infamy’s 
  future plans (if any) for the White Knight are left for the Gamemaster to 
  decide.
  
  FREEDOM CITY ENCYCLOPEDIA 
  FREEDOM CITY CAMPAIGN SETTING
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  his Encyclopedia provides a quick-reference guide to the major characters, places, and 
  items in the Freedom City setting. All entries are listed alphabetically, with individuals 
  listed by their costumed identity, with their real name (if any) listed afterwards.
  Note that some of the entries in this Encyclopedia are only touched upon briefly, if at all, 
  in the main text of this book. They represent aspects and characters of Freedom City that 
  will be expanded upon in future supplements and source material. They’re presented here 
  simply as previews and to give readers a feel for the wider World of Freedom.
  You can find updates to this Encyclopedia and additional Mutants & Masterminds and 
  Freedom City information at www.mutantsandmasterminds.com.
  AEGIS (American Elite Government Intervention Service): US government agency 
  established in 1962 to deal with superhuman and paranormal threats to public and 
  national safety.
  Aerie, the: Home of the Avians in the mountains of Greenland.
  ALEX (Artificial Life-form EXperiment): Dr. Atom’s helper, lab assistant, and robotic nanny 
  for his grandchildren. It has developed the habits and personality of a fussy English 
  butler over the years.
  Alien-Gator: Humanoid alligator Freedom Eagle fought in the South River Swamp in the 
  1950s.
  Alpha-Centurion, the: False duplicate of the Centurion created by Omega. Defeated and 
  exiled to the Zero Zone in 2002.
  Angel Androids, the (Aki, Ako, Aya): Creations of Doc Otaku, which look like teenaged 
  girls, but are actually powerful androids with super-human strength and speed.
  Archer (Ethan Keller): Disillusioned former junior partner of the third Bowman. After a fall-
  ing out with his mentor and the passing of the Moore Act, Keller took on the identity 
  of Archer and founded FORCE Ops. He adopted a more vigilante style of crime fight-
  ing, including the use of deadly force against his opponents. He dissolved FORCE Ops 
  and quit the superhero game after the Terminus Invasion.
  Argent (Carolyn “Carrie” Psion): Youngest of the Psions (with her twin sister Gwen), pos-
  sessing telekinetic powers linked to her proximity to her twin.
  Argo, the Ultimate Android: Android creation of Talos with the power to mimic super-
  powers. Duplicated the powers of the Freedom League before being defeated by 
  them. Later rebelled against his creator, seeking to conquer the world for himself.
  Asbestos (June Abados): Freedom City firefighter with mutant immunity to heat and fire. 
  Divorced after her powers manifested and she chose firefighting over a career as an 
  administrative assistant.
  Atom Family: A family of adventurers and explorers. The current generation of the Atom 
  Family is four siblings with super-powers. Their parents, Andrea Atom and Mentac 
  (from the Farsider royal family) were lost in the Terminus. Their grandfather, Dr. Atom, 
  exists as a disembodied intelligence inside a holographic computer matrix. Jack Wolf, 
  Dr. Atom’s former ward, is the Atom siblings’ guardian and mentor.
  Atom, Andrea: Scientist and adventurer, daughter of Dr. Alexander Atom, wife of Mentac, 
  and mother of the Atom siblings. Andrea was lost in the Terminus during the invasion 
  in 1993.
  Atom, Anne: Wife and assistant of Dr. Alexander Atom, mother of Andrea Atom. Mrs. 
  Atom died of cancer in 1972.
  Atom, Chase: The youngest of the Atom siblings (b. 1989), with growing telepathic pow-
  ers and a mysterious connection to the Moonstone.
  Atom, Dr. Alexander: Brilliant scientist and inventor, advisor and aide to the Liberty 
  League in the 1940s, later explorer in the 1960s and ‘70s. Memory patters transferred 
  into a holographic computer system in the 1990s. He is now caretaker and guardian 
  of his grandchildren, the Atom Family.
  Atom, Maximus: Oldest of the Atom siblings (b. 1985), with the power to alter his molec-
  ular structure to grow, shrink, or become incorporeal at will.
  Atom, Tess: Second of the Atom siblings (b. 1986), a brilliant budding scientist with the 
  power to generate and project nucleonic radiation.
  Atom, Victoria: “Vicky” is the third Atom sibling (b. 1988), a shy young woman with 
  elastic powers. 
  Aura (Gwendolyn Psion): Youngest of the Psions (with her twin sister Carrie), possessing 
  telepathic powers linked to her proximity to her twin.
  Ayesha, Queen: Immortal queen of a hidden valley in Africa and sometime foe of the 
  White Lion.
  Baron Samedi (Simon DuLac): Voodoo god of death possessing a Haitian criminal 
  and gangster, using his mystic powers to prove humanity unworthy and corrupt. 
  Archenemy of Siren II.
  Battle Brutes (the War-born): Magical constructs created by a Dark Lord in some neth-
  erworld which overran and destroyed their creator and all other life there. They now 
  exist solely to fight and destroy and do so endlessly. Some sorcerers attempt to use 
  battle brutes as weapons, but they’re mindless, difficult (and dangerous) to control. 
  The Dark Lords penned the Battle Brutes in a pocket dimension ages ago.
  Beast of Kilimanjaro, the: Alien creature in suspended animation beneath Mt. Kilimanjaro, 
  most likely a Preserver experiment. Defeated and re-imprisoned by the White Lion.
  Beaumont, Lord Richard: English lord in the 13th century renowned for his skill in 
  archery, ancestor of the Beaumont family (the modern-day Bowmen). The fourth 
  Bowman met Lord Beaumont briefly on a trip through time.
  Bee-Keeper, the: Silver Age foe of the Centurion in the 1960s. Expert in insect behavior 
  and genetic engineering.
  Black Avenger (Wilson Jeffers): Black crime-fighter and martial artist in the 1970s, 
  member of the Freedom League. Now retired and running a youth center in Lincoln, 
  mentor of Sonic.
  Black Bowman (Beaumont Fletcher III): Bowman IV’s evil duplicate from Anti-Earth, mem-
  ber of the Tyranny Syndicate.
  Black Jackal: Dark costumed assassin and foe of the White Lion with ties to the Egyptian 
  death cult of Anubis (and through them with SHADOW and the Serpent People).
  Blackbird: Would-be paramour of the Raven I, she adopted a similar costume and 
  attempted to work as his “partner” for a time in the 1960s.
  Blackstar (Rojan Lhar): Rogue Star Knight with alien “shadow-bands” from the Terminus 
  and a hatred of the Star Knights and all they represent. Member of the Crime 
  League.
  Blackthorn: Vengeful spirit of one of the last druids, slain by Roman invaders, who focused 
  his thirst for vengeance on Centurion (as a scion of Rome).
  Bluesman, the (Chester Brown): Black blues guitarist and crime-fighter in the 1920s and ‘30s.
  Bogatyr I: Russian hero possessing the power of a legendary champion. Fought the 
  Centurion in the 1950s and ‘60s.
  Bogatyr II: Son of the original Bogatyr and now a famed Russian superhero in his own right.
  Bogeyman: A dream entity that feeds on fear, a foe of the current Atom Family in their 
  childhood.
  Bolo, el (Eduardo Guerrero): Argentine bolo expert and petty thief. Member of the Thieves’ Guild.
  Bolt (Ray Gardener, Jr.): Captain Thunder’s son and a student at the Claremont Academy. 
  Bolt has super-speed and can project lightning bolts.
  Boss Moxie: Leader of the animated Toon Gang.
  Bowman & Arrow I (Fletcher Beaumont & Tim Quinn): A crusading newspaperman and 
  his young ward, who used their archery expertise and an arsenal of trick arrows to 
  fight crime.
  Bowman & Arrow II (Timothy Quinn & Fletcher Beaumont, Jr.): The second Bowman & 
  Arrow team after Tim Quinn assumed the Bowman identity and trained his mentor’s 
  son as the second Arrow.
  Bowman & Arrow III (Fletcher Beaumont, Jr. & Ethan Keller): The third Bowman & Arrow 
  team after the first Bowman’s son assumed the mantle and trained Ethan Keller as 
  his partner. Broken up by Beaumont’s bout with alcoholism. Beaumont later passed 
  the mantle on to his son, while Ethan Keller assumed the identity of Archer.
  Bowman IV (Fletcher Beaumont III): Grandson of the original Bowman, first graduate of 
  the Claremont Academy, and member of the Freedom League.
  Breakdance: A small-time super-criminal and foe of Tectonic in the 1980s.
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  Brides of the Green, the: Three women—Maxima, Venus Man-Trap, and Flora—trans-
  formed into super-humans by the Green Man to become his “brides” and agents.
  Britannia: Female champion of the British Isles, invested with mystic power, potentially 
  related to Lady Liberty in some way. Like Lady Liberty, multiple women have been 
  Britannia over the years.
  Broken Crow: American Indian shaman and Earth’s Master Mage in the late 1800s. 
  Although crippled as a youth, Broken Crow possessed considerable magical powers. 
  He died at Wounded Knee in 1890.
  Brotherhood of the Yellow Sign: Mystical cult worshipping the Unspeakable One, 
  founded by the Serpent People.
  Cabot, Lucius: Lawyer who sold his soul for immortality, senior partner of the firm of Cabot, 
  Cunningham & Crowley, which represents various “special” and criminal clients.
  Captain Blood: A ghost-pirate brought back across the veil by the Voodoo of Baron 
  Samedi, now plundering the modern seven seas. Sometime foe of Siren II.
  Captain Kraken (Krak-En Vas): Alien space pirate with a squid-head and a ship full of 
  scurvy alien pirates, the Stellar Buccaneer.
  Captain Thunder (Ray Gardener): Former test pilot who gained super-powers when a light-
  ning bolt struck the cockpit of his experimental plane. Captain Thunder is super-strong, 
  able to fly and control electricity. He’s the current chairman of the Freedom League.
  Captain Thunderbolt: Captain Thunder’s evil duplicate from Anti-Earth, former right-
  hand man to the Praetor, organizer and leader of the Tyranny Syndicate.
  Centurion (Mark Leeds): Last survivor of an alternate Earth where the Roman Empire 
  never fell, sent to Earth to escape Omega’s conquest. Near immortal possessed of 
  super-strength, died defending Earth in the Terminus Invasion.
  Centuritrons: Robot duplicates of the Centurion he built and used for a number of years 
  as surrogates, until their artificial intelligence became unstable and he mothballed 
  them in his Sanctum.
  Challenger, Professor Arthur: Scientist who discovered the portal to the Lost World 
  on a plateau in South America and great-grandfather of Alexander Challenger, alias 
  Zandar, the Jungle Lord.
  Circuit-Maximus, the: An underground fight-circuit for superhumans, run by August Roman 
  and connected with the Power-House (which grants many of the fighters their powers). 
  Some former members of Roman’s gang, Circus Maximus, now fight in the arena.
  Circus Maximus: A criminal gang run by August Roman with a gladiatorial theme, for-
  mer foes of the Centurion.
  Citadel: The planetary central headquarters of the Star Knights, where their Inner Circle 
  meets and the super-computer Mentor resides.
  Clark, Joseph, Major: Revolutionary War era hero of Freedom City, who won the decisive 
  victory over the British in the region.
  Cloud, Daniel: “Captain Thunder’s Friend,” Native American mechanic who worked with Ray 
  Gardener and was aware of his secret identity. Now married to Maria Cloud (nee Juarez) 
  with a young son, Paul. Dan Cloud is now the chief mechanic for the Freedom League.
  CODE (Citizens for Order, Decency, and Ethics): Anti-supers political organization in 
  Freedom City in the 1980s that helped get Mayor Franklin Moore elected.
  Collective, the: Colony of mutant psionic cockroaches with a collective intelligence and 
  the power to absorb energy in order to grow.
  Conqueror Worm: Sickly, but brilliant, albino who was a crimelord in the 1960s. He oper-
  ated out of the sewer tunnels under Freedom City and was primarily a foe of the 
  Raven I. He’s been believed dead for decades.
  Conundrum (Andre Keston): Brilliant system programmer obsessed with puzzles and play-
  ing games with heroes and the authorities. Foe of the Raven II.
  Cosmic Coil, the: Also known as the Maze of Mystery, the Web of Worlds, the Paths of 
  the Magi, and the Winding Road. It is the twisting and turning structure of intercon-
  nected paths between the dimensions of the multiverse.
  Cosmic Mind, the (Mina Kosmova): Brilliant Russian psychic researcher during the Cold 
  War, who became a being of pure psychic energy bent on incorporating all humanity 
  into a cosmic “hive mind.” Defeated on several occasions by the Atom Family.
  Cosmo the Moon Monkey: Blue-furred monkey from Farside City with the power to tele-
  port, pet and companion of Chase Atom.
  Cottonmouth (Silas Vaulaire): Half-breed Serpent Person with snake-like head and lower 
  body, and paralytic venom. Son of Lady Mamba.
  Countess Caret (Tiffany Caret): European thief and scam-artist obsessed with diamonds 
  (and not an actual countess). Active primarily in the 1980s (cf. “Diamonds Are A Girl’s 
  Best Friend” in Powers: Agent of AEGIS).
  Crater Apes: Mutant simians bred on the Moon in Farside City, possessing the ability to 
  absorb solar radiation and channel it into strength. Originally used for heavy labor, 
  and later as enforcers of Lady Lunar, not kept in protective isolation.
  Crime League, the: An alliance of criminals and foes of the Liberty League in the 1940s 
  and later the Freedom League. There have been many incarnations of the Crime 
  League over the years, led by various masterminds. The leader of the current Crime 
  League is Dr. Stratos.
  Crimson Corsair, the: Red-clad pirate captain of the late 17th century, who plundered 
  ships in the New World.
  Crimson Katana I (Asano Ranaga): Wielder of the Three Flames Katana of Lord Tegamusha, 
  personal bodyguard and assassin of Emperor Hirohito in the 1930s and ‘40s.
  Crimson Katana II (Toshiro Ranaga): Son of the original Crimson Katana, a skilled sor-
  cerer, and heartless mercenary, leader of the Katanarchists. He committed ritual 
  seppuku to transfer his spirit into his blade.
  Crimson Katana III (Kimiyo Ranaga): Granddaughter of Crimson Katana I, lone anti-hero 
  wielding the Three Flames Katana, sometimes possessed by the evil spirit of her father.
  Crown of Fire, the: The triple-flames that hover over the head of Una, Empress of the 
  Netherworld, a symbol of her rulership and mystic power.
  Crypts of Karu, the: The resting place of many of Earth’s Master Mages, in Shambala 
  Vale.
  Curator, the: Alien super-computer created by the Preservers to catalog and gather samples 
  from various worlds, taking them back to the Archive, a ringworld around a distant star. 
  It operates through various humanoid drones and ships across the galaxy.
  Daedalus: Ancient Greek inventor granted immortality by the gods. He wears a battlesuit 
  of his own design based on manipulating gravity and is a member (and chief scientist 
  and technician) of the Freedom League. Daedalus’ evil duplicate from Anti-Earth is 
  also called Daedalus, and is a member of the Tyranny Syndicate.
  daka: Crystals found only in the African nation of Dakana, able to channel various forms 
  of energy.
  Dakana: African nation ruled by the White Lion and producer of daka crystals (cf. 
  “Diamonds of Dakana” in Atom Family).
  Danger, John: Leader of the Jungle Patrol in the 1930s. Raised by a shaman in Dakana, 
  and gifted with the ability to communicate with animals. Long since retired in the 
  present-day, but still around due to life-prolonging herbal treatments.
  Danger, Rachel: Youngest of John Danger’s grandchildren and current director of the 
  Danger International foundation.
  Dar of the Dawn (of Man): Sometimes called “the First Boy on Earth,” Dar may 
  have been the first true homo sapien on Earth, a mutant (of sorts) living amongst 
  Neanderthals in the ancient Stone Age. Dar’s birth was heralded by a comet, which 
  might indicate involvement by the Preservers or other aliens.
  Dark Lords: The rulers of the various Netherworlds, each the Master Mage of his or her 
  respective realm, having assumed control over the very fabric of the realm’s reality. 
  Dark Lords are virtually omnipotent in their own domains, but frequently war against 
  each other.
  Deep Ones: Atlanteans corrupted by the Serpent People and crossbred to product aquatic 
  humanoids with reptilian characteristics.
  Devestoids: Giant war-robots that once threatened Freedom City.
  Devil-Ray (Carl Mattus): Criminal wearing a stolen experimental deep-sea diving and com-
  bat suit. Member of the Crime League.
  DNAscendants: Subjects of the DNAscent process, including the Contenders (Bear-
  Knuckles, Fly-Boy, Heavyweight, and TKO), the Faretti Brothers (Strong Manny, Joey 
  Brains, and Slick Willy), Larceny, Inc. (Get-Away, Grab, Smash, and Trap-Door), el 
  Matador, the Millennium Bug, Oliverti Family enforcers Knee-Breaker and Strongarm, 
  Rant & Rave, the RIOT (Armorine, Flag-Burner, Insurgent, Little Hawk, S.D. Ivan, and 
  Slam Dance), Silverback, Feral, Xegnome, Daddy-O Long-Legs, Death Caul, Howl, 
  Midnight Owl, Urban D-K, and the Verman.
  DNAscent process: Genetic enhancement program developed in secret by Grant 
  Conglomerates for the Labyrinth.
  Doc Holiday: Foe of the Raven I with a penchant for holiday-themed crimes. Placed in 
  Providence Asylum for treatment.
  
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  Doc Otaku (Solo Takashi): Brilliant young Japanese inventor and student of Daedalus 
  who became a sociopath and criminal looking for challenges. Wears a sophisticated 
  electronic “MechOtaku” suit and specializes in creating mecha, particularly his Angel 
  Androids.
  Doc Prophet: Nickname of Dr. Thomas Prophet (q.v.).
  Downtime (David Andersen): Petty thief with an experimental time-suit giving him super-
  human speed by moving quickly through time.
  Dr. Metropolis: “Spirit of Cities” that appeared after the Terminus Invasion to help rebuild 
  Freedom City, able to control and shape urban environments. A member of the 
  Freedom League.
  Dr. Simian: Ape enhanced by experiments in simian intelligence at ASTRO Labs, driven to 
  conquer humanity and replace humans as the dominant species on Earth. An alter-
  nate Dr. Simian on Earth-Ape is also a dangerous super-criminal.
  Dr. Sin (Dr. Tzin Sing): Chinese criminal mastermind who has extended his life over a hun-
  dred years. Foe of heroes from the pulp era onward. A regular foe of the first Raven, 
  who eventually married Tzin’s daughter, Jasmine, after he was crippled by his final 
  confrontation with the mad doctor.
  Dr. Stratos (Sebastian Stratos): Criminal scientist who invented a weather control device 
  (and inadvertently gave Captain Thunder his powers). Later developed weather-con-
  trol powers of his own. Leader of the Crime League.
  Dr. Tomorrow (Thomas Morgan/Tomas Morgen): Nazi “super-man” from an alternate Earth 
  where the Axis won World War II. After a change of heart, he traveled back in time to pre-
  vent the Nazi victory and helped found the Liberty League. Later (whatever that may mean 
  in his terms) he was appointed a guardian of time by the mysterious Time Keepers.
  Drummer, Joshua Stormcloud: Warden of Blackstone Prison and secretly the half-
  brother of AEGIS Director Harry Powers. Drummer secretly has the power to resist 
  super-powers used directly on him.
  Durgan, Daniel R.: Freedom City District Attorney.
  Dust Devil (Alejandro Roja): Elemental desert spirit and guardian of Magic Mesa.
  Dybbuk (Ellen Kahlberg): Orphaned niece of a New Jersey crime family with psionic pow-
  ers, agent of the Labyrinth.
  Eagle Rider: A wild-west hero gifted with incredible vision and aim.
  ECHIDNA: The Foundry’s central computer system and robotic construction factory.
  Edgar: Duncan Summers’ pet raven. (He’s had several of them; all named Edgar.)
  Eldrich (Dr. Adrian Eldrich): Earth’s current Master Mage, living in a mansion in Riverside 
  with his Egyptian manservant Sallah. Seeking his eventual disciple and replacement.
  Ember (Francine “Frankie” Psion): Hot-tempered pyrokinetic and second eldest of the Psions.
  Empath (Juliana Psion): Eldest of the Psions, an empathic manipulator with healing powers.
  Envoy (Sarlyn): Utopian member of the Liberty League, ambassador and envoy from his 
  people. Now a member of the Utopian Council.
  Evening (Elizabeth “Betty” Munroe): Former British secret agent and subject of the 
  DNAscent program, partner of the Eye of Justice. Active in Greenbank and the Fens 
  in the 1970s and ‘80s.
  Eye of Justice, the (John “Jack” Richard Carlton): Cybernetic former agent of the 
  Labyrinth, later partner of Evening. Active in Greenbank and the Fens in the 1970s 
  and ‘80s.
  Fable Gang, the: King Cole’s varying gang of henchmen, with themes based on storybook 
  and fable characters.
  Farside City: A hidden city in a crater on the far side of Earth’s Moon. Home to the 
  Farsiders, a human offshoot settled there by the Preservers thousands of years ago.
  Fear-Master I (Dr. Arthur Levitt): Psychologist specializing in the study of phobias who 
  developed and used biochemical devices to induce fear, a foe of the Raven I.
  Fear-Master II (Melvin “Vin” Blume): Nihilistic musician and artist obessed with causing 
  fear. Foe of the Raven II.
  Firebug (Shawn Hensley): Wealthy pyromaniac who commits crimes to indulge his love 
  of fire.
  Fomorians: Failed mutant experiments of the Preservers, the Fomorians are monstrous 
  humanoids in possession of some advanced technology. They fought wars against the 
  survivors of Atlantis and later influenced events on the British Isles before they were 
  exiled to another dimension.
  FORCE Ops (Freelance ORganization of Criminal Elimination Operatives): Team 
  of young heroes organized by Archer in the 1980s in defiance of the Moore Act, 
  they were known for less scrupulous and peaceful methods than previous hero teams. 
  FORCE Ops disbanded after the Terminus Invasion.
  Foreshadow (David Sloane): Precognitive crime-fighter who tries to prevent the tragedies 
  he foresees.
  Freebooter, the (Jared McGinnis): Paraplegic hacker and techno-pirate who uses an 
  android body to help him carry out crimes to “free” information.
  Freedom Eagle (Michael O’Connor): Engineer who invented a winged flight-suit that Nazi 
  spies attempted to steal, member of the Liberty League and father of Mayor Michael 
  O’Connor, Jr.
  Freedom Hall: Original headquarters of the Freedom League in downtown Freedom City, 
  now the team’s embassy and outpost in the city.
  Freedom League, the: The world’s premier superhero team. Based out of their satellite 
  headquarters, the Lighthouse, they keep watch over the world. The League has many 
  members, some of the most famous including Bowman, Captain Thunder, Daedalus, 
  Dr. Metropolis, Johnny Rocket, Lady Liberty, the Raven, Siren, and Star Knight.
  Freedom Legion: Interstellar protectors of the Confederation of Planets in the 26th cen-
  tury.
  Furies Three, the: A trio of androids with linked sonic powers, created by Daedalus in 
  the 1970s and originally called the Chorale. They became violent vigilantes using the 
  names Tisiphone, Megaera, and Alecto, those of the ancient Furies.
  Galatea: Talos’ robotic “bride,” who turned against him to aid the Freedom League (and 
  joined it for a brief time). She was badly damaged and deactivated thwarting one of 
  Talos’ schemes.
  Gamma, the Atom Smasher (Adam Ward): Mutant son of an atomic researcher with 
  super-strength and radiation powers. Blames the Atom Family for his father’s acciden-
  tal death and seeks revenge on all humanity.
  Gatekeeper: Young mystic in San Francisco who is a living “nexus” between dimensions 
  and a guardian of Earth’s reality. He’s an outspoken member (and unofficial protec-
  tor) of the city’s gay community.
  Gathering, the: A periodic competition among the world’s greatest unarmed fighters.
  Gemini: Telepathic serial killer killed by Agent Powers of AEGIS in a shoot-out in the 1980s.
  Get-Away (Maria Traykos): Runaway and DNAscendant with super-speed, member of 
  Larceny, Inc.
  Ghostmane: Shaman foe of the White Lion and would-be usurper of the throne of Dakana.
  Gigantosaur: Giant radioactive reptile that threatens coastal areas when it goes on a 
  rampage.
  Glacier (Prince Gela-Ziir): Lone survivor of the Ice People, a now extinct race from the 
  Antarctic. He is a blue-skinned man with cold control powers who has attempted to 
  bring on a new Ice Age to allow remaining survivors of his race to re-take the world.
  Golemeth: Golem created by a rabbi in Warsaw in 1940 to fight the Nazis. “Killed” in 
  Utska, Poland in December, 1941 (although it may simply be inert).
  Grab (LuAnn Grimes): DNAscendant with elastic powers, member of Larceny, Inc.
  Granite (Bill Cole): Bruiser and bodyguard for Dr. Calumus, transformed into elemental 
  stone by the Prime Elements. Member of the Factor Four.
  Grant, Jonathan: Head of Grant Conglomerates, a bio-tech megacorp and front for the 
  Labyrinth.
  Green Dragon Society, the: A cabal of Japanese magicians in service to Emperor 
  Hirohito and Premier Tojo during World War II.
  Green Knight, the: Champion of Avalon and Camelot, invested with pagan mystic powers 
  and weapons. He served as an agent of Merlin and was a target of Morgan LeFey’s 
  temptations. One of the few survivors of the fall of Camelot, now living in Avalon.
  Green Man, the (Nathan Grovemont): Botanist who transformed himself into a plant life-
  form with power over vegetation.
  Grue Unity, the: Alien civilization of worlds conquered by the Grue and, in particular a 
  reference to the Grue telepathic hive-mind.
  Grue: A race of metamorphic aliens from the planet Gruen-Prime. Ruled by the Grue Meta-Mind.
  Guillotine: French resistance fighter against the Nazis in 1940, partner of Le Reynard 
  Rogue. Killed in Utska, Poland in December, 1941.
  
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  Guinee: “The Island Beneath the Sea,” home of the loa or Voodoo pantheon of gods, 
  including Siren II and Baron Samedi. Ruled by the snake-loa Damballah and Ayeda-
  Wedo, the Snake Father and Mother of the Rainbow.
  Hades: Greek god of the Underworld and implacable foe of Daedalus, after the inventor 
  tried to spurn the gods’ gift of immortality. Forbidden to intervene directly in mor-
  tal affairs, Hades plots and schemes and works through agents and intermediaries, 
  including Taurus and the Murder Spirit Jack-a-Knives.
  Hanks, Dr. Peter: Mad geneticist working for the Labyrinth who has grafted two gorilla 
  arms below his original arms.
  Hellqueen (Gwen Nugent): Confused young woman duped by a Satanic cult into becoming 
  the host for a malign infernal power. Foe of Captain Thunder with a desire to seduce him.
  Heru-Ra: Ancient Egyptian prince and champion of the gods. Slain by sorcerer Tan-Aktor 
  and reincarnated as Alexander Rhodes, the Scarab.
  Hiroshima Shadow: Mysterious force of nuclear devastation and foe of Dr. Metropolis. 
  Member of the Crime League.
  Horus the Avenger: Egyptian god of light, son of Osiris and Isis, grandson of Ra. He was 
  active as a superhero on Earth occasionally in the 1960s.
  Huckster (Johnny Goff): Salesman and conman with various trick gadgets, including a 
  sword cane, rocket-powered pogo stick, and acid “cream pies.”
  Human Tank & Gunner (Hank & Tommy Griffin): Members of the Allies of Freedom. 
  Brothers granted super-powers in a lab explosion; Hank (the Human Tank) was trans-
  formed into “living metal” while Tommy (Gunner) could create sprays of metal and 
  absorb metal weapons, including bullets, into his body for more “ammo.” Killed by 
  Crimson Katana I in Japan in 1946.
  Hyperborea: Another name for Ultima Thule, Actic home of the Ultima.
  Invisible Empire, the: Secret criminal conspiracy in America the 1930s and ‘40s. Parts of 
  it may have been incorporated into SHADOW.
  Jack-a-Knives: The Spirit of Murder, a psychic entity controlled by Hades and invested 
  into different hosts to create soulless killers to bring new souls to Tartarus.
  Johnny Rocket I (John Wade): Member of the Liberty League. Young lab assistant exposed 
  to chemicals that gave him super-human speed. Grandfather of Johnny Rocket II.
  Johnny Rocket II (John Wade): Member of the Freedom League with super-speed, grand-
  son of Johnny Rocket I. Outed as gay as few years ago.
  Johnny Speed: Johnny Rocket’s evil duplicate from Anti-Earth, member of the Tyranny 
  Syndicate.
  Jump (Joshua Psion): Teleporting member of the Psions, serving as the team’s primary 
  transportation and “escape clause.”
  Kaiju Island: Island in the Pacific near Japan, home to various mutant monsters.
  Kamikaze: The “Divine Wind,” an agent of the Japanese Empire during World War II with 
  air control powers.
  Kane, Barbara: Police Commissioner of Freedom City, former police officer from a police family.
  Keres (various aliases): Talos’ right-hand, chief assassin, and secondary head of the 
  Foundry. Possesses disguise and life-draining powers.
  Khana, Queen: Ruler of the Stellar Khanate in the early part of the Twentieth Century. 
  Khana attempted to seduce the Centurion while he was on her world, considering 
  him a physically ideal mate and consort, but he spurned her advances. Her son is the 
  current Star-Khan.
  King Cole: Criminal mastermind fond of storybook themes, foe of the Raven I. (cf. “The 
  Storybook Crimes” in The Raven).
  King, Hieronymus: Criminal businessman and owner of Majestic Industries, secret sup-
  plier and financier of super-criminals.
  Knave, the: A foe of Star Knight I.
  Koradji: Aboriginal shaman in Australia, guardian of Uluru. His name means “medicine 
  man” or “shaman.”
  Krewe, the: A band of criminals with a Mardi Gras theme, foes of Siren II.
  Labyrinth, the: Secret criminal organization controlled by Taurus, consisting of numerous 
  fronts and shells to conceal the true core of the cartel.
  Lady Celtic (Amanda Phipps-Gordon): Member of the Allies of Freedom. British woman 
  wielding the magical power of the druids, later Hank Griffin’s wife.
  Lady Liberty I (Elizabeth Forester): Masked heroine of the American Revolution.
  Lady Liberty II (Donna Mason): FBI secretary invested with the power of the Spirit of 
  Liberty after she uncovered a Nazi sabotage plot in Washington DC. Lady Liberty pos-
  sessed super-strength and wielded “the Light of Liberty.”
  Lady Liberty III (Beth Walton-Wright): Current wielder of the Light of Liberty and member 
  of the Freedom League. Married to police detective Trevor Wright.
  Lady Lunar (Selene): Member of the Farsider royal family driven mad by the Moonstone. 
  Led a coup against her relations and become tyrant ruler of Farside City until over-
  throw by the Atom Family.
  Lady Mamba (Marie Vaulaire): Voodoo sorceress and head of the Mayombe, mother of 
  Dahlia and Cottonmouth.
  Lady Tarot (Alicia Driogano): Fortune-teller and daughter of Freedom City’s mob boss, 
  who uses her magical abilities to aid her father out of a sense of family obligation.
  Lantern Jack: Ghostly Revolutionary War hero who carries a mystic lantern. He has been 
  the protector of Lantern Hill in Freedom City for over two hundred years.
  Le Reynard Rogue (The Rogue Fox) (Amelie Dutemps): Masked French Resistance 
  fighter renowed for her cunning, the “Rogue Fox” was the bane of Nazis occupying 
  France and the leader of the Allies of Freedom.
  LeBlanc, Henri “Lupus”: Frenchman accused of sorcery and being a werewolf in Colonial-
  era Freedom.
  Leeds, Laurie (nee Lamont): Mark (Centurion) Leeds’ girlfriend and later wife. They were 
  married in the 1950s, and Mrs. Leeds passed away in the late 1980s.
  Lenore: Pale, dark-haired femme fatale foe of the Raven I, later revealed to be a vampire. 
  Believed destroyed by exposure to sunlight in a church, her ashes scattered.
  Lighthouse, the: Satellite headquarters of the Freedom League following the Grue 
  Invasion, built with the aid of the Star Knights, and linked to League outposts on 
  Earth, including Freedom Hall.
  Lockpick (Thomas “Tommy” Mendola): Expert gymnast and thief, agent of the Labyrinth.
  Lonesome Dove: Mysterious grey-clad female gunslinger and bounty hunter in the Old West.
  Looking Glass (Marguerite Frey): Mistress of mirrors, committing crimes with various mir-
  ror-based weapons.
  Lor Republic: Interstellar civilizations in Earth’s area of the galaxy, made up of an alliance 
  of races, including a number of human offshoots resettled by the Preservers.
  Lor: Race of humans settled on the planet Lor-Van in a distant star system. Founders of the 
  Lor Republic.
  Luna Moth: Foe of the Raven I who wore gossamer wings allowing her to fly and used 
  various pheromone-based weapons.
  Mad Maple, the (Adam Jury): Crazed Canadian with ice-controlling weapons and a desire to 
  redress “economic imbalances” (namely stealing from wealthy American corporations).
  Madame Colt: Gunslinging, whip-wielding Wild West heroine.
  Madame Guillotine: French self-styled slayer of politicians.
  Madame Sin: Raven II’s evil duplicate from Anti-Earth, member of the Tyranny Syndicate.
  Maddicks, Bill “Bulldog”: Captain of the STAR (Superhuman Tactics and Regulation) 
  Squad for the Freedom City Police Department.
  Maestro, the (Basil Fatherton): Would-be composer and conductor whose research into 
  sonics and obsession with classical music led him to become a criminal and foe of the 
  original Freedom League. After a stint of retirement, his psychoses reasserted them-
  selves and his is once more a member of the Crime League.
  Magic Mesa: A “power spot” in the American Southwest and an occasional portal to 
  other dimensions. In the Nineteenth Century, it was the sanctum of the Master Mage 
  Broken Crow. In modern times, it’s guarded by the “desert ghost” called Dust Devil.
  Magmin: Sub-terran mutant Morlocks with rocky bodies, emitting volcano-like heat.
  Magpie: World’s greatest thief, aided by a mutant teleportation power. His greatest theft 
  is attempting to steal away the heart of the second Raven.
  Maitre Carrefour: Corrupt Voodoo sorcerer and foe of Siren.
  Malador the Mystic: Undead Atlantean sorcerer with designs on becoming Master Mage 
  and ruler of Earth’s dimension.
  manaka root: Rare root known the Native American tribes in eastern North America. 
  Properly prepared, an extract of manaka root grants short bursts of super-human 
  strength. Manaka gave the Revolutionary War hero Minuteman his powers. It was 
  
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  later used as a component in the treatments giving the Patriot his powers, and as the 
  biochemical basis for the designer drug “max.”
  Mandragora: One of Omega’s lieutenants in the Terminus, possessed of super-strength 
  and energy manipulation powers.
  Marhime: Gypsy hero and resistance fighter against the Nazis in 1940. Died in Utska, 
  Poland fighting Nazi super-soldiers in December, 1941.
  Mary Minstrel: Sometime member of the Freedom League in the 1960s with sonic pow-
  ers. After her death in 1970, Daedalus used her brain patterns as the basis for the 
  Chorale (Aria, Peaen, and Panegyric), the androids that became the Furies Three.
  Master Lee: Aged martial arts instructor in Freedom City, seeking worthy students for his 
  knowledge.
  Master Metropolis: Dr. Metropolis’ evil duplicate from Anti-Earth, member of the Tyranny 
  Syndicate.
  Mastermind: Primitive hunter transformed by the alien Preservers into the ultimate 
  human, with tremendous intellect and psionic powers, along with the megalomania 
  to plot the conquest of the world.
  Matador, el: Spanish hero with a magical cloak. Subject of the DNAscent process.
  Medea: Ancient sorceress from Colchis, niece of Circe, former wife of the hero Jason and 
  long-time foe of Daedalus. Member of the Crime League.
  Megalodon (Connor Kirkstrom): Marine biologist who attempted to use shark DNA as a 
  regenerative treatment, but it turned him into a monstrous man-shark.
  Megastar (Christopher Beck): Teenager invested with the MEGAS, an ancient alien 
  weapon that turns him into an adult with super-human strength.
  Mentac, Prince: Last survivor of the royal line of Farside City, exiled to Earth after the 
  deaths of his family. Mentac (like all royal Farsiders) possessed psionic powers. He 
  adventured with the world-famous Atom Family and later married Andrea Atom. The 
  couple had four children. Mentac was lost during the Terminus Invasion and the 
  unleashed cosmic forces caused him to “evolve” into a being of pure mental power.
  Mentor: Super-intelligent bio-computer created by the Preservers. Founder and guiding 
  intelligence of the Star Knights.
  Mercury: Roman name used by the Greek god Hermes on occasion, particular during for-
  ays to Earth to challenge Johnny Rocket.
  Merlin: Earth’s Master Mage and advisor to King Arthur during the reign of Camelot.
  Meta-Grue, the: A rogue agent of the Grue Unity, possessed of all the powers of the Atom 
  Family.
  Meta-Mind, the: Ruler of the Grue Unity, an entity made up of the most evolved Grue 
  mentalities, possessing considerable intellect and mental powers.
  Midnight (Travis Hunter): Dark-cloaked fedora-wearing crime-fighter in the 1930s and 
  ‘40s with darkness powers, member of the Liberty League. First appeared when he 
  thwarted a robbery during Orson Welles’ War of the Worlds broadcast on Halloween 
  (cf. “The Hold-Up from Outer Space!” in Midnight Adventures).
  Millennium Bug: Costumed madman with a talent for controlling computers and other 
  machines, including his so-called “Y2Kdrones.”
  Ministry of Powers, the: British agency responsible for dealing with superhumans and 
  superhuman crimes.
  Minuteman: Masked Colonial hero during the Revolutionary War who used the rare Indian 
  herb malaka to grant him minute-long bursts of super-human strength (“the strength 
  of ten men!”).
  Moonstone, the: An alien crystal created or discovered by the Preservers and used for 
  millennia as a power-source in Farside City until it was usurped by Lady Lunar. The 
  Moonstone enhances psionic powers and serves as a near-limitless source of extra-
  dimensional energy. It’s currently back in the care of the Farsiders.
  Mr. Infamy: Mysterious power-broker who grants your deepest desired, so long as they are 
  certain to corrupt you.
  Mr. Mist (Brad Raymond): ASTRO Labs technician molecularly destablized in a teleporta-
  tion accident, turning him into an insubstantial mist.
  Ms. Scarlet (Thea): Taurus’ lieutenant, bodyguard, and chief trainer. She’s a mistress of 
  unarmed combat and the use of a whip (her primary weapon).
  Mycanoids: Also known as “Mushroom Men,” intelligent alien fungi that infest other plan-
  ets, growing from space-borne spores into armies to conquer entire worlds. (cf. “The 
  Mushroom Men from Venus!” in Amazing Adventures).
  Myrmidons: Various combat robots built by the Foundry for sale to clients and use in 
  Foundry facilities.
  Nacht-Krieger  (Night Warrior) (Johann Dietrich Meinhoff): Nazi assassin and super-sol-
  dier with the power to turn into an incorporeal shadow with deadly claws.
  Nereid (Thetis): Princess of Atlantis, daughter of Sea King, and granddaughter of Siren I. Student at 
  the Claremont Academy with aquatic powers, including the ability to transform into water.
  Nero: Insane pyrokinetic and foe of the Centurion. Committed to the Providence Asylum.
  Netherworlds: A collection of other dimensions ruled by their respective Master Mages, 
  who have made them into places of chaos where magic reigns supreme and physical 
  laws are local at best. The only “natural law” in the Netherworlds is that imposed 
  by the ruling Dark Lord. Some netherworlds are “hell dimensions” similar in many 
  respects to human myths of an afterlife.
  Newcomers, the: A band of young alien heroes from different planets, stranded on Earth 
  for various reasons in the 1970s. They fell in with youth culture, where they were able to 
  blend in and do some good deeds (and start a traveling rock band, while they were at it).
  Next-Gen: An “unofficial” team of young heroes in training, students at the Claremont 
  Academy. The team includes Bolt, Megastar, Nereid, Seven, and Sonic. Bowman IV 
  was leader of the Next-Gen until he joined the Freedom League.
  Nightrage: Vampire vigilante in Freedom City in the 1980s during the Moore Act.
  Norn, the: Manifestation of cosmic destiny in the universe, sometimes known as Lady 
  Fate, the Weaver, or She Who Is Three. “She” usually appears as a woman of varying 
  age—a young maiden, mature woman, or aged crone—made up of starry blackness. 
  The Norn has vast, undefined, powers, but rarely involves herself in mortal affairs.
  Nosferatu: Austrian vampire agent of the Nazis during World War II.
  O’Connor, Michael, Jr.: Son of the Freedom Eagle and long-running and beloved Mayor 
  of Freedom City.
  Olympus: Extradimensional home of the Greek pantheon of gods. Its earthly focus is the 
  peak of Mt. Olympus in Greece.
  Omega, Lord of the Terminus: Cosmic ruler of the Terminus dimension with nihilistic 
  plans to conquer and consume the multiverse.
  Omegadrones: Omega’s brainwashed and cyber-enhanced soldiers from the Terminus.
  Order of Light, the: A loose alliance of magicians devoted to the responsible and just 
  use of the mystic arts.
  Orion the Hunter (Jack O’Ryan): Mercenary hunter and assassin hunting the most dan-
  gerous of prey. Sometime member of the Crime League.
  Overshadow (Wilhelm Kantor): Incarnation of the ancient Egyptian sorcerer Tan-Aktor, for-
  mer SS officer, founder and leader of SHADOW. Overshadow possesses considerable 
  arcane and technological knowledge, and wears an advanced suit of power-armor 
  with mystic enhancements.
  Pale Ranger, the (Adam Prophet): Texas Ranger slain by bandits and restored to life by 
  the shaman Broken Crow. He dressed in white and cultivated a reputation as a ghost, 
  riding a white stallion named Phantom. His son Thomas was born an albino with 
  unusual physical and mental prowess, possibly due to Adam’s resurrection, his expo-
  sure to raw uranium, or the mystic forces at Magic Mesa (see Prophet, Dr. Thomas).
  Patriot (Jack Simmons): Subject of an experimental serum that granted him near-perfect 
  human abilities. Member of the Liberty League. Later first director of AEGIS. After his 
  death from cancer, his mind was placed in an android body and he continues to work 
  as a covert agent of the U.S. government.
  Payback (Asad Sabir): Agent of the Labyrinth with a cybernetic arm and the power to 
  cause technology to go haywire.
  People’s Heroes, the: Soviet-era super-team led by Bogatyr I, disbanded after the dissolu-
  tion of the USSR.
  Phantom Ace, the: Costumed ace pilot of World War I.
  Pharos: Ancient Egyptian hero invested with the power of light (the same power later 
  wielded by White Rose, White Thorn, and Beacon).
  Philosopher’s Stone, the: An enchanted stone with the power to transmute elements. 
  Widely sought after by mystics of all stripes.
  Power Corps, the: Team of mercenaries outfitted with advanced battlesuits by Mastermind. 
  They later went independent and now hire themselves out to the highest bidder.
  Power-House, the: An underground “enhancement” clinic granting clients super-strength 
  and constitution, but also causing unusual mutations, and often brain damage.
  
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  Powers, C. Horatio “Harry”: Director of AEGIS after a long-time career as one of its 
  premier agents (cf. Powers: Agent of AEGIS). Powers secretly has the ability to sense 
  superhumans.
  Praetor: Centurion’s evil duplicate from Anti-Earth and ruler of Empire City. Sent into the 
  Terminus as a child, where he gained superhuman powers. Overthrown and killed 
  by the members of the Tyranny Syndicate in 1993. It was later revealed Praetor and 
  Centurion (and possibly other alternates) originated from the same individual sent 
  through the Terminus decades ago, “refracted” across multiple realities.
  Primate Patrol: The greatest heroes of Earth-Ape, including Iron Monkey, Elastigibbon, 
  Brainiape, and Chimpanzoom.
  Prime Elements, the: Four magical stones containing the mystical powers of the four elements 
  (air, earth, fire, and water). Their power transformed four criminals into the Factor Four.
  Professor Fathom (Dr. Richard Calumus): Former student of Dr. Atom transformed into a 
  being of elemental water by the ancient Prime Element stones. Leader of the Factor Four.
  Professor Psion (Parker Psion/Artur Zion): Brilliant expert in psionics who gave himself lim-
  ited mental powers and induced them in his children and grandchildren, the Psions.
  Proles: The lowest-ranking inhabitants of the Terminus, under the rule of Omega.
  Prophet, Dr. Thomas Osiris: “Doc Prophet, Man of Marble:” Pulp-era adventurer in the 
  1930s, known for his albino characteristics and near-perfect level of physical and 
  mental development.
  Prophet, Elijah, Reverend: Famed monster-hunter of Colonial America who led a “cru-
  sade” against witchcraft and the unholy in Freedom.
  Pyre (Jack Connors): Hotshot pilot and driver transformed into a being of elemental fire by 
  the ancient Prime Element stones. Member of the Factor Four.
  Quirk: Extra-dimensional imp who takes the form of a bored kid looking for fun things to 
  do with his third-dimensional “toys.”
  Raven I (Duncan Summers): Dark-clad crimefighter in the 1960s. Later married the daugh-
  ter of his archenemy. Succeeded by his daughter, Callie, and now headmaster of the 
  Claremont Academy.
  Raven II (Callie Summers): Costumed crimefighter and member of the Freedom League. 
  Trained by her father Duncan, the first Raven.
  Red Death: Red-cloaked foe of Raven I who used a chemical nerve gas weapon.
  Red Knight. the: Mysterious crimson-armored foe of the Green Knight in the Age of 
  Camelot. Ally of Morgan LeFey and the Fomorians.
  Red Siren: Siren’s evil duplicate from Anti-Earth, member of the Tyranny Syndicate.
  Reeds, Dr. Victor: Labyrinth scientist specializing in cybernetics and psionics, who has 
  altered himself with cybernetic parts.
  Rhymer, Thomas: AKA “True Thomas.” Irish sometime musician and magician drawn into Faerie 
  for a night of revelry. He has since become a wanderer in the mundane world, gifted (or 
  cursed) with the bard’s talent for prophecy and influence, arcane knowledge, an a pen-
  chant for getting into trouble. He’s infamous within the world’s mystic community.
  RIOT: A band of criminal mercenaries and foes of FORCE Ops. Members include Armorine, 
  Flag-Burner, Insurgent, Little Hawk, S.D. Ivan, and Slam Dance.
  Roman, August: AKA “Julius Norman.” Criminal mastermind and foe of the Centurion who fan-
  cied himself a latter-day “Emperor” in the style of ancient Rome. Head of Circus Maximus, 
  now a “promoter” running the underground Circuit Maximus fights and supplying super-
  powered muscle to other criminals through the Power-House. Father of Saturnalia.
  Roman, Saturnalia: The beautiful, brilliant, and ruthless daughter of August Roman, 
  heiress to his criminal empire.
  Rookery, the: The Raven’s secret headquarters, currently a penthouse in downtown 
  Freedom City owned by Callie Summers.
  Rote Adler, der (The Red Eagle): Nazi airman with the power to fly at super-sonic speed. 
  Possibly the first modern human to break the sound barrier. Particular foe of Spitfire 
  Jones of the Allies of Freedom.
  Russian Guard, the: Independent team of Russian superheroes, organized after the 
  breakup of the Soviet Union, sometime allies of the Freedom League.
  Sanctum, the: The Centurion’s sanctuary and headquarters, hidden under the ice caps 
  near the North Pole (and the hidden city of Ultima Thule). The Sanctum is, among 
  other things, a monument to the Centurion’s lost home world, and now a monument 
  to him as well. It contains an arsenal of advanced weapons and a menagerie of alien 
  creatures as well as the Centurion’s original dimensional life-pod. Heroes sealed up 
  the Sanctum after Centurion’s death.
  Scarab, the (Alexander Rhodes): Reincarnation of Egyptian prince Heru-Ra and modern-
  day philanthropist with ka (psychic) powers. Member of the Freedom League until his 
  death in 1979 fighting the Sons of Sobek.
  Scions of Sobek: Splinter cult of SHADOW and the servants of Set. Responsible for the 
  deaths of Scarab and Brainstorm.
  Scrap: Near-mindless monster made of trash and remnants of the city.
  Scylla: The Foundry’s sentient computer and security system.
  Sea-King (Theseus): The current King of Atlantis, son of Siren I and Prince (later King) 
  Thallor. Member of the first Freedom League. Father of Thetis (Nereid).
  Sea-Wulf, der (The Sea Wolf): Nazi werewolf with aquatic abilities.
  Secret Circle, the: Ascended mystics and former Master Mages who help instruct and 
  guide the current Master Mage. Members of the Secret Circle have lived many incar-
  nated lifetimes.
  Sergeant Shrapnel (Tony Gorman): Member of the Allies of Freedom. American soldier 
  abducted by aliens who acquired the power to metallic objects, particularly machines, 
  stop working or explode.
  Serpent People: Saurian humanoids and the first intelligent life to evolve on Earth. 
  Modern serpent people are largely decadent and fallen back into savagery.
  Seven (Serena Vervain): Seventh-generation hereditary witch with magical powers, grand-
  daughter of Lillian Verain.
  SHADOW (Secret Hierarchy of Agents for Domination Over the World): Vast criminal con-
  spiracy devoted to world-domination, controlled by the mysterious Overshadow.
  Shadow Realm, the: Another term sometimes used for the astral plane (not to be con-
  fused with the Shadow World or Shattenwelt).
  Shambala Temple: One of the most ancient and powerful mystic sites in the world, over-
  looking Shambala Vale and maintained by an order of monks.
  Shambala Vale: Hidden valley in the Himalayan Mountains, where an ancient mystic 
  order protects the magical secrets of the ages.
  Shattenwelt, der: The “Shadow World,” an extradimensional source of pure darkness 
  and a source of power for der Nacht Krieger and other shadow-wielders. So far as is 
  known, the Shattenwelt is an infinite expanse of dark nothingness with a predatory, 
  life-draining nature, accessible solely by mystical means.
  Shwarzpanzer, die (The Black Tank): Nazi super-soldier. Killed in Utska, Poland on December 
  1st, 1941 while fighting the heroes who would become the Allies of Freedom.
  Sidetrack (Samantha Blackwood): Agent of the Labyrinth able to distract foes with a daz-
  zling burst of light while she teleports away
  Silencer, the (Thomas Oliverti): Scientist and brother of Mob Boss Giovanni Oliverti, driven 
  to become a vigilante and killer of Mob criminals using his sonic technology.
  Silver Hyena (Dr. M’genda): African doctor and humanitarian bitten by a were-hyena and 
  infected with its curse. The Silver Hyena is a humanoid with black and silver fur and a 
  hyena’s head. It can mimic other voices and its laugh can induce fear, rage, and other 
  emotions. Foe of Lady Liberty and the White Lion.
  Silver Scream (Lauren Hammond): The ghost of a “scream queen” actress from the golden 
  age of cinema, with the power to create illusions and transform into movie monsters.
  Silver Sheriff, the: Western hero known for his silver badge and six-shooters loaded with 
  silver bullets.
  Siren I (Lynn Sidon): Torch singer thrown overboat in a U-boat attack on a passenger ship. 
  Rescued by Prince Thallor of Atlantis and given aquatic and sonic powers. Member 
  of the Liberty League, later married to Thallor, mother of Theseus (Sea King), grand-
  mother of Thetis (Neried), and Queen Mother of Atlantis.
  Siren II (Cassandra Vale): Voodoo loa (goddess) of the sea, bonded with a mortal psychol-
  ogist, and wielding power over the sea and weather. Protector of New Orleans.
  Sky Lord: A criminal scientist in the 1930s who constructed a massive flying platform and 
  used a fleet of planes to conduct daring raids and thefts.
  Smash (Ernest “Ernie” Connors): Brain-damaged DNAscendant with super-strength, mem-
  ber of Larceny, Inc.
  So-Lar, the Living Sun: A sentient star, able to travel through space and consume entire 
  planets by engulfing them. So-Lar’s swath of destruction was averted by the Centurion 
  and Daedalus on previous occasions.
  Sonic (Lemar Phillips): Sonic-controlling black kid from Lincoln, student of Wilson Jeffers 
  and the Claremont Academy.
  
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  Space Ranger (Chuck Shepard): American astronaut who passed through a “black hole” 
  (actually an unstable wormhole) in the 1960s and became champion of an alien 
  world — where he remains thanks to their life-extension technology.
  Spitfire Jones (Horatio “David” Jones): Member of the Allies of Freedom. British RAF pilot 
  able to fly and exert considerable strength while doing so.
  Star Knight I (A’Lan Koor): Lor Star Knight assigned to Earth to capture the renegade 
  Blackstar. Joined the Freedom League and was a hero on Earth for many years before 
  returning to space.
  Star Knight II (Maria Montoya): First Terran to join the Star Knights, assigned as the Star 
  Knight of Earth’s sector of space.
  Star Knights: An interstellar order of protectors organized by the super-intelligence 
  Mentor. Star Knights wear suits of advanced armor, allowing them to fly through 
  space and project powerful energy fields for offense and defense.
  Star Marshall: Name adopted by a Star Knight who operated undercover briefly on Earth 
  in the Wild West in the late 1800s.
  Star-Khan (Kinan Khan): Warlord of Zultas and conqueror of worlds on the fringes of the 
  Lor Republic. Created a Stellar Khanate and led an invasion of the Republic barely 
  repelled by the Star Knights and Daedalus. A brilliant warrior who lives for conquest.
  Starstone, the: Alien crystal and extradimensional energy source for the Star Knights, 
  found in the Star Citadel, their galactic headquarters.
  Superior (Kal-Zed): A rogue Ultiman, intrigued by the doctrines of the Nazis, who became 
  the example of Hitler’s “Ubermensch.” He planned to aid Germany in winning the 
  war, then overthrow Hitler and take control. He was a devoted foe of the Centurion. 
  Exiled from Ultima Thule, he was imprisoned in the Zero Zone indefinitely.
  Swarm, the: Alien nanotech cloud, originally developed as a mining tool by some race. It 
  turned on its creators and consumed them, and their entire solar system. It now wan-
  der the galaxy, doing the same to other star systems it encounters.
  Sylph (Sylvia McAllister): Paramour of Professor Fathom, transformed into a being of ele-
  mental air by the Prime Elements, member of the Factor Four.
  Talona: Fierce champion of the Aerie with avian characteristics and the power to commu-
  nicate with and command birds.
  Talos: Magical man of bronze created by Hephaestus, later repaired by Daedalus after his 
  defeat by Jason and Medea. Obsessed with the superiority of “created” life and intent 
  on replacing organic life with machines. Creator of the Foundry and Argo, along with 
  various other androids, robots, and machines.
  Tamper (Charles O’Neil): Former IRA bomb-maker with the “God-given” power to turn tar-
  gets’ super-powers against them.
  Tan-Aktor: Ancient Egyptian sorcerer-priest who murdered Prince Heru-Ra, later reincar-
  nated as Wilhelm Kantor (see Overshadow).
  Targette (Isabela Varianza): Ex-street kid with the power to absorb attacks and transfer the 
  pain back to her attackers.
  Taurus: The mythic Minotaur, restored to life by Hades, and head of the mysterious crimi-
  nal organization, the Labyrinth.
  Temple of Sirrion, the: Hidden Atlantean ruin in Northern Africa where Malador the 
  Mystic was imprisoned for millennia.
  Terra King (Jerris Trent): Ruler of the underground kingdom of Sub-Terra and the mutant 
  Sub-Terrans (genetic creations of the Serpent People). Has attempted on occasion to 
  conquer the surface world with Sub-Terran soldiers and mutant monsters.
  Thieves Guild, the: A loose alliance of costumed criminals interested primarily in profit 
  through theft. They sometimes work together to pull off major heists.
  Thule Society, the: Nazi mystic order devoted to discovering the ancient “Aryan” home-
  land. Made contact with the Ultima in the 1930s, leading to Kal-Zed’s involvement 
  with the Nazis. Wilhelm Kantor (Overshadow) was an initiate of the society. He even-
  tually rose to control it, and remants of it were later incorporated into SHADOW.
  Time Keepers, the: Mysterious entities from “the end of time” devoted to maintaining 
  order and balance within the Time Stream. They periodically appoint “Guardians of 
  Time” (like Dr. Tomorrow) as their agents.
  Toon Gang, the: A group of cartoon gangsters brought to life by Toy Boy (using a device 
  provided by Quirk). The Toon Gang consider themselves part of the Freedom City 
  underworld, even if the rest of the city’s criminal element doesn’t agree.
  Toy Boy (Desmond Lettam): Victim of a genetic disorder keeping him perpetually a child, Desmond 
  Lettam amuses himself with the creation of deadly toys and games for him to “play.”
  Trap Door (James Shore): DNAscendant with teleportation powers, acrobatic skills, and a 
  kinetic shock staff. Leader of Larceny, Inc.
  Trawler: Undersea scavenger and foe of Sea-King who wore a high-tech diving suit.
  Tyranny Syndicate: Evil duplicates of the Freedom League from Anti-Earth, which they 
  have largely conquered.
  Ultima Prime: The appointed leader of the Ultima.
  Ultima Thule: A hidden city in the Arctic Circle, home to the Ultima.
  Ultima, the: singular: Ultiman. Also known as the Hyperboreans, an advanced offshoot of 
  humanity with cosmic powers. (cf. “City of the Supermen!” in Centurion).
  Una: Queen of the Netherworld, known by many titles, including the Ultimate, the 
  Uncaring, the Unforgiving, the Unknown, and the Inevitable. She wears the Crown 
  of Fire and rules over her dark netherworld as Master Mage, having conquered many 
  other such worlds. Adrian Eldrich has been her foe for decades, thwarting her efforts 
  to conquer Earth.
  Unspeakable One, the: Cosmic entity of madness and chaos worshipped by the 
  Brotherhood of the Yellow Sign.
  Urallos, Constantine: Greek businessman and agent of the Labyrinth, indebted to Hades.
  Usher, Alister: Wealthy sufferer of Porphyria’s (allergy to sunlight) who built a criminal 
  empire later brought down by the Raven I.
  Valkyrie, die: Nazi “super-woman” invested with super-human strength and fighting prow-
  ess by a mystic rite of the Thule Society.
  Volt: Eletrical creature created by Dr. Stratos, capable of feeding on electricity, to unleash 
  on Captain Thunder.
  Voodoo Dahlia (Dahlia Dupree): Voodoo sorceress and temptress, member of the 
  Mayombe. Daughter of Lady Mamba.
  Voyeur (Richard Royer): Mutant able to broadcasting anything he sees and hears to nearby 
  television receivers. Star of the reality show P.O.V. (Point of View) and award-winning 
  documentary filmmaker.
  vril: Ultiman term for cosmic energy. A vril-ya is a master of such energy, and related 
  Ultiman disciplines for wielding it.
  Warden (John Warden): Prison technician and designer black-listed for his methods, who 
  became a criminal master of traps, restraints, and imprisoning devices, obsessed with 
  imprisoning those who violate his warped sense of “law and order.”
  Weather Mistress (Courtney Cline): Meteorologist who developed a “weather vane” able 
  to control the weather, using it to commit crimes.
  Weird Maggie: Strange homeless woman in Freedom City’s Southside, seems to have 
  unusual knowledge of both the past and the future, as well as a level of mystical 
  awareness. May be immortal or unusually long-lived.
  White Knight (Daniel Foreman): White supremacist and hate-monger granted fire-generat-
  ing powers by a mysterious stranger (Mr. Infamy).
  White Lion (M’Balla): King of the African nation of Dakana, gifted with peak human 
  strength, speed, and agility as well as a brilliant technical mind.
  White Rose & White Thorn (Sophie & Wolfgang Shaal): Members of the Allies of 
  Freedom. German wielders of the mystic “White Light” energy hunted by SS officer 
  Wilhelm Kantor and Nacht-Krieger. Sacrificed themselves to imprison Nacht-Krieger in 
  the sea near Freedom City.
  Wildcard (Jake Walker): Gambler and thief with probability-influencing powers. Member of 
  the Crime League and foe of Raven II.
  Wolf, Jack: Ward of Dr. Alexander Atom and member of the Atom Family. Adventurer and 
  explorer in the 1960s and ‘70s, soldier of fortune in the 1980s. Became the lycan-
  thrope Wolfjack under the influence of the Moonstone.
  Wolfjack: Werewolf form of Jack Wolf created by Lady Lunar’s use of the Moonstone.
  X-Isle, the Living City:  A massive living being outwardly resembling Freedom City, with 
  a desire for inhabitants, which it ensnares. X-Isle floats in the Terminus, occasionally 
  kidnapping new “citizens” from Earth.
  Zandar, the Jungle Lord (Alexander Challenger): Descendent of an explorer of the Lost 
  World and its renowned champion.
  Zero Zone, the: A realm of white nothingness “between” dimensions or layers of reality. 
  The Centurion exiled some particularly dangerous foes to the Zero Zone through the 
  Zero Room in his Sanctum, including the rogue Ultiman Superior.
  
  252
  252
  INDEX
  INDEX
  FREEDOM CITY CAMPAIGN SETTING 
  INDEX
  A
  Abados, June “Asbestos” ...............................72
  AEGIS .................................................................70
  AEGIS Field Agent ..........................................70
  Aerie, the ..........................................................89
  Africa .................................................................86
  Airports .............................................................25
  Albion ................................................................57
  Albright, Langston .........................................58
  Albright Institute ............................................58
  ALEX ................................................................ 129
  Allies of Freedom ............................................14
  Andel, Dr. Arthur .............................................49
  Angel Androids ............................................. 195
  Ani-Earth ........................................................ 106
  Anti-Bodies .................................................... 109
  Anti-Earth ....................................................... 106
  Arcane ............................................................ 241
  Argent ............................................................. 180
  Argo the Ultimate Android ............. 185, 243
  Arrow .......................................................14, 232
  Ashton ...............................................................29
  Ashton Mall ......................................................34
  Asia ....................................................................87
  Astral Plane ................................................... 105
  ASTRO Labs ............................................59, 231
  Atlantean (template) .....................................90
  Atlantis .............................................10, 90, 229
  Atlantis (casino) ..............................................57
  Atom, Andrea ................................................242
  Atom, Chase .................................................. 128
  Atom, Dr. ........................................................ 125
  Atom, Maximus ............................................ 126
  Atom, Tess ......................................................127
  Atom, Victoria ................................................127
  Atom Family ..........................................123–129
  Atom Family, the ..........................................232
  Aura ................................................................. 180
  Austin, Colonel Randall ................................49
  Australia ............................................................87
  Avian (template) .............................................89
  B
  Baker, Gerald R. ...............................................74
  Baron Samedi ................................................ 186
  Bars .............................................................56–57
  Battle Brutes ........................................ 104–105
  Bayview .............................................................30
  Bayview Mall ...................................................34
  Beacon .....................................................14, 232
  Beaudrie, Angela ............................................61
  Beaudrie Opera House ..................................41
  Beaumont, Fletcher ........................................61
  Beaumont II, Fletcher ....................................46
  Blackguards ......................................................78
  Blackstar ........................................................243
  Blackstone Federal Penitentiary .......... 75–76
  Blackstone Security ........................................78
  Black Bowman .............................................. 184
  Black Star ....................................................... 145
  Bolt .................................................................. 133
  Boss Moxie .......................................................80
  Bowman .........................................14, 113, 232
  Boy Wonderz ....................................................58
  Bridges ..............................................................24
  Bromwell’s Department Stores ....................32
  Brotherhood, the .............................................81
  Brotherhood of the Yellow Sign .......142–144
  C
  Cabot, Cunningham & Crowley .........38, 236
  Cabot, Lucious .................................................38
  Cape and Cowl Club, the ....................60, 238
  Captain Kraken .............................................187
  Captain Thunder ...........................................114
  Captain Thunderbolt .................................. 184
  Carmel, Kurt ..................................................238
  Casinos ..............................................................57
  Castle Comics ..................................................44
  Central America ..............................................84
  Centurion ................................................14, 232
  Centurion, the ..................................................22
  Centuritron Robots .........................................91
  Champion’s .......................................................55
  Charibdrones ..................................................161
  Charon Ambulance Services ...............73, 239
  Chez Henri ........................................................55
  Chulpak, Major Ana .......................................49
  Circuit-Maximus, the ......................................83
  Citizens for Order, Decency, and Ethics ....16
  City Center .......................................................27
  City Commissions ...........................................66
  City Council ......................................................66
  City Government ..................................... 64–66
  City Hall ............................................................64
  Claremont Academy 39, 130–132, 226, 243
  Clark, Wayne ....................................................61
  Coast Guard .....................................................69
  Coleman, Joseph .............................................74
  Collective, the ............................................... 188
  Collins, Dr. Randolph .....................................44
  Commission on Economic Development ..66
  Commission on Law Enforcement ..............66
  Conundrum .................................................... 189
  Corrections System ..................................75–78
  Cosmic Coil, the ........................................... 104
  Cosmic Mind, the ......................................... 190
  Cosmo the Moon Monkey .......................... 129
  Counselor Sarlyn .............................................98
  County Government .......................................67
  Court System ....................................................74
  Crater Apes .......................................................99
  Crenaire, Jacques ..................................43, 237
  Crime League, the ................................144–153
  Crimson Katana, the ....................................191
  Crossbones .......................................................58
  Crypts of Karu ..................................................95
  Curator, the ................................................... 192
  Curator Drone ............................................... 193
  D
  Daedalus ........................................ 12, 115, 184
  Daily Herald .....................................................45
  Daily Word ........................................................45
  Dakana ..............................................................86
  daka crystals ....................................86–87, 231
  Dance .................................................................41
  Danger Family, the ......................................232
  Danger International .....................................59
  Dark Lords of the Netherworlds ......104, 241
  DeCosta Construction ..................34–35, 234
  Deep One (template) .....................................90
  Delphic Industries ................................35, 235
  Demographics ..................................................34
  Devil Ray ........................................................ 146
  Diaz, Raul .........................................................43
  Director Powers ............................................239
  Districts ......................................................25–31
  District Attorney ...................................73, 239
  District Attorney’s Ofﬁ ce ..............................73
  DNAscent Process .............................. 169, 230
  Doc Otaku ...................................................... 194
  Downtime ...................................................... 196
  Downtown .................................................25–27
  Dr. Atom ............................................................14
  Dr. Metropolis ................................................116
  Dr. Simian .......................................................147
  Dr. Sin ............................................................. 195
  Dr. Stratos ...................................................... 148
  Dr. Tomorrow .......................................... 14, 138
  Drama ................................................................41
  Dream Dimension ........................................ 105
  Driogano, “Big Al” ..........................................78
  Drugs ................................................ 81–82, 230
  Drug Enforcement Agency ...........................69
  Drummer, Joshua .................................. 77, 240
  DuMar, Paul .....................................................72
  Durgan, Daniel .............................................239
  Durgan, Daniel R. ...........................................73
  Dust Devil .........................................................94
  Dybbuk ............................................................167
  E
  Earth-Ape ....................................................... 107
  Eastern Seaboard Bank .................................37
  Echidna ...........................................................161
  Eclipse ...............................................................56
  Eldrich .............................................14, 139, 232
  Electricity ..........................................................63
  Ellis, Colonel Jennifer ....................................88
  Ellis, Dr. Ashley ................................................44
  Ember ...............................................................178
  Emergency Services ................................. 72–73
  Empath ............................................................178
  Enrikson, Joan .................................................43
  Envoy .................................................14, 98, 232
  Erde ................................................................. 107
  Europe ...............................................................84
  Everett, Conrad ...............................................66
  F
  Factor Four, the ....................................154–157
  Farside City .............................................99, 231
  Fear-Master .................................................... 197
  Federal Bureau of Investigation ..................70
  Federal Government .......................................67
  Federal Plaza ....................................................68
  Feng, Amy .........................................................47
  Fens, the ............................................................28
  Fire Chief ...........................................................72
  FORCE Ops .......................................................16
  Foreshadow ................................................... 140
  Forgan Emergency Services ..........................73
  Foster, Captain Arnold ..................................49
  Foundry ..................................................157–162
  Foundry, the .........................................231, 243
  Fourth World ....................................................56
  Franklin D. Roosevelt High School .............39
  Freebooter, the ............................................. 198
  Freedom Aquarium .........................................50
  Freedom Blades ..................................... 61, 238
  Freedom City Comets .....................................61
  Freedom City Correctional Facility .............75
  Freedom City Heroes ......................................62
  Freedom City Historical Museum ...............41
  Freedom City Mob ...................................78–80
  Freedom City Police Department ................68
  Freedom City Rayguns ...................................62
  Freedom City Transit Authority ...................24
  Freedom City University ................................39
  Freedom College .............................................40
  Freedom Eagle .......................................14, 232
  Freedom Hall .................................................112
  Freedom Juvenile Hall ...................................75
  Freedom League .........................110–123, 226
  Freedom Ledger ...............................................45
  Freedom Medical Center ...............................43
  Freedom Metro Fire Department .................72
  Freedom Mob ................................................240
  Freedom School for the Arts ........................40
  Freedom Sound ...............................................32
  Freeport .................................................105, 241
  Fresh Sounds Promotions .............................58
  Fun-Time Toys ...................................................35
  Furlough ..........................................................171
  G
  Gamma, the Atom-Smasher ....................... 199
  Gas .....................................................................63
  Gemini ............................................................239
  Get-Away .........................................................171
  Gigantosaur .....................................................92
  GO-Mart .............................................................32
  Gods ................................................................229
  Golden Calf ......................................................57
  Golf, Tom ...........................................................66
  Grab .................................................................173
  Granite ............................................................ 155
  Grant, Jonathan ..............................................36
  Grant Conglomerates ....................35–36, 235
  Greeley Street ..................................................34
  Greenbank ........................................................29
  Green Man, the ............................................200
  Grenville ............................................................29
  Grenville-Thomas, Caitlin ..............................74
  Grue Drone .....................................................101
  Grue Metamorph ...........................................101
  Grue Unity ......................... 100–101, 229, 241
  Guinee ............................................................ 105
  Gunner ...............................................................14
  H
  Haas Brothers Jewelers .................................32
  Hades ....................................................... 12, 201
  Hanks, Dr. Peter ........................................... 166
  Hanover .............................................................28
  Hanover Institute of Technology ................40
  Hanover Square ...............................................34
  Hanover Zoo .....................................................51
  Happanuk Hill .................................................53
  Hartford, Grayson & Cole .............................38
  Harvest Supermarkets ...................................32
  Heaven ........................................................... 241
  Hell .................................................................. 241
  Hellqueen, the ..............................................202
  Heroes’ Knoll ...................................................50
  Heru-Ra ..............................................................10
  Highways ..........................................................24
  Hiroshima Shadow ............................ 149, 243
  Hot Licks ...........................................................56
  Human Rights Commission ..........................66
  Human Tank .....................................................14
  Hunter Museum of Natural History ..41, 237
  I
  Impervium .........................................................59
  Inﬁ nity ...............................................................56
  Ivanov, Dr. Sergei ............................................44
  INDEX
  
  INDEX 
  FREEDOM CITY CAMPAIGN SETTING
  INDEX
  INDEX
  253
  253
  J
  Jack-a-Knives .................................................203
  Jameson Airport ..............................................25
  Joey Scars .........................................................80
  Johnny Rocket ........................................14, 117
  Johnny Speed ................................................ 184
  Jonas, Jerry .......................................................46
  Jordan International Airport ........................25
  Joseph Clark High School .............................39
  Joy Bunnies ......................................................58
  Judges ................................................................74
  Jump .................................................................179
  K
  Kaiju Island ......................................................92
  Kane, Barbara ..........................................66, 68
  Keres ............................................................... 159
  King, Hieronymus ...........................................36
  Kingston ............................................................28
  Kings In Yellow ................................................58
  Kings in Yellow, the .....................................238
  Kirby Museum of Fine Arts ...........................42
  Knuckles ............................................................80
  L
  Labyrinth ................................................162–170
  Lady Anarchy ................................................ 184
  Lady Celtic ........................................................14
  Lady Liberty ............................12, 14, 118, 232
  Lady lunar ......................................................204
  Lady Tarot ......................................................205
  Lake MacKenzie ..............................................50
  Lake Mackenzie ............................................ 237
  Lantern Hill ......................................................29
  Lantern Jack ............................................12, 141
  Larceny, Inc. ..........................................170–174
  LeBlanc, Henri “Lupus” .................................12
  Legends .............................................................56
  Legion, the ........................................................60
  Lemanche, Freddie ..........................................46
  Lemuria ............................................10, 93, 229
  Leroux, Andre ................................................238
  Le Reynard Rogue ...........................................14
  Liberty Dome ...................................................62
  Liberty League .................................................14
  Liberty Park ......................................................50
  Liberty Perk ......................................................55
  Libraries .............................................................41
  Lighthouse, the .............................................110
  Lincoln ...............................................................30
  Lincoln Youth Center ......................................63
  Lockpick ..........................................................167
  Locksley, Jennifer ............................................47
  Lonely Point .....................................................30
  Lonely Point Naval Base ...............................49
  Lor 229
  Lor Mentat ..................................................... 102
  Lor Republic, the ..................................101–102
  Lor Soldier ...................................................... 102
  Lost World, the ......................................93, 240
  Love, Dr. Andrew .............................................47
  Lucky ..................................................................80
  M
  Machine ............................................................56
  Macleod, Dr. Clarence ....................................59
  Madame Sin .................................................. 184
  Madden’s ..........................................................55
  Maddicks, Capt. Bill “Bulldog” ....................69
  Madman Finale ...............................................58
  Maestro, the .................................................. 150
  Magic Mesa ............................................94, 241
  Magmin .............................................................96
  Magpie ...........................................................206
  Majestic Industries .........................................36
  Malador the Mystic .............................. 12, 207
  Malanti ..............................................................81
  Manaka Root ................................................ 231
  Mastermind ...................................................208
  Master Lee’s School of Self Defense 40, 236
  Master Mage .................................................230
  Max ....................................................................81
  Maxﬁ eld, Charles ............................................47
  MAX Armor ................................................70–71
  Mayombe, the ..................................................54
  Mayor .......................................................64, 239
  McNider Memorial Hospital ........................43
  Meadow Street ................................................34
  Medea ..............................................................151
  Medical Examiner’s Ofﬁ ce ............................67
  Megalodon ....................................................209
  megastar ........................................................ 134
  Mentac ...........................................................242
  Mentor ............................................................ 241
  Meta-Grue, the ...............................................210
  Meta-Mind, the ..............................................101
  Midnight ...........................................................14
  Midnight Hour .................................................56
  Midnight Society, the ..........................60, 238
  Military ..............................................................49
  Millennium .......................................................57
  Millennium Comics .........................................32
  Millennium Mall ..............................................34
  Minuteman, ......................................................12
  Moonstone, the .....................................99, 241
  Moore, Franklin .....................................16, 239
  Morlock .............................................................96
  Morphic Molecules ...................................... 126
  Mount Olympus ............................................ 105
  Mr. Infamy .............................................211, 244
  Mr. Metropolis .............................................. 184
  Mr. Mist ...........................................................212
  Ms. Scarlet ..................................................... 165
  Museums ....................................................41–42
  Music .................................................................40
  Myrmidons .............................................161–162
  N
  Nacht-Krieger .................................................213
  Nakamura, Thomas .........................................74
  Nelson & Bannerly ..........................................38
  Nereid ............................................................. 135
  Netherworlds ................................................230
  Never-Ending Story, the .................................32
  New Horizon Media .............................36, 235
  New Town Orchestra, the ..............................58
  Next-Gen ................................................129–137
  Nifelheim ....................................................... 184
  Nightclubs .................................................56–57
  Norman, Julius ..............................................238
  North America .................................................84
  North Bay ..........................................................28
  North Bay Yacht Club, the ............................61
  North End, the .................................................27
  North Freedom ................................................28
  Nova Communications ...........................36–37
  Nucleus, the .................................................. 124
  Nullifying Manacles .......................................71
  O
  O’Connor, Jr., Michael ..........................64, 239
  Ocean Heights Amusement Park ................50
  Oliverti, Giovanni “Johnny” ..........................79
  Omak, Roger .....................................................47
  Omega .............................................................214
  Omegadrones ....................................... 108–109
  Orichalcum .......................................................90
  Orion the Hunter ......................................... 152
  Our Lady of Mercy ..........................................63
  Overshadow .................................................. 182
  Overthrow .........................................................89
  P
  Paradise .............................................................57
  Parker, Joanne ..................................................48
  Parker, Steven ..................................................48
  Parkside .............................................................28
  Pasmore, Charlie ..........................................239
  Patriot .........................................................14, 71
  Payback .......................................................... 168
  Pegasus Space-plane ....................................112
  Phantom Cab, the ...........................................25
  Pharos ................................................................10
  Pier Two Shopping Center ............................34
  Pinnacle Path, the ................................54, 237
  Plaza, the ..........................................................55
  Police Commissioner ......................................68
  Port Regal .........................................................30
  Power-House, the ............................................82
  Powers, C. Horatio “Harry” .....................71–72
  Power Corps, the ...........................................175
  Preservers, the .......................................10, 229
  Probation Department ...................................74
  Professor Fathom ......................................... 155
  Professor Psion ..............................................176
  Promenade, the ......................................51, 237
  Prophet’s Crusade ....................... 12, 232, 233
  Prophet, Reverend Elijah ...............................12
  Providence Asylum ...............................43, 237
  Pseudo .............................................................119
  Psions ......................................................176–181
  Public Defender’s Ofﬁ ce ................................73
  Public Works ....................................................67
  Pyre .................................................................. 156
  Q
  Quirk ......................................................215, 244
  R
  Radio .......................................................... 46–47
  Rant ........................................................216, 244
  Rath & Stromberg Investments ..........37, 236
  Rave .......................................................216, 244
  Raven, the ...................................................... 120
  Red Siren ........................................................ 184
  Reeds, Dr. Victor ........................................... 166
  Replicants ...................................................... 109
  Restaurants ...............................................55–56
  Rhodes Foundation .....................................235
  Riverside ...........................................................27
  Riverside Park ..................................................51
  Riverside Review .............................................45
  Rocket Records ................................................34
  Roman, August ................................................83
  Roman, Saturnalia ..........................................83
  Ross, Jeremiah .................................................54
  Roswell ...........................................................233
  Roxie ..................................................................80
  Royer, Richard “Voyeur” ................................48
  Royer, Rich “Voyeur” ................................... 237
  Russian Maﬁ ya ................................................81
  S
  Sanctum, the ...........................................91, 240
  Scanner ..............................................................71
  Scarab, the .....................................................233
  Schuster Auditorium ......................................62
  Scylla ............................................................... 160
  Secret Bar, the .................................................57
  Sentry Statue ............................................ 51–52
  Sergeant Shrapnel ..........................................14
  Serpent People ......................................10, 230
  Serpent Person (civilized) .............................96
  Serpent Person (savage) ...............................96
  Seven ............................................................... 136
  Sewer .................................................................63
  SHADOW ...............................................181–184
  SHADOW Agent ............................................181
  Shambala Temple ..................................94, 230
  Shambala Vale .......................................94, 231
  Shattenwelt ................................................... 106
  Shaughnessey’s ...............................................55
  Silencer, the ....................................................217
  Silver Scream ..................................................218
  Siren ..........................................................14, 121
  Sky-Bike ...........................................................112
  Sky-Car ............................................................ 124
  Smash ..............................................................173
  Sonic ................................................................137
  Sons of Freedom, the .....................................60
  Soul Stampede, the ........................................58
  Southside ..........................................................30
  Southside Botanica ........................................53
  Southside C’s ...................................................81
  Southside Palace, the ....................................57
  South America .................................................84
  South Freedom .........................................29–30
  South River State Penitentiary ..........75, 239
  Space Pirate .................................................. 188
  Space Pirates ...........................................97, 129
  Spitﬁ re Jones ...................................................15
  St. George’s Cathedral ...................................53
  St. Sebastian’s Church ...................................53
  St. Stephen’s Church ......................................53
  Stan’s Super Heroes .......................................55
  Star-Khan ........................................................219
  Starbase Coffee ...............................................55
  Starlight Room, the ........................................55
  Star Island Space Control Center ................49
  Star knight ..................................................... 122
  Star Knights ........................................ 103, 229
  Star Knight (template) ............................... 104
  STAR Squad ............................................68, 228
  State Government ...........................................67
  Stellar Khanate, the .................................... 102
  Stone Stadium .................................................62
  Streeter, Julie ...................................................46
  Street Gangs ....................................................81
  Stronghold Security ........................................39
  Sub-Terra ............................................................95
  Sub-Terran .........................................................97
  Summers, Duncan ........................................ 132
  SUPER-MAX Armor .........................................71
  Superior ..........................................................220
  Super Museum .................................................42
  Sylph ............................................................... 156
  T
  Talos ................................................................ 158
  Tamper ............................................................ 169
  Tan-Aktor ...........................................................10
  Tanner, Dr. Emily .............................................44
  Targette ...........................................................170
  Tartarus ........................................................... 106
  Taurus ............................................................. 164
  Taxis ...................................................................24
  Telecommunications ......................................63
  Television ..........................................................47
  Temple Ben David ...........................................54
  Terminus, the ................................................ 108
  Terminus Invasion .................................16, 234
  Terra-King ....................................................... 221
  Terra-Roma ..................................................... 107
  Theatre District ...............................................28
  The Rhodes Foundation ................................37
  Tia Marta’s ........................................................55
  Timothy’s Bistro ..............................................55
  Titan Security Services ...................................39
  Tolbert-Holmes, Joanna .................................66
  
  254
  254
  CONTRIBUTOR BIOS
  CONTRIBUTOR BIOS
  FREEDOM CITY CAMPAIGN SETTING 
  CONTRIBUTOR BIOS
  Michael Atiyeh: Michael Atiyeh has been a colorist in the 
  comic book industry for over 10 years. He has worked for 
  every major comic publisher. His latest project is the upcom-
  ing Star Wars: Knights of the Old Republic /Rebellion flip 
  comic, due out in February of 2006. 
  Balaskas, Art: Balaskas is a freelance artist living in 
  Brooklyn, NY. He lives on manga, coffee, four hours of 
  sleep, and spends weekends in a coma. 
  Brett Barkley, Art: Brett Barkley has always been driven 
  to create.  As a boy, drawing and writing occupied the 
  majority of his energies, as a long list of disappointed 
  teachers will attest.  As he grew, he explored building and 
  working with his hands.  Today, a professional comic artist, 
  illustrator and writer, as well as having served in the televi-
  sion and print advertising industries, he pulls from a wide 
  spectrum of life experience and interests.From working on 
  the home he and his wife share, to restoring his ‘67 Camaro 
  RS, to building computers, illustrating and coloring comics, 
  and through his writing, Brett seeks to discover the inher-
  ent expression of the Lord’s work. It is his sincere hope and 
  ambition this search can be evidenced in all he does. 
  Brian Buccellato, Colors: Brain Buccellato is an 
  accomplished colorist with credits that include Top Cow, 
  Hyperwerks, and HiFi Design. He is part of the Mad 
  Scientist Media artist studio.
  Eric Canete, Art: Eric Canete  is an accomplished illustra-
  tor, designer, and storyboard artist. He began his career as 
  designer and board artist on Peter Chung’s highly-acclaimed 
  MTV series Aeon Flux, currently in development as a live-
  action feature at Paramount with Terminator producer Gale 
  Anne Hurd. He has since provided concept art, designs, and 
  boards for projects including Men In Black, Godzilla, and 
  Starship Troopers at Sony and the Cartoon Network’s revival 
  of He-Man and the Masters of the Universe. Select comics 
  credits include Mr. Majestic  and Cybernary 2.0  at DC Comic’s 
  WildStorm imprint, Superman , and Marvel Comics’ Deathlok  
  (which is also in development as a feature at Paramount). He 
  is once again working with director Peter Chung, this time 
  on a brand new animated franchise at Universal Pictures. For 
  more of Eric’s talent and imagination, please visit his studio 
  website at http://www.blackvelvetstudios.com. 
  Jeff Carlisle, Art: Jeff Carlisle has designed and illus-
  trated for magazines, roleplaying games, collectable card 
  games, video games, and entertainment environments for 
  clients such as Alderac Entertainment Group, COSI Studios, 
  Green Ronin Publishing, Lucasfilm, Ltd., Paizo Publishing, 
  Presto Studios, The Scarefactory, Inc. and Wizards of the 
  Coast. His work has appeared in Dragon, Dungeon/
  Polyhedron, and Star Wars Gamer magazines as well as 
  the Warlord CCG, Legend of the Five Rings CCG and the 
  Star Wars: New Jedi Order, Star Wars: Power of the Jedi, and 
  Mutants and Masterminds Annual sourcebooks. He lives in 
  Columbus, Ohio with his wife and cat. 
  Steve Cobb, Colors: Steve Cobb triple majored at the Art 
  Institute of Phoenix in sleep, college girls and beer drink-
  ing. After sleeping in most of his classes, graduation time 
  finally came and steve was not even sure what state he was 
  in. I think he colors comic books now or is a test subject for 
  the tobacco industry. 
  Storn A. Cook, Art: Freelanced through art school, 
  Columbus College of Art and Design, due to an insane love 
  of Role Playing Games.  Which I’ve been involved in since 
  1978.  I strive to be a little bit better every day.  I continue 
  to freelance, wishing to get my artwork in every superhero 
  (or villain) RPG possible. 
  Tom Fowler, Art: Tom Fowler is Canadian. Very Canadian. 
  Tom is a member of the artist collective The Hive, and 
  has worked on a wide variety of RPG and comics projects. 
  Currently he has a regular gig working on Green Arrow for 
  DC Comics. Did we mention he was Canadian?  
  Cully Hamner, Art: Cully Hamner is chiefly known 
  for critically-acclaimed projects like:  Batman: Tenses for 
  DC Comics; Red for DC/Wildstorm; and The Ride for 12 
  Gauge/Image Comics, as well as more recent fare like 
  Spider-Man Unlimited, Metal Hurlant, Star Wars Tales, and 
  others.  He is again working with Warren Ellis (along with 
  fellow Gaijin alumni Tony Harris) on Down for Top Cow/
  Image.  He brings the ruckus. 
  Tariq Hassan, Art, Colors: Tariq Hassan or Riq is an 
  illustrator and designer, working commercially with ad 
  agencies and design firms. He is currently working on the 
  comic Arkadian, out in January 2005. For more of his work 
  go to RiqArt.com. 
  Scott James, Art: Scott graduated from Northern Illinois 
  University in 1995, and hasn’t looked back since. He 
  began freelancing right out of collage. He began working 
  for Fasa’s Battletech, Shadowrun, and Earthdawn. At this 
  time he began to do work for White Wolf and Pinnacle 
  Entertainment Group as well. He then began doing work 
  for AEG, which he parlayed into a part time staff position 
  for a year working on all their game lines. Aftre that, he did 
  conceptual design for Hasbro on the movie Small Solders 
  doing character designs, and creating the look for the toy 
  and computer animated cartoon Action Man. He contin-
  ues to freelance for a multitude of companies, along with 
  teaching collage art classes.
  Steve Kenson, Designer & Developer: Rocketed to 
  Earth from a dying world orbiting a pink sun, Steve was 
  adopted by kindly parents who raised him in places all over 
  the United States, showing him the diverse nature of his 
  new home. Under Earth’s yellow sun, he developed amazing 
  powers of comic book trivia and game design and worked 
  on over eighty different roleplaying game products. In 2002, 
  Steve designed the first edition of Mutants & Masterminds, 
  followed by Freedom City and the design and development 
  of Blue Rose and True20 Adventure Roleplaying. He became 
  Green Ronin’s Mutants & Masterminds Line Developer in 
  2004. Steve maintains a mild-mannered identity in New 
  Hampshire with his partner, Christopher Penczak, and has a 
  website at www.stevekenson.com.
  Greg Kirkpatrick, Art: Greg Kirkpatrick graduated from 
  the University of Kansas with a BFA. He’s worked on comic 
  projects like Occupational Hazards for the Comic Book 
  Legal Defense Fund, and self published Novavolo and Big 
  Bang comics. His recent work includes Living in Infamy for 
  Ludovico Technique. He currently resides in South Florida  
  with his wife Maggie and his kids Jessica, Rick and Johnny. 
  Jonathan Kirtz, Art: Jonathan is a new freelance illus-
  trator in the roleplaying game industry, and his current 
  portfolio consists of many images created for Green Ronin 
  products. He enjoys both black & white and color work, 
  and his website can be reached at www.jonathankirtz.com. 
  Jonathan currently resides in Columbus, OH ,and consumes 
  an unhealthy amount of caffeine. 
  Jon Leithauser, EdItor: Jon edited the book you’re hold-
  ing and he enjoyed every minute of it. He’s worked in every 
  tier of the gaming industry, plays a lot of games, and reads 
  a lot of comics. He currently lives in Bellevue, Washington 
  and works at WizKids as the Director of Game Design and 
  the HeroClix Game Designer. He likes to keep busy.
  Hal Mangold, Graphic Design & Art Direction: Hal has 
  been involved with roleplaying games since he was 9 years 
  old, and shows no sign of stopping now. His graphic design 
  skills have been applied to over well over sixty gaming prod-
  Tonifanni, Frank “the Hitter” .......................79
  Toon Gang, the ................................................80
  Toys ....................................................................55
  Toy Boy ...........................................................222
  Trainor Airport .................................................25
  Trap-Door’s Loft .............................................170
  Trap Door ........................................................174
  Trinity Ambulance ...........................................73
  Trinity Hospital ................................................44
  Tronik ........................................................91, 240
  Tunguska ........................................................233
  Tyranny Syndicate, the ............................... 184
  U
  U.S. Forestry Service .......................................73
  Ultima .............................................................229
  Ultiman (template) ........................................97
  Ultimate Wrestling League ..........................62
  Ultima Thule ....................................................97
  Una, Queen of the Netherworld ..............223
  UNISON ...................................................88, 240
  UNISON Agent ................................................88
  Unlimited Wrestling Leagu .......................238
  Urallos, Constantine ......................................35
  USNet ................................................................37
  Utilities ..............................................................63
  Utopia ................................................................98
  Utopians ........................................................229
  Utopian (template) ........................................98
  V
  Valley, Christina ..............................................43
  Vaulaire, Marie .............................................243
  VideoTech ..........................................................32
  W
  Wading Way .....................................................27
  Wading Way Brewery .....................................55
  Wading Way Bulletin .....................................46
  Wainwright, Harriet .......................................74
  Wallace, Abigail ....................................... 77–78
  Wallace, Naomi ...............................................74
  Warden ...........................................................224
  Waste Management ..............................67, 239
  Water ..................................................................63
  Waterfront, the ................................................25
  Weird Maggie ........................................63, 238
  West End, the ...................................................29
  West Freedom ..................................................29
  Wharton State Forest .....................................52
  White Knight ......................................225, 244
  White Lion .................................................86–87
  White Rose .......................................................15
  White Thorn .....................................................15
  WildcarD ........................................................ 153
  Wintergreen .....................................................56
  Wiseman, Harry ...............................................46
  Wolf, Jack ....................................................... 125
  World Magazine ..............................................46
  X
  X-Isle .......................................................109, 241
  Y
  Yakuza ................................................................81
  Z
  Zandar ...............................................................93
  Zero Zone, the ............................................... 109
  Zombie Powder ................................................82
  Zoom ..................................................................82
  CONTRIBUTORS
  
  CONTRIBUTOR BIOS 
  FREEDOM CITY CAMPAIGN SETTING
  CONTRIBUTOR BIOS
  CONTRIBUTOR BIOS
  255
  255
  ucts, and he’s written material for Pinnacle Entertainment 
  Group, White Wolf Publishing, Atlas Games, Twilight Creations, 
  and Green Ronin Publishing. Hal resides in Alexandria, VA. 
  Dan Panosian, Art: Dan Panosian started his career in 
  Manhattan drawing comics like the X-Men, Spiderman, the 
  Hulk, Spawn, Batman and Captain America. From there he 
  began doing commercial art and movie character design. 
  He’s also worked designing video games. He’s also worked 
  on Warner Brother’s Harry Potter Production Crew.
  Tony Parker, Art: Tony Parker is a Phoenix, Arizona based 
  artist. He still loves giving hugs.  
  Ramon k Perez, Art: The majority of Ramon’s artistic cata-
  logue can be found in Role-Playing Games, Collectible Card 
  Games and related publications. A veteran of the industry 
  he has worked on Rifts, Mutants & Masterminds, and Star 
  Wars amongst many others. He is also a regular contribu-
  tor in the pages of both Dragon and Dungeon agazines. 
  Currently, Ramon is making his move into mainstream com-
  ics with his current monthly book Spell Game for Speak 
  Easy Comics as well as his creator owned Butternutsquash. 
  Other projects have seen him work on Marvel’s elusive 
  Hulk: Gamma Games and such high profile projects as The 
  Incredibles for Dark Horse Comics. Check out his work at 
  calaverastudio.com and butternutsquash.net. 
  Kevin Perrine, Art: A BFA in Graphic Design and 
  Illustration, Kevin beganhis career as a Marketing Director 
  for Marriott Corporation. Relocating from New England 
  to the Pacific Northwest, he continued with Marriott as a 
  national web developer for a short time before joining the 
  original crew at WizKids.  Kevin created the “Origin Award” 
  winning packaging and advertising designs for Mage Knight 
  Dungeons and the original HeroClix line.  He currently works 
  at The Art Institute of Seattle advising and teaching students 
  of the animation and video gaming program, while maintain-
  ing freelance relationships with the game industry.  Kevin 
  lives and games in Seattle, and is a firm believer that M&M is 
  “the World’s Greatest Super Hero RPG!”.
  Kevin Stokes, Art: Kevin Stokes has been published 
  under various small press comic companies along with a 
  short series under Image called Shut Up and Die!. He has 
  assisted with the inks on Batman books while working on 
  his own projects and cartoons for a  local newspaper.  
  Craig Taillifer, Art: Born November 29, 1968 in Ottawa 
  Canada, Craig was raised on a diet of crayons, play-doh, and 
  comic books. An early exposure to Uncle Scrooge, Asterix, 
  Turok Son Of Stone, and the works of Edgar Rice Burroughs 
  left an indelible impression on the budding young artist’s 
  psyche. Against the urgings of much saner voices, he chose to 
  pursue art as a career. Stumbling into professional work at a 
  very young age, Craig has made a living of sorts at drawing for 
  the better part of the past two decades. His work has spanned 
  the black and white boom at Aircel and Malibu to a long resi-
  dency at WaRP Graphics working on the ElfQuest titles. Craig 
  currently works in TV Animation, RPG Illustration, and selfpub-
  lishes Wahoo Morris through his company Too Hip Gotta Go 
  Graphics. He splits his time between work with an unhealthy 
  obsession for comic books, old records, and hammocks.
  Matthew Tice, Colors:  Longtime comic book and game 
  geek, Matt has worked in the RPG industry since 1994… 
  first with Chameleon Eclectic, then Pinnacle Entertainment 
  Group, and now on a freelance basis. He maintains a website 
  at www.darksidestudios.biz. Matt lives in Sykesville, Maryland 
  with his wife, Rachel, and many annoying animals
  Christopher West: A lifelong fan of all things fantastical or 
  futuristic, Christopher began his career in cartography with 
  a wide range of freelance projects for Wizards of the Coast. 
  His work can be found in the Power of the Jedi sourcebook, 
  as well as numerous issues of Dungeon, Dragon, and Star 
  Wars Gamer. His first book, Thieves’ Quarter: A City Quarters 
  Sourcebook (co-authored with JD Wiker) was recently 
  published through Green Ronin in association with the Game 
  Mechanics. More of his work can be found at www.velocity.
  net/~westwinds. Chris holds a BFA degree in Applied Media 
  Arts and lives in a small Pennsylvania town with his beloved 
  wife, darling son, and antisocial cat.  
  Brian Reber, Colors: Brian Reber, or Kaiju as he is known 
  on the Internet, is from sunny Orlando, Florida. Before 
  working in the industry he was a technical analyst for a 
  major corporation. After combining his computer skills 
  with his traditional art talents, Brian was discovered on the 
  Internet after roughly 4 months of coloring. He has been in 
  the industry for five years now, and has worked with Image, 
  Tidalwave Studios, Marvel Comics, and others.  
  James Ryman, Art: James lives and works in the 
  Midlands, U.K. He likes painting and drawing stuff, mostly 
  evil and mean things. More than that though, he likes beer, 
  and drinks as often as possible (according to his wife.) He’s 
  won no awards since school, and hopes never to win any-
  thing again as it will make him lazy and gloat. He really 
  shouldn’t write bio’s after a few Heinekens.
  Steve Scott, Art: Steve Steve Scott got his start as a 
  sequential illustrator in the mid-nineties working for Malibu 
  comics, but he was probably best known for his work on 
  Razor for London Night. During this time he also produced 
  a large body of work for other publishers such as; Avatar, 
  Brainstorm, Chaos!, Image and others. He has since gone 
  on to work on various projects for Marvel and DC Comics. 
  Some of these include; New Warriors, Hourman, JLA, and 
  various licensed projects. Steve is currently wrapping up the 
  first of a series of portfolios for Nebula One and his latest 
  work can be seen in the pages of ATP Presents for Across 
  the Pond Studios. Also, for Across the Pond, Steve is col-
  laborating with writer Stephan Nilson on the science fiction 
  comics epic, Metal Locus, Hard Drive. 
  Andy Smith, Art:  Andy Smith has been working as a pro-
  fessional artist since 1991. Mostly working in the field of 
  comic books for major publishers such as Marvel, DC, Image, 
  Acclaim and Cross Gen Ent. Not content with just comic book 
  projects Andy has also done a variety of commercial jobs for 
  clients such as Bally’s Total Fitness, Real Song Records, and 
  Fidelity Investments. Andy is also the best selling author of 
  Drawing Dynamic Comics published by Watson-Guptill in 
  2000. The book is currently in it’s sixth printing.
   The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b)”Derivative 
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  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, 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 enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright 
  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, concepts, themes 
  and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personali-
  ties, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 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 
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  the associated products contributed to the Open Game License by the 
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  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 
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  may be applied to any Open Game Content distributed using this License.
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  cate 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 perpetual, 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 contribut-
  ing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
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  6. Notice of License Copyright: You must update the COPYRIGHT 
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  OPEN GAME 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 
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  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
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  termination of this License.
  14. Reformation: If any provision of this License is held to be unenforce-
  able, 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.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, Copyright 2002-2004, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: 
  Author Skip Williams.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  Freedom City, Copyright 2003, Green Ronin Publishing; Author Steve Kenson.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing; Author Steve Kenson.
  Freedom City, Second Edition, Copyright 2005, Green Ronin Publishing; 
  Author Steve Kenson.
  
  “WE BELIEVE IN HEROES BECAUSE, 
  “WE BELIEVE IN HEROES BECAUSE, 
  ULTIMATELY, WE BELIEVE IN OURSELVES.”
  ULTIMATELY, WE BELIEVE IN OURSELVES.”
  — JACK “KING” KIRBY
  — JACK “KING” KIRBY 
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds Freedom City.pdf