TEXT:  
  
   
   
  The Fires of War
  p1 
    
    
    
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  Written By 
  Aaron Sullivan 
  With 
  Ben Davis, Rob Hall, 
  Dave Mattingly 
  Editing, Layout 
  Dave Mattingly 
  Artwork By 
  Derrick Thomas 
  Cover 
  Derrick Thomas, Ryan Wolfe 
  Coloring, Maps 
  Ryan Wolfe 
  Additional Art 
  Ryan Wolfe 
  BlackWyrm Games Dave Mattingly, Aaron Sullivan, 
  Derrick Thomas, Ryan Wolfe 
  Playtesters 
  Scott Bedouin, George Brown, 
  Jo-Ann Brown, Jason Bush, 
  Neil Carriere, Ken Cates, Ben 
  Davis, Rob Hall, Bill Jackson, 
  Jason Kebic, Des Kirkpatrick, 
  Joe Linehan, Tom Lively, Dan 
  Mackison, Nathan Murphy, 
  Scott Somers, Mike Surbrook, 
  Wayne Walls, Leah Watts 
  Dedications 
  Aaron: To my wife for continuing 
  to tolerate the time I spend on 
  this stuff; To Robert Kanigher, 
  Roy Thomas, and James 
  Robinson, for reminding me why I 
  love this era; and to Ken Hite and 
  Ray Winninger for inspiring 
  boundless weirdness. 
  Dave: To my God, my family, and 
  my friends. 
  Derrick: To my family, especially 
  my new niece Benaeja. 
  Ryan: To Joanna, with love.  
  Copyrights 
  Mutants & Masterminds, 
  M&M Superlink, Green 
  Ronin and the M&M 
  Superlink logo are 
  Trademarks of Green Ronin 
  Publishing and are used 
  with permission. 
   
  Hero Points are Product 
  Identity of Green Ronin 
  Publishing and are used 
  with permission. 
  Open 
  Gaming 
  Content 
  Rules options and all game 
  mechanics descriptions 
  pertaining thereto are to be 
  considered open game 
  content. All other items, 
  particularly character 
  descriptions, character 
  backgrounds, and character 
  art, are retained as product 
  identity of BlackWyrm 
  Games. 
   
   
   
   
   
  
   
   
  Introduction 
  p2 
   
   
  CHAPTER 1: INTRODUCTION........3 
   
  Character Sheet .................. 4 
   
  Timeline............................. 5 
   
  Military of the Era ............... 8 
  CHAPTER 2: ALLIES ...................9 
   
  I: THE SENTINELS................9 
   
   
  Introduction.................. 9 
   
   
  Anthem ...................... 10 
   
   
  Cagliostro................... 11 
   
   
  Doc Steel.................... 12 
   
   
  Silent Knight ............... 13 
   
   
  Jack B. Quick .............. 14 
   
   
  Tom Thumb................ 15 
   
   
  Thunderbird................ 16 
   
   
  The Brownstone.......... 17 
   
   
  The Rocketplane ......... 18 
   
  II: DEFENDERS OF THE  
   
   
   
  CROWN.................19 
   
   
  Introduction................ 19 
   
   
  John Bull .................... 20 
   
   
  Glorianna.................... 21 
   
   
  The Gryphon............... 22 
   
   
  Pendragon.................. 23 
   
   
  The Ultranaut ............. 24 
   
  III: INDEPENDENTS ..........25 
   
   
  Amadeus.................... 25 
   
   
  Cogito ........................ 26 
   
   
  Doc Epoch.................. 27 
   
   
   
  The Timesavers..... 28 
   
   
   
  Null Point.............. 31 
   
   
  The Fearless Five ........ 32 
   
   
  Gunslinger.................. 35 
   
   
  Quincy Harkness ......... 36 
   
   
  Avery “Red” Hawkins... 37 
   
   
   
  Patriot XJ-25......... 38 
   
   
   
  The American  
   
   
   
   
  Eagles ............ 39 
   
   
  Kid Galahad................ 41 
  Quentin “King Congo” 
  McKenzie.............. 42 
   
   
  Old Glory.................... 43 
   
   
  The Orphans............... 44 
   
   
  Sea Devil.................... 45 
   
   
  The Scorpion .............. 46 
  The Watchman ........... 47 
  Jackson Wilde............. 48 
   
   
   
  The Pickman 
  Museum ......... 49 
  CHAPTER 3: ENEMIES.............. 51 
   
  I: DIE EINSATZGRUPPEN 
  ÜBERSOLDATEN..... 51 
   
   
  Introduction................ 51 
   
   
  Blut und Eisen............. 52 
   
   
  Donner....................... 53 
   
   
  Der Falken.................. 54 
   
   
   
  Eisen Vogel........... 55 
   
   
  Der Feuerzahn ............ 56 
   
   
  Dr. Veronika Von 
  Frankenstein......... 57 
   
   
   
  Castle................... 58 
   
   
   
  Die Schocktruppen 60 
   
   
  Grendel ...................... 61 
   
   
  Jaegerin ..................... 62 
   
   
  Jotun ......................... 63 
   
   
  Parzifal....................... 64 
   
   
  Schreckmacher ........... 65 
   
   
  Der Schwartzenritter.... 66 
   
   
  Die Spinne.................. 67 
   
   
  Dr. Ernst Thüle ........... 68 
   
   
   
  Die Valkyrie .......... 69 
   
   
   
  Acolytes ............... 69 
   
   
  Ungeheuer.................. 70 
   
   
  Wunderkind................ 71 
   
   
  Zeitgeist ..................... 72 
   
   
  Jormungandr .............. 73 
   
   
  Die Kriegsmaschinen ... 76 
   
  II: THE EMPEROR’S HAND.. 77 
   
   
  Introduction................ 77 
   
   
  The Kage Do............... 78 
   
   
  Hachiman................... 79 
   
   
  Kamikaze.................... 80 
   
   
  Oni ........................... 81 
   
   
  Tetsujin...................... 82 
  III: INDEPENDENTS................ 83 
   
  Abraxas............................ 83 
   
  The Alchemist................... 84 
   
  Amazon............................ 85 
   
  Baron Brass ...................... 86 
   
  Dagon.............................. 87 
   
   
  The Atlantean Empire .. 88 
   
  Dr. Diablo......................... 90 
   
  Dr. Prometheus................. 91 
   
  Dr. Scarab ........................ 92 
   
   
  The Sky Pyramid ......... 93 
   
  The Element of Crime........ 94 
   
  The Emperor of Heaven..... 95 
   
  Evergreen......................... 96 
   
  Fantasia ........................... 97 
   
   
  Scaleface.................... 97 
   
  Gilgamesh ........................ 98 
   
  The Hag........................... 99 
   
  The Iron Skull..................100 
   
  Madrigal..........................101 
   
   
  The Brotherhood of 
  Silence ..........101 
   
   
  Haven .......................102 
   
  Malice A. Forethought.......103 
   
  Maximus Rex ...................104 
   
   
  Saurian Dominion.......105 
   
   
  Wakefield Island ........106 
   
  Morpheus ........................107 
   
  The Needle......................108 
   
  Nic o’ Time ......................109 
   
  Requiem..........................110 
   
  Rex Mundi .......................111 
   
  Salamanca.......................112 
   
   
  Fetish........................112 
   
   
  The Sky Galleon .........113 
   
  See Hexe.........................114 
   
  Simple Simon...................115 
   
  The Terrible Triumvirate ...116 
   
   
  Esmeralda Griffith.......116 
   
   
  Harcourt Jeckyll .........116 
   
   
  Etienne Moreau..........117 
   
   
  Beast Men .................117 
   
  Zavier Zodiac...................118 
   
   
  The Tarot Cartel.........119 
  APPENDIX............................ 120 
  PAGES FROM HISTORY ........... 122 
  OGL NOTICE ....................... 128 
  
   
   
  Introduction
  p3 
   
   
   
   
   
   
  The Golden Age is a term in the history of the comic 
  book industry used to describe the first generation of 
  comic books, those halcyon years that saw us through the 
  end of the pulps as the standard-bearers of heroic 
  escapism and into the complacent post-atomic sparse 
  offerings of the genre. In the real world, it covered the 
  late ’30s up through approximately the mid-’50s, and 
  ended with DC Comics heralding in a reworking of their 
  Flash character that introduced the Silver Age. During that 
  period the United States dragged itself out of an economic 
  depression, fought in the single largest military conflict 
  ever seen, and girded itself for a long staring match with 
  the Soviet Union in the altogether new kind of conflict 
  represented by the Cold War. In contrast to those bleak 
  and trying times, the comics of the era offered hopeful 
  and simplistic fantasies for the readers to lose themselves 
  in, at least for a little while – four-color tickets to worlds 
  where dastardly villains could always be separated from 
  lantern-jawed heroes, where the good guys always won 
  and the bad guys always got what was coming to them. 
  From a more modern perspective, the stories were just 
  that: simple. Uncrowded with many of the details and 
  justifications we see in today’s works, uncomplicated with 
  psychologies and deep characterizations, those early 
  creations are still remarkable in the energy they showed 
  and the sheer breadth of creativity they enjoyed. From 
  magic rings to caped supermen to angry androids to two-
  fisted avengers, imaginations ran wild and future comics 
  benefited from a beginning that was fertile if not 
  altogether sophisticated. 
  This book is not a primer to that era as a genre 
  resource. Within these pages, the reader will not find 
  essays on how best to recreate the feel of comic book 
  stories set in the Golden Age, nor will said reader find 
  guidelines on behavior and tropes commonly occurring in 
  the stories of that era. The Fires of War: The Algernon 
  Files Volume 2 is, instead, a setting supplement. It 
  presents a number of locations and characters, many with 
  links to each other, set in and around the period of the 
  Second World War. In many ways, it is a prequel to the 
  first Algernon Files book, giving information on the prior 
  happenings and characters alluded to in some of that 
  book’s entries, while presenting a wide range of other 
  “stuff” making its very first appearance.  
  This book is also not a history text, though it does 
  include a handy-dandy timeline of events for the era that, 
  while concentrating on the items of note that markedly 
  diverge from our real world’s history, also includes a few 
  important events that did happen (just as a continuity 
  aid). Hopefully, the reader is already familiar with who the 
  Nazis were, what the significance of Pearl Harbor, the 
  Battle of Britain, and the Manhattan Project was, and who 
  the winners and losers of the whole shebang turned out to 
  be – just as we didn’t see any need to review Hitler’s real 
   
   
   
   
   
   
  world biography, or the politics and tactics behind why the 
  atomic bomb was dropped on Hiroshima. The Gods of 
  Entertainment have kindly given mankind the History 
  Channel, and historians have added thousands and 
  thousands of very good texts on the subject over the 
  years – we at BlackWyrm enthusiastically recommend 
  diving into a few if you really need a refresher, because 
  we’re certainly not going to charge you good money for a 
  rehash of all that. We do give you some game stats and 
  play information for various military personnel and 
  equipment for the era, though, out of the kindness of our 
  hearts. 
  That being said, this book doesn’t cover the entire 
  range of years commonly encapsulated in the Golden Age 
  (oh, about 1938 to 1956), instead focusing on the 
  statistics of the characters, locations, and other materials 
  included here at a single point in time – all of the stats are 
  current as of December 1942. However, The Fires of 
  War includes within the timeline and the write-ups 
  enough details to allow a resourceful GM to delve into the 
  years preceding and following what is presented herein. 
  Since the materials here are for GMs and players to put to 
  immediate use, and to individualize as necessary to their 
  campaigns, there are no carved-in-stone historical 
  progressions given within the text on these items. What 
  happens or happened to them is entirely up to GMs and 
  players within the context of your games. You bought this 
  pretty little book and can decide how you want to use it. 
  But, if GMs and players don’t really have any desire to 
  plan out peripheral matters outside of their own plotlines, 
  we do include a section called “The Pages of History” that 
  gives you the skinny on what happened in each case in 
  the viewpoint of the overall BlackWyrm Universe timeline; 
  in other words, the assumptions underlying the first 
  Algernon Files’ tome and the assumptions that will go into 
  future supplements. If you guys don’t feel like using that 
  section, feel free to change or ignore its contents at your 
  leisure. To reiterate, it’s your book. Enjoy. 
   
  
   
   
  Introduction 
  p4 
  The Character Sheets 
  The character sheets as presented have the picture and 
  public information in the outer column, the background story and 
  notes in the center column, and all of the hard numbers and 
  statistics in the inner column. 
  1. Name: The character’s “professional” name. Names are 
  alphabetized based on the most common shorthand name. Doc 
  Steel, for example, falls under D, since he’s most commonly 
  referred to by the media as “Doc.” Kid Galahad, likewise, is best 
  known by “Kid.” 
  2. Picture: The characters are all shown at the same scale 
  (except in the extreme cases of Jotun, Maximus Rex and his 
  Saurians, and the Ultranaut), to make for easy size comparisons. 
  4 in = 6 ft (1:18 scale). 
  3. Quote: This is something that the character might say, as an 
  indication of his personality and outlook. 
  4. Visible Information: This indicates how the character 
  appears, not necessarily how he actually is. An immortal, for 
  example, might have a listed age of 30, if that’s how he appears. 
  If the real age is very different, it is listed in parenthesis following 
  the apparent age. 
  5. Public Knowledge: This is information that someone might 
  know about the character. Characters with an applicable skill, 
  such as Knowledge (Metahumans), or Knowledge (High 
  Technology) for high-tech characters, can make a skill check to 
  see how much they know about the character. Otherwise, default 
  to a normal INT check for information already known, or a Gather 
  Information or Investigate check for active research. The 
  information gained is cumulative (i.e. a result of 17 will reveal the 
  information at DC 5, 10, and 15). If the facts are contradictory, 
  the higher DC fact is the truth. 
  6. Notes: Some characters use the rules in uncommon ways, or 
  have powers or feats that need further discussion (sidekicks, 
  sample gadgets, etc.). 
  7. Description: The character’s origin, personality, powers, and 
  tactics. 
  8. PL: The character’s Power Level. 
  9. Concept: The shorthand idea behind the character. 
  10. Points: The number of points that the character is built on. 
  11. Stat Block: If a character’s size (or density) is other than 
  normal, and is permanent and innate, only the 
  heightened/modified stats will be given. 
  12. Saving Throws: If the Toughness Save is two numbers 
  divided by a slash, the first is the total with all normal modifiers 
  included and the number after the slash is without those special 
  circumstances (such as losing access to Dodge Bonus when the 
  TGH SV is modified by the Defensive Roll feat). 
  13. Reference Numbers: Lift (the number listed is the 
  Maximum Load for the character), Leap (Running long jump 
  distance is listed), Initiative Bonus, and Knockback Modifier. 
  14. Attack, Defense, Damage: The bonus from Attack Focus 
  or Specialization (if those Feats have been taken) is already 
  added, with the number after any slash representing the standard 
  attack bonus. The flat-footed Defense is given after the slash. If 
  variable size* modifies these values, the first values are for when 
  the character has changed to their largest or smallest size and  
                                                   
  * if a character’s size (or density) is other than normal, and is permanent 
  and innate, only the heightened/modified stats will be given 
  the number in parentheses is the normal bonus. Any extra reach 
  from Growth is shown in brackets. If the modifiers come from a 
  Device or Equipment (which could be lost) that total bonus is 
  listed in brackets. 
  15. Skills: All modifiers have already been included. Any skill 
  bonuses that do not always apply (such as the Attractive feat) will 
  be listed with two values separated by a slash. If the skill is one 
  that has specializations, such as Knowledge or Language skills, 
  the listed specializations are italicized. A bracket around one of 
  the languages listed in a Language Skill list distinguishes that 
  language as the character’s native tongue. If a character’s native 
  tongue is not English, and he knows no other language, it will 
  appear in brackets at a Language cost of 0. 
  16. Feats: Feats that require specializations, such as Benefit and 
  Distract, have those specializations italicized. Any new feats are 
  listed in bold, along with the page number on which that feat’s 
  description can be found. Some Minions are listed only by PL and 
  Name, such as PL2 Criminals. These are built as the archetypes 
  from the Mutants & Masterminds rulebook. 
  17. Powers: Powers are given simply as name and ranks, 
  followed by any modifiers and feats. Modifiers are listed as + or - 
  and a number. The abbreviations “PF” and “AP” stand for “Power 
  Feat” and “Alternate Power,” respectively. 
  Regeneration powers are simply listed with rank, not with 
  time increments. 
  18. Equipment: If the character has any equipment, it is listed 
  here. 
  19. Drawbacks: If the character has any drawbacks, they are 
  listed here. 
  20. Math: The cost of each section (Attributes, Combat, Saves, 
  Skills, Feats, Powers, and Drawbacks) is summarized here. 
   
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  Introduction
  p5 
   
   
   
   
   
   
  1935 
  March: Anton Loveless discovers cache of alien technology 
  in Antarctica, adopts the name “Dr. Prometheus,” and begins 
  financing extraction efforts by selling various advanced weapons 
  systems to the Nazis (acting through middlemen). 
  July: The Pickman Museum of Antiquities opens its doors, 
  with financial help and exhibit donations from adventurers like 
  Jackson Wilde and Quentin McKenzie. 
  October: Rocketman and Malachite the Magician begin 
  operating openly within a few weeks of each other. 
   
  1936 
  March: Hitler takes Rhineland. 
  May: Insane superman Hugo Danner retreats into isolated 
  jungles of Central America and begins to try to duplicate his 
  father’s work using own genetic material. 
  September: Doktor Thüle purges many high-ranking 
  members of the society that shares his name; after rebuilding 
  core membership, he offers his services to the Reich. 
  November: The Red Moon appears in the sky for the first 
  time, and Mathew Tangent begins his struggle against the forces 
  of the Emperor of Heaven. 
   
  1937 
  February: Ulysses Steele is the only surviving member of 
  an Antarctic expedition that encounters a hostile shape-changing 
  alien. The expedition is decimated, but the alien is slain. 
  April: Spanish Fascists allow German allies to test 
  Luftwaffe’s Condor Legion and the new Kriegsmaschinen against 
  the town of Guernica. 
  August: Zavier Zodiac completes the formation of his Tarot 
  Crime Cartel. 
  October: Unlucky thieves disturb the Ka of Dr. Scarab in 
  the Valley of the Kings; the self-proclaimed Fist of Anubis is freed 
  to walk the Earth once more. 
  December: Nazi expedition to the Arctic Circle recovers the 
  inert form of the Patchwork Man; its body is sent to Castle 
  Frankenstein.  
   
  1938 
  March: Germany takes Austria. The village surrounding 
  Castle Frankenstein is given to the Frau Doktor as a reward for 
  services rendered; its inhabitants disappear en masse into the 
  bowels of the castle, practically overnight 
  June: Ulysses Steele is involved in a lab accident granting 
  him superhuman powers.  
  August: The Soviets and the Germans sign a non-
  aggression pact. 
  September: Germany is given part of Czechoslovakia in a 
  farcical diplomatic arrangement. Malachite the Magician 
  disappears while chasing Iblis of the Circle of Brass through the 
  Shadowlands. 
  October: Praetorian attempts the “first” of his invasions of 
  the 20th Century, as his Warwalkers appear in Grover’s Mill, New 
  Jersey. Doc Epoch, the Timesavers, and a variety of heroes 
  recruited by Epoch all manage to help the US Army repel the 
  invasion. The government uses entertainer Orson Welles to help 
  cover up the incident and avoid further panic. 
  December: By the end of the year, the Japanese control 
  most of populated China. Quincy Harkness avenges his parents by 
  finally destroying the vampire known as Der Drache. FDR 
  commissions the formation of the Veil after surviving a failed 
    assassination attempt by a deranged occultist. 
   
   
   
   
   
   
   
  1939 
  March: Germany takes over the remainder of 
  Czechoslovakia. The Thüle Society stages raids of Covenant 
  chapterhouses throughout European mainland. 
  May: William “Wild Bill” Donovan organizes a disparate 
  group of professionals into Group Zero, a loosely organized 
  intelligence-gathering body that will later form the core of the 
  OSS. Alexander Steele is recruited as one of his first “assets.” 
  July: Grand Admiral Sargall of the Atlantean Defense Forces 
  stages a coup, killing the King and most of the royal family. He 
  seizes the throne, renames himself “Dagon,” and declares the 
  birth of the Atlantean Empire. Prince Taggras and his sister 
  escape. 
  September: Germany invades Poland. The Second World 
  War begins. 
  November: The Winter War between Finland and USSR 
  begins. A large werewolf clan breaks from the Nighttribes and 
  offers their best warrior to Stalin as the first Krasnoivolk. 
  December: At the urging of the ancient spirit Albion, 
  Pendragon begins recruiting British heroes into a functional unit. 
  Dr. Diablo becomes known to the public after releasing 
  experimental “acid gas” into New York subway system. 
   
   
  1940 
  January: The Atlantean Empire formally allies itself with 
  The Axis Powers. Work begins on the submarine Jormungandr. 
  March: Hitler announces the formation of the 
  Einsatzgruppen Übersoldaten, an organized unit of metahumans. 
  Rocketman perishes in battle with his old enemy Doktor Todt in 
  the skies above the Empire State Building.  
  April: Denmark falls to German advance. The Silent Knight 
  program is established, and the identity used for first time against 
  a Bundist spy ring.  
  May: The British evacuate their troops in France through 
  Dunkirk. British heroes Spearhead, Hurricane, and Zenith are 
  killed, while Glorianna taps ancient Lyonessean artifact to prevent 
  Atlantean interference with the retreat. Belgium surrenders to 
  Germany. 
  June: France falls to Germany. Vichy French government is 
  formed. Norway falls. 
  July: The US announces the formation of the Sentinels, but 
  downplays their military connections. The Battle of Britain begins. 
  The Soviets take Estonia, Latvia, and Lithuania. The Italians begin 
  military action against the British in Africa. The Sentinels’ go on 
  their first mission together – stopping Hammersmith from using 
  his robot army to invade Washington, D.C. 
  October: The Defenders of the Crown operate openly as a 
  unit for the first time. Italy invades Greece. 
  September: FDR institutes peacetime draft. Hungary and 
  Romania join the Axis. The Sentinels prevent the Nazis from 
  seizing the Pillars of Vril in Antarctica. 
   
  1941 
  April: The Germans begin their Balkan campaign. Greece 
  falls to Germany. The Covenant discovers the extent of Circle of 
  Brass involvement in the war and attacks that group and its 
  leadership with every resource they can muster; Malachite is 
  rescued from his magical prison, but not before Umbra, Queen of 
  the Shadowlands, discovers the proximity of Earth to her realm. 
  May: Avery Hawkins forms the American Eagles. Germany 
  takes Crete. British forces sink the Bismarck with help from the 
  Gryphon. The Defenders of the Crown help Matthew Tangent 
  beat back an incursion by the Emperor of Heaven. 
   
  
   
   
  Introduction 
  p6 
  June: Germany invades Russia. The original Magi form and 
  are defeated. 
  July: Germany sets “The Final Solution” in motion regarding 
  the Jews. Doktor Thüle is instrumental in helping prepare hidden 
  ritual arrangements at several camps. 
  September: With assistance from Sea Devil, the Sentinels 
  thwart an attempted Atlantean invasion of New York. 
  December: Japan attacks Pearl Harbor. The US enters the 
  war. The Fearless Four form after its disparate crew of 
  adventurers helps Malachite the Magician stop Araknis the Spider 
  God and his horde of mutates from invading the Earth with 
  Chicago as a beachhead. 
   
  1942 
  February: The Atlanteans capture solo American hero the 
  Torpedo and turn him over to the Nazis. Nazi superman Parzifal 
  beats Torpedo to death in a highly publicized “execution.” FDR 
  fears the PR value of a repeat, and issues a presidential order 
  banning American metahumans from operating openly in either 
  Atlantic or Pacific theatre. This order stays in effect until D-Day. 
  April: The Doolittle Raids prove that the Japanese mainland 
  is no longer untouchable. Members of the Kage Do make the first 
  of many assassination attempts on Douglas MacArthur. 
  May: The Battle of Coral Sea. The Fearless Four become the 
  Fearless Five after defying the presidential order and raiding 
  Castle Frankenstein to rescue teammate Tommy Triumph – and 
  rescuing the reanimated Patchwork Man in the process, who 
  thereafter joins team. 
  June: The Battle of Midway. Cagliostro and the Sentinels 
  prevent the Japanese army led by Kage Do sorcerers from taking 
  control of Wakefield Island and its dimensional instabilities. 
  August: The Guadalcanal campaign begins. 
  September: The Manhattan Project begins. Ulysses Steele 
  is involved peripherally, as is Cogito. 
   
  1943 
  February: Germans lose Stalingrad. Donner kills the 
  Russian hero Perun and the first Krasnoivolk before retreating. 
  The Sentinels prevent the Nazis from recovering the Nautilus and 
  its “radium” engines. 
  May: The Allies push the Germans out of Africa. The 
  Sentinels thwart a Nazi attempt to conquer the subterranean 
  “World of the Hidden Sun.” Wunderkind pushes the Nazi rocket 
  program far ahead of its planned schedule, as V-1s see 
  production. 
  July: The first “firestorm” is seen bombing the German city 
  of Hamburg. The Allies invade Sicily. The Battle of Kursk. 
  September: The Allies invade Italy. The Saurian Dominion 
  assaults US troops in the area around Wakefield Island before 
  being defeated by the Sentinels. 
  November: The Battles of Malkin and Tarawa. The 
  Sentinels defy the presidential order, and, aided by members of 
  the Defenders of the Crown, destroy Von Frankenstein’s 
  prototype army of reanimated schocktruppen in Bavaria. 
   
  1944 
  January: The Battle of Anzio. Praetorian is stopped from 
  giving the Nazis 64th Century weaponry by the Timesavers and 
  the Sentinels. Captain Ryan Hunter and his Ragin’ Roughnecks set 
  the record, unbroken to this day, for the highest number of unit 
  decorations during a single engagement. 
  February: The Nazi super-submarine Jormungandr is finally 
  completed, where it is immediately used to great effect against 
  the Allied Fleet in Atlantic. 
  April: Jormungandr is sunk through combined efforts of the 
  Sentinels, the Defenders of the Crown, and the British Navy. 
  Japan loses the Marshall Islands. 
  May: The Allies take Rome. Cagliostro prevents the 
  immortal Roman sorcerer Janus from destroying Allied forces. 
  June: D-Day. The Allied invasion of France begins. 
  July: Japan loses Saipan to the Allies. A massive conspiracy 
  by his officers to assassinate Hitler fails. Master spy-for-hire 
  Amadeus turns talents against the Nazis after the S.S. kills 
  Amadeus’ lover. The Allies completely destroy the Nazi rocketry 
  facilities at Peenemunde, mere days before the terrifying V-4s can 
  be used. 
  August: Hitler sends Ungeheuer to help against the Warsaw 
  uprising, before losing city to the Russians. Romania surrenders 
  to the Russians. 
  September: The Allies launch Operation Market Garden 
  into the Lower Rhine, which fails miserably. Hugo Danner finally 
  succeeds in creating an augmented army from natives who 
  worship him, but is stopped from conquering Central America by 
  the intervention of the Sentinels; Danner is believed accidentally 
  killed by Thunderbird. 
  October: The Battle of Leyte Gulf. The Allies reach German 
  soil. 
  November: Amadeus sabotages the weather generating 
  device hiding Castle Frankenstein from the Allied bombers. Acting 
  in conjunction with Amadeus, the American Eagles then lead a 
  bombing run against Castle Frankenstein, completely destroying 
  the structure and its infamous sub-levels. 
  December: The Battle of the Bulge. Der Schwartzenritter 
  takes measures to establish FENRIS to carry on the fight he 
  knows the Reich has lost. 
   
  1945 
  January: Zeitgeist, Von Frankenstein, and Wunderkind help 
  found FENRIS in the jungles of South America. They organize the 
  escape routes that will be used by a number of high-ranking 
  Nazis over the next few months. 
  February: The Yalta Conference. Die Spinne attempts to 
  assassinate FDR, Churchill, and Stalin. He is stopped by one of 
  the Silent Knights, with both men perishing in the fight. 
  March: A prototype atomic weapon is stolen and 
  accidentally detonated. Hachiman, Kamikaze, and a large number 
  of Japanese troops are killed in the explosion, though the 
  Japanese government doesn’t learn specifics until much later. 
  Tom Thumb is also killed. Japan loses the Philippines and Iwo 
  Jima. 
  April: The Fall of the Reich. Hitler commits suicide. Doc 
  Epoch and the Timesavers thwart an attempt by neo-Nazi time-
  travelers’ from the future to save Hitler. 
  May: Germany surrenders. Allied forces in the Atlantic turn 
  focus on Dagon’s fleet. 
  June: Japan loses Okinawa. 
  July: The US tests second atomic device successfully at 
  Alamogordo, New Mexico. Dagon is deposed by rebellion forces 
  led by Sea Devil, leaving Japan as the only remaining Axis power. 
  August: Atomic weapons are used on Japan. Japan 
  surrenders and the war ends. The Soviets declare war on Japan, 
  destroy the Kwantung army, and declare victory – all within a 
  week. 
  October: A fanatical faction within the Kage Do, led by the 
  tattoo-witch Iretzumi, is unable to accept the shame of Japan’s 
  surrender, and attempt to destroy world by tearing open the 
  gates to the Shadowlands. They are stopped by Glorianna, 
  Cagliostro, and the Covenant.  
   
  1946 
  May: To appease hardliners in his own newly reformed 
  government, Taggras the Sea Devil abdicates the Atlantean 
  throne. His younger sister Lissandra becomes queen, a position 
  she holds to this day. 
  September: After viewing the remains of Hiroshima and 
  Nagasaki, Ulysses Steele quietly retreats from public life, going 
  into a self-enforced isolation of almost a year while he works 
  through guilt over his involvement in the Manhattan Project. 
  
   
   
  Introduction
  p7 
  1947 
  July: A slivership scout for the Voth Imperium experiences 
  engine difficulties on a pass through Earth’s atmosphere, and 
  crashes near Roswell, New Mexico. Col. John Parker Lincoln, later 
  founder of Majestic-20, is involved in a government cover-up of 
  the incident. The ship and the bodies are taken for study to a 
  covert facility nicknamed Neverland, while Lincoln helps create 
  the myth of Area 51. 
  November: Mallory Drake regains his lost family titles 
  following a legal battle, marries Eliza Marleyoak (Glorianna), 
  retires his Pendragon identity, and enters politics. He is later 
  instrumental in the formation of Section-9, the agency responsible 
  for monitoring and making use of British metahuman assets. 
   
  1948 
  June: The National Security Act of 1948 establishes the CIA 
  and other known apparati and operating perimeters of the new 
  American intelligence community. 
  September: The UN-supported quarantine of the area 
  around Wakefield Island goes into effect. The interface between 
  this Earth and the alternate Earth controlled by the Emperor of 
  Heaven finally and irrevocably closed. 
  November: Quentin McKenzie disappears while exploring 
  the Amazon Basin. 
  December: Vanguard, the Pantheon, Danger, Inc., the 
  Fearless Five, and three generations of Sentinels all join forces 
  from across time to fight an Umbra-possessed Praetorian who is 
  attempting to shatter the boundaries between different times and 
  dimensions, starting in this era. The Fearless Five are lost to the 
  timestream following the final battle. 
   
  1949 
  March: Rex Mundi begins the first phase of his plan to 
  replace his existing criminal organization with a larger and more 
  profitable one. He begins reorganizing existing assets. 
  May: Secretary of Defense James Forrestal, when he 
  attempts to abandon the other members, is murdered by the 
  cabal that will later become the New Sons of Liberty. His death is 
  staged to look like suicide. 
  June: Steiner is pushed out of FENRIS in a power struggle, 
  and begins life on the run from Jewish Nazi-hunters. 
  November: The Sentinels stop the Doyen from using the 
  Pillars of Vril to destroy the Earth. 
   
  1950 
  April: Doc Epoch and the Timesavers thwart a potential 
  alliance between the Hierophant and Praetorian, averting wide-
  scale invasion from future. Praetorian attempts no further 
  recorded incursions for almost twenty years. 
  June: A Saeduun covert expedition to Earth recovers the 
  Ultranaut and investigates Voth interest in planet. They suspect 
  ties between Doc Steel and Progenitor technology after meeting 
  him. North Korea invades the Republic of Korea. Group Zero is 
  reestablished to deal with situations to which Truman doesn’t 
  want any traceable CIA contact. 
  October: The Covenant sends Lazarus Arcane to investigate 
  claims of Manus Gloriae involvement with Nazis at Dachau. 
  Sepulchre is born, though it will be years before he first surfaces 
  as threat to world. 
  November: A Chinese counteroffensive stuns US and UN 
  forces with sheer numbers. The Veil reports to Truman the 
  suspected existence of an ancient Chinese necromancer feeding 
  on energies released in massive death tolls. 
   
  1951 
  January: Group Zero personnel discovered to have been 
  compromised by the New Sons of Liberty, fanatical right-wing 
  militants wishing to subvert the US government.  
  After stopping NSL double-agents from seizing nuclear 
  command codes, Group Zero purges NSL loyalists in bloody mole-
  hunt, and thereafter makes locating and terminating NSL assets a 
  priority for following two decades. 
  April: Truman removes MacArthur from command of US/UN 
  forces in Korea. Publicly, this is attributed to insubordination; 
  privately, this is due to suspected ties between MacArthur and the 
  New Sons of Liberty. 
  May: President Truman decides against sending the 
  Sentinels into Korea out of concern over China’s response. 
  Alexander Steele is sent in covertly to deal with Russian and 
  Chinese “advisors” to North Korean forces.  
  December: The Gryphon begins to lose his grip on sanity, 
  causing a number of deaths and considerable property damage. 
  Finally realizing the truth of his vast powers, he “ascends” and 
  leaves Earth. 
   
  1952 
  January: Agents of Rex Mundi assassinate Zavier Zodiac. 
  Elements of Zodiac’s Tarot Crime Cartel are absorbed into the 
  nascent Magi organization.  
  March: Ulysses Steele and Robert Marston (last of the men 
  to carry the Silent Knight identity) defy direct orders and enter 
  North Korea to rescue Alexander Steele from Chinese captors 
  after the Steele brother is betrayed by a South Korean double-
  agent. Considerable destruction is involved. Afterwards, the UN 
  Security Council adopts The Tournier Resolution, prohibiting the 
  use of metahuman assets in military actions.  
   
  1953 
  May: In an effort to prove that ex-Nazi scientists acquired 
  during Operation Paperclip were unnecessary, Ulysses Steele, 
  Archimedes Jones, Matthew Tangent, Cogito, and others combine 
  efforts to design and construct a rocketship capable of moon flight. 
  The Galileo successfully launches, carrying Steele and Tangent to 
  moon and safely back. At direct request of Eisenhower, the ship is 
  mothballed and the entire project covered up. The President asks 
  that efforts of normal humans not be overshadowed. Cogito enters 
  a long period of depression, swearing never again to interfere in 
  the social and technological affairs of mankind. 
  July: Veil members manage to destroy the Chinese 
  necromancer controlling key figures in the Chinese government. 
  The Korean War effectively ends with armistice signed. 
  August: Rex Mundi moves into the second phase of his 
  Magi project, directly recruiting key personnel and organizing 
  structure. The Magi open for business in late autumn, selling 
  arms to insurgent forces in Southeast Asia and the Middle East. 
  After killing Madrigal and select other Elders, The Magi absorbs 
  both The Brotherhood of Silence and their splinter sect, The 
  Hangmen’s Guild. 
   
  1954 
  June: HUAC calls for testimony from the Sentinels 
  Cagliostro, in conjunction with the McCarthy-Army Hearings. 
  August: Cogito, along with a handpicked crew of former 
  adventurers, refit the Galileo for prolonged travel and leave Earth 
  to explore the cosmos. 
  October: Reinhardt Steiner becomes Carnifex. As Carnifex, 
  he comes close to killing President Eisenhower and taking control 
  of several atomic weapons before finally being stopped in a costly 
  battle with the Sentinels. 
  November: Surviving members of Sentinels refuse to testify 
  against teammate, officially disbanding team. Cagliostro 
  disappears, never to be seen by public again. Joseph Welch, 
  counsel for the Army, uses McCarthy slurs against integrity and 
  patriotism of surviving Sentinels as key point of attack against 
  McCarthy that effectively ends HUAC witch hunts. 
  December: Mysterious explosion first cripples and then 
  eventually destroys Null Point, apparently killing Epoch and 
  leaving Archimedes Jones only survivor. 
  
   
   
  Introduction 
  p8 
   
   
   
   
   
  In all honesty, and arguments from armchair military 
  enthusiasts the world around aside, there simply isn’t that much 
  difference, mechanically, between WW2 era soldiers and other 
  personnel, and their modern counterparts. Archetypes from M&M 
  can be adapted easily. Look to the following short list with the 
  caveat that you should drop the anachronistic equipment (cell 
  phones, etc.) and skills (Computer, for example, which only a 
  very few super science types have in this era) from the indicated 
  write-ups – (1) Standard Soldier (“Dogface,” “Tommy”): Soldier 
  [Officers add Leadership feat and two more pts (8 ranks) worth 
  of skills to Profession and Diplomacy]. Drop Body Armor and 
  trade out weapons as below: 
   
   
   
   
   
   
   
  (2) Elite Soldier (Ranger, Waffen-SS): Soldier [Add three more pts 
  (12 ranks) worth of skills in Stealth, Notice, and Survival]. Drop 
  Body Armor and trade out weapons as below; (3) Spy (OSS, 
  Gestapo): Government Agent [switch Profession to Profession 
  (Spy)]. Gestapo will probably have another pt (4 ranks) in 
  Intimidate; (4) Resistance Fighter: Either Criminal (for rank-and-
  file) or Terrorist (for hardened veterans). 
   
  Equipment 
  The following chart is more of an overview than utterly 
  exhaustive, but it should provide enough highlights to easily 
  adapt.
   
  Weapons 
  DMG RNG 
  SZ Cost
  Notes 
  Examples 
  Pistol 
  +3 
  30 ft 
  S 
  6/2 
   
  .45 M1917 (US), Luger (G), Tokarev (R) 
  Rifle 
  +4 
  40 ft 
  L 
  8/2 
   
  M1 Carbine (US), Lee-Enfield (UK), Gewehr K98K (G) 
  SMG 
  +4 
  40 ft 
  L 
  12/3 Autofire 
  Thompson SMG (US), Sten (UK), Schmeisser (G) 
  Grenade 
  +5 Thrown T 
  15/3 Explosion  
  MkII A1 (US), Hawkins (UK), Eihandgranate 39 (G) 
  Light Machine Gun 
  +5 
  50 ft 
  L 
  15/3 Autofire 
  .30 Caliber Johnson (US), Bren (UK), MG 34 Bipod (G) 
  Heavy Machine Gun 
  +6 
  60 ft 
  L 
  18/4 Autofire 
  .50 Caliber M2 HB (US), Vickers (UK), MG 42 Tripod (G) 
  Light Anti-Tank 
  Weapon 
  +7 
  140 ft 
  L 
  22/5 Penetrating,  
   
  Improved Range 1 
  Bazooka (US, R), Panzerfaust (G) 
  Satchel Charge 
  +8 Thrown S 
  24/5 Explosion 
   
  Flamethrower 
  +6 
  0 ft 
  L 
  24/5 Shapeable Area, Lasting, 
  Continuous,  
  M2-2 (US), Marsden Mk 1 (UK),  
   
  Flammenwerfer 35 (G) 
  Light Artillery 
  +8 
  800 ft 
  H 
  27/6 Explosion,  
   
  Improved Range 3 
  75 mm 1917 (US), 76.2 mm Model 1933 (R)  
  Medium Artillery 
  +9 
  800 ft 
  H 
  30/6 Explosion,  
   
  Improved Range 3 
  105 mm Howitzer M2 A1 (US), 150 mm Type 4 (J) 
  Heavy Artillery 
  +10 2500 ft H 
  34/7 Explosion,  
   
  Improved Range 4 
  240 mm Howitzer M1 (US), 5.5 inch Mk III Gun (UK) 
   
  Vehicles 
  STR 
  SPD DEF TGH SZ Cost Notes 
  Examples 
  Jeep  
  30 
  5 
  8 
  9 
  H 
  9/2  
  GP (General Purpose) (US),  
   
  Kubelwagen (G) 
  Half-Track 
  35 
  4 
  8 
  11 
  H 
  30/7 Impervious (TGH 4), LMG mounted 
  Mack M3 (US), Bedford BT (UK) 
  Armored 
  Car 
  30 
  4 
  8 
  11 
  H 
  38/8 Impervious (TGH 4),  
   
  Wpn as Lt Artillery 
  Daimler (UK), Sd Kfz 234/z Puma (G) 
  Light Tank 
  40 
  3 
  8 
  11 
  H 
  41/9 Impervious (TGH 5),  
   
  Wpn as Lt Artillery 
  M3 A1 Stuart (US), Panzerkampfwagen  
   
  I-III (G) 
  Heavy Tank 
  50 
  3 
  8 
  12 
  H 48/10 Impervious (TGH 6),  
   
  Wpn as Me Artillery 
  M4 A3 Sherman (US), Panther (G), T-34 
  (R) 
  Fighter 
  Plane 
  30 
  5 
  6 
  9 
  H 
  32/7 LMG mounts 
  Mustang (US), Spitfire (UK),  
   
  Zero (J), Me-109 (G) 
  Fighter-
  Bomber 
  40 
  4 
  6 
  9 
  H 64/13 Bombs – Blast 10+ Explosive  
  Wildcat (US), Stuka (G), Stormovik (R) 
  Heavy 
  Bomber 
  55 
  4 
  5 
  10 
  G 74/15 Bombs – Blast 12+ Explosive 
  B-17 (US), Lancaster (UK),  
   
  Ju-88 (G) 
  PT Boat 
  40 
  4 
  7 
  9 
  G 55/11 HMGs, Torpedoes*  
   
   (Blast 8, Penetrating) 
  Higgins (US), Gray Goose (UK), Schnellboot 
  (G) 
  Destroyer 
  70 
  4 
  5 
  13 
  C 48/10 Wpns as Med Artillery,  
   
  Impervious (TGH 8) 
  Farragut (US), Hunt (UK),  
   
  Koln (G) 
  Heavy 
  Cruiser 
  75 
  3 
  3 
  15 
  A 50/10 Wpns as Hvy Artillery,  
   
  Impervious (TGH 9) 
  Indianapolis (US), Exeter (UK),  
   
  Takao (J) 
  Battleship 
  90 
  3 
  3 
  16 
  A 57/12 Wpns as Hvy Artillery (+11),  
   
  Impervious (TGH 10) 
  Missouri (US), Hood (UK),  
   
  Bismarck (G) 
  Aircraft 
  Carrier 
  120 
  3 
  3 
  18 
  A 
  32/7 Impervious (TGH 9) 
  Enterprise (US), Indomitable (UK),  
   
  Akagi (J) 
  Submarine 
  60 
  3 
  5 
  13 
  C 
  39/8 Immunity (Life Support),  
   
  Torpedoes* 
   
  *
                                                   
  * Assume equivalent speed to Swimming 6 if trying to outrun 
  *
                                                   
  (G) = Germany, (R) = USSR, (J) = Japan 
   
  
   
   
  Heroes - Sentinels
  p9 
   
   
   
   
   
   
   
  President Roosevelt endured the continuing PR torrent 
  produced by and around the German Einsatzgruppen 
  Übersoldaten for as long as he could, but eventually even his 
  patience ran out. FDR eventually convened a committee of 
  military, media, and industrial leadership, all tasked with finding 
  recruits for an American answer to the Nazi Übermenschen. 
  Unfortunately, this proved no easy task for the men 
  involved. Unlike their German counterparts, who had generally 
  flaunted their abilities publicly and made no efforts to hide their 
  identities, American “Mystery Men” were generally exactly that, 
  mysteries. The committee initially examined some of the more 
  high-profile metahumans and masked men operating in the 
  States, while compiling comprehensive dossiers on all of the 
  others they could pin down. Old Glory was dismissed as 
  somewhere between an urban legend and a mass delusion. 
  Rocketman had definite public appeal, but met his end before 
  the committee could make contact, having taken his enemy 
  Doktor Todt with him to the grave. Johnny Yank’s fanatical zeal 
  worried the committee, as did Son of the South’s more public 
  and inflammatory political stances. The Watchman simply 
  evaded the government’s every effort to contact him, and the 
  Scorpion was immediately dismissed as a disaster waiting to 
  happen. Only one member of the committee even had the 
  security clearance to know of the Veil’s existence, and he agreed 
  with the President that none of that operation’s participants ever 
  needed to be brought under public scrutiny. Cogito politely 
  declined formal contact, as he had adversarial relations with 
  more than one of the committee’s members, and Avery Hawkins 
  bluntly told the assembled movers and shakers that he had no 
  intention of walking back into the fold after finally having 
  severed his ties to the Army Air Corps. After much consideration, 
  the committee voted to recommend a membership of six to the 
  president. All six either had existing or prior ties to the 
  government or the military. 
  Alexander Steele was already working for William Donovan’s 
  Group Zero. A few direct orders backed with high-tempered 
  threats saw that group’s premiere agent reluctantly donning a 
  patriotic costume and entering the public spotlight as the 
  American super-soldier Anthem. His brother Ulysses, having spent 
  a good portion of the prior decade working on one or another 
  highly secret scientific project for Uncle Sam, had recently 
  acquired metahuman status due to the benevolent results of a lab 
  accident. He joined as Doc Steel (the moniker the press had given 
  him following a few well-publicized exploits against the likes of 
  Dr. Prometheus and Maximus Rex). Tom Thumb, as Thomas 
  Burkhalter, had originally been an FBI agent when one of Dr. 
  Diablo’s traps resulted in his new condition. Richard Daniels had 
  been an army pilot years before he had found the Indian pendant 
  that had given him the powers of Thunderbird, and Patrick 
  O’Halloran was a new army recruit when his medical testing 
  kickstarted his latent mutations and he became Jack B. Quick. 
  And though the committee proper had never actually met the 
  man they called the Silent Knight, he had come with sterling, 
  practically walk-on-water recommendations from William 
  Donovan and the rest of the military representatives on the 
  committee. 
   
   
   
   
   
   
   
  Unbeknownst to the committee, a representative of the Veil 
  privately approached the President and petitioned for 
  membership in the group. Those few men of authority in 
  Washington that knew of the Covenant’s existence had been 
  behind the formation of a group whose purpose was to obviate 
  any need the US might ever have for that global organization’s 
  services. That this representative knew about the committee’s 
  work came as no great shock to FDR, as many members of that 
  operation had access to “unusual” sources of information. The 
  man called Cagliostro had been one of the first assets acquired 
  when the US government had formed that quiet little task force to 
  deal in-house with threats that more mundane authorities weren’t 
  even ready to acknowledge lurked in the shadows. He had proven 
  invaluable in that regard, and his loyalty had been shown time 
  and again over the years. But, his heartfelt and personal plea 
  convinced President Roosevelt to rethink his earlier reservations 
  about using any of the Veil’s assets publicly. Known to very few, it 
  was the President himself who staged Cagliostro’s mysterious 
  appearance during the committee’s presentation of findings, a 
  theatrical flourish aimed to ruffle the feathers of those political 
  opponents FDR had reluctantly appointed to the committee’s 
  membership.  
  And then there were seven. 
  The Sentinels functioned as a de facto “strike team” for the 
  American government. Despite public distancing of the group 
  from its military backing, and the constant statements from the 
  government that the Sentinels were just “citizens doing the right 
  thing,” no one who ever saw them requisition military material or 
  personnel, or who saw them locate and neutralize threats that 
  private citizens had not even known of ever bought into the party 
  line. That it wasn’t until the last year of the war that they 
  operated directly in either theater of war did little to change this 
  perspective. FDR had his assets, and America had a very public 
  set of very American heroes to show against the Nazi propaganda 
  machine. 
  On the few occasions when the members of the team met 
  outside of military bases or government offices, they did so in a 
  brownstone provided by Uncle Sam for that purpose, situated in 
  the Georgetown community of Washington, D.C. The team also 
  had the use of an experimental rocket plane designed and built 
  by team member Doc Steel when they needed fast transport. 
   
  
   
   
  Heroes - Sentinels 
  p10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Feel free to fall over and 
  moan loudly now. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  30 
  240# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15  
  20 Reluctant hero 
  25 Member of Group Zero 
  30 Product of eugenics program 
   
   
   
  DESCRIPTION 
  Alexander Steele finally and irrevocably knew he 
  was different the day he got angry and put his fist 
  through the door to the parlor in the family home. The 
  thick oak door. He was six years old at the time. His 
  brother Ulysses was very thankful for their father’s 
  constant reprimands to Alex about controlling his 
  temper, since the hole in the door could just as easily 
  have been punched through Ulysses himself as the 
  brother who had angered him. 
  The Steele brothers were the sons of Jameson and 
  Penelope Steele, who were the products of a long-term 
  experiment in controlled breeding and social 
  engineering established by survivors of the organization 
  behind the Knights Templar so many centuries ago. 
  The various factions involved in this grand experiment 
  had violently splintered following the debacle of their 
  involvement in the French Revolution, and had spent 
  the 19th Century involved in a clandestine global civil 
  war (see The Algernon Files Volume 1 for more 
  information on this struggle). Jameson himself had 
  demonstrated the fruits of this breeding with his own 
  incredible strength and speed, which he used for his 
  faction’s aims under the cover of working as an 
  operative for both the British and American 
  governments at various times. When he and Penelope 
  had become parents, they removed themselves from 
  the board, so to speak, and had hoped that the conflict 
  would continue to die out as it had been during the 
  years leading to their marriage. Unfortunately, such 
  was not to be, as a survivor of another faction took his 
  revenge on Jameson with a crude bomb. The brothers 
  raised themselves, with the help of family friends, as 
  Penelope suffered a nervous breakdown following her 
  husband’s death. 
  As he grew to adulthood, Alex’s continuing 
  acquaintance with his father’s old professional 
  associates eventually drew him into their field. He did 
  work for the US government for a number of years in a 
  capacity that continued to evolve as the organizations 
  he nominally was a part of grew. When William 
  Donovan formed Group Zero, Alex was one of the first 
  men he sought to recruit. And later, Donovan was the 
  one who laughed the loudest when he saw the 
  “uniform” a three-star general ordered Steele to adopt 
  – a reaction Alex probably will never forgive. 
  Alexander Steele inherited his father’s physical 
  traits: inhuman strength, speed, sensory acuity, and a 
  healing factor the envy of every soldier that’s ever seen 
  it in action. In combat, he is a dervish of pain and 
  destruction, always in motion, using his strength and 
  speed to their fullest effect. From his years in the 
  intelligence profession, Steele is a pragmatist, and can 
  seem rather ruthless at times in getting the job done. 
  He is also a perfectionist, and despite the lack of a 
  specified chain of command in the team, he usually 
  assumes a leadership role in the field. Given his 
  exemplary performance in that capacity, none of the 
  others complain about this – though Ulysses will needle 
  his brother regardless.  
  Anthem is a role Steele plays only under direct 
  orders, and he doesn’t hide this fact from his brother 
  and teammates. Alex hates the costume, he hates the 
  showboat presentation, and he longs desperately for 
  the day when he can disappear back into the shadows 
  where he’s far more comfortable. 
   
   
  PL 
  11 SUPER-SOLDIER
  PTS 
  196
   
   
  STR 25 +7 
  DEX 25 +7 
  CON 23 +6 
  INT 14 +2 
  WIS 14 +2 
  CHA 18 +4 
   
   
  TGH
  LIFT 
  +9 
  1600#
  FORT
  LEAP 
  +8 
  60 ft 
  REF
  INIT 
  +10
  +15 
  WILL
  KB 
  +8 
  -5 
   
   
  ATTACK 
  DEFENSE 
  +15 
  +13/+6 
  DAMAGE 
  +7 (Unarmed), +4 (Pistol) 
  GRAPPLE 
  SIZE 
  +22 
  Medium 
   
  SKILLS 
  Acrobatics 5 (+12), Climb 8 
  (+15), Diplomacy 4 (+8), 
  Disable Device 3 (+5), Drive 3 
  (+10), Escape Artist 3 (+10), 
  Gather Information 2 (+6), 
  Intimidate 6 (+10), Know 
  (Civics) 4 (+6), Know (Tactics) 
  10 (+12), Language 2 (German, 
  Russian), Medicine 3 (+5), 
  Notice 12 (+14), Pilot 3 (+10), 
  Search 3 (+5), Sense Motive 8 
  (+10), Stealth 5 (+12), Survival 
  6 (+8), Swim 6 (7) 
  FEATS 
  Assessment, Benefit (Security 
  Clearance), Combination 
  Attack 3 (p122), Connected, 
  Diehard, Endurance, Equipment 
  3, Evasion, Improved Block 2, 
  Improved Defense 2, Improved 
  Initiative 2, Improved Throw, 
  Improved Trip, Power Attack, 
  Sweep Attack 3 (p122), 
  Takedown Attack 2 
  POWERS 
  Immunity 4 (Aging, Cold, 
  Disease, Heat), Leaping 2, 
  Quickness 2, Regeneration 5 
  (Bruised 1, Injured 2, Disabled 
  2), Speed 3 (50 mph), Super-
  Movement 1 (Surefooted 1), 
  Super-Senses 2 (Lowlight 
  Vision, Ultrahearing) 
  EQUIPMENT 
  Body Armor 3 (PF: Subtle), 
  Heavy Pistol 4 
  AT CM SV SK
  FT
  PW DB
  59 
  56 
  11 
  24 
  26 
  20
  — 
   
   
  
   
   
  Heroes - Sentinels
  p11 
   
  PL 
  11 
  MASTER OF 
  THE OCCULT 
  PTS 
  270 
   
   
  STR 10 +0 
  DEX 14 +2 
  CON 14 +2 
  INT 16 +3 
  WIS 36 +13 
  CHA 23 +6 
   
   
  TGH 
  LIFT 
  +16/2 200# 
  FORT 
  LEAP 
  +10 
  5 ft 
  REF 
  INIT 
  +6 
  +2 
  WILL 
  KB 
  +18 
  -8/1 
   
   
  ATTACK 
  DEFENSE 
  +4/+8 
  +6/+3 
  DAMAGE 
  +14 (Spells) 
  GRAPPLE 
  SIZE 
  +4 
  Medium 
   
  SKILLS 
  Bluff 7 (+13/+17), 
  Concentration 7 (+20), 
  Diplomacy 6 (+12/+16), 
  Disguise 6 (+12), Know (Arcane 
  Lore) 18 (+21), Know (Art, 
  History) 12 (+15), Language 6 
  (English, Enochian, French, 
  German, Hebrew, [Italian], 
  Latin), Perform (Sing) 4 (+10), 
  Sense Motive 7 (+20), Sleight of 
  Hand 7 (+9) 
  FEATS 
  Attack Specialization 2 (Spells), 
  Attractive 1, Connected, 
  Fascinate (Diplomacy), Jack-of-
  All-Trades, Luck 3, Ritualist, 
  Ultimate Skill (Know [Arcane 
  Lore]) 
  POWERS 
  Astral Form 9 (PF: 
  Dimensional x3, Selective, 
  Subtle, Survival), Force Field 
  14, Immunity 3 (Age, 
  Disease, Poison), Magic 14 
  (Mastery +1 (p122), Base: 
  Illusion, PF: Base and All Feats 
  are Dynamic and at Mastery; 
  AP: Animate Object 12, 
  Concealment [All], Create 
  Object, Element Control (Air, 
  Fire, Earth, and Water), ESP, 
  Light of Truth, Mystic Binding, 
  Mystic Blast, Mystic Passage 
  (Portal) 7), Super-Senses 4 
  (Magical Awareness, Acute, 
  Extended, Radius) 
  DRAWBACKS 
  Power Loss (Magic Requires 
  Gestures/Incantations, -2) 
  AT CM SV SK FT PW DB 
  53 
  20 
  17 
  20 
  11 151 -2 
   
   
   
   
   
  DESCRIPTION 
  Antonio Balsamo swore to himself his life 
  would not end tied to a burning stake for the 
  amusement of his former neighbors, neighbors 
  who had turned on him and his master seeking 
  scapegoats for the village’s spate of bad luck.  
  Neighbors who had already murdered his master 
  despite the old man’s years of dispensing healing and 
  aid to all who had needed him. Old Giuseppe had taken 
  in the former pickpocket from the streets and had 
  raised him with the love of a father for a son. He had 
  taught the boy some of his alchemical arts, enough to 
  aid the old man in his daily tasks, and in doing so had 
  instilled a love for learning, of both the mundane and 
  the arcane. But Giuseppe had not been the warlock the 
  town fathers condemned him as, and the boy had 
  never forgotten how to pick the lock of a chain, old 
  skills which saved him from superstitious and religious 
  fervor that day, so many years ago. 
  Antonio changed his name and appearance as he 
  moved from town to town after his narrow escape from 
  those small minds and brutish hands. He sought out 
  men his master had spoken of in reverent or hushed 
  tones. From those men he learned real magic, not the 
  feeble conjuring that Giuseppe had plied. He would 
  have eventually become quite a terror if he hadn’t seen 
  one of his teachers succumb to the lure of power …and 
  die horribly after failing his part in an infernal bargain. 
  Again, Balsamo swore to himself that he had found 
  another path, and another end, to avoid. Years became 
  decades, and decades became centuries, as Balsamo 
  used the secrets he had gleaned to evade the touch of 
  time and age. He indulged himself on occasion in a 
  swindle or theft, shedding names and identities as most 
  people shed coats in the spring. Always targeting those 
  that Balsamo regarded as the small-minded, self-
  important swine that had taken from him the one 
  person who had ever accepted and loved him for who 
  he was, not who they saw, not what they judged him 
  to be. 
  During those years, Balsamo’s power continued to 
  grow; and he acquired enemies to match his skills. The 
  deranged Paracelsus, long since taken to calling himself 
  only The Alchemist, was more than once the target of 
  one of Balsamo’s confidence games – and has nursed a 
  murderous grudge ever since. The artisan of foci and 
  homunculi that called himself Abraxas, his own name 
  long lost to the passage of years, more than once 
  contended with Balsamo for the same prize, and lost 
  enough times to hold the willworker in contempt. It 
  was an alliance between these two men that resulted in 
  Balsamo’s closest brush with death… and several years’ 
  entrapment in the Shadowlands. Upon his escape, he 
  began seeking revenge, only to find that the one 
  organization that could have helped him wouldn’t; the 
  Covenant held too many influential former targets of  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Impressive as you may be, I 
  still trump you on style, old 
  boy. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  40 (430) 170# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15 Scoundrel with nothing but stage 
  tricks 
  20 Magician of considerable power 
  25  
  30 Sorcerer several hundred years 
  old 
   
   
   
   
  Balsamo’s schemes. With no other options, Balsamo  
  sought the men who were recruiting for a different group, The Veil. Though he had enjoyed his 
  time in America, Balsamo had no love of authority, and fully intended to rid himself of that 
  entanglement once he had achieved his goals. But safety turned into comfort, and comfort to love, 
  as Balsamo became quite attached to his new home and her people. When he saw a news photo 
  of his old nemesis The Alchemist standing behind Hitler, Balsamo cloaked himself in the name 
  “Cagliostro,” to follow what he knew to be his new path. 
  Cagliostro is a sorcerer of great power and wisdom hard-won over centuries. He’s also a 
  showman, a storyteller, a rake, and something of a scoundrel. He holds only a loose affection for 
  the niceties of the truth, a revulsion of authority for authority’s sake, and no tolerance for the 
  pretentious and self-important. His honor is his own, and he never forgets either a friend or an 
  enemy… no matter how much he may sometimes want to do exactly that. 
  
   
   
  Heroes - Sentinels 
  p12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Fascinating. Appalling, but 
  still fascinating. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’5” 
  Grey 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  30 
  400# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15 Intellectual giant 
  20  
  25 Powers result of Project Aladdin 
  30 Product of eugenics program 
   
   
   
  DESCRIPTION 
  Even though he didn’t inherit the bulk of his 
  father’s inhuman traits, Ulysses Steele’s parents knew 
  from his early childhood that he was far from a normal 
  child. Years before his brother Alex began to display 
  the same gifts as their father, Ulysses’ intellect shined. 
  By the age of two, he was reciting from memory entire 
  volumes of the encyclopedias and other works he pored 
  through intently in his parents’ library. By five, he had 
  mastered mathematics up through advanced calculus, 
  and by nine, could teach chemistry and biology to his 
  fellow students at the university he already attended. It 
  was while taking him to Johns Hopkins to begin medical 
  school at the age of eleven that tragedy struck his 
  parents. An old enemy of Jameson managed to kill him 
  with a crude bomb hidden in the train station the family 
  was using. This was one last salvo in a now-dead war 
  that had started over a century before, and the 
  beginning of a long and trying time for Ulysses and his 
  brother, who had to practically raise themselves (see 
  Anthem’s entry, and The Algernon Files Volume 1 for 
  more details). 
  Ulysses continued his education, garnering honors 
  at a variety of institutions while gathering degree after 
  degree. By the mid-’30s, still relatively young, Ulysses 
  was already hard at work at a number of top-secret 
  scientific projects commissioned by the government. 
  These projects took him to locales across the globe and 
  forced him into a pattern he would repeat over the 
  years, namely matching his intellect against those 
  gifted malcontents and ne’er-do-wells who used their 
  intellects against their fellow man. Ulysses possessed 
  but a fraction of his brother’s inherited physical 
  prowess, but they did share the keen sense of 
  responsibility to mankind instilled in them by their 
  father. 
  The turning point in Steele’s life was the operation 
  nicknamed Project Aladdin. While examining 
  presumably alien artifacts smuggled out of Tunguska 
  by Russian aristocrats fleeing the Bolsheviks, Ulysses 
  was one of the people accidentally exposed to an 
  unidentified substance that put him into a coma and 
  induced massive changes in his body. His inherited 
  healing factor enabled him to survive the experience; 
  his lab partner was considerably less fortunate. When 
  Ulysses awoke, he found himself to be an astounding 
  physical specimen, over half a foot taller and almost 
  two hundred pounds heavier. After intense and 
  convoluted negotiations with officials who wanted the 
  project to remain secret, Ulysses was finally allowed to 
  operate with his new abilities in public. In the 
  intervening years, thanks to highly-publicized exploits 
  against the likes of Dr. Prometheus, Dr. Diablo, The 
  Emperor of Heaven, The Silent Syndicate, and Rex 
  Mundi, Ulysses, known in the papers as “Doc Steel,” 
  has built a formidable legend. 
   
   
  PL 
  11 
  GENIUS 
  SUPERMAN 
  PTS 
  212
   
   
  STR 35 +12 
  DEX 15 +2 
  CON 30 +10 
  INT 30 +10 
  WIS 18 +4 
  CHA 15 +2 
   
   
  TGH 
  LIFT 
  +14
  48 ton
  FORT
  LEAP 
  +15
  170 ft
  REF 
  INIT 
  +6 
  +2 
  WILL
  KB 
  +12
  -12 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +6/+3 
  DAMAGE 
  +12 (Unarmed) 
  GRAPPLE 
  SIZE 
  +26 
  Medium 
   
  SKILLS 
  Computers 12 (+22), Craft 
  (Chemical, Electronic) 8 (+18), 
  Craft (Mechanical) 6 (+16), 
  Disable Device 4 (+14), Drive 4 
  (+6), Know (Behavioral 
  Sciences, Earth Sciences) 4 
  (+14), Know (Life Science, 
  Technology) 10 (+20), Know 
  (Physical Science) 16 (+26), 
  Languages 6 (Classical Greek, 
  French, German, Japanese, 
  Latin, Russian), Medicine 10 
  (+20), Notice 6 (+10), Pilot 4 
  (+6), Search 2 (+12), Sense 
  Motive 6 (+10) 
  FEATS 
  Benefit (Security Clearance), 
  Connected, Eidetic Memory, 
  Fearless, Inventor, Power Attack 
  POWERS 
  Immunity 10 (Age, Life 
  Support), Impervious (on 
  Toughness 10), Leap 3, 
  Protection 4, Regeneration 
  1 (Injured 1, PF: Persistent), 
  Speed 2 (25 mph), Super-
  Senses 3 (Extended Vision 1, 
  Extended Hearing 1, Lowlight 
  Vision), Super-Strength 4 
  (PF: Shockwave, Thunderclap) 
  AT CM SV SK
  FT
  PW DB
  83 
  32 
  17 
  30 
  6 
  44
  — 
   
   
   
   
  Doc Steel is immensely strong, having proven  
  capable of demolishing a bunker wall and flipping a  
  Panzer. He is also incredibly resilient. Up to this point, only artillery and tank fire has really 
  been able to inflict any serious injury. Before acquiring his physical changes, Ulysses was 
  already in possession of an intellect matched by few in a world where superhuman 
  achievement has been possible. His inventions and scientific reputation sometimes 
  overshadow even the media-swarmed adventures in which he all too often finds himself 
  entangled, and he has uncounted contacts among the scientific, medical, and engineering 
  communities where he is held in awe. 
   
  
   
   
  Heroes - Sentinels
  p13 
   
  PL 
  10 SPEEDSTER COP 
  PTS 
  158 
   
   
  STR 12 +1 
  DEX 18 +4 
  CON 16 +3 
  INT 10 +0 
  WIS 13 +1 
  CHA 15 +2 
   
   
  TGH 
  LIFT 
  +5/3 260# 
  FORT 
  LEAP 
  +5 
  6 ft 
  REF 
  INIT 
  +14 
  +36 
  WILL 
  KB 
  +5 
  -2/1 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +15/+7 
  DAMAGE 
  +9 (High-Speed Strike) 
  GRAPPLE 
  SIZE 
  +11 
  Medium 
   
  SKILLS 
  Bluff 8 (+10), Notice 4 (+5),  
  Prof (Beat Cop) 4 (+5), Sense 
  Motive 8 (+9) 
  FEATS 
  All-Out Attack, Benefit (Security 
  Clearance), Elusive Target, 
  Equipment 1, Evasion, Fast 
  Overrun, Grappling Finesse, 
  Improved Defense 2, Improved 
  Overrun, Move-By Action, Power 
  Attack, Quick Change, Set Up, 
  Taunt 
  POWERS 
  Super-Speed 8 (Base: Rapid 
  Attack, PF: Mighty, Strike, Wall 
  Run, Water Run; AP: Air 
  Control, Concealment [All 
  Visual], Regeneration (Injured 
  4, Disabled 6) 
  EQUIPMENT 
  Body Armor 2 
  AT CM SV SK FT PW DB 
  24 
  50 
  16 
  6 
  15 
  47 
  — 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  Large Irish families are hardly uncommon in the 
  Boston area. In this respect, the O’Hallorans were just 
  one more loud and busy household among many. Little 
  Patrick was the fifth among eight children, but stood 
  out from his siblings in the sheer amount of mischief 
  that he caused and that his policeman father had to 
  clean up after. More often referred to as simply “him” 
  or “that one,” instead of by his Christian name, Patrick 
  gave his parents strong cause to worry about his 
  seemingly inevitable and eventual incarceration. It was 
  with strong relief then that his father noticed the slow 
  changes in Patrick as he grew older, such as his 
  willingness to face down any bully that targeted 
  Patrick’s family or friends, or the acts of charity and 
  kindness for the neighbors that Patrick thought no one 
  noticed. After helping his father track down a local 
  hoodlum that killed one of Patrick’s friends in a street 
  brawl, the red haired hellion’s course was set and he 
  joined his father and two of his older brothers on the 
  local police force. 
  Growing up, O’Halloran occasionally had “spells” 
  where everything around him seemed to slow down, or 
  where he would suddenly find himself hundreds of 
  yards further along a given path than he thought he 
  had been and with no recollection of having covering 
  the intervening distance. As he grew older, he 
  dismissed these incidents as childish fancy, or tricks of 
  the mind. It wasn’t until an accident during a routine 
  army induction medical exam that he learned 
  differently. One of many people from his  
  neighborhood moved by newsreel footage to  
  join the army in concern over the possibility  
  of future US involvement in the growing  
  war, O’Halloran was exposed to a medicine  
  for which he unknowingly possessed an  
  allergy. His metabolism kicked into high-gear  
  to burn the substance out of his system. Suddenly, 
  everything slowed down and stayed slowed down, as 
  Patrick panicked from the initial distortion. He was a 
  blur of motion to the army doctors. Literally. His voice 
  was like the strong, biting sound of an electric saw as 
  he paced fast enough to cause air disturbances in 
  adjoining rooms and scuffed his feet so quickly the 
  friction set the floorboards to smoking. Finally calming 
  down, Patrick was immediately shipped off to a private 
  government facility to test his newfound abilities. 
  Though already dedicated, when eventually offered a 
  chance to serve his country in a way that didn’t involve 
  boring patrols or KP duty, O’Halloran jumped at the 
  opportunity. 
  Jack B. Quick, as the brass dubbed him with help 
  from the newspapers, has been clocked running at 
  ground speeds in excess of mach one. Despite his lack 
  of formal education, Patrick has always been clever, 
  and that cleverness has led to learning a number of 
  new tricks his speed allows, like running across water 
  and up walls, or snapping his fingers in some one’s face 
  fast enough to cause air impact like a sonic boom. A 
  favorite is to move back and forth with such speed that 
  the human eye can no longer consciously process the 
  image, rendering him effectively invisible. He 
  sometimes does this to his teammates as a joke; just 
  because he’s picked up responsibility as he’s grown 
  doesn’t mean he’s lost his mischievous streak entirely. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Ah, so it’s fast you think you 
  are now, boyo? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’9” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  27 
  180# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15 Inveterate prankster 
  20  
  25 Former Boston police officer 
  30  
   
   
  
   
   
  Heroes - Sentinels 
  p14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  [None] 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’11” 
  varies 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  varies 
  180# 
  varies 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15  
  20 Can be in two places at once 
  25 Member of Group Zero 
  30 Actually group of people 
   
  NOTES 
  The agents of the Silent Knight unit 
  are identical in a number of respects, as 
  reflected in the given stats. To represent 
  the different skill sets of the individual 
  agents, choose any ten skills at the 
  beginning of every new adventure and 
  apply the super-skill write-up to those 
  skills only. For example, Stealth is 
  chosen for a mission – as a DEX skill it 
  would be +13 total bonus.
   
  DESCRIPTION 
  The history books record the O.S.S. (The Office of 
  Strategic Services) as the first “real” intelligence service 
  America put together, with William Donovan at its 
  head. But the truth of the matter is a slightly different 
  story. Over two years before the OSS opened its doors, 
  Donovan and other like-minded military and civilian 
  professionals had already seen the writing on the wall 
  and they didn’t like what they had read. Anticipating 
  with uncomfortable accuracy the events that would 
  occur in the next few years, these men gathered 
  irregular assets from many different fields and set them 
  to work as intelligence-gathering resources.  
   
  As a jibe against a Senator that had made  
   
  Donovan’s “People I Loathe” list, and who had  
   
  made an all too well-received speech stating that  
   
  America had “zero interest in spying on and 
  generally sticking our noses into other countries’ 
  business,” Donovan named this organization Group 
  Zero. 
  Alexander Steele was one of these assets, but he 
  was by no means the only one, or even the only one 
  whose abilities duly impressed the decision-makers for 
  whom he worked. Many of the agents putting their lives 
  on the line for Group Zero were exceptional in their 
  own ways and had been recruited in many cases for 
  those very qualities – deadly marksman and expert 
  brawlers, outstanding pilots, mechanical wizards, 
  doctors who could perform surgery in the near-dark 
  under battlefield conditions, and so on. But it was 
  chance, not planning, that gave the Group its “single” 
  greatest weapon, the legendary agent known to 
  saboteurs, mercenaries, and fifth columnists as The 
  Silent Knight. 
  While testing a new set of exotic operating gear, 
  two agents that happened to have the same 
  approximate build and similar mannerisms almost 
  simultaneously raided two operations attached to the 
  same spy ring, operations in different parts of the 
  country. Word made it back to Group Zero that the ring 
  in question was baffled, having concluded the agents in 
  question were the same man, and somehow had been 
  in two places at almost the same time. This gave 
  Donovan an idea. He added a third agent, picked for 
  his build, and sent the three of them to disable 
  separate elements of the same ring. He gave explicit 
  instructions for them to remain silent to hide their 
  differences in speech, and to make sure they were 
  seen. The ring again concluded that they were all 
  facing the same inhuman spy-smasher. Donovan was 
  delighted. He gathered twelve of the group’s 
  operatives, men who all had similar builds, highly-
  prized skills, and some ability at acting. He then 
  presented his scheme, saying “men bleed and men die, 
  but a symbol is immortal and untouchable… and all the 
  more frightening for those same traits.” 
  The Silent Knight is the face of Group Zero’s elite 
  agent corps. “He” is an identity shared by these men, 
  identical in dress and equipment. The men have been 
  trained to display the same movements and physical 
  behavior, and never to speak when in the role. The 
  Group itself has gotten very good over the years at the 
  little tricks that keep the charade going, up to and 
  including making sure bodies are never found when 
  that has become an issue. The men use the same 
  equipment, including the ballisto-cloth stolen and 
  reverse-engineered from Cogito’s designs, and a special 
  Pepperbox pistol that fires a variety of ammunition. 
   
    
   
  PL 
  10 
  UBIQUITOUS 
  AGENT 
  PTS 
  162
   
   
  STR 15 +2 
  DEX 18 +4 
  CON 16 +3 
  INT 12 +1 
  WIS 12 +1 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +9/6
  400# 
  FORT
  LEAP 
  +8 
  7 ft 
  REF 
  INIT 
  +10
  +12 
  WILL
  KB 
  +8 
  -4/3 
   
   
  ATTACK 
  DEFENSE 
  +12 
  +10/+5 
  DAMAGE 
  +5 (Pepperbox) 
  GRAPPLE 
  SIZE 
  +14 
  Medium 
   
  SKILLS 
  Profession (Spy) 8 (+9); Any 
  STR Skills +11, DEX Skills +13, 
  INT Skills +10, WIS Skills +10, 
  CHA Skills +11 
  FEATS 
  Benefit (Security Clearance), 
  Blind-Fight, Chokehold, 
  Defensive Roll 2, Equipment 10, 
  Evasion, Improved Aim, 
  Improved Defense 1, Improved 
  Initiative 2, Improvised Tools, 
  Jack-of-All-Trades, Luck 2, 
  Master Plan, Precise Shot, 
  Redirect, Sneak Attack 1, 
  Takedown Attack, Teamwork 2 
  POWERS 
  Comprehend 2 (Languages, 
  Must Choose No More Than 3 
  per Mission -1), Device 3 (Easy 
  to Lose, Pepperbox Pistol 
  [Blast 5 (Autofire +1, AP: 
  Explosive [Blast (Area Burst 
  +1)], Concussion [Stun (Area 
  Burst +1)], Flash-Bang [Dazzle 
  (Auditory and All Visual))], 
  Super-Skill [Enhanced 
  Ability 18 (STR, DEX, INT, 
  WIS, and CHA) (Only for Adding 
  to Skills -1, Must Choose Only 
  10 Skills for Adds per Adventure 
  -1)] 
  EQUIPMENT 
  Body Armor 3 (PF: Subtle), 
  Fragmentation Grenades, 
  Heavy Pistol, Lockpicks, 
  Submachine Gun  
  AT CM SV SK
  FT
  PW DB
  27 
  44 
  18 
  2 
  30 
  41
  — 
   
   
   
   
   
  
   
   
  Heroes - Sentinels
  p15 
   
  PL 
  10 
  INDIAN 
  AIRWALKER 
  PTS 
  162 
   
   
  STR 13 +1 
  DEX 15 +2 
  CON 15 +2 
  INT 12 +1 
  WIS 15 +2 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +5/2 300# 
  FORT 
  LEAP 
  +5 
  6 ft 
  REF 
  INIT 
  +5 
  +2 
  WILL 
  KB 
  +5 
  -2/1 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +8/+4 
  DAMAGE 
  +10 (Lightning Blast) 
  GRAPPLE 
  SIZE 
  +10/+7 
  Medium 
   
  SKILLS 
  Bluff 4 (+6), Craft (Artistic) 4 
  (+5), Know (History, Theology 
  and Philosophy) 4 (+5), 
  Language 2 ([English], Hopi, 
  Navaho), Notice 2 (+4), Pilot 6 
  (+8), Search 4 (+5), Survival 2 
  (+4) 
  FEATS 
  Beginner’s Luck, Benefit 
  (Security Clearance), Equipment 
  3, Favored Environment 3 
  (Airborne) 
  POWERS 
  Device 21 (Hard to Lose, 
  Medallion of the Ancients 
  (Ally Spirits [Deflect 10, All 
  Ranged (Automatic, Free Action, 
  Ranged, PF: Luck 3, Ultimate 
  Save – Toughness)], Flight 5 
  (200 mph), Weather Control 
  10 (Base: Distraction, PF: 
  Dynamic [All], AP: Air Control, 
  Blast (Lightning), Cold, Dazzle 7 
  (Auditory and All Visual), 
  Fatigue, Hamper Movement, 
  Heat, Obscure, Snare)), PF: 
  Restricted) 
  EQUIPMENT 
  Body Armor 3 (PF: Subtle), 
  Heavy Pistol, Parachute 
  AT CM SV SK FT PW DB 
  24 
  28 
  9 
  9 
  8 
  84 
  — 
   
   
   
   
  DESCRIPTION 
  When he finally mustered out of the Army 
  Air Corps, all Richard Daniels wanted was to 
  settle down with his long-time girlfriend and 
  move to the Southwest to pursue a quiet life 
  concentrated around his loves of anthropology  
  and Native American folklore. A little digging, a little 
  reading, and a whole lot of lazing around doing 
  absolutely nothing that could be construed as 
  constructive – that was the plan. Unfortunately, fate 
  doesn’t take requests. 
  After only a few months living in his new home, 
  Daniels found himself drawn into a local land dispute 
  when a corrupt industrialist tried to cheat one of the 
  local tribes out of reservation land that was theirs by 
  right. Thanks to the intervention of Daniels and his 
  copious research notes, the land office and its agent 
  had no choice but to clamp down on the scheme – 
  even despite being in the pocket of said industrialist. 
  Daniels strengthened his ties to the local tribes that 
  day, ties he had created by treating the locals, their 
  culture, and their history with the respect he felt was 
  their due. However, he also made enemies, men who 
  had no compunction about showing their displeasure 
  with a volley of lead that demolished a portion of 
  Daniel’s home and put him on death’s door. He awoke 
  in a cave he recognized from his digs in the area, 
  surrounded by medicine men and their chants. Rising, 
  he examined himself and found no traces of his many 
  bullet wounds. While still in somewhat of a state of 
  shock over this, he found himself presented with an 
  amulet bearing the image of the totemic figure 
  Thunderbird. 
  “You have proven your courage, Man-With-Old-
  Paper, and as you took these wounds for our people, it 
  was only right for us to act in your behalf – as you have 
  acted in ours,” the oldest and wisest looking of the 
  shamans told him. 
  “The spirits of the air have told us to give you this 
  great gift from Mighty Thunderbird, that you have been 
  chosen to defend the children of the earth from the 
  hurtful lies of Coyote and from the followers of the 
  Poison Wheel.” 
  Daniels was led to the mouth of the cave, with an 
  escort to take him home. As he left, he could have 
  sworn he overheard the old man mutter, “Or maybe the 
  spirits just want a white man getting shot at instead of 
  one of our sons. Me, I don’t judge.” 
  After recovering from the ordeal over the following 
  few days, Daniels made two discoveries. The first was 
  that while he wore the amulet, he had control over 
  weather and the assistance of what are apparently 
  helper spirits – which took him some trial and effort to 
  use without harm to himself or those around him. The 
  second was that his wife had an unhealthy fascination  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Hello? This is lightning! 
  Surrender and… stop 
  shooting at me! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  38 
  200# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15 Controls the weather 
  20 Worrywart 
  25  
  30 Powers come from medallion 
   
  with the pulp magazines he had sometimes seen her reading. When seeing the things her 
  husband could do,she insisted that he had to use his new gifts to fight crime, going so far as 
  to help him throw together an outfit to help hide his identity. Daniels thought this was insane 
  and that he would soon be killed. But, he had never been able to deny his wife anything, and 
  this was no exception.  
  Despite his misgivings, Daniels has done a good job so far. He’s managed to hold his 
  own against threats the likes of Vesper, the murderous Hangman’s Guild, and Salamanca the 
  Sky Pirate. He also invested in a parachute (hidden under his voluminous coat), and much to 
  the amusement of his teammates, carries prescription strength antacids in a pouch on his belt 
  to help calm his nervous stomach. 
  
   
   
  Heroes - Sentinels 
  p16 
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  What I lack in size, I more 
  than make up for in 
  personality and good looks. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  10” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  Sentinels 
  28 
  140# 
  Blonde 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of the Sentinels 
  15  
  20 Former FBI agent 
  25 Skilled investigator 
  30  
   
   
   
  DESCRIPTION 
  Special Agent Thomas Burkhalter was very good 
  at his job. Whenever the FBI came across a case that 
  stumped other agents in the field, J. Edgar always 
  knew who to call. Without this sterling reputation 
  behind him, Burkhalter undoubtedly would never have 
  crossed paths with the malevolent and completely 
  insane Dr. Diablo.  
  Diablo had hit upon a very effective kidnapping 
  scheme to quickly generate funds for his experiments. 
  He would ransom a poor victim for an amount his 
  research showed the family or concerned pocket man 
  could handle. If the person refused to pay, the victim 
  was used as fodder in one of Diablo’s terrible 
  experiments… and then the result was returned to the 
  reluctant payees. In many cases, given the bizarre 
  amalgamation of science and sorcery the madman 
  delved into, a corpse was infinitely preferable to what 
  was sent home, and death a far more merciful fate 
  than surviving the experience. 
  Four agents had been set upon the doctor’s trail. 
  Four agents had died horribly, their bodies later found 
  by the agency. Burkhalter, the troubleshooter, the fixer, 
  was finally called in. It took him two weeks to locate 
  Diablo the first time. It took another week in a hospital 
  bed to recuperate from barely surviving the traps left 
  behind in Diablo’s lab after he fled. This became 
  something of a pattern, with Burkhalter always a little 
  too late to make the catch, but also always a little too 
  good, or a little too lucky, to meet the fate of his 
  predecessors. The chase ended when the doctor 
  decided to combine trap and experiment into one 
  gruesome scenario.  
  As Burkhalter stealthily entered another of the 
  good doctor’s lairs, and began to pick a lock, a metal 
  panel slid down opposite the door, turning the corridor 
  into a box. Before the agent could react, the ceiling 
  opened and an actinic blue light shone down. 
  Burkhalter’s world became pain, as every inch of his 
  body felt as if it were simultaneously burning and being 
  crushed. Barely holding on to consciousness, he noticed 
  his clothes suddenly becoming too big for his frame, 
  and the ceiling seeming to move further away. He knew 
  he was still alive, through his pain-addled haze, as he 
  managed to make out the muffled strains of Diablo’s 
  laughter. Rising to his feet, Burkhalter slowly lurched 
  over to the door, which now seemed further away than 
  it had earlier. In his anger, he simply lashed out with a 
  fist at the obstruction, and was surprised when the 
  metal buckled around his fist. He was suddenly in 
  Diablo’s lab, and his surprise was shared by the mad 
  genius. Faced with a nude man standing less than a 
  foot tall, who had punched through inch-
  thick steel as if it were cardboard, all 
  Diablo could think to say before being 
  knocked unconscious was, “Hmmph. It’s always been 
  fatal before. How extraordinary.” 
   
    
   
  PL 
  11 
  TEENY TITAN 
  PTS 
  154
   
   
  STR 34 +12
  DEX 14 +2 
  CON 14 +2 
  INT 12 +1 
  WIS 13 +1 
  CHA 15 +2 
   
   
  TGH
  LIFT 
  +8 
  44 ton
  FORT
  LEAP 
  +8 
  130 ft
  REF
  INIT 
  +8 
  +2 
  WILL
  KB 
  +5 
  -8 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +10/+7 
  DAMAGE 
  +12 (Unarmed) 
  [Penetrating] 
  GRAPPLE 
  SIZE 
  +10 
  Diminutive 
   
  SKILLS 
  Acrobatics 4 (+6), Bluff 4 
  (+6/+10), Diplomacy 8 
  (+10/+14), Disable Device 4 
  (+5), Gather Information 7 
  (+9), Investigate 7 (+8),  
  Know (Civics) 6 (+7), Notice 4 
  (+5), Search 9 (+10), Sense 
  Motive 9 (+10), Stealth 6 (+20) 
  FEATS 
  Acrobatic Bluff, Attractive 1, 
  Benefit (Security Clearance), 
  Connected, Evasion, Hide in 
  Plain Sight, Improved Trip 4, 
  Redirect, Set-Up, Sneak Attack 
  1, Taunt 
  POWERS 
  Density 12 (+24 STR, 
  Impervious Protection 6, 
  Immovability 4, Super-Strength 
  4, Permanent -1), Leaping 3, 
  Penetrating on 34 STR, 
  Shrinking 12 (Diminutive, +4 
  Atk/Def, -12 Grapple, +12 
  Stealth, -6 Intimidation, Normal 
  Strength +1, Permanent -1) 
  AT CM SV SK
  FT
  PW DB
  18 
  24 
  16 
  17 
  14 
  65
  — 
   
   
   
  Thomas Burkhalter, or Tom Thumb as the press has dubbed him, stands only ten 
  inches tall. However, as his structure has essentially been compacted on a cellular, if not 
  molecular level, he still weighs a goodly portion of the 160 lbs he carried before being 
  subjected to Dr. Diablo’s fiendish “dollmaker ray.” The tiny titan is immensely strong due to 
  his incredible physical density, and quite difficult to hurt. In a fight, he uses his size to 
  great advantage, jumping around and among what are – to him – large and easy targets. 
  Though still a keen investigator, Tom’s personality is far more extroverted now, almost as if 
  he were compensating for his diminished size by projecting a dynamic, larger than life, 
  swashbuckling persona. 
  (Tom at 5x magnification) 
  
   
   
  Heroes - Sentinels
  p17 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  The aircraft used by The Sentinels is a prototype heavy 
  jet-engine plane that the press calls a “rocket plane.” It was 
  designed by Ulysses Steele, and the parts built by a number of 
  different companies. These companies, ranging from Hawkins 
  Aviation up through Hughes Industries, mostly worked in 
  isolation from one another, only finally finding out what the 
  purpose of their work was when the plane was unveiled and 
  demonstrated to the public. It is the fastest aircraft known (and 
  will keep that title until the Bell X-1 takes it away at the end of 
  the decade), and has an operational ceiling almost 5000 ft 
  higher than its closest competitor. 
  The team has named the craft “Betty,” and there is a 
  sizable mural of Ms. Grable on the inside ceiling of the vehicle. 
  The Rocketplane. STR: 50, SPD: 7, DEF: 6, TGH: 11, 
  SZ: Gargantuan; Cost: 36/8; Features: Navigation 
  System 1, Immunity 9 (Life Support), Super Senses 7 
  (Blindsight [Radar], Extended Range 3) 
  
   
   
  Heroes - Sentinels 
  p18 
   
   
   
   
   
   
   
  Though quite distinguished in its décor, and boasting a 
  number of comfortable amenities, the brownstone structure given 
  to the team by the government actually saw only infrequent use 
  during the Sentinels’ career. All of the men had lives outside the 
  team, and simply didn’t need additional living space above and 
  beyond their own. The facility mainly saw use as a backdrop for 
  staged photo ops, and, of course, as highly decorative storage 
  space for the numerous “trophies” and paraphernalia acquired 
  throughout the team’s existence. 
    
   
  The Brownstone. TGH: 10, SZ: Medium; Cost 8/2; 
  Features: Communication, Garage, Library, Security System 3
  
   
   
  Heroes - Defenders
  p19 
   
   
   
   
   
   
   
  The heroic tradition in the British Isles is a long and noble 
  one, both in fiction and flesh. From a time before recorded history 
  when Grimm the Wanderer fought bloody battles against the 
  abominations summoned by crazed Pictish sorcerers, through the 
  Roman occupation when Boediccea summoned her twelve great 
  champions, the strain of courage ran true. Nor did it diminish 
  during the long night of the Dark Ages, when champions like the 
  Swan Knight or Cavendish the Black rose to defend their people. 
  The roll continued down the years: Captain Claw hiding his 
  patriotic deeds behind the mask of a pirate’s identity; the Loyalist 
  exile and sellsword Jonas Able who sought out dark powers to 
  fight in the farthest reaches of his homeland, while avoiding the 
  Puritans who wanted him hanged; and so on, down to the 
  dreadful covert war that raged behind the Victorians’ staid façade 
  (see Anthem’s entry in this book, or The Algernon Files, Volume 
  1, for more details) costing the lives of so many brave and 
  extraordinary souls. 
  When the ancient spirit Albion answered her champion 
  Pendragon’s call for counsel, it was with a litany of names such as 
  this that she answered as she told him of the need to gather the 
  Isle’s champions into a single unified force. In those dark days, as 
  the British desperately tried to pull their forces back from the 
  continent, Albion told the young sword-bearer that the time to 
  fight in the shadows was past. The people needed to see their 
  heroes fighting the good fight, and see it again and again, to 
  bolster their courage in the harsh times to come. With her 
  mystical guidance, Mallory Drake (Pendragon) was quickly able to 
  locate a number of other people with unusual gifts and abilities, 
  and bring himself to the attention of the authorities – who were 
  keeping a few of these individuals under watch. 
  First and easiest to find was Glorianna, whose magical 
  connections were a beacon to Albion’s senses. At the urgings of 
  her own fey patrons, and due in no small part to her immediate 
  attraction to Pendragon, Glorianna quickly agreed to take part in 
  such a group. John Bull was initially reluctant, but the exuberance 
  of the throng accompanying him when he met Pendragon 
  convinced the good-natured giant that it was worth a try. It took 
  a bit more effort to find the Gryphon, but when the Icon of Valor 
  heard the proposal, he immediately agreed to lend his services – 
  and then lectured Pendragon on how unbelievable it was that 
  such a group didn’t already exist, and that, of course, the 
  Gryphon himself was much too busy and humble for a leadership 
  role which he was sure Pendragon was about to offer, but was 
  certain Pendragon would do a fine job in such a position himself. 
  It was at this point that a Mr. Weatherby entered the 
  picture. Weatherby claimed to represent “interested parties” in 
  His Majesty’s Government, and had information that Pendragon 
  could use – specifically, files on other metahumans the young 
  man hadn’t yet contacted. These included the flying twins 
  operating under the names Hurricane and Spearhead, as well as 
  the elusive adventurer known as Zenith the Perfect Man, and the 
  self-proclaimed champion of Inner Will, Tommy Triumph. There 
  was even information linking a young boy in Wales with reports of 
  a giant robot – of all things. Weatherby was also quite happy to 
  make first contact with those in his files, assuming Pendragon 
  and crew would not be adverse to a more formal relationship with 
  the government… purely voluntary, of course. Loyal patriot that 
  he was, Pendragon saw no problems with such an arrangement. 
   
   
   
   
   
   
   
  The first hastily arranged meeting between all of these 
  stalwarts (except Triumph, who had disappeared) was also the 
  last, as they were almost immediately called away to help 
  evacuation efforts in Dunkirk. Though they were successful in 
  helping the retreat, with Glorianna demonstrating the ability to 
  call on vast amounts of power from her patrons, the Gryphon 
  demolishing prototypes for the next generation of 
  Kriegsmaschinen, and Zenith destroying the lab-bred monstrosity 
  called SchwartzenNebel (“The Black Fog”), it was at great cost. 
  Zenith, Hurricane, and Spearhead were all lost to enemy fire; 
  Glorianna fell into a coma after calling on the magicks which 
  repelled the Atlanteans and their efforts to invade; and the 
  Gryphon proved vulnerable to the superscience of Frau Doktor 
  Frankenstein, as her Null Maschine dampened his powers to such 
  an extent that her bodyguards were able to injure the Bastion of 
  Bravery and would have killed him if Pendragon hadn’t 
  intervened. 
  It took weeks for the team to recover. During that time, the 
  press, building on a chance remark made by Churchill while he 
  was congratulating Pendragon and John Bull, dubbed the group, 
  “The Defenders of the Crown.” Eventually coming to terms with 
  their limitations, the Defenders buried their dead, licked their 
  wounds, and moved on. It was immediately decided that little 
  Daffyd Heed (Ultranaut’s “controller”) would remain safe under 
  secure supervision in an undisclosed location while his robot 
  friend did its part in the war. Much later, when he resurfaced 
  after a number of harrowing, globetrotting adventures, Tommy 
  Triumph politely declined the open invitation he held from the 
  group, as he was already comfortably ensconced within his own 
  team with a few Yank friends, the self-styled Fearless Four. 
  Despite official fanfare and some powerful connections with 
  the Home Office during the war, the Defenders of the Crown 
  never held the official status their peers in the Sentinels did. For 
  whatever reason, Churchill was enamored with the media play of 
  “citizens doing right for their country” and was bound and 
  determined that the image of private citizens be maintained. An 
  abandoned airbase outside of London was “donated” to the team 
  for their uses (which were limited), and the RAF or the Royal 
  Navy were always happy to “lend” a ride to the group when it 
  became necessary. Nominally, Pendragon was the leader of the 
  crew, though he never really made an issue of it, despite John 
  Bull’s constant pushing for him to “Stand your chest out there, 
  lad, and show ’em a good ‘what for,’ eh?” 
   
  
   
   
  Heroes - Defenders 
  p20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Who’s the man to win the 
  day, lads? Damn right, I am! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  7’2” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Defenders 
  50 
  480# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5 Myth to help spur war effort 
  10 Member Defenders of the Crown 
  15 Active since World War I 
  20  
  25 Size increases with crowds 
  30  
   
   
  DESCRIPTION 
  Jamie Richardson had always been a large and 
  strapping specimen. Even as a child, he overshadowed 
  his peers in terms of his physical development, and by 
  adulthood he not only fit the phrase “barrel-chested” 
  perfectly, his sheer physical strength was legendary for 
  counties far and wide. The only thing about Jamie that 
  rivaled that strength was his popularity. Jamie seemed 
  to have friends wherever he went, making new ones 
  with ease and keeping old ones with an almost fanatical 
  attachment. While drinking and wrestling his way 
  through life, it was through his innate charisma, 
  garrulousness, and sheer likeability that Jamie found 
  his calling. People were willing to consider his words, 
  regardless of their background or his. An introduction 
  from him was good as gold, as people just seemed to 
  assume he possessed a judgment for character that far 
  outstripped the evidence. And Jamie reveled in the 
  attention. Crowds were like a drug. The respect and 
  admiration of a large group of people was a physical 
  charge, making him feel stronger and more exuberant. 
  When the Great War broke out, it was only natural 
  that Jamie should rush off to represent his country. 
  And on the battlefield, surrounded not only by death 
  and destruction, but the desperate, almost palpable 
  need of his fellow soldiers that he be every bit the 
  juggernaut of his reputation, Jamie found 
  out that he was no longer, if he had ever 
  been, human. At the Battle of Belleau Wood, 
  overwhelmed by rage and terror, and thinking he 
  was going to die, Jamie charged through machine 
  gun fire unharmed and shredded a cannon with his 
  bare hands before he returned to his senses. 
  Once word of this feat reached command, Jamie 
  was pulled from the field and put to more rigorous 
  testing. He was inhumanly strong and tough normally, 
  but found that he grew stronger and tougher the more 
  people were around him to admire his performance. His 
  sense of “puffing up” under those circumstances was 
  proven to be not merely a feeling – he actually did 
  grow physically larger as the emotional charge of the 
  crowd surged in. Satisfied that Jamie was far more 
  useful out of a standard uniform, his government called 
  him “John Bull,” and put him to work countering the 
  Kaiser’s pet Eisenkreuz. Though there were far fewer 
  metahumans in the first World War than the second 
  (and the term “metahuman” hadn’t even been thought 
  of), Richardson still saw plenty of action. He even 
  occasionally helped out his associate Jameson Steele 
  thwart the likes of Der Schwartzenritter, The Prussian, 
  or even homegrown threats like the traitorous Red 
  Razor, or the lunatics that called themselves The Lion 
  and The Unicorn. Following the war, Richardson 
  opened a Public Relations firm, where he made use of 
  his image while letting others do everything else. 
   
    
   
  PL 
  11 
  GRAPPLING 
  GIANT 
  PTS 
  125
   
   
  STR 32 +11 
  DEX 12 +1 
  CON 28 +9 
  INT 10 +0 
  WIS 10 +0 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  12(10) 33 ton
  FORT
  LEAP 
  14(12) 16 ft 
  REF 
  INIT 
  +3 
  +1 
  WILL
  KB 
  +10 -10(6)
   
   
  ATTACK 
  DEFENSE 
  +7(+8) 
  +7(+8)/ 
  +3(+4) 
  DAMAGE 
  +11 (Unarmed) 
  GRAPPLE 
  SIZE 
  +22(+15) 
  Large (Med)
   
  SKILLS 
  Bluff 3 (+7), Drive 5 (+6), 
  Intimidate 8 (+12/+13) 
  FEATS 
  All-Out Attack, Benefit (Wealth 
  3), Improved Block 2, Improved 
  Grab, Improved Grapple, 
  Improved Pin, Startle 
  POWERS 
  Growth 2 (Permanent -1, PF: 
  Innate), Growth 4 (+8 STR [24 
  Normal], +4 CON [24 Normal],  
  -1 DEF, 15 ft Tall and 2 Tons at 
  Maximum Size) (Uncontrolled  
  -1), Protection 3, Super-
  Strength 2  
  AT CM SV SK
  FT
  PW DB
  42 
  32 
  17 
  4 
  10 
  20
  — 
   
  NOTES 
  John Bull’s Growth power is 
  dependent on the number of active 
  “fans” he has around him at any 
  one time, almost as if he feeds off 
  of the admiration and stores it like 
  an emotional battery. When 
  surrounded by a vast number, such 
  as at a bond rally in a stadium, or 
  surrounded by the desperate 
  troops at Dunkirk, he’s a veritable 
  giant. Even under normal 
  conditions, with fewer than a 
  dozen people around him, he’s still 
  an impressive spectacle.  
  Intimidated fear of him 
  substitutes as well as admiration 
  and awe – it just doesn’t give him 
  the same emotional “high.”
  As John Bull, Richardson was one of the first 
  metahumans to step up to his country’s needs when 
  the Second World War broke out. Even though he was 
  now middle-aged, Richardson’s often sedentary lifestyle 
  hadn’t slowed down his robust character a whit, and he 
  was well into the thick of public relations tours when 
  Pendragon approached him to join the Defenders.  
  Initially concerned over how he would perform  
  after such a long retirement from action, Jamie was no more able to resist the siren song of his 
  admiring crowd that day than he ever had been before. As he originally saw action almost  
  twenty years before the heyday of metahumans’ public acceptance, most of the public at that time dismissed John Bull as an invention of 
  the British press at worst, or a well-meaning publicity tool with exaggerated exploits at best. Surrounded by other people with special 
  abilities now, he finds a far easier acceptance in the mainstream. An elder statesman in his own mind, as he has a few years on almost all 
  of his contemporaries, Jamie isn’t much for complicated tactics and thinking – he’s happy to leave that to those so inclined. Mother 
  Richardson’s boy is at his best when all that’s necessary is a good right cross and an intimidating glare. 
   
  
   
   
  Heroes - Defenders
  p21 
   
  PL 
  10 
  TRICKY FEY 
  WARRIOR 
  PTS 
  147 
   
   
  STR 
  8  -1 
  DEX 16 +3 
  CON 13 +1 
  INT 14 +2 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +1 
  160# 
  FORT 
  LEAP 
  +3 
  4 ft 
  REF 
  INIT 
  +8 
  +7 
  WILL 
  KB 
  +5 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +4/+14 
  +18/+9 
  DAMAGE 
  +4 (Arrow) 
  GRAPPLE 
  SIZE 
  +3 
  Medium 
   
  SKILLS 
  Acrobatics 8 (+11), Bluff 3 
  (+6/+10), Diplomacy 3 
  (+6/+10), Know (Arcane Lore) 
  3 (+5), Notice 3 (+6), Stealth 8 
  (+11) 
  FEATS 
  Acrobatic Bluff, Attack 
  Specialization (Bow) 5, 
  Attractive 1, Beginner’s Luck, 
  Evasion, Improved Initiative 1, 
  Luck 3, Minions 7 (Faerie x10), 
  Move-By Action, Power Attack, 
  Ritualist, Taunt 
  POWERS 
  Device 7 (Hard to Lose, Cloak 
  [Invisibility 2, Magic 6 (Base: 
  Illusion, AP: Animate Object 4, 
  Mind Control), Shield 3], Faerie 
  Boots [Flight 4, AP: Super-
  Movement (Trackless), 
  Teleport)]), Device 4 (Easy to 
  Lose, Elf-Shot Bow [Blast 4 
  (Autofire +1, Penetrating +1)], 
  Golden Key [Super-Movement 
  – Dimensional Travel (as 
  Faerie), PF: Progression 2)])  
  AT CM SV SK FT PW DB 
  23 
  44 
  9 
  7 
  24 
  40 
  — 
   
   
   
  DESCRIPTION 
  In the early years of the war, as the Luftwaffe 
  relentlessly pounded away at London and other British 
  cities with bomb strike after bomb strike, it wasn’t 
  uncommon for families to send their younger members 
  to live with friends and relatives in the countryside. 
  Elizabeth Marleyoak (MAIR-ee-ohk) was one of those 
  urban refugees. Though not as young as many others in 
  her situation, as she was almost ready to take her 
  exams and was thinking of universities, Elizabeth was 
  small for her age, and her parents worried considerably 
  after her. The uncle who took her in at her parent’s 
  request was old and prone to spending much of his days 
  napping, and so the young girl spent her time exploring 
  the hills and dales around her new home. It was during 
  one of these expeditions that she came across the 
  weathered remnants of an ancient stone circle.  
  Memories of early childhood and her avid reading 
  of old fairy stories and folk tales raced through her 
  mind as she examined the relics intently. She quickly 
  lost track of time, and after eating the small picnic meal 
  she had brought with her, Elizabeth was soon asleep 
  lying inside the circle and stayed there well into the 
  night. While she slept, the young girl dreamed a long 
  and vivid dream of adventure. In her dream she 
  rescued a faerie queen from iron-clad captors, endured 
  a number of challenges and riddles that tested her 
  quickness and her wits, and then led the queen’s army 
  to victory over a foul rabble of ghouls and goblins. The 
  queen rewarded her with a beautiful silver bow and 
  faerie cloak and urged her, “Now, my champion, take 
  these gifts and fight for us in the sunlit world beyond, 
  for this realm is not the only one that stands in peril 
  should the nightbringers and their cold-iron souls take 
  sway over these verdant lands.” 
  Elizabeth awoke refreshed and feeling rather more 
  chipper than she had since she had said goodbye to her 
  parents. She was surprised to find that it had become 
  night, but even more astonished to find a cloak and 
  bow neatly placed atop her picnic basket. Seizing 
  everything in her arms, she rushed home and locked 
  herself in her room. Much later, after working up her 
  courage, she began to experiment with the strange 
  gifts, and even discovered a wand and boots in the 
  folds of the cloak. At first frightened and reluctant, 
  Elizabeth eventually began using the tools to 
  anonymously help the folk in the area. When she first 
  encountered a group of saboteurs plying their tricks at 
  a local power station, she was as shocked as they were 
  when she took them all out of commission. She took 
  her success as the final sign that she was up to the 
  task of defending her homeland as well as she had the 
  dreamlands she had stumbled into through that old 
  circle. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  ‘Wee slip of a girl?’ I’ll show 
  you! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’5” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Defenders 
  15 
  104# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member Defenders of the Crown 
  15 Youngster, barely out of school 
  20 Powers are gift from Titania 
  25  
  30  
   
  MINIONS 
  Faerie: PL 3 (60 points, Minion 
  Rank 4); Init +4; Defense +5; Atk +3; 
  SV Tgh +1, Fort +1, Ref +8, Will +1; Str 
  10, Dex 18, Con 13, Int 8, Wis 12, Cha 10;  
  Skills and Feats: Notice 3 (+4), 
  Sense Motive 5 (+5), Stealth 4 (+8); 
  Attractive 1, Favored Environment (Air), 
  Improved Defense; 
  Powers: Flight 2, Illusion 3 (Visual, 
  Auditory, Interactive, Progression 2), 
  Immunity 1 (Age), Shrinking 8 
  (Permanent -1, PF: Innate), Super-
  Movement 1 (Dimensional Movement 1 
  [Land of Forever Summer]); 
  Drawbacks: Power Loss (Flight, if 
  Wings Immobilized, -2) 
  As Glorianna, a name she appropriated from one of her favorite stories, Elizabeth is 
  often more of a nuisance to her foes than an actual threat. She relies on trickery and illusion 
  instead of brute force, and leaves the disposal of her frustrated and usually infuriated targets 
  to the proper authorities. When angered, however, she has resorted to her terrible elf-shot 
  bow, a misleadingly delicate-looking weapon whose pernicious magic has proven effective 
  against every target she has yet faced. Willful little “helpers” that she calls sprites, who are 
  agile distractions for her in battle and useful extra hands, occasionally assist Glorianna. Her 
  seemingly inhuman combat agility and unerring aim with the bow are presumably also gifts 
  from her patron, as she never displayed either before taking up the mantle of their champion. 
  Finally, either as an innate talent, or some additional gift from her patrons, Glorianna can 
  unconsciously tap into ancient magicks of the sidhe, such as leyline patterns or Lyonessean 
  artifacts – though she has to be in the direst of situations and it would probably be more 
  accurate to say that she is the convenient focus of those magicks rather than their wielder. 
   
  
   
   
  Heroes - Defenders 
  p22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Fret not, gentle citizens, for 
  the Gryphon is here to 
  protect you. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’ 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Defenders 
  30 
  200# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5 Member Defenders of the Crown 
  10  
  15 Dedicated beyond compare 
  20 Powers come from magic word 
  25  
  30 Powerful psionic, not magical 
   
  MORTIMER BRUMBLY 
  For Mortimer Brumbly’s normal 
  identity, use the Bystander Archetype 
  with accounting as the chosen 
  profession. 
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  Some people just go through life under the radar. 
  Unnoticed by those around them, they simply don’t 
  make that much of an impression on others, if they 
  make any impression at all. Mortimer Hilbert Brumbly 
  typified such a sad and lonely soul. Mortimer was 
  eminently forgettable, sometimes drifting out of 
  people’s attention even while they were speaking to 
  him. He was simply background color and empty noise, 
  though his accounting work at the firm that employed 
  him nonetheless sent home a paycheck every week. 
  Well, almost every week. Sometimes he had to fill out 
  paperwork to remind them that he worked at the firm. 
  But this was only the exterior of Mortimer’s physical 
  presence. If only people could have seen inside 
  Mortimer’s imagination, they would have seen a very 
  different and far more dashing figure. In Mortimer’s 
  daydreams, he was a hero, a pirate, a gunslinger. As a 
  king or a sultan, his subjects loved him; as a daring 
  pulp crime-smasher, he made women swoon and 
  strong adversaries go weak at the knees. To put it 
  mildly, Mortimer had a vibrant inner life. 
  One day, indistinguishable from all the preceding 
  days of Mortimer’s life, everything changed at a fateful 
  trip to the bank. Mortimer walked in on a robbery in 
  progress and was shoved in among the other people 
  being held hostage. Watching as the robbers continued 
  to beat the bank manager for the combination to his 
  office safe, Mortimer was shocked as everything 
  seemed to freeze. No one around him moved, spoke, or 
  even breathed. Suddenly a voice spoke to him.  
  “Mortimer, you have been chosen. You and you 
  alone can right this wrong. Speak the magic of my 
  name, for I am the mighty wizard El Karim and I have 
  watched and protected you until this wondrous day. 
  Speak my name, Mortimer!” 
  And a small, forgettable man, at that moment no 
  longer even sure of his own sanity, whispered aloud, 
  “El Karim.” 
  With a flash of blinding light and a mighty crack as 
  thunder, Mortimer Brumbly disappeared. Standing in his 
  place was the Bastion of Bravery, the Vanguard of 
  Valor, the Mighty Gryphon. Smiling at his feeble foes, 
  the Living Icon said, “A dozen against one hardly seems 
  fair, but I don’t have the time to wait for you to go get 
  others, so you’ll have to do.” And he proceeded to 
  make short work of them. 
   
   
  PL 
  11 
  GALLANT 
  POWERHOUSE 
  PTS 
  184
   
   
  STR 38 +14 
  DEX 18 +4 
  CON 30 +10 
  INT 14 +2 
  WIS 16 +3 
  CHA 26 +8 
   
   
  TGH 
  LIFT 
  +16
  307 tn
  FORT
  LEAP 
  +10
  19 ft 
  REF 
  INIT 
  +5 
  +4 
  WILL
  KB 
  +5 
  -11 
   
   
  ATTACK 
  DEFENSE 
  +8 
  +6/+3 
  DAMAGE 
  +14 (Unarmed) 
  GRAPPLE 
  SIZE 
  +24 
  Medium 
   
  SKILLS 
  Diplomacy 8 (+16) 
  FEATS 
  Luck 5, Power Attack 
  POWERS 
  Communication 5 (Area +1, 
  Subtle +1, Uncontrolled -1, 
  Supporting Dramatic Dialogue 
  and Wisps of Heroic Theme 
  Music Only -1), Flight 8, 
  Immunity 9 (Life Support), 
  Luck Control 3 (Area +1, 
  Selective +1, Uncontrolled -1, 
  Only when Dramatically 
  Appropriate -1), Protection 6 
  (Impervious +1), Super-
  Strength 6 
  DRAWBACKS 
  Normal Identity (-3) 
  AT CM SV SK
  FT
  PW DB
  82 
  28 
  3 
  2 
  6 
  63
  -3 
   
   
   
  As his mortal self, Mortimer Brumbly seems unremarkable in every way. However, with 
  the mere utterance of the word “El Karim,” he seems to transform into a powerhouse, with 
  the bulletproof body of a god, and the charisma to match. The Gryphon has proved able to 
  throw armored cars around like pillows, bounce cannon shells off of his chest, and outpace 
  the fastest planes in the sky. In combat, everything just seems to go his way when he needs 
  it, the villains almost walking into his mightiest blows, or finding themselves unable to 
  connect with his lightning-like frame. Though he hasn’t shared his true identity with his 
  adoring public, the story of his magic word and chosen calling have been repeated ad 
  nauseum, usually as part of a lecture to whoever he’s fighting alongside that isn’t meeting the 
  Gryphon’s expectations for what a hero should be and how they should act. 
  The truth of the matter is somewhat different. There is no mighty wizard and no magic. 
  Brumbly is, in actuality, a horrifically powerful psionic whose powers were latent until the day 
  his stress in watching a bank robbery brought on a psychotic break. He continues to operate 
  under the delusion his mind constructed. Subconsciously, Brumbly rebuilds himself into the 
  form of the Gryphon, going so far as to alter reality and probability around himself to match 
  his dramatic sensibilities of a situation. On a telepathic level, he even intrudes in others’ 
  minds around him, making them think they can “almost” hear the heroic theme music playing 
  in his mind, or the pulpish narrator-dialogue his subconscious is constantly generating. Of 
  course, most people simply dismiss these impressions as figments of their imagination, but 
  they add to the overall teeth-grating perfection that is the Gryphon’s presence. 
   
  
   
   
  Heroes - Defenders
  p23 
   
  PL 
  11 
  “CHOSEN” 
  WARRIOR 
  PTS 
  212 
   
   
  STR 18 +4 
  DEX 16 +3 
  CON 18 +4 
  INT 12 +1 
  WIS 16 +3 
  CHA 35 +12 
   
   
  TGH 
  LIFT 
  +9 
  600# 
  FORT 
  LEAP 
  +10 
  9 ft 
  REF 
  INIT 
  +10 
  +3 
  WILL 
  KB 
  +10 
  -5 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +13/+6 
  DAMAGE 
  +10 (Sword) [Crit 15-20] 
  GRAPPLE 
  SIZE 
  +14 
  Medium 
   
  SKILLS 
  Climb 4 (+8), Concentration 8 
  (+11), Diplomacy 8 (+20)*, 
  Drive 7 (+10), Handle Animal 5 
  (+17), Intimidate 4 (+16)*, 
  Know (History) 9 (+10), 
  Languages 4 (French, Irish 
  Gaelic, Latin, Old English), 
  Notice 4 (+7)*, Search 3 (+4), 
  Sense Motive 5 (+8)*, Stealth 3 
  (+6), Swim 4 (+8) 
  FEATS 
  All-Out Attack, Assessment, 
  Defensive Attack, Equipment 5, 
  Fascinate, Fearless, Fearsome 
  Presence, Improved Block 2, 
  Improved Disarm 2, Inspire, 
  Leadership, Luck 4, Master Plan, 
  Power Attack, Skill Mastery*, 
  Takedown Attack, Uncanny 
  Dodge 2 
  POWERS 
  Device 5 [Easy to Lose, 
  Caliburn (Strike 8 (Penetrating 
  +1, PF: Critical Strike, Improved 
  Critical 5))], Device 3 [Hard to 
  Lose, Enchanted Mail Shirt 
  [Protection 5 (Impervious +1), 
  Immunity (Critical Hits, Disease, 
  Poison)], Healing 5 (Total +1, 
  PF: Persistent) 
  EQUIPMENT 
  Motorcycle, Submachine 
  Gun 
  AT CM SV SK FT PW DB 
  55 
  46 
  20 
  17 
  29 
  43 
  — 
   
   
   
   
   
   
   
   
  DESCRIPTION 
  Mallory Drake’s family had been landed nobility 
  once upon a time. His parents had told him this with 
  pride. Several generations prior, a scoundrel of an 
  uncle had managed through legal trickery to disinherit 
  Mallory’s entire branch, and they had gone through 
  hard times ever since that horrid day. A sickly child 
  whose lungs and twisted-from-birth right leg kept him 
  from playing with the other children, young Drake often 
  spent his days immersed in the library of a kindly old 
  teacher with a soft spot for the Drake family. By the 
  time he was old enough to win a scholarship to 
  university, Drake had used that library to become an 
  expert on the histories of, in his mind, a grander time, 
  a time of valiant knights and valiant deeds. He could 
  recite peerage and details of obscure heraldry with a 
  confidence and accuracy that amazed his instructors, 
  and was assured of a don’s position teaching his 
  beloved Medieval History at the end of his long and 
  intense studies. Fate, however, had other plans. 
  To relax, Drake had become accustomed to 
  puttering around the countryside on a secondhand 
  motorbike he had scraped and saved to buy. With the 
  wind in his hair and the ground rapidly rolling under his 
  heels, he could forget about his own physical 
  shortcomings and imagine himself a great knight 
  astride a noble steed, master of himself and his 
  surroundings. It was on one of his joyrides, en route to 
  an old archeological dig that Drake loved for its 
  isolation, that he encountered agents of the Thüle 
  Society. They shared his interest in the site, but for 
  very different reasons – they believed items of great 
  power were hidden there, and they didn’t take well to 
  his sudden appearance. When he fled from them, they 
  chased him, their car forcing his bike off the road and 
  over a small cliff. As he lay at the bottom of that cliff, 
  his body shattered and dying, the waters of a small 
  stream washing up against him, Drake beheld a vision. 
  A woman, glowing, and dressed as if she had walked 
  out of a Maxfield Parrish painting, appeared before him. 
  “Fear not, Master Drake. Now is not your final day 
  in this fair land, for I will heal you with these very 
  hands in but a moment,” he heard her say, unable to 
  answer through his bloody and torn lips. 
  “I have known many names in my time, but Albion 
  shall suffice for now. I have come to present you with a 
  choice, much as I did an ancient ancestor of yours… a 
  choice between duty and comfort. Look before you now 
  and see the chalice and the blade. Choose between 
  them and seize the path of your life. The chalice will 
  lead you to great fortune and a long and fruitful life, 
  free from pain or danger; but you and you alone will 
  benefit. The blade promises a life of peril, of trial and 
  sweat, of pain and loss; but multitudes will live free and 
  without fear for your sacrifice. Choose now and walk 
  your path.” 
  When the Nazis reached the foot of the cliff to 
  retrieve Drake’s body, they found a nasty surprise 
  waiting. An armored, athletic figure made short work of 
  them, and then strode off with a purpose, and a 
  destiny. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  This precious land has always 
  called her champions when 
  needed – now is our time, 
  and we shall not fail her no 
  matter the cost. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Defenders 
  30 
  250# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member Defenders of the Crown 
  15 Supposedly wields Excalibur 
  20  
  25 Empowered by spirit of Britain 
  30  
   
   
   
  The old Mallory Drake is gone, believed to have disappeared and perhaps become a victim of 
  misadventure. In his place is a towering, inspiring figure, strong, fast, and carrying an incredible 
  presence. As Pendragon, Drake’s body has been reborn, and he carries an enchanted sword 
  alongside a trusty submachine gun. His mail shirt has turned bullets, and through great 
  concentration, he can channel his might to heal the broken bodies of his allies and the innocent. His 
  personal magnetism is so great that even those beside him facing battle can’t seem to help but to 
  share in his fearlessness. 
  
   
   
  Heroes - Defenders 
  p24 
   
   
   
   
   
   
   
  (Not to scale) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RACE 
  SEX HT 
  EYES 
  Robot 
  N/A 
  50’ 
  None 
  GROUP 
  AGE WT 
  HAIR 
  Defenders 
  ? 
  20 tons 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member Defenders of the Crown 
  15  
  20  
  25  
  30 Takes orders from little boy 
   
   
  DESCRIPTION 
  The first stage in Saeduun exploration of any area 
  is always to disperse great multitudes of highly-
  advanced drones into the area. These probes are 
  expected to map and analyze a vast amount of 
  potentially very dangerous space, and so are quite 
  sophisticated in their AI construction, and more than 
  capable of taking care of themselves against a 
  harrowing range of threats. Centuries ago, one of 
  these probes encountered a subspace anomaly 
  that manifested much too quickly for the 
  hyperjump womb of the probe to compensate. 
  The construct found itself propelled through a 
  rapidly collapsing series of natural 
  wormhole-like phenomena and 
  dumped back into normal space 
  far, far from its programmed 
  destination. The trip also proved 
  more than the probe’s systems 
  and transport chassis could handle, 
  so it limped on toward the nearest 
  stellar body it could manage to reach – 
  a small, relatively undeveloped world in 
  an unmapped sector of unclaimed 
  space.  
  Barely able to control its 
  atmospheric entry, the probe 
  hardcrashed on an island in the 
  northern hemisphere, weakening a 
  cave system under the crash site 
  into which the probe then fell. 
  Given the low population 
  density of the area, the crash 
  went almost completely 
  unnoticed. This was aided 
  by the fact that the 
  attention of the isle’s natives 
  was, at the time, concentrated 
  far to the 
  west and south of the site, at a 
  large battle being fought at a place called 
  Hastings. There the probe stayed, hidden, 
  damaged, many of its systems offline, 
  waiting for instructions that never came – 
  until a young boy named Daffyd Heed  
   
    
   
   
   
   
  PL 
  10 
  GIANT ROBOT 
  FROM SPACE! 
  PTS 
  197
   
   
  STR 34 +12 
  DEX 10 +0 
  CON — 
  — 
  INT 18 +4 
  WIS 18 +4 
  CHA 
  8 
  -1 
   
   
  TGH 
  LIFT 
  +18 715 tn
  FORT
  LEAP 
  — 
  +17 
  REF 
  INIT 
  +0 
  +0 
  WILL
  KB 
  +14/4
  -21 
   
   
  ATTACK 
  DEFENSE 
  +8 
  -4 
  DAMAGE 
  +12 (Punch), +10 (Blast) 
  GRAPPLE 
  SIZE 
  +37 
  Gargantuan 
   
  FEATS 
  Eidetic Memory, Power Attack, 
  Precise Shot 
  POWERS 
  Blast 10, Flight 7, Growth 
  12 (Permanent -1, PF: Innate), 
  Immunity 30 (All FORT 
  Effects), Mind Shield 10, 
  Regeneration 10 (Recovery 
  +3, Injured 1, Disabled 1), 
  Super-Senses 16 (Blindsight, 
  Darkvision, Direction Sense, 
  Distance Sense, Extended Vision 
  1, Infravision, Radio, Time 
  Sense, X-Ray Vision), Super-
  Strength 5 
  DRAWBACKS 
   Mute (VC, Mod, -4) 
  AT CM SV SK
  FT
  PW DB
  32 
  26 
  12 
  0 
  3 
  124
  -4 
   
   
  finally discovered it while exploring the caves where it lay hidden. 
  Eleven years old, headstrong, and with an imagination that had gotten 
  him in trouble more times than he could count, little Daffyd Heed was never 
  supposed to be in those caves. The local lore had the entire area haunted, 
  citing strange dreams and visions that burdened anyone that spent too long 
  there. Psionically active, as most Saeduun computers are, the probe sensed 
  the boy’s proximity, boosting the boy’s natural curiosity as far as it could without scaring him 
  away as it inadvertently done to all of those that had come before. As the boy approached the 
  cavern where the probe was waiting, it extricated its physical form as much as it could from 
  the wreckage. Using the last of its self-initiative, as well as burning out the last of the 
  transport’s repair and construction facilities and its already-damaged telepathic interface, it 
  took a form more “acceptable” to the boy – what it had seen in the boy’s mind as the 
  expectations of a robotic construct. And then it waited for its new master to “update” its 
  instructions  
  The Ultranaut, as the probe was dubbed by Daffyd, is a large and powerful robot. Its 
  normal form was that of a mass of crystalline shards embedded in a spherical, silvery energy 
  field, but it is now stuck in a classic RKO-serial image of a robot as plucked from Daffyd’s 
  mind. Until many of its critical systems are repaired, it will not be able to alter that 
  configuration. The Ultranaut is very difficult to hurt, and can, within limits, effect structural 
  repairs on itself so long as the majority of its structure remains intact. It only has access to 
  one of the weapon arrays it possessed before the crash, a plasma pulse cannon positioned where its chest is now. Though quite 
  intelligent, the Ultranaut possesses only enough initiative to resolve instructed tasks (but those tasks can be quite elaborate and 
  complicated). It simply isn’t programmed to be very intuitive or creative. Currently, Daffyd is in secure keeping at an isolated army base, 
  while “his” robot is following the instruction, “Help the army beat the bad guys.” There are a number of theories the authorities have 
  about the robot’s origins, including many wild ones provided by the boy, but none are close to the truth, and the exact cavern system 
  where he was discovered has eluded the army as yet – despite Daffyd’s “expert” guidance and recall. 
   
  
   
   
  Heroes - Independents
  p25 
   
   
   
   
   
   
   
  PL 
  6 
  KING OF SPIES  
  PTS 
  116 
   
   
  STR 11 +0 
  DEX 16 +3 
  CON 14 +2 
  INT 18 +4 
  WIS 16 +3 
  CHA 17 +3 
   
   
  TGH 
  LIFT 
  +6/2 230# 
  FORT 
  LEAP 
  +2 
  5 ft 
  REF 
  INIT 
  +5 
  +3 
  WILL 
  KB 
  +8 
  -3/1 
   
   
  ATTACK 
  DEFENSE 
  +5 
  +6/+3 
  DAMAGE 
  +1 (Dagger), +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +5 
  Medium 
   
  SKILLS 
  Acrobatics 4 (+7), Bluff 11 
  (+14/+18)*, Diplomacy 10 
  (+13/+17), Disguise 11 
  (+14/44), Escape Artist 10 
  (+13)*, Gather Information 11 
  (+14), Know (Civics) 4 (+8), 
  Know (Streetwise) 8 (+12), 
  Notice 9 (+12)*, Search 9 
  (+13), Sense Motive 11 (+14), 
  Sleight of Hand 10 (+13), 
  Stealth 8 (+11)*, Swim 4 (+4) 
  FEATS 
  Attractive 1, Benefit (Alternate 
  Identity, Progression 4), 
  Connected, Defensive Roll 4, 
  Distract (Bluff), Equipment 3, 
  Evasion, Fascinate, Jack-of-All-
  Trades, Master Plan, Skill 
  Mastery*, Sneak Attack 2, 
  Uncanny Dodge 1, Well-
  Informed 
  POWERS 
  Man of 1000 Faces [Morph 6 
  (Broad Group [Humanoids], 
  Requires Appropriate Props -1, 
  Requires Time to Change and 
  Prepare -1)], Master Linguist 
  [Comprehend 2 (Speak and 
  Understand Languages, Must 
  Have Previously Encountered 
  Language -1) 
  EQUIPMENT 
  Dagger, Light Pistol 
  AT CM SV SK FT PW DB 
  32 
  22 
  7 
  30 
  24 
  6 
  — 
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  No one ever promised man that life would be fair. 
  If Severinson Blakeney ever learned anything from his 
  father, it was that harsh and often repeated lesson. 
  The Blakeneys had lost everything at the hands of 
  their family’s old enemies, the de Winters. Both families 
  had made the shadows their home and the game of 
  Cloak and Daggers their avocation. And both families 
  had found themselves in competition and conflict since 
  before Queen Anne had breathed her last. 
  Unfortunately, Severinson’s grandfather hadn’t been 
  quite as gifted as either his ancestors or his 
  descendents, and the de Winters had used that 
  weakness and short-sightedness to their decisive 
  advantage. Gone were the titles, the wealth, and the 
  great estate. Gone was the comfort and protection of 
  rank. Severinson and his father (his mother having died 
  when he was quite young) lived the lives of vagabonds 
  and gypsies, always one step ahead of the people they 
  preyed on. And always forced to keep two steps ahead 
  of the de Winter’s hirelings, lest they and their name 
  both end in an unmarked grave. Young Blakeney took 
  his father’s core lesson to heart, as he did all of his 
  father’s teachings. Misdirection, the use of truth and lie 
  interchangeably and with equal facility, the secrets of 
  losing one’s identity behind the smallest application of 
  greasepaint and acting – these were the Blakeney 
  curriculum, and Severinson was every bit the prize pupil 
  his father wanted. From childhood, Severinson learned 
  to trust nothing and no one, especially the senses or  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  ‘Why?’ is your concern, sir. 
  Mine is ‘how much?’ 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  ? 
  ? 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  ? 
  ? 
  ? 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Myth told by spies to other spies 
  25  
  30 Unrivaled spymaster 
   
   
   
   
  the heart, both of which were far too easy to fool. He never became attached to anyone or 
  anything that he couldn’t leave behind at a moment’s notice, and everything was a potential tool, 
  up to and including the many people who made the mistake of trusting him. 
  He never even hesitated in abandoning his father when the de Winters finally caught up with 
  the duo one cold night in Prague. 
  The following years he spent honing his skills to peerless levels. The de Winters had never 
  had enough of a description of the youngest Blakeney to help them find him, and Severinson gave 
  them no help in that quarter, inventing and moving from one to another identity with ridiculous 
  ease. Once he was old enough and confident enough in his abilities, Severinson constructed one 
  final identity: Amadeus. As he compared his talents to those of a musician, carefully weaving every 
  disguise and scheme with the same care and genius as a composer, Severinson felt the name of 
  another prodigy he admired suited him well. He spent years cultivating clients among the rich and 
  influential of Europe’s aristocracy as well as her political and military communities. A small 
  deception here to aid a diplomatic maneuver, a theft there to recover sensitive documents, an 
  inconvenient witness or courier disappearing on occasion, and bit by bit a very impressive 
  reputation was built, albeit to support a man and a background that was never more than a fiction. 
  When the Germans squeezed their grip around France, papers condemning the de Winters as spies 
  for the Allies conveniently found their way into the hands of the Gestapo, and few of the family 
  managed to escape the country to rebuild over the following decades, as the Germans were 
  amazingly well-informed as to the identities of the family’s assets. Amadeus took a moment to 
  revel in avenging his family’s honor… and then went immediately back to work. 
  Amadeus is neither good nor evil, instead maintaining a gray balance of icy pragmatism. He is 
  a spy, certainly, and has killed on more than one occasion, but never maliciously nor without 
  ample reason (the feud against the de Winters a notable exception). He seldom does any work for 
  the Germans and the Russians, but this is more from a sense that he would find a world ruled by 
  either system considerably less comfortable than from any ethical qualms. An unequaled master of 
  disguise, Amadeus has contacts everywhere and is never without a plan or a dozen boltholes in 
  which to hide. He values his own life and little else, but is a consummate professional. He always 
  keeps to his agreements, never betrays those paying him (at least, while they’re paying him), and 
  strangely enough, has a certain old-world sense of gentleman’s honor. This last comforts him, 
  though few others ever see enough of its benefice to guess at its existence. 
  
   
   
  Heroes - Independents p26 
  puberty, he already physically and mentally surpassed  
  all the (quite strange to his naïve and sheltered view) people he encountered. Overwhelmed by a 
  world that was to him at once both savage and wondrous, Cogito retreated back to his crèche, 
  recovering what he could from the ruins left above his home. He was able to reconstruct the 
  records of the Daedaleans from the remnants he found, as coupled with the memories he had 
  absorbed before his birth. With no other guidance, Cogito set himself up as the living tool of the 
  Great Work’s vision, a leader and benefactor to mankind, leading them to a utopian future. 
  Cogito is the product of centuries of eugenics in action. His physiology and metabolism 
  function as perfectly as they can and still be considered human. Mentally, he is beyond genius, 
  capable of formulating and grasping concepts centuries ahead of current scientific paradigms. He 
  has full mental control over all of his body’s processes, and can enter a healing trance to repair his
  physical frame. Cogito is also a telepath, and while not the most powerful psi on the planet, he is 
  quite versatile and resourceful in using what he has. Cannibalizing the technology left by the 
  Masque and adding his own inventiveness and advances, Cogito has produced bullet-proof cloth as 
  light as silk, a functioning gravitic flight device, and a gun that uses electricity as its ammunition, 
  among many other marvels. Unfortunately, Cogito has been frustrated in his plans time and again 
  by his overly optimistic appraisal of humanity, his limited abilities to establish any kind of social 
  rapport, and the antipathy of any number of industrial, political, and religious leaders who oppose 
  what they view as his “socialist, elitist, and godless” agenda. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  It’s really quite simple, if 
  you’ll just let yourself believe. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’9” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  25 (40) 
  180# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Pursues dream of utopian society 
  20 Perfect body 
  25 Inhuman IQ 
  30 Product of eugenics program 
   
   
  DESCRIPTION 
  One of the many factions involved in the covert 
  war behind the staid Victorian façade (see The 
  Algernon Files, Volume 1 for more details on this 
  conflict), The Daedalean Masque grew tired of watching 
  their small numbers grow smaller while both enemy 
  and ally alike ignored the Masque’s call for a peaceful 
  resolution. Eventually, the Masque simply decided to 
  wash their collective hands of the whole mess, and 
  orchestrated their own disappearing act. Retreating to 
  a well-hidden enclave nestled deep inside the Rocky 
  Mountains, the group immediately re-immersed itself in 
  the aspect of Great Work on which they had already 
  spent so many years striving – the biological refinement 
  and improvement of the human species. After two 
  centuries of carefully cultivating a breeding line, and 
  making incremental chemical and surgical modifications 
  to the participants in that line, the Masque had finally 
  moved to the last stage: removing the fetus from a 
  volunteer mother in the project so the end 
  development could happen observably, ex utero, awash 
  in the chemical bath of an artificial womb. So 
  engrossed in their work were the members of the 
  group that they never noticed their hiding place had 
  been discovered by a rival faction. The Rosebearers 
  had always been the Masque’s rivals in achieving the 
  biological aims of the Great Work, and had no intention 
  of letting the Masque succeed or even letting any of the 
  other factions know of the Rosebearer’s defeat in their 
  centuries-old contest. The Rosebearers had their hired 
  guns raid the enclave and kill everyone, burning the 
  facilities to the ground to cover their tracks. However, 
  the killers didn’t find the underground sections of the 
  facility in their haste to finish the job. The artificial 
  womb and its surroundings were left untouched when 
  the rest of the base was destroyed, and the womb 
  eventually opened to release its prize exactly as it had 
  been designed to do. 
  On the morning of January 1Pst
  P, 1900, a child came 
  into the world without family, without name, without 
  any sort of real identity at all. Thanks to the telepathic 
  abilities that had become active before it had been 
  taken from the womb, the infant was self-aware from 
  the moment it opened its eyes to the sterile air of the 
  lab. Knowing only the clockwork interface of the 
  automated lab for the first few years of his life, the boy 
  educated himself with the wax recorded cylinders and 
  books left in the below-ground level of the building, 
  naming himself Cogito, from the Latin, “I think.” When 
  he finally found his way out into the world, Cogito 
  discovered that even though he was barely through  
   
   
  PL 
  10 
  MR. PERFECT 
  PTS 
  215
   
   
  STR 20 +5 
  DEX 20 +5 
  CON 20 +5 
  INT 30 +10 
  WIS 23 +6 
  CHA 15 +2 
   
   
  TGH 
  LIFT 
  +12/8 800#
  FORT 
  LEAP 
  +10 
  10 ft
  REF 
  INIT 
  +10 
  +9 
  WILL 
  KB 
  15/10
  -6/4 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +8/+4 
  DAMAGE 
  +8 (Electro-Gun) 
  GRAPPLE 
  SIZE 
  +15 
  Medium 
   
  SKILLS 
  Computers 8 (+18), 
  Concentration 8 (+18), Craft 
  (Chemical, Electronic, 
  Mechanical, Structural) 10 
  (+20), Disable Device 10 (+20), 
  Know (Earth Science, History) 8 
  (+18), Know (Life Science) 10 
  (+20), Know (Physical Science, 
  Technology) 13 (+23), Medicine 
  8 (+18), Notice 8 (+14), Search 
  10 (+20) 
  FEATS 
  Ambidexterity, Beginner’s Luck, 
  Diehard, Eidetic Memory, 
  Endurance, Equipment 3, 
  Evasion, Fearless, Improved 
  Initiative, Inventor, Master Plan, 
  Trance 
  POWERS 
  Device 4 (Hard to Lose, 
  Ballisto-Cloth [Protection 4 
  (Impervious +1, PF: Subtle)], 
  Gravity Pack [Flight 4 (100 
  mph)]), Device 4 (Easy to Lose, 
  Electro-Gun [Electrical Control 
  8 (AP: Dazzle, Stun)]), 
  Immunity 2 (Age, Disease), 
  Mind Shield 5, Quickness 10 
  (Mental Tasks Only -1), 
  Protection 3, Regeneration 5 
  (Recovery Bonus +5), Super-
  Senses 1 (Mental Awareness), 
  Telepathy 5 (AP: Illusion, Mind 
  Control, Stun) 
  EQUIPMENT 
  Headquarters (TGH 10, SZ: 
  Large, Features: 
  Communications, Concealed, 
  Infirmary, Isolated, Laboratory, 
  Library, Living Space, Power 
  System, Security System, 
  Workshop) 
  AT CM SV SK
  FT
  PW DB
  68 
  36 
  14 
  36 
  14 
  61
  — 
   
   
   
   
  
   
   
  Heroes - Independents
  p27 
   
  PL 
  8 
  HOMELESS TIME 
  TRAVELER 
  PTS 
  112 
   
   
  STR 18 +4 
  DEX 16 +3 
  CON 16 +3 
  INT 18 +4 
  WIS 18 +4 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +3 
  600# 
  FORT 
  LEAP 
  +5 
  9 ft 
  REF 
  INIT 
  +5 
  +3 
  WILL 
  KB 
  +8 
  -1 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +6/+3 
  DAMAGE 
  +4 (Unarmed) 
  GRAPPLE 
  SIZE 
  +10 
  Medium 
   
  SKILLS 
  Computers 8 (+12), Craft 
  (Electronic) 8 (+12), Craft 
  (Mechanical) 10 (+14), Disable 
  Device 8 (+12), Know (History) 
  10 (+14), Know (Physical 
  Science) 8 (+12), Languages 
  (Chinese, German, Latin, 
  Tagalog), Notice 4 (+8) 
  FEATS 
  Equipment 20, Improved 
  Initiative, Inventor, Leadership, 
  Luck 2, Master Plan, Seize 
  Initiative, Stunning Attack 
  EQUIPMENT 
  HQ: Null Point 
  DRAWBACKS 
  Susceptible (Normal Time, 
  Moderate, Cumulative, All 
  Physical Ability Scores, per 
  Hour, Lethal, Uncommon, -3) 
  AT CM SV SK FT PW DB 
  40 
  24 
  8 
  15 
  28 
  0 
  -3 
   
   
   
   
   
  DESCRIPTION 
  Joshua Epoch does not exist. He has never 
  existed. There is no record, anywhere, of his ever 
  having been born. At least, not anymore. What little is 
  known about his background comes only from a story 
  he once told his associates in a moment of sentimental 
  weakness. 
  Once upon a time, there existed a perfect world – 
  a world without war, strife, need, or disease. Free from 
  danger and oppression, society had advanced to the 
  point where technology could work miracles, and even 
  the timestream would soon be usable as a tool. All of 
  man’s petty bickering was left in the pages of dusty old 
  history books, and the capacity for violence was the 
  exception, not the rule. Of course, when someone 
  retaining this capacity entered society, he was easily 
  identified and treated for his antisocial tendencies… 
  until the day when one of those individuals was born 
  who was much too intelligent to openly display his 
  true face. A world without war was unprepared to 
  deal with a tactical genius, a world without 
  weapons unprepared for an inventor who could 
  design instruments of death with the same 
  intuitive ease most people used for breathing, and a 
  world without murder was unprepared for a monster 
  that embraced brutality and bloodshed with the fervor 
  of a religion.  
  The first time he put his plans into action, a 
  quarter of this perfect world died horribly before it even 
  knew of his existence. The majority of the remaining 
  masses joined their kin in the grave in the time it took 
  for the last desperate survivors to find a way to stop 
  the man they only knew as The Beast. But, before they 
  could capture him, he escaped justice, having stolen 
  and exploited the technology to move through time. He 
  went back to the beginning of his schemes, replaced 
  himself and started over, this time immediately killing 
  almost two-thirds of mankind and enslaving the 
  remainder. Again, he was stopped, only to escape into 
  the timestream once more. However, the leader of the 
  rebellion against him, and one of the developers of the 
  stolen time travel technology, managed to follow him. 
  They fought in places spread over millennia. Every time 
  the Beast was defeated, he had a contingency plan 
  waiting, seeding remote eras with his purloined 
  equipment, recruiting allies to help him, finding places 
  to hide. To his horror, the rebel leader discovered that  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  I was never here. And this 
  never happened. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’1” 
  Hazel 
  GROUP 
  AGE 
  WT 
  HAIR 
  Timesavers 
  40 
  200# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20  
  25 Lone survivor of alternate 
  destroyed timeline 
  30 Cannot survive long away from 
  Null Point 
   
  the Beast had long since lost interest in conquest. The greatest murderer that ever lived 
  wanted only oblivion, to end all life everywhere and everywhen… and he had a very good 
  chance of succeeding in his goal. Faced with that as the alternative, the Beast’s enemy did 
  what he had previously held as unthinkable – he stopped trying to repair the damage the 
  Beast was doing to their timeline, and then irrevocably changed it himself. He removed the 
  world that had produced himself and the Beast, simultaneously erasing both his enemy and 
  all of his enemies’ many schemes in one fell swoop. Existence had been saved, but it had cost 
  mankind paradise. 
  Much to the remaining time traveler’s surprise, he himself did not also disappear from 
  existence. He found that as long as he didn’t spend more than a few hours in one timeframe, 
  he could continue to function – but that past that point he would begin to fade from existence 
  as his nemesis had. He also discovered that the timestream, while still intact, had been damaged by his actions, and that one symptom 
  of this omniversal trauma was a timestream now more mutable than before, more easily changed. In the moment of that recognition, 
  the man calling himself Epoch found a place and a purpose – For as long he would be able, Doc Epoch would work to safeguard the 
  integrity of the new timeline whose existence he helped put into being. 
  Doc Epoch is an impressive physical and mental specimen, though by no means superhuman in either respect. He is an expert 
  planner, an accomplished guerilla fighter on a number of levels, an astute judge of character, and a peerless master of temporal 
  dynamics. He himself rarely leaves Null Point, his home outside the timestream, choosing to act through his handpicked agents, The 
  Timesavers. Honorable to a fault, and holding himself to a sort of enlightened noblesse oblige towards “underdeveloped” civilizations and 
  sensibilities, he has proven somewhat ruthless, and more than a little devious, when it comes to guarding the timestream against those 
  he views as reckless or dangerous. 
  
   
   
  Heroes - Independents p28 
   
   
   
   
   
   
  Archimedes Jones 
  The son of a self-educated lawyer and the grandson of poor Georgia sharecroppers, 
  Lucius Archimedes Jones, or “Archie” to his friends, grew up knowing he would never fit in. 
  He was frighteningly intelligent in a time and place where young black men were expected 
  to stay quiet and out of the way. He wasn’t very good at either of those things. Shuttled 
  from relative to relative after his parent’s death in a train accident, with no one able to 
  understand him or his needs, Archie would probably have come to an ignoble end if he 
  hadn’t met Epoch. Having worn out his welcome with the last of his relatives, Archie was 
  surprised when the social worker who came to claim him not only turned out to not be a 
  social worker, but also to not be from this time. “You’d be amazed what I know about you, 
  Mister Jones,” were the first words Epoch said to the boy when he transported them to Null 
  Point. “What say we discuss your future for a while?” 
  Archimedes Jones hasn’t quite hit puberty yet; however, that hasn’t stopped him from 
  demonstrating intellectual gifts that promise to rival those of Ulysses Steele or Cogito when 
  the boy grows into a man. Archie is the team’s resident egghead and gadget-monger. He 
  views Epoch and the crew as a surrogate family, and Null Point – with its library and 
  workshops – as pretty much his idea of Heaven. 
   
  Archimedes Jones: PL 3 (60 points); Init +1; Defense +3/+1; Atk +1 (-2 Unarmed); SV 
  Tgh +0, Fort +3, Ref +6, Will +4; Str 6, Dex 12, Con 10, Int 25, Wis 13, Cha 11;  
  Skills and Feats: Bluff 3 (+3), Computers 5 (+12), Craft (Electronic, Mechanical) 8 
  (+15), Disable Device 8 (+15), Know (Physical Science, Technology) 8 (+15), Language 
  (Tagalog), Search 3 (+10); Distract, Eidetic Memory, Equipment 3, Luck 2 
  Equipment: Utility Pouch (as Utility Belt, M&M) 
   
  Samson Smith 
  Mike Smith was born with all odds against him. Poor, physically weak after barely 
  surviving a number of debilitating childhood ailments, Mike eventually found himself among 
  a number of children and adolescents held like prisoners by the sadistic Dr. Gunther. 
  Initially trying to escape from his captor and the strange experiments for which Gunther 
  used them as subjects, Mike learned that he and the others had literally been sold to their 
  captor by their individual parents. After that, the young man just stopped caring about his 
  fate. Of all of the subjects, only Mike survived the grueling chemical regimen that they 
  were subjected to – in fact, he found himself growing larger and much, much stronger 
  from the chemicals. As the experiments proved a success, Gunther elevated the boy from 
  subject to henchman, using him to acquire money and materials over the years to 
  continue the experiments. The old man became more and more frustrated as he 
  proved unable to duplicate Mike’s results. When he tried to use Mike as a killer, 
  Mike refused; and as Gunther tried to shoot Mike, his stray shots ignited the lab. 
  Mike ran from the burning lab and Gunther’s incinerated corpse, unsure of what he 
  would do. He ran around a corner and came face-to-face with the waiting Epoch. 
  Mike prefers to go by the name Samson Smith now. Smith doesn’t know how 
  Epoch knew about him, or how to duplicate the “vitamins” Smith needs on a daily basis to 
  keep his superhuman physique, and he really doesn’t care. He likes being accepted and he 
  likes being liked, and he would do anything for his friends and his benefactor. Samson is 
  the team strongman – his muscles and tougher-than-human hide helping keep him and the 
  others alive in many a situation where their enemies expected to come out on top. 
   
  Samson Smith: PL 6 (77 points); Init +3; Defense +4/+2; Atk +5 (+7 Unarmed); SV Tgh 
  +8, Fort +10, Ref +3, Will +3; Str 25, Dex 16, Con 23, Int 10, Wis 10, Cha 12; 
  Skills and Feats: Climb 3 (+10), Drive 5 (+8), Intimidate 9 (+10), Know (Pop Culture) 
  3 (+3), Language (Tagalog), Notice 3 (+3); All-Out Attack, Chokehold, Endurance, 
  Improved Grab, Takedown Attack 1 
  Powers: Immunity [Cold, Disease, Heat], Protection 2, Super-Strength 1 (3200 lbs 
  Maximum Lift) 
  Drawback: Power Loss (Daily Dose of Special Vitamins, -2) 
  
   
   
  Heroes - Independents
  p29 
  Matthew Tangent 
  Matthew Tangent has always loved to fly. Some of his earliest and happiest memories 
  were of riding in the biplanes flown by his barnstorming uncles. He joined the Army Air 
  Corp as soon as he looked old enough to convincingly lie about his age. A natural pilot, he 
  excelled and would have gone all the way to the top in his profession if not for his 
  encounter with the Emperor of Heaven. Tangent and his squad were captured by the 
  Emperor’s forces. The Master of the Red Moon had not made himself known to the people 
  of Earth at that time, as he was probing his hopeful conquest to determine its strengths 
  and weaknesses. Alone to survive interrogation, Tangent escaped only with the assistance 
  of his captor’s rebelling son. As they made it back to civilization, Tangent was drummed 
  out of the corps as a dangerous crackpot and locked up by his superiors, the Army refusing 
  to believe his “wild” tales of a Chinese army in the sky. Tangent didn’t know what to think 
  when his cell door was ripped off its hinges by a large man with bullet holes in his shirt but 
  no bullet wounds beneath. Stepping around the giant of a man came Epoch, with a 
  proposition for the pilot and his companion. 
  Matthew Tangent is an incredible pilot, one of the best that’s ever flown. He’s also a 
  two-fisted, hard-drinking, shoot-first-and-hope-the-questions-weren’t-important, western-
  ideal of a hero. He’s brave to a fault, fascinated by the equipment he gets to use and 
  adventures he gets to enjoy, and, sometimes to the detriment of the team, generally 
  obsessed with avenging his squad’s deaths by putting an end to the Emperor of Heaven. 
  Recently, Tangent has been experimenting with one of the spacecraft Epoch captured 
  from a future era. Though his familiarity is limited at the moment, his growing affection for 
  the vessel and the idea of space travel itself hints at a possible new passion on the horizon. 
  He has also adopted an energy weapon captured with the ship – a weapon that can disrupt 
  atomic bonds at its highest setting, and interfere with nervous systems on lower outputs. 
   
  Matthew Tangent: PL 6 (105 points); Init +4; Defense +6/+3; Atk +7/5 (+5 
  Disintegrator); SV Tgh +6/2, Fort +5, Ref +8, Will +5; Str 14, Dex 18, Con 15, Int 12, Wis 
  11, Cha 16; 
  Skills and Feats: Bluff 3 (+6), Drive 4 (+8), Language (Tagalog), Notice 5 (+5), Pilot 
  10 (+14), Search 4 (+6), Sense Motive 6 (+6), Stealth 2 (+6), Survival 3 (+3), Swim 2 
  (+4); Attack Focus 2 (Ranged), Defensive Roll 4, Equipment 15, Evasion, Favored 
  Environment (Airborne) 2, Fearless, Fearsome Presence 4 (Vs One Person Only -1), Luck 3 
  Equipment: Ray Gun [Disintegration 5 (AP: Fatigue)], Rocket Ship [as Space Fighter] 
   
  Folding Dragon 
  The earliest memories Chien Tsung can recall are of being tested against his siblings. 
  Who was strongest? Fastest? Most clever? These drove his father’s curiosity, not concern, 
  not anything resembling paternal affection. Chien drove himself to master the martial arts, 
  but it wasn’t enough. He studied until he could no longer keep his eyes open, and it wasn’t 
  enough. There was always another test, always another challenge. He watched as his 
  siblings perished in competition with him, disappointing their father one time too many. He 
  grew stronger… and he learned to hate his father. One day, he discovered that he could 
  master the dragon lines, could ride along the chains of Chi that bound the world together, 
  and could move from one place to another without walking the space between them. As 
  his ancestors many centuries before, he too was more than human. He kept this as his 
  secret, not for his father to know and claim. And then the stranger from the new world was 
  dragged in front of his father. Never before had Chien seen anyone defy the Emperor, to 
  literally spit at his father. That this world could produce courage such as this promised a 
  freedom he had never dreamed before. Leaving nothing more than a note to his father 
  detailing the truth of his feelings, Chien used his abilities to help the strange pilot escape. 
  The world he has found is strange, indeed, but with men like Tangent and Epoch, Chien 
  nurses a burning hope that he will at long last see his father’s dreams come crashing 
  down. 
  Chien Tsung, or Folding Dragon as his father’s forces have called him after seeing his 
  abilities in action, is a metahuman. He can teleport short distances without effort. He is 
  also an accomplished martial artist, more than capable of holding his own against the many 
  threats he and his friend face. 
   
  Folding Dragon: PL 5 (120 points); Init +13; Defense +6/+3; Atk +8 (+2 Unarmed); SV 
  Tgh +3, Fort +5, Ref +10, Will +8; Str 15, Dex 20, Con 16, Int 13, Wis 18, Cha 13; 
  Skills and Feats: Acrobatics 10 (+15), Climb 4 (+6), Escape Artist 6 (+11), Language 
  ([Chinese], English, Tagalog), Medicine 6 (+7), Notice 8 (+12), Search 6 (+7), Sense 
  Motive 10 (+14), Stealth 8 (+13), Survival 4 (+8), Swim 4 (+6); Acrobatic Bluff, Evasion, 
  Improved Defense 2, Improved Initiative 2, Kung Fu [Defensive Attack, Improved Block, 
  Improved Critical, Improved Sunder, Improved Trip, Instant Up, Power Attack, Startle], 
  Takedown Attack, Trance, Uncanny Dodge 2; 
  Powers: Super-Movement 2 (Surefooted, Trackless), Teleportation 2 (PF: Change 
  Velocity, Easy, Turnabout) 
   
  
   
   
  Heroes - Independents p30 
  Zara the Dinosaur Slayer 
  Little Sara Eccleston was born abroad, the child of globetrotting parents working in 
  Her Majesty’s diplomatic corps. Traveling from Vladivostok to Japan, the ship she was on 
  was sunk in a sudden storm. To Sara’s knowledge, only she survived, flung adrift on a 
  piece of wreckage that floated up on the shore of Wakefield Island. Contrary to what is 
  generally believed by those familiar with the island and its time-lost inhabitants, human 
  tribes do exist in the green-canopied recesses of the island’s interior. They simply hide 
  from the monstrous masters of the island’s open spaces, and they do it very well. Sara was 
  found by the members of such a tribe. Her fair skin and blonde hair made her a novelty to 
  the tribe, as they had never seen either before. She was adopted by the tribe’s greatest 
  hunter, whose wife had lost their child to disease a short time before. Surviving in the 
  savage environs of Wakefield, taught to hunt and fight by a master, Zara, as they 
  pronounced her name, grew into an impressive athlete, her natural talents honed to a fine 
  edge by the demands of her environment and her mentor’s constant pushing. When the 
  Imperial Japanese Army invaded the island, Zara was away from the tribe on a ritual hunt. 
  She returned to find the tribe slaughtered to a man. Over the next few weeks, she stalked 
  the men of that expeditionary force, silent and deadly. When the Sentinels arrived to drive 
  the Japanese off the island, they benefited from the damage she had done to the Japanese 
  command structure. As she held back, unsure what to make of men who could fly or down 
  a triceratops with a single punch, Zara suddenly found herself on a glowing metal platform, 
  facing a large man with a knowing smile. “I can show you things to hunt and fight that 
  would impress even you. Interested?” was all Epoch said as way of introduction. 
  Zara is a daunting physical presence, taller than many of the men she has met, and 
  with a lithe, well-muscled build that drives most to distraction. That she can outrun, 
  outfight, and, especially, outhunt, pretty much anyone she’s ever met only goes to 
  complete the cognitive disconnect for the majority of men she’s likely to encounter. Having 
  grown up in one of the harshest environments on Earth, she has little patience for what 
  she sees as foolishness or waste. An adrenaline junkie, she often pits her skills against her 
  teammates for the thrill of it, and is always up for a good challenge. Though she’s become 
  a crack shot, Zara is far more comfortable with her long dagger, an item she carved herself 
  from the tooth of a scaly predator.  
   
  Zara the Dinosaur Slayer: PL 7 (116 points); Init +12; Defense +6/+3; Atk +6 (+4 
  Unarmed); SV Tgh +4, Fort +8, Ref +10, Will +6; Str 18, Dex 18, Con 18, Int 14, Wis 16, 
  Cha 16; 
  Skills and Feats: Acrobatics 8 (+12), Climb 10 (+14), Diplomacy 2 (+5/+9), Handle 
  Animal 3 (+6), Language (English, Tagalog, [Wakefield Tribal]), Notice 10 (+13), Ride 4 
  (+8), Search 10 (+12), Sense Motive 3 (+6), Stealth 10 (+14), Survival 10 (+13), Swim 8 
  (+12); All-Out Attack, Animal Empathy, Attractive 1, Diehard, Endurance, Equipment 4, 
  Evasion, Hide in Plain Sight, Improved Defense 2, Improved Initiative 2, Move-By Action, 
  Power Attack, Rage 1, Track 
  Equipment: Bone “Dagger” 2, Rifle 5 
   
  Null Point 
  Null Point exists outside of the timestream proper. 
  Using gateway technology built into the station, the 
  Timesavers can be sent into and retrieved from any 
  temporal coordinates in realspace corresponding to the 
  physical reflection of the Earth. For dates a century or so on 
  either side of the current era, this is relatively easy, but 
  coordinating variants in the temporal matrix makes passage 
  correspondingly more difficult the farther “afield” this 
  transferal is aimed – especially as pertains to the future, 
  since the systems constantly distinguish between viable 
  alternate timelines as they are generated. 
  The station contains living quarters and workshops for 
  use by Epoch and the team, as well as a tesseract-contained 
  library that probably has no equal (and confusing spatial 
  boundaries for the uninitiated). The inner surface of the 
  station has its own gravitation along its curvature, and 
  occasionally there are minor temporal “hiccups” with 
  afterimages of people, repetition of words and moments of 
  time, and mixing of referential timeframes. The Timesavers 
  are accustomed to this phenomenon, but it can be terribly 
  disconcerting for visitors. Contrary to appearances, sections 
  of the station are not open to space – defensive force 
  screens limit movement to the inner surfaces, while allowing 
  for expansive views of the temporal wakes surrounding the 
  station’s exterior. 
   
   
  
   
   
  Heroes - Independents
  p31 
  Null Point. TGH: 20, SZ: Colossal; Cost: 99/20; 
  Features: Communications, Computer, 
  Concealed 6, Fire Prevention System, Gym, 
  Infirmary, Isolated, Lab, Library, Living Space, 
  Power System, Security System (DC 30), 
  Workshop; Teleport 10 (Accurate, Change 
  Direction, Change Velocity, Easy, Portal, 
  Progression 5), Super-Movement 3 (Temporal 
  Movement, Any Time, Portal, Progression 5) 
   
  
   
   
  Heroes - Independents p32 
   
   
   
   
   
   
  The Fearless Five aren’t so much an organized team of heroes, as they are a loosely 
  affiliated group of adventurers who have found themselves thrown into many of the same 
  fights. They formed strong friendships as a result, and actively enjoy working beside each 
  other when the opportunity arises. 
  El Toro and the Queen of Hearts had encountered each other a number of times as 
  they had both targeted a number of the same gangs and criminals. Malachite first met 
  Tommy Triumph when they were both tracking the hideous Candlemaker and his cult, and 
  then desperately joined forces to fight their quarry’s surprisingly effective followers and 
  allies. When Malachite’s long-awaited conflict with Araknis the Spider God spilled over onto 
  the surface streets of the city, Triumph, Toro, and the Queen all three found themselves 
  drawn into the struggle. Subsequently, Toro and the Queen of Hearts individually 
  approached Malachite for information and assistance when forced to deal with cases of a 
  decidedly supernatural bent. Recently, when the Nazis captured Tommy Triumph and 
  handed him over to Von Frankenstein to determine the source of his powers and whether 
  the Reich could duplicate them, Malachite came to the rescue, accompanied by the other 
  two. During that operation, Triumph encountered and freed the original reanimant of the 
  Frankenstein family’s legend from his prison in the castle’s deepest dungeons. When the 
  five returned to the states, they immediately found themselves involved in a pitched and 
  highly publicized battle against the mechanized gangster, the Iron Skull. The press dubbed 
  them a team, a creative reporter slapped a name on them to accompany a headline 
  picture, and it proceeded from there. 
  Malachite is nominally the leader, as much as any one of them could be considered 
  such, but that’s simply because he’s generally come up with the best ideas in the tightest 
  situations and the others have decided listening to him is a good idea. The crew has no 
  actual headquarters, meeting at Malachite’s home when necessary and generally only 
  coming together when Malachite sends one of his mental messages to the rest of them. 
   
  Malachite the Magician 
  Malachite doesn’t have any idea what his real name is, as he wasn’t actually raised 
  with one. Kidnapped from his parents while an infant, Malachite was raised by his 
  kidnappers to eventually become the sacrifice and vessel to bring the entity Araknis to 
  Earth. The magical gifts he began displaying when he reached puberty were part of the 
  heritage that had marked him as the chosen one, he was told. But the young man who 
  forced himself to master those gifts had no intention of becoming some demon’s meal, and 
  once he was strong enough, he fought his way free of the cult that called itself the 
  Eightfold Web. He spent several years after that fighting their attempts to recover him, 
  eventually coming to the attention of The Covenant (The Algernon Files, Volume 1), who 
  helped him learn more about his gifts and about the cult he was destined to continue 
  fighting. Now an adult, Malachite has accepted his fate as the enemy of the fanatics who 
  raised him, even though he’s still a little trepidatious about believing the other major part 
  of the associated prophecies – that he is the current reincarnation of a single soul that has 
  fought the Web down through the ages. 
  Malachite uses the persona of a stage magician as the front for his traveling crusade 
  against the servants of Araknis, a role he has found strangely comforting. He takes his 
  name from the large malachite amulet he was given by the Covenant. While not necessary 
  for him to use his sorcerous gifts, its innate properties can enhance magical abilities under 
  the right circumstances. 
   
  Malachite the Magician: PL 10 (134 points); Init +2; Defense [+10]/+5/+2; Atk +3/+9; 
  SV Tgh +10/+2, Fort +5, Ref +5, Will +12; Str 12, Dex 15, Con 14, Int 16, Wis 23, Cha 
  18; 
  Skills and Feats: Bluff 4 (+8), Concentration 12 (+18)*, Diplomacy 4 (+8), Escape 
  Artist 8 (+10)*, Know (Arcane Lore) 12 (+15), Notice 4 (+10)*, Perform (Acting) 4 (+8), 
  Profession (Stage Magician) 4 (+10), Search 4 (+7), Sense Motive 4 (+10), Sleight of Hand 
  8 (+10)*; Attack Specialization (Spells) 3, Dodge Focus 3, Elusive Target, Fearless, Inspire 
  3, Leadership, Luck 3, Master Plan, Quick Change 2, Ritualist, Skill Mastery*, Trance; 
  Powers: Device 2(Hard to Lose, Amulet [Boost 2 (All Magic)], Cloak [Shield 5]), Magic 
  10 (Base: Mystic Blast, AP: Concealment, ESP, Force Field, Illusion, Mystic Binding, Mystic 
  Passage, Telepathy), Super-Senses 1 (Detect Magic) 
  
   
   
  Heroes - Independents
  p33 
  The Patchwork Man 
  Its first memories in this life are of pain, of electricity dragging him away from the 
  comfort of the grave. After that, things just went downhill. 
  The monster (or Adam, as it prefers to be called) knows the stories based on its 
  experiences very well, though it has told the others is that viewpoints differ and witnesses 
  change stories over time. He has spent most of the last 100 years avoiding human contact 
  wandering the bleak arctic, until the expedition sent by the SS and the Thüle Society 
  caught him by surprise. He was not pleased to find that his creator had a descendent even 
  more brilliant and depraved, and refused to cooperate with her – though he fears he was 
  in her possession long enough that she managed to figure out what she needed anyway.  
  Adam is large and inhumanly strong. Not really alive, he is virtually tireless, feels little 
  physical pain, and is very difficult to actually injure. Despite common belief to the contrary, 
  he is also quite intelligent, having taught himself a number of languages, and is much more 
  agile than his frame (and Boris Karloff’s portrayal) might lead observers to believe. He is 
  also, understandably, extremely shy and averse to public contact, as well as slow to come 
  to violence, preferring to exhaust other alternatives first. For the moment, he is quite 
  pleased to be accepted by anyone and to actually have friends, though he spends a great 
  deal of his free time worrying about what his erstwhile “relative” is going to do with the 
  knowledge she wrested from her examinations of him. 
   
  The Patchwork Man: PL 9 (164 points); Init +7; Defense +6/3; Atk +6 (+6 Unarmed); 
  SV Tgh +12, Fort N/A, Ref +8, Will +8; Str 28, Dex 16, Con —, Int 16, Wis 16, Cha 12; 
  Skills and Feats: Acrobatics 4 (+7), Climb 4 (+13), Intimidate 12 (+13), Know 
  (History, Theology and Philosophy) 9 (+12), Know (Life Sciences) 4 (+7), Language 5 
  (English, French, [German], Italian, Latin, Russian), Medicine 4 (+7), Notice 8 (+11), 
  Search 4 (+7), Stealth 4 (+7), Swim 4 (+13); All-Out Attack, Evasion, Fearless, Fearsome 
  Presence 2, Improved Initiative 1, Improved Pin, Power Attack, Rage 2, Startle, Uncanny 
  Dodge 1 
  Powers: Immunity 30 (All FORT Effects), Regeneration 16 (Recovery +5, 1 Rank in 
  each Condition, Resurrection), Super-Strength 1 (4800 lbs Maximum Lift) 
   
  The Queen of Hearts 
  Alice Kinderley’s childhood adoration for her father matured into a deep found respect 
  and a shared love for the profession of law he cherished, and the card games he played 
  with relish. How her normally staid District Attorney father ever attracted her mother was 
  something she had never understood, as her mother was more devil-may-care, coming 
  from an actual circus background. The skills young Alice picked up from around the 
  household were “broad,” to say the least.  
  When her mother succumbed to cancer, there was nothing the young woman could 
  do but grieve. When her father, in his own grief, fell prey to a conniving casino owner who 
  bilked the distraught man for everything he was worth and then tried to blackmail him, the 
  elder Kinderley’s spirit broke and he killed himself. The casino owner, Eddie Fiorino, had 
  too many connections to be held accountable by the law for the tragedy, but Alice wasn’t 
  the law. Taking inspiration from the news reports she had seen about The Wraith, El Toro, 
  and other costumed mystery men, Alice made a makeshift costume and proceeded to 
  become a vigilante nuisance enough to push Eddie into acts of violence too public for his 
  connections to cover. He found himself behind bars, and Alice found her calling. 
  The Queen of Hearts has come a long way since her first outing, in terms of 
  equipment, appearance, experience, and skill. Her natural perfectionist leanings have led 
  Miss Kindersley to constantly improve her methods to the point where she can hold her 
  own beside even powered allies. As the Queen of Hearts, Alice uses a number of “trick” 
  cards, an uncanny accuracy, acrobatic prowess picked up from her knife-throwing, trapeze-
  swinging mother, and the keen deductive mind she inherited from her father – all to cause 
  humiliating problems for a number of criminals. 
   
  The Queen of Hearts: PL 8 (128 points); Init +8; Defense +11/4; Atk +8/+10 (+3 
  Cards); SV Tgh +5/2, Fort +5, Ref +8, Will +6; Str 10, Dex 18, Con 15, Int 14, Wis 15, 
  Cha 16; 
  Skills and Feats: Acrobatic 6 (+10), Bluff 6 (+9/+13), Climb 6 (+6), Diplomacy 5 
  (+8/+12), Drive 3 (+7), Escape Artist 5 (+9), Gather Info 5 (+8), Investigate 6 (+8), 
  Know (Civics, Streetwise) 4 (+6), Notice 8 (+11), Search 8 (+2), Sense Motive 8 (+11), 
  Sleight of Hand 12 (+15), Stealth 8 (+12); Acrobatic Bluff, Attack Specialization (Trick 
  Cards) 1, Attractive 1, Defensive Roll 3, Dodge Focus 3, Elusive Target, Equipment 4, 
  Evasion, Fearless, Improved Critical 2 (Trick Cards), Improved Defense 2, Improved 
  Initiative 1, Luck 3, Move-By Action, Power Attack, Precise Shot, Ranged Pin, Throwing 
  Mastery 2, Well-Informed 
  Equipment: Trick Cards [Base: Aces/Explosive (Blast 5, Area: Burst); AP: Face 
  Cards/Edged (Blast 3), Tens- Fours/Hard Weighted (Blast 3), Treys/Smoke (Obscure 
  Visual), Deuces/Tear Gas (Dazzle + Nauseate Explosion, DC 13), Jokers/Bolo (Snare 4)] 
   
  
   
   
  Heroes - Independents p34 
  Tommy Triumph 
  Ask Triumph where his abilities come from and you’ll get one of any number of stories 
  arranged around the theme of finding his inner self – magic pills, eastern swamis, or 
  monks in the mountains of Nepal. And those stories will each be told with sincerity, 
  seriousness, and great showmanship – as Triumph is a firm believer that the packaging 
  sells the product. The truth, however, is that Tommy doesn’t know where his abilities come 
  from. All he knows is that one night, when accosted on his way home from the pub, he 
  suddenly found the strength and speed to throw his muggers around like rag dolls. A few 
  weeks later, Thomas Eccles legally changed his name to Tommy Triumph and went into 
  business as a professional hero. Though many of the cases he took were staged for the 
  press, he soon acquired enough paying clients for his services that he was well-to-do, with 
  a reputation. That was when he encountered the murderous Red Razor, a madman 
  thought dead for over a decade. Tommy not only failed to save his client’s life from Red 
  Razor, but was almost killed himself. Anger overcame Tommy’s love of adulation and sense 
  of self-preservation. He began chasing Red Razor over several continents. Along the way, 
  Tommy managed to help a number of people without money ever being involved and 
  found that he liked the feeling. By the time he caught up with the Razor in the US, Tommy 
  had retired the “for-hire” part of his hero title. When the Razor returned to the monstrous 
  Candlemaker, the fiend that had resurrected him, Tommy joined Malachite for the fight of 
  their careers. The rest, as Tommy likes to say, is history. 
  Tommy can temporarily “supercharge” his body’s bioelectric field, granting himself 
  increased strength, speed, and resiliency. Triumph’s tactical skills are limited, but he is a 
  very shrewd judge of character, as well as a master manipulator of public perception. 
  Though his conscience shines at the moment, Tommy isn’t above a boast or two, or a little 
  self-promotion. He’s likeable enough that his friends don’t really seem to mind. 
   
  Tommy Triumph: PL 8 (109 points); Init +7; Defense +8/+4; Atk +6 (+3 to +8 
  Unarmed); SV Tgh +3 - +8, Fort +5, Ref +5, Will +1; Str 16(14), Dex 16(14), Con 16(14), 
  Int 10, Wis 10, Cha 15; 
  Skills and Feats: Acrobatics 4 (+7), Bluff 6 (+8/+12), Diplomacy 2 (+4/+8), Notice 4 
  (+4), Sense Motive 6 (+6), Stealth 2 (+5); All-Out Attack, Attractive 1, Benefit (Wealth 2), 
  Connected, Evasion, Fearless, Improved Initiative 1, Power Attack, Taunt; 
  Powers: Boost 10 (First 4 Ranks are All Powers at Once, Remaining 6 Ranks are all 
  Enchanced Abilities at Once, Personal Only, -1), Enhanced STR +2, Enhanced DEX +2, 
  Enhanced CON +2, Leaping 1, Mind Shield 1, Quickness 1, Regeneration 1 (Injured), Speed 
  1, Super-Strength 1 [half ton normal Maximum lift, 14 tons maximum boosted lift] 
   
  El Toro 
  Diego Ramirez had a bright future in front of him. He’d honed his natural athletic gifts 
  to competitive fighting, and rode the boxing circuit almost to the top. Then a few very 
  serious-minded fellows with the middle name “the” presented him with a proposition – take 
  a dive in his championship. Diego walked out of that ring with the championship belt, 
  instead, only to later find his manager dead and himself framed for the crime. Diego 
  disappeared that night rather than go to jail for a crime he didn’t commit.  
  A few nights later, a mysterious figure began showing up at local mob clubs, beating 
  down the enforcers, and trashing the places. The figure wore black from head-to-foot, and 
  a motorcycle helmet with bulls’ horns painted on the sides. Calling himself El Toro, he tore 
  through the meanest bruisers his targets could muster. After weeks of this, the right men 
  became angry enough to put pressure on their underlings and the police in their pocket – 
  which is exactly what Ramirez wanted, a clear path back up the chain. A few days later, 
  several bloody ledgers and bloody moneymen showed up on the doorstep of the only clean 
  D.A. in town. Trials were held, angry men went to jail, and Diego was cleared of his 
  murder charges. Soon after, he opened a gym in his old barrio for other men to use to dig 
  themselves out of poverty as he had. And at night, El Toro makes sure those who would 
  prey on the weak discover that there’s always someone bigger. 
  El Toro is a brawler. Though his technique is more refined than that of a street punk, 
  he seldom bothers with niceties in a fight. His tactics are simple – 1: find the bad guys, 2: 
  beat on them, 3: scare them into the arms of the police. So far, his successes far outweigh 
  his failures – and he’s smart enough to get assistance if he thinks the opposition is outside 
  his own abilities. 
   
  El Toro: PL 8 (111 points); Init +7; Defense +8/+4; Atk +8/+12 (+4 Unarmed [Crit 18-20]); 
  SV Tgh +8/4, Fort +6, Ref +6, Will +5; Str 18, Dex 16, Con 18, Int 10, Wis 15, Cha 15; 
  Skills and Feats: Bluff 3 (+5), Climb 5 (+9), Drive 4 (+7), Gather information 4 (+6), 
  Intimidate 12 (+14), Language 1 (English, [Spanish]), Notice 3 (+5), Profession (Boxer) 8 
  (+10), Stealth 4 (+7), Swim 4 (+7); Assessment, Attack Focus (Melee) 4, Boxing [All-Out 
  Attack, Defensive Attack, Elusive Target, Improved Block, Power Attack, Takedown Attack], 
  Defensive Roll 4, Equipment 2, Evasion, Fearless, Improved Critical 2 (Unarmed), Improved 
  Initiative, Move-By Action, Redirect, Set Up, Takedown Attack, Uncanny Dodge 1 
  Equipment: Motorcycle 
  
   
   
  Heroes - Independents
  p35 
   
  PL 
  10 
  GHOSTLY TRICK 
  SHOT 
  PTS 
  171 
   
   
  STR 12  +1 
  DEX 23‡ +6 
  CON 23‡ +6 
  INT 12  +1 
  WIS 16  +3 
  CHA 23‡ +6 
   
   
  TGH 
  LIFT 
  +14/2 260# 
  FORT 
  LEAP 
  +10/6 6 ft 
  REF 
  INIT 
  +10/6 
  +6 
  WILL 
  KB 
  +8 
  -7/1 
   
   
  ATTACK 
  DEFENSE 
  +5/+12 
  +6/+3 
  DAMAGE 
  +8 (Pistols) [19-20 Crit] 
  GRAPPLE 
  SIZE 
  +6 
  Medium 
   
  SKILLS 
  Acrobatics 6 (+12), Climb 6 
  (+7), Drive 8 (+14), Intimidate 
  15 (+21)‡, Ride 9 (+15)‡, 
  Sense Motive 4/12 (+7/+15)‡, 
  Stealth 4/12 (+6/+18)‡ 
  FEATS 
  Ambidexterity‡, Attack Focus 
  (Ranged) 7‡, Critical Strike‡, 
  Diehard, Evasion 2‡, Fearless‡, 
  Fearsome Presence 5‡, Instant 
  Up, Move-By Action, Power 
  Attack‡, Precise Shot‡, Quick 
  Draw 2‡ 
  POWERS 
  Aura of Spookiness‡ 
  [Environmental Control 3 (Cold 
  1, Distraction 2)], Deadly Aim‡ 
  [Blast 8 (Autofire +1, Stopped 
  by Protection of 5 or More -1, 
  PF: Improved Critical, Incurable, 
  Indirect, Penetrating, Ricochet 
  2,)], Hidden from Mortal 
  Eyes‡ [Concealment 5 (All 
  Visual, Hearing)], Illusion 10‡ 
  (Auditory, Free Action for 
  Interaction +1, Jebediah’s Voice 
  Only -1, PF: Selective, 
  Progression 4), Ol’ Scratch‡ 
  [Summon Minion 6 (Heroic 
  +1)], Spectral Form‡ 
  [Enhanced DEX/CON/CHA +8, 
  Protection 8 (Impervious +1, 
  Not Against Area Attacks -1), 
  Immunity 30 (All FORT 
  Effects)], Super-Movement 
  7‡ (Air Walking, Slow Fall, 
  Surefooted 2, Trackless, Wall-
  Crawling 2), Super-Senses 3‡ 
  (Blindsight, Detect Evil, Magical 
  Awareness) 
  AT CM SV SK FT PW DB 
  25 
  22 
  13 
  12 
  17 
  82 
  — 
   
  (‡ Only while Possessed -1)
   
  DESCRIPTION 
  As he wandered the lawless towns of the 
  advancing American frontier, Jebediah Sawyer was 
  saddled with the nicknames “Warlock” and “The Devil’s 
  Guns.” His skill with his matched pair of coal-black six-
  shooters was such that witnesses refused to believe 
  they were dealing with a mortal man. That he survived 
  one seemingly unsurvivable fight after another only 
  cemented his unsavory reputation. Truth be told, 
  Sawyer was quite mortal, but was simply that good, 
  that fast, and that resourceful. Unfortunately, although 
  he fought on the side of the angels, his reputation 
  sometimes was more of a hindrance than a help – 
  especially when innocent people were too scared to 
  help him help them.  
  Sawyer’s luck finally ran out when he faced the 
  murderous outlaw known as the Hellfire Kid, a black-
  hearted killer guilty of every sin Sawyer had ever been 
  accused of committing, and several more that Sawyer’s 
  detractors never had the depravity to imagine.  
  Skilled and brave as he was, Sawyer was simply 
  outmatched by his opponent’s prowess, which actually 
  was supernatural… and very infernal. With his last 
  breath as he lay dying, Sawyer cursed his opponent 
  and uttered the words, “Not yet… fight… never ends.” 
  Unbeknownst to the public, Sawyer had recently 
  married. His wife, heavy with child, came forward to 
  claim his effects, including the guns that had been the 
  final earthly sight her husband’s eyes had seen as he 
  breathed his last. She put his belongings in a trunk and 
  sealed them away where they would remain for over 
  half a century – until found by her granddaughter. 
  Nancy Sawyer worked in the movies, though her 
  name never appeared in lights. She was one of the first 
  stuntwomen to ply her trade, and she found herself 
  convalescing in her grandmother’s old home one 
  summer following an accident on the set she had been 
  working. Finally exploring the home that had been left 
  to her years earlier, she found her grandfather’s old 
  guns, though she had no idea to whom they had 
  belonged. That night, she dreamed of gunfights and 
  fire and men with glowing red eyes. The next morning, 
  she awoke to radio news of a brutal robbery stopped 
  the night before by a mysterious vigilante. Lying on the 
  bed next to her, though she knew she had previously 
  returned them to the trunk in which they had been 
  found, were Jebediah’s pistols. 
  Over time, Nancy has slowly realized that she has 
  become haunted; haunted by a man she has 
  determined was her grandfather. On occasion, that 
  haunting becomes possession, as she blacks out and 
  only later hears reports of the activities of a spectral 
  gunfighter during the time she’s lost. This makes the 
  realization that she hasn’t lost her mind simply not as 
  comforting as it might otherwise have been. 
  When Jebediah is in control of Nancy’s body, she  
  appears in an encompassing cloak and a wide-brimmed  
  hat the combination of whose shadows mask her 
  features and gender completely, and she speaks in the 
  cold and sepulchral voice of Jebediah’s that he spent 
  years developing for frightening effect. The guns she 
  carries have a seemingly endless reservoir of 
  ammunition to draw from, and her marksmanship is a 
  thing of awe. The partially incorporeal nature of the 
  possession’s manifestation helps prevent direct harm to  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You may have escaped the 
  law, but justice will always 
  find you. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’8” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  28 
  120# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Cowboy vigilante on mission  
  20  
  25 Spirit possessed human 
  30  
   
  HEROIC MINION 
  Ol’ Scratch: PL 7 (89 points); Init +2; 
  Defense +3; Atk +3 (+6 hooves); SV Tgh 
  +10, Fort -, Ref +5, Will +1; Str 18, Dex 15, 
  Con -, Int 4, Wis 12, Cha 8; Skills and Feats: 
  Notice 8 (+9); All-Out Attack, Improved 
  Defense; Powers: Growth 4 (Permanent -1, 
  PF: Innate), Spectral Form [Protection 8 
  (Impervious +1, Not Against Area Attacks 
  -1), Immunity 30 (All FORT Effects)], Speed 
  2, Strike 2 (PF: Mighty), Super-Movement 7 
  (Air Walking, Slow Fall, Surefooted 2, 
  Trackless, Wall-Crawling 2), Super Senses 2 
  (Extended Vision 1, Low-Light Vision); 
  Drawbacks: Mute (VC, Mod, -4), No Hands 
  (VC, Mod, -4) 
  Nancy’s body, and her ability to walk through walls, as 
  well as walk up them as easily as a flat surface, can be 
  very disconcerting to her opponents. Jebediah can also 
  call on the services of a ghostly steed he refers to by the name of the horse he used in his 
  mortal years: Ol’ Scratch. 
  
   
   
  Heroes - Independents p36 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  He’s already dead… but when 
  I’m done with him he’ll 
  actually stay that way. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Dhampir 
  Male 
  5’10” 
  Yellow 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  22 (45) 
  190# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Vampire hunter 
  20 Associated with the Covenant 
  25 Child of Mina from Stoker novel 
  30 Abilities are from half-vampiric 
  heritage 
   
   
  DESCRIPTION 
  In a world that contains wonders to match 
  anything spoken of in mythology or legend, it pays to 
  be careful when dismissing fiction as solely the 
  invention of its writer. A case in point is the story of 
  Quincy Harkness. 
  Towards the end of the 19th Century, a powerful 
  vampire laid roots around the city of London in an 
  attempt to move against an ancient enemy of his. This 
  vampire was the leader of a large group of his kind, a 
  group named Die Nachtkinder (“The Children of the 
  Night”). As was traditional for the individual in that 
  position, he was given and used freely the title Der 
  Drache (“The Dragon”). While Drache was utterly 
  successful in destroying his original enemy, his doing so 
  opened himself to assault from those he had used as 
  catspaws. Ordinarily this would have ended in the 
  deaths of the mortals involved, but these men and 
  women had help from a member of The Covenant – a 
  Prussian sorcerer, swordsman, and monster hunter 
  named Helston Dredd. With Dredd’s assistance, this 
  stalwart assemblage not only survived, they drove 
  Drache back to the continent and killed him 
  (well, temporarily at least). 
  One of the people involved in this fight 
  was a minor aristocrat with ties to a number of 
  theatre people, including a failed dramatist 
  named Abraham Stoker. Stoker knew enough of 
  the details of what had happened to form the 
  basis of a work of fiction, but not enough to 
  accurately recount the events. Also, he was 
  justifiably concerned that if he named his 
  aristocratic acquaintance in a published work, 
  especially a piece of base adventurism, said noble 
  would sue the Irishman straight into the poorhouse. 
  There was also the small matter that the public would 
  laugh at any attempt to paint the events in a serious 
  light. With these considerations in mind, Stoker came 
  up with a plan – he would change the names of the 
  people involved so no reflections on possible litigants 
  remained. What details he didn’t know he would invent 
  whole cloth. And he would completely change the 
  character of the Prussian that had offended the 
  playwright egregiously when they had met. While 
  browsing through the British Museum, Stoker came 
  across references to a despotic Wallachian madman 
  named Dracula, and the similarity in sound to the title 
  he had heard gave him the final piece to his 
  construction, a villain and geography to replace his own 
  missing information. The result of Stoker’s efforts is 
  well known. 
  Quincy Harkness (not Harker) was born the son of 
  a woman partially transformed into a vampire while she 
  carried him in the womb. Though she was saved from 
  that fate, he was not left untouched. As Quincy grew to 
  a man, he discovered that he possessed many traits 
  that folklore attributed to vampires, but retained his 
  humanity. These abilities have proven useful, as Die  
   
   
  PL 
  8 VAMPIRE HUNTER
  PTS 
  177
   
   
  STR 23 +6 
  DEX 25 +7 
  CON 23 +6 
  INT 13 +1 
  WIS 16 +3 
  CHA 20 +5 
   
   
  TGH
  LIFT 
  +8 
  2400#
  FORT
  LEAP 
  +10
  55 ft 
  REF
  INIT 
  +10
  +6 
  WILL
  KB 
  +10
  -4 
   
   
  ATTACK 
  DEFENSE 
  +9 
  +8/+4 
  DAMAGE 
  +7 (Dagger), +3 (Crossbow)
  GRAPPLE 
  SIZE 
  +15 
  Medium 
   
  SKILLS 
  Acrobatics 8 (+15), Climb 8 
  (+9), Disable Device 4 (+5), 
  Escape Artist 4 (+11), 
  Intimidate 12 (+18), Know 
  (Arcane Lore) 5 (+6), Notice 7 
  (+10), Search 4 (+5), Stealth 
  12 (+19) 
  FEATS 
  All-Out Attack, Diehard, 
  Equipment 2, Evasion, Hide in 
  Plain Sight, Improved Block, 
  Improved Grab, Improved Trip, 
  Power Attack, Rage 1, Ritualist, 
  Startle 
  POWERS 
  Animal Control 4 (Sensory 
  Link +1, PF: Mental Link), 
  Immunity 8 (Disease, Poison, 
  All Environmental Conditions), 
  Leaping 2, Mind Control 4 
  (Conscious +1, PF: Mental Link, 
  Sense-Dependent [Visual] -1, 
  Requires Concentration -1), 
  Protection 2, Regeneration 
  3 (Disabled 2, Unconscious 1), 
  Super-Senses 5 (Darkvision, 
  Detect Vampires [Free Action, 
  Mental, Range]), Super-
  Strength 1 
  EQUIPMENT 
  Blessed Dagger, Crossbow, 
  Holy Water 
  AT CM SV SK
  FT
  PW DB
  60 
  34 
  14 
  16 
  13 
  40
  — 
   
   
   
  Nachtkinder returned to avenge their master’s defeat, resurrecting Der Drache in the process. 
  With the exception of Dredd and Quincy, Drache managed to kill all of the people he blamed 
  for his earlier suffering. This left Harkness in the care of the Covenant, who viewed him as 
  not far from being a monster himself, and Dredd, who had nothing approaching the 
  temperament to raise the boy. Dredd was, however an excellent teacher, and he has taught 
  Harkness a great deal about hunting and killing Quincy’s inhuman “cousins.” 
  Harkness is a vampire hunter par excellence. His natural abilities, training, and 
  equipment make him the terror of nightkin far and wide. Though he won’t hesitate to 
  exterminate anything he views as a monster, Harkness has a particular hatred for vampires 
  that easily reaches a fanatic level. He will not rest while the Nachtkinder exist, and they 
  cannot afford to rest while he exists.  
  
   
   
  Heroes - Independents
  p37 
   
  PL 
  8 
  ACE PILOT 
  PTS 
  109 
   
   
  STR 14 +2 
  DEX 18 +4 
  CON 16 +3 
  INT 15 +2 
  WIS 15 +2 
  CHA 15 +2 
   
   
  TGH 
  LIFT 
  +7/3 350# 
  FORT 
  LEAP 
  +4 
  +7 
  REF 
  INIT 
  +5 
  +4 
  WILL 
  KB 
  +5 
  -3/1 
   
   
  ATTACK 
  DEFENSE 
  +5 
  +5/+2 
  DAMAGE 
  +3 (Pistol), +6 (Plane’s Gun)
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Bluff 3 (+5), Craft (Mechanical) 
  6 (+8), Diplomacy +3 (+5), 
  Disable Device 1 (+4), Notice 7 
  (+9), Pilot 13 (+17), Search 3 
  (+5), Sense Motive 6 (+8), 
  Stealth 2 (+6) 
  FEATS 
  Ace 5 (p122) (Dodge Focus 2, 
  Evasion 1, Improved Dodge 2), 
  Connected, Defensive Roll 4, 
  Equipment 11, Favored 
  Environment (Air) 5, Improved 
  Aim, Inspire 2, Leadership, 
  Minions 5 (Support Crew x25), 
  Quick Draw, Teamwork 3 
  EQUIPMENT 
  Heavy Pistol, Patriot XJ-25, 
  Thompson Submachinegun 
  AT CM SV SK FT PW DB 
  33 
  20 
  5 
  11 
  39 
  — 
  — 
   
   
   
   
   
   
  DESCRIPTION 
  Avery Hawkins never had much use for horses. 
  From the time he was a child, and a foul-tempered 
  brute of an old mare intentionally stamped on his foot, 
  Hawkins made every effort to avoid using the smelly 
  things. Growing up in Texas around the time of the 
  First World War, that wasn’t as easy as it might have 
  been elsewhere – but Hawkins’ stubborn willfulness 
  was one of the two things that people normally 
  associated with him during those years. The other was 
  his temper, which is really what earned him the 
  nickname “Red,” not his unruly carrot-top mane. The 
  time other young men of his age might have spent 
  learning to ride he spent puttering around with his 
  father’s truck and his uncle’s motorcycle. Both of these 
  items were more luxuries than necessities at that time, 
  but the Hawkins’ family had always done well for 
  themselves and that granted Avery a few freedoms. 
  Still, he might never have left the family ranch for 
  different horizons if it weren’t for the summer his uncle 
  took him to see some barnstormers showing off for 
  Texas crowds what they had learned to do above the 
  fields of France. Once Hawkins saw those machines in 
  the air, it was love at first sight. And when his uncle 
  arranged for him to be taken for a ride up in one of the 
  aircraft, once that young man saw the ground drop 
  away and felt the air on his face, he was lost. The day 
  after his eighteenth birthday, Avery Hawkins signed on 
  the bottom line for Uncle Sam, just so he could get to 
  fly. And truth be told, he would have signed with Old 
  Nick himself, if that’s what it had taken for the 
  opportunity. 
  As a pilot, Hawkins proved a prodigy, mastering 
  every skill and nuance with a certainty and quickness 
  that amazed his teachers. As a soldier, well, the marks 
  weren’t nearly as high. Avery had never been very fond 
  of authority figures, or taking orders – a fact his father 
  had tried to tell the recruiters and remind his son 
  about, all to no avail. Though his opinions and 
  expertise regarding aircraft and their usage was held in 
  great respect, and called upon by his superiors with 
  some frequency, Avery’s lack of upward mobility was 
  ample evidence that it was only a matter of time before 
  the delicate balance on his record between 
  commendations and black marks failed to hold. He 
  eventually resigned his commission… barely in time to 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Because I’m the best is one 
  reason; because it had to be 
  done is another. You pick. 
  Me, I like the first one. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’ 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Am. Eagles 
  35 
  185# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Former member of Army Air 
  Corps 
  20 Gifted pilot 
  25  
  30  
   
  SUPPORT CREW 
  Use Bystander archetype, with 
  Profession (Mechanic).
  beat a court martial. Avery went back to Texas, and using a generous loan from his family 
  began an aircraft design company called Hawkins Industries. HI did tremendous work thanks 
  to its founder’s gifts at aerodynamics, netting a number of clients in industry and 
  government. But sitting behind a desk was no more comfortable for Hawkins than standing 
  on a parade ground had been. He craved the open air and a place to use his piloting skills. 
  Leaving his company in the capable hands of some well-selected bean-counters, Hawkins 
  went to Europe. Under assumed names, he flew first for the Abraham Lincoln brigade and 
  then, later, under his own name after the war began, for the RAF. He excelled in whatever 
  sky he fought, using whatever plane he could go up in. Eventually returning home, both to 
  convalesce from wounds and sate his homesickness, Hawkins was appalled at the isolationist 
  sentiment he encountered, especially from men he had once admired, like Lindbergh. He had 
  seen the Nazis’ handiwork, and he knew without a doubt in his heart that it was only a matter 
  of time before German ambition started looking across the Atlantic towards the U. S. of A. 
  Using his company’s production of a fighter prototype as a front for his true aims, 
  Hawkins recruited a small group of likeminded maverick pilots and formed the American 
  Eagles Exhibition Squadron. Nominally a marketing scheme, showing off the new Patriot XJ-
  25, Hawkins found ways to not only embarrass the Army Air Force into updating its 
  equipment and training, but loaned his squad’s services to the British time and again to log 
  combat hours for his people. Since Pearl Harbor, this façade hasn’t really been necessary, and 
  the “Exhibition Squadron” has been dropped from their name. Having impressed FDR on 
  more than one occasion, the squad has permission to work beside the Air Force whenever 
  possible. Given Hawkins’ past with USAAF brass, this has continued to prove a tense 
  relationship. 
   
  
   
   
  Heroes - Independents p38 
  The Patriot XJ-25. STR: 40, SPD: 6, TGH: 12, SZ: 
  Gargantuan; Cost 31/7; Features: Hidden 
  Compartments, Navigation System 1, Blast 6 (Autofire) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Patriot is a prototype aircraft, 
  originally designed with the goal of selling 
  it to the US military. Due to a number of 
  reasons, including the antipathy of certain 
  USAAC brass against both Avery Hawkins 
  and his flying squad, the US has yet to act
  on this possibility (and it grows more and 
  more unlikely that it ever will).  
  The Patriot is one of the fastest prop 
  planes in the air, with an acceleration and 
  turn capability only approached by the 
  British Spitfire. The airframe is reinforced 
  to withstand G-forces that exceed 
  anything it is currently able to push with 
  its engines, as the designer is constantly 
  tinkering with building better, bigger and 
  more powerful engines. Hawkins is 
  consulting with Ulysses Steele on the 
  possibility of retrofitting the planes with 
  some of Steele’s jet designs. Also, there’s 
  this radar thing that Steele has been 
  telling him about… 
  
   
   
  Heroes - Independents
  p39 
   
   
   
   
   
   
  The American Eagles are a small team of crack pilots backed by the mechanical and 
  logistical support of Hawkins Industries. Originally an exhibition team for HI’s aircraft 
  designs, the true purpose for being drawn together by Hawkins was to show up the 
  shortcomings he saw in the US military’s own usage of air power, as well as provide a 
  public venue for speaking against American isolation from the European war efforts. The 
  Eagles fought alongside the RAF before the US entry into the war, albeit while avoiding 
  public scrutiny and using unmarked planes. Since the entry of the US into the war, Hawkins 
  and his flyers have performed a number of “unofficial” services for FDR and the war effort, 
  including a number of missions for Group Zero.  
  Membership has changed over time, with many pilots and support personnel coming 
  and going. However, during most of the squad’s existence, there has been a core group of 
  five pilots at Hawkins’ side. One of those pilots, O’Brien, was recently killed by Der Falken, 
  the Nazi crack pilot and aeronautics genius who attacked the Irishman’s already damaged 
  plane, followed it down as it crashed, and then strafed the crash site. 
   
  Angelo “Jackie” Benzetti 
  Benzetti was born and raised around “made men” at a time long before the general 
  public even knew what the term meant. He had to fight and scrape for every opportunity 
  he’s ever had, and he’s no stranger to the sight of blood – either his own or others’. Afraid 
  that their son would follow in the footsteps of his many friends in the neighborhood, rack 
  up a criminal record, and then wind up dead for the effort, his parents pressured him into 
  joining the Army as soon as he could pass for the legal age. He wound up in the Air Corps, 
  where he discovered he was good at something that didn’t involve hitting people or 
  breaking the law. During flight training, he encountered the cocky Ryan O’Brien, and the 
  two immediately forged a strong rivalry, followed by an equally strong friendship. Contacts 
  within the corps recommended them to Hawkins when they finally mustered out of the 
  army, and the two jumped at the chance to continue flying – and continue competing with 
  each other. It is Benzetti who has taken O’Brien’s death the hardest, and he who has 
  specifically sworn a vendetta against his friend’s killer, Der Falken. 
   
  Angelo “Jackie” Benzetti: PL 5 (75 points); Init +2; Defense +5/+2; Atk +5; SV Tgh 
  +2, Fort +3, Ref +5, Will +3; Str 14, Dex 15, Con 14, Int 12, Wis 14, Cha 15; 
  Skills and Feats: Bluff 8 (+10), Craft (Mechanical) 2 (+3), Notice 2 (+4), Pilot 10 
  (+12), Sense Motive 2 (+4); Ace 3 (p122) (Dodge Focus 2, Evasion 1), All-Out Attack, 
  Equipment 11, Favored Environment (Air) 3, Teamwork 2; 
  Equipment: Heavy Pistol, Patriot XJ-25, Thompson Submachinegun 
   
  Cassandra “Cassie” Jennings 
  Miss Polly Jennings’ oldest daughter has always felt that she had to outdo every male 
  she grew up around just to be considered an equal. Growing up in the Oklahoma Panhandle 
  during the era that she did, she was probably right. Unfortunately, that attitude didn’t win 
  her many admirers, or suitors, and as she grew older, she was very much made to feel the 
  outsider in her little community. She took this in stride and started working her way out of 
  Oklahoma, taking whatever halfway respectable jobs she could find along the way. Hooking 
  up with an air show crew outside of Abilene, Cassie first worked as their cook, all the while 
  cajoling or browbeating the men around her to teach her what they knew. When one of 
  them finally started teaching her how to fly, she discovered she was good at it – very good. 
  She worked her way up to be one of the airshow’s attractions, an aviatrix being something 
  of a novelty. When she read about the Eagles, she felt a defining kinship for a group of 
  people unwilling to bend to fit others’ preconceptions. She made her way to Hawkins’ 
  airfield, and she challenged him and his men for a spot on the squad. They conceded to the 
  challenge just to humor her, only to have her beat every one of them except Hawkins – who 
  barely beat her. Confronting their shocked expressions once she was back on the ground, 
  her simple response was, “I’m also a crack shot and one hell of a cook. Now, which one of 
  you signs the checks?” She had a billet and a plane before the sun went down that day. 
   
  Cassandra “Cassie” Jennings: PL 5 (76 points); Init +3; Defense +5/+2; Atk +5/+7; 
  SV Tgh +2, Fort +2, Ref +5, Will +3; Str 10, Dex 16, Con 14, Int 14, Wis 14, Cha 13; 
  Skills and Feats: Bluff 3 (+4/+8), Handle Animal 5 (+6), Notice 4 (+6), Pilot 10 (+13), 
  Profession (Cook) 6 (+8), Sense Motive 8 (+10), Stealth 4 (+7), Survival 4 (+6); Ace 3 
  (p122) (Attack Focus 1 [Wing Guns], Dodge Focus 1, Evasion 1), Attack Specialization 
  (Rifle) 1, Attractive 1, Defensive Roll 2, Endurance, Equipment 11, Favored Environment 
  (Air) 2; 
  Equipment: Heavy Pistol, Patriot XJ-25, Thompson Submachinegun 
  
   
   
  Heroes - Independents p40 
  Samuel Lincoln 
  Lincoln is the son of a bus driver from Baltimore, and the fifth of eight children. He fell 
  in love with the idea of flying while watching birds outside his bedroom window, long 
  before he ever saw an actual plane. Poor and black, his chances of ever realizing his 
  dreams were slim, which is why he worked all the harder to make into the Tuskegee 
  Institute’s pilot training program. Graduating with the best scores of any man they had 
  ever trained, Lincoln then came face to face with ugly reality again – no matter how good 
  he was, not even the army would take a black pilot except under the most absurd 
  arrangements. Following an official announcement from the USAAC that they would not 
  train black pilots, leaving that to Tuskegee – an announcement that made it clear that such 
  training wasn’t viewed in a positive light – a man named Hawkins showed up at the 
  Tuskegee airfield. He was direct and to the point when he said, “Who’s your best? I have a 
  spot for a pilot, I don’t think much of those brass-draped peacocks in Washington, and if 
  your man can help me show them up I’ll make sure he flies till he’s sick of hearing the 
  sound of an engine.” Lincoln took him up on that offer.  
  When dealt with by the press, Lincoln is more commonly known as the Ace of Spades 
  due to his affection for and great skill at gambling, at least, that’s what the name came to 
  mean over time. Despite the pejorative manner in which the nickname was originally 
  coined, Lincoln doesn’t carry it with the least amount of shame, as he is, indeed, an ace 
  (several times over), and he has no problem in turning a racial slur into a badge of honor.  
   
  Samuel Lincoln: PL 5 (77 points); Init +3; Defense +4/+2; Atk +5; SV Tgh +1, Fort +1, 
  Ref +5, Will +3; Str 13, Dex 16, Con 13, Int 14, Wis 14, Cha 16; 
  Skills and Feats: Bluff 8 (+11), Notice 4 (+6), Pilot 10 (+13), Profession (Gambler) 8 
  (+10), Sense Motive 6 (+8), Sleight of Hand 4 (+7); Ace 4 (p122) (Dodge Focus 2, 
  Evasion 1, Improved Defense 1), Equipment 11, Favored Environment (Air) 3, Jack-of-All-
  Trades, Luck 2; 
  Equipment: Heavy Pistol, Patriot XJ-25, Thompson Submachinegun 
   
   
   
   
   
   
  Percy Tidwell  
  Percy Tidwell doesn’t look like one of the top engineering minds in the country. For 
  that matter, he doesn’t much look like a “Percy,” either. The son of two rather physically 
  small college professors who hoped to raise a quiet, studious boy, Tidwell is built like a – 
  short, but with a massive amount of bone and muscle in the mix. He’s also a hellion of the 
  first order, drinking and carousing himself almost out of his scholarships to each of the 
  universities whose engineering curricula he strip-mined for everything they were worth and 
  then left behind, one right after another. He met Hawkins at an air show where he was 
  flying a plane built around some of his own engine designs. He out-talked and then out-
  drank Hawkins. The next morning, after seeing Tidwell’s work in action, Hawkins told him 
  to name his own terms for employment and the two have been thick as thieves ever since.  
  The engines on the Patriot are Tidwell’s contribution, as the airframe and control 
  surfaces are Hawkins’. As he knows that when the Eagles turn to using jet engines it will 
  be his responsibility to manage the maintenance, Tidwell spends every hour he can 
  immersed in studying the nascent technology, that is, every hour he isn’t otherwise 
  occupied with flying, fighting, and drinking.  
   
  Percy Tidwell: PL 5 (82 points); Init +2; Defense +4/+2; Atk +5/+6; SV Tgh +2, Fort 
  +2, Ref +2, Will +1; Str 18, Dex 14, Con 15, Int 16, Wis 12, Cha 12; 
  Skills and Feats: Craft (Mechanical) 8 (+11), Disable Device 4 (+7), Drive 5 (+7), 
  Intimidate 5 (+6), Know (Physical Science, Technology) 4 (+7), Profession (Engineer) 8 
  (+9), Pilot 10 (+12); Ace 3 (p122) (Attack Focus [Wing Guns] 1, Dodge Focus 1, Evasion 
  1), All-Out Attack, Attack Focus (Melee) 1, Endurance, Equipment 11, Favored Environment 
  (Air) 2, Improved Pin, Improvised Tools, Power Attack 
  Equipment: Heavy Pistol, Patriot XJ-25, Thompson Submachinegun 
   
   
   
  
   
   
  Heroes - Independents
  p41 
   
  PL 
  6 
  ROVING 
  REPORTER 
  PTS 
  124 
   
   
  STR 12 +1 
  DEX 16 +3 
  CON 13 +1 
  INT 16 +3 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +3/1 260# 
  FORT 
  LEAP 
  +5 
  6 ft 
  REF 
  INIT 
  +8 
  +3 
  WILL 
  KB 
  +5 
  -1/0 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +8/+3 
  DAMAGE 
  +1 (Unarmed), +3 
  (Nunchaku) 
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Acrobatics 6 (+9), Bluff 6 (+9), 
  Diplomacy 6 (+9), Drive 2 (+5), 
  Escape Artist 6 (+9), Gather 
  Information 6 (+9), Handle 
  Animal 4 (+7), Investigate 2 
  (+5), Language 6 (Arabic, 
  Chinese, French, German, 
  Spanish, Swahili), Notice 4 (+7), 
  Pilot 4 (+7), Profession 
  (Journalist) 4 (+7), Profession 
  (World Traveler) 8 (+11), Ride 
  6 (+9), Search 6 (+9), Sense 
  Motive 4 (+7), Sleight of Hand 6 
  (+9), Stealth 2 (+5), Survival 4 
  (+7), Swim 4 (+5) 
  FEATS 
  Animal Empathy, Beginner’s 
  Luck, Benefit (Wealth 3), 
  Boxing [All-Out Attack, 
  Defensive Attack, Elusive 
  Target, Improved Block, Power 
  Attack, Takedown Attack], 
  Connected, Defensive Roll 2, 
  Dodge Focus 2, Equipment 4, 
  Evasion, Improved Disarm, 
  Improved Trip, Luck 3, Quick 
  Draw, Sidekick 5 (Dog “Squire”) 
  EQUIPMENT 
  Bolos, Boomerang, 
  Nunchaku 
  AT CM SV SK FT PW DB 
  29 
  28 
  11 
  24 
  32 
  — 
  — 
   
   
   
   
   
  DESCRIPTION 
  Andrew Wick has fond memories of his parents. 
  They were a happy couple with a sense of adventure 
  and wanderlust, which they shared with their son. As 
  they traveled around the world in his youth, Andrew’s 
  parents opened up a world of people, languages, and 
  cultures that his eager and curious mind absorbed. 
  Unfortunately, while trying to help friends of theirs 
  caught in a war-torn section of China, they were forced 
  to leave their son with an uncle that they made the 
  mistake of trusting. It was the last time Andrew saw his 
  parents alive, as they were both killed getting their 
  friends to safety. When word of his brother’s death 
  reached him, Andrew’s uncle unscrupulously did 
  everything in his power to seize the family fortune for 
  his own, going so far as to throw Andrew out on the 
  street. Penniless, without parents or home, young 
  Andrew began the travels that would be his  
  education. 
  Over the following years, Andrew traveled across 
  the United States, working at whatever disparate jobs 
  he could find to keep himself clothed and fed. 
  Wherever he went, Andrew made friends and stayed 
  true to the virtues his parents had instilled – despite his 
  own situation, he never lost heart and he always 
  helped those he saw in need. While working as an 
  assistant to an enterprising reporter on a major 
  metropolitan newspaper, Wick discovered a love of and 
  a gift for writing. The reporter inspired him to start 
  keeping a journal of all the places and people that 
  crossed the young man’s path, and as he continued to 
  travel, he sent those journals back to his reporter 
  friend, who in turn made them into a series of 
  travelogue articles centering on Wick’s adventures and 
  travails. As the articles became popular, and a 
  syndicated feature published them around the world, 
  the newspapers printing his stories and adventures 
  began actually paying for Wick’s journeys, greatly 
  broadening his available horizons. 
  Also, by this time, fearful that his nephew would 
  eventually work out a way to take back his purloined 
  birthright, the boy’s uncle had started hiring men to try 
  to make his nephew disappear for good. In order to 
  help hide from his uncle’s thugs, Andrew took on an 
  alias that he has used in the articles that have made 
  him famous – Kid Galahad. This was the name Andrew 
  had been given when he competed as a junior league 
  boxer and he always liked the way it had sounded. 
  Under this name, Andrew continues to see the world of 
  wonders that his parents first introduced him to, 
  making steadfast friends and lending his assistance 
  wherever he can. 
  Wick, or “Kid” as he’s better known, is a true jack-
  of-all-trades, having worked many different jobs 
  despite his limited years. He’s an accomplished amateur 
  fighter, experienced world traveler, and one of the 
  most immediately likable people a person is ever likely 
  to meet. He dresses in a mish-mash of items he’s 
  picked up in his travels, and he carries a number of 
  exotic items, including weapons, that he’s mastered 
  during his various adventures. The Kid knows 
  everybody, and has friends in every port. He seems to 
  have an encyclopedic knowledge of languages and 
  cultures and is always looking to add to his repertoire. 
  The one constant companion in Andrew’s life, aside 
  from the threat of his uncle’s men, is a runt spaniel he’s 
  named “Squire.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Young? Yeah! But old enough 
  to deal with the likes of you, 
  buster! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’6” 
  Hazel 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  17 
  130# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Popular globe-trotting columnist 
  15  
  20 Actually Andrew Wick, heir to 
  Wick fortune 
  25  
  30  
   
  SIDEKICK 
  Squire: PL 2 (25 points); Init +2; 
  Defense +3; Atk +3; SV Tgh +2, Fort 
  +5, Ref +5, Will +1; Str 13, Dex 15, 
  Con 15, Int 4, Wis 12, Cha 8; 
  Skills and Feats: Notice 5 (+6), 
  Survival 4 (+5), Swim 3 (+4); All-Out 
  Attack, Improved Defense; 
  Powers: Super-Senses 3 (Scent, 
  Track, Ultra-Hearing);  
  Drawbacks: Mute (VC, Mod, -4), 
  No Hands (VC, Mod, -4) 
  
   
   
  Heroes - Independents p42 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  There’ll always be one more 
  hill to climb, one more river 
  to cross. Ain’t life grand? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’5” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  42 
  240# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Explorer of legendary skill 
  20 Number of Obsessions, including 
  Odripar and Cibola 
  25  
  30 Trained by model for 
  Quartermain stories 
   
   
  DESCRIPTION 
  James Quentin McKenzie had a habit of annoying 
  his parents when he was a child. Climbing up the social 
  ladder in their native Glasgow, the industrialist and his 
  wife had little time for their rambunctious son. 
  Eventually they sent him off to live with his uncle, a 
  bachelor who, growing older and knowing each day 
  was closer to the end then his last, was happy to take 
  on the responsibility of children he had too late in his 
  life grown to regret not having. That Uncle Angus lived 
  far, far away in Africa was secondary in the McKenzies’ 
  calculations. They paid it no more attention than they 
  had the stories that dreadful writer Haggard had based 
  on Angus years earlier. With their only real annoyance 
  off pestering the black sheep of the family, the 
  McKenzies went on climbing that ladder, giving their 
  son little thought afterward. 
  Angus McKenzie had long ago forgotten more 
  about wilderness craft than any ten other men had ever 
  learned. Among the tribes of central Africa he was a 
  legend, his exploits having provided his writer friend 
  ample inspiration in their younger years. He spent the 
  last of his life in teaching his nephew every piece of 
  wisdom and ounce of skill he had spent his colorful life 
  acquiring. Quentin took those lessons to heart as he 
  grew older, as he grew into a great strapping bear of a 
  man. He also inherited his uncle’s love of exploration 
  and addiction to the adrenalin rush of spitting in death’s 
  face on a daily basis. When Angus passed away, 
  Quentin buried the body in one of the hidden valleys 
  his uncle had loved, sold the properties his uncle had 
  left him, and headed out to satisfy his wanderlust...and 
  build his own legend. 
  McKenzie, or “King Congo” as fellow explorers and 
  hunters have called him after his discoveries in that 
  part of the world, is the top of his game and his game 
  is opening the hidden parts of the world up for all to 
  see (though many of his discoveries have been left 
  unrevealed to the public for one reason or another). He 
  has found any number of previously undiscovered 
  civilizations and extraordinary locales the world over. 
  From the City of Bone in the Great Nef to the Well of 
  Worlds in the icy mountains of Antarctica, McKenzie has 
  been there, seen what he wanted to see, and moved 
  on. He’s hunted dinosaurs on Wakefield Island, been 
  hunted by unnamed things in the shadows of Odripar, 
  climbed the Sunset Mountains in the subterranean Land 
  of the Hidden Sun, and swam in the sea of light left in 
  Lyonesse. As an explorer, his skills are matched by only 
  a very few, and he’s quite proud of his accuracy 
  wielding the miniature cannon he calls an elephant rifle. 
  Thus far, his ambitions have only encountered two 
  frustrations: finding his way back to the lost valley of 
  Odripar in Africa, and discovering the location of the 
  Seven Cities of Cibola in South America. The second of 
  these is gradually becoming an obsession and other 
  explorations are more and more often today simply 
  breaks between his forays up the Amazon. 
   
   
  PL 
  8 
  GREAT WHITE 
  HUNTER 
  PTS 
  112
   
   
  STR 18 +4 
  DEX 13 +1 
  CON 18 +4 
  INT 14 +2 
  WIS 14 +2 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +6/4
  600# 
  FORT
  LEAP 
  +8 
  9 ft 
  REF 
  INIT 
  +5 
  +1 
  WILL
  KB 
  +5 
  -3/2 
   
   
  ATTACK 
  DEFENSE 
  +7/+9 
  +5/+2 
  DAMAGE 
  +6 (Elephant Gun) 
  GRAPPLE 
  SIZE 
  +11 
  Medium 
   
  SKILLS 
  Bluff 5 (+8), Climb 7 (+11), 
  Craft (Structural) 4 (+6), Drive 
  4 (+5), Handle Animal 8 (+11), 
  Intimidate 6 (+9), Know (Earth 
  Science, History) 3 (+5), 
  Language 4 (Arabic, Dutch, 
  Spanish, Swahili), Medicine 2 
  (+4), Notice 6 (+8), Pro 
  (Explorer) 13 (+15), Ride 4 
  (+5), Search 8 (+10), Stealth 6 
  (+7), Survival 13 (+15), Swim 4 
  (+8) 
  FEATS 
  All-Out Attack, Animal Empathy, 
  Attack Specialization (Guns) 1, 
  Benefit (Status – Knighted), 
  Connected, Defensive Roll 2, 
  Endurance 3, Equipment 4, 
  Favored Environment (Jungle) 
  2, Improved Block 1, Improved 
  Pin, Track 
  EQUIPMENT 
  Big Damn Revolver 4, 
  Elephant Gun 6 
  AT CM SV SK
  FT
  PW DB
  33 
  24 
  11 
  25 
  19 
  — 
  — 
   
   
   
  
   
   
  Heroes - Independents
  p43 
   
  PL 
  30 
  EMBODIMENT 
  OF AMERICA 
  PTS 
  767 
   
   
  STR 10 +0 
  DEX 10 +0 
  CON — 
  — 
  INT 30 +10 
  WIS 50 +20 
  CHA 30 +10 
   
   
  TGH 
  LIFT 
  +20 800 tn 
  FORT 
  LEAP 
  N/A 
  — 
  REF 
  INIT 
  +0 
  +0 
  WILL 
  KB 
  +20 
  -10 
   
   
  ATTACK 
  DEFENSE 
  +0 
  +0 
  DAMAGE 
  +15 (Telekinesis) 
  GRAPPLE 
  SIZE 
  +15 (TK) 
  Medium 
   
  SKILLS 
  Diplomacy 20 (+30), Know 
  (Current Events, History) 20 
  (+30), Notice 10 (+30), Search 
  10 (+20), Sense Motive 20 (+40) 
  FEATS 
  Eidetic Memory, Environmental 
  Adaptation (Astral Plane), Fascinate 
  (Diplomacy), Fearless, Fearsome 
  Presence 15, Inspire 5, Luck 5 
  POWERS 
  Communication 20 (Area: 
  Radius +1, PF: Selective, Subtle), 
  Comprehend 11 (Animals 2, 
  Languages 3, Machines 2, Objects 
  2, Plants 2), Concealment 10 (All, 
  PF: Close Range), Dimensional 
  Pocket 10, ESP 10 (All Senses, 
  PF: Dimensional, Subtle), Illusion 
  30 (All Senses, Free Action to 
  Maintain Interactive Illusion +1, 
  Selective +1, PF: Progression [Area] 
  10), Immunity 60 (All FORT 
  Effects, All REF Effects), 
  Impervious on Will SV +20, 
  Insubstantial 4 (Permanent +1, 
  PF: Innate), Magic 30 (Base: 
  Mystic Passage 20 (PF: Portal), 
  Dynamic, AP: Fatigue 15 (Mental 
  +2), Fog of Forgetfulness, Light of 
  Truth, Telekinesis 15 (Damaging 
  +1, Perception +1), Transform 10 
  (Anything to Anything, Area: 
  Shapeable +1 [Selective +1], 
  Distracting -1, Area Effect Takes 
  Full Round -1)), Regeneration 60 
  (Total, +10 Recovery, Resurrection 
  10), Super-Movement 6 
  (Dimensional Movement 3 
  (Progression 10), Temporal Move 
  3 (Progression 10)), Super-
  Senses 21 (Awareness (Mystic), 
  Blindsight, Detect Magic (Free 
  Action, Range), Postcognition, 
  Precognition, Radius (All Senses)) 
  AT CM SV SK FT PW DB 
  100 
  0 
  20 25 29 593 
  — 
   
   
   
   
   
  DESCRIPTION 
  The entity known as Old Glory is most often 
  dismissed as an urban legend. Those who have 
  encountered the entity, been “tested” by it, or been 
  opposed by its terrifying power all know differently. It is 
  very real, though questions as to origin, limits, or 
  purpose are purely matters of conjecture. 
  One historian, working for the selection committee 
  FDR assembled to choose the Sentinels, traced the 
  folklore behind Old Glory back to a sighting at the 
  Battle of New Orleans during the War of 1812. 
  Supposedly, Old Glory walked among the American 
  soldiers on the battlefield, not only unseen by the 
  British soldiers but filling the beleaguered American 
  soldiers with newfound confidence and vigor. The 
  figure was again seen many years later, weeping in the 
  skies above Antietam, and a few years after that 
  watching over the passage of Lincoln’s funereal train. 
  The stories went on, the historian found, placing the 
  entity at numerous sites and events crucial to the 
  history of the United States. On several of those 
  occasions, usually in records of the spottiest 
  reliability and dealing with the most outlandish 
  persons and events, the figure even went so far as 
  to intervene, opposing those presenting a threat to this 
  country. Such confrontations ended with equally absurd 
  displays of power – far outstripping what that 
  researcher or any of the committee members had ever 
  seen demonstrated by any extant metahuman. The 
  committee finally decided against what they saw as a 
  waste of resources in trying to track down the entity, as 
  none of them could conclude that there was sufficient 
  evidence to prove its existence. The Sentinels, Group 
  Zero, and The Veil have all since presented reports 
  contradicting these findings, but neither FDR nor any of 
  those groups have yet to figure out who or, more 
  accurately, what Old Glory is. 
  Based on current reports, Old Glory presents itself 
  as a human sized figure whose face, skin, and build are 
  hidden under voluminous, layered robes that seem to 
  be made of different American flags from different eras. 
  When it speaks, it is with the voice of many people 
  speaking in unison – men, women, and children, of 
  different timbres and even different accents. It is seen 
  only by those it wants to see it, and has thus far proven 
  capable of staggering displays of power. The Sentinels 
  watched it effortlessly close a dimensional aperture 
  opening in the Appalachians from the Shadowlands; 
  representatives of the Veil have seen it hide the 
  presence of the fearmongering Rha’Zhaketh lord 
  Qsathogua from mortal eyes with an illusion that 
  blanketed the skies above the entire city of New York; 
  and agents of Group Zero have seen the entity change 
  a rain of bombs from Von Stürm’s dirigible fleet into a 
  shower of daffodils with nothing more than the wave of 
  a flag-draped hand. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Even dreams sometimes need 
  a little help… 
   
  RACE 
  SEX 
  HT 
  EYES 
  Spirit 
  Male 
  ? 
  ? 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  ? 
  ? 
  ? 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Urban myth 
  20  
  25  
  30 Terribly powerful spirit 
   
   
   
  Despite these displays, however, there are no reports of Old Glory operating anywhere 
  outside the continental United States. When asked by Jack B. Quick why the entity simply didn’t 
  walk over to Berlin and Tokyo and end the war, it responded, “That is a challenge set before 
  mortal hands. It is not for me to presume to take it from them.” 
  Having also encountered the mystical Albion, who claims to be the spirit of the British Isles 
  given form, the Sentinel Cagliostro has posited that Old Glory may be a similar manifestation. And 
  since the sorcerer has also informed his teammates with uncharacteristic humility that by his 
  assessment Old Glory’s “magic” dwarfs anything Cagliostro himself is capable of, the Sentinels hold 
  on to the hope that they will remain in the entity’s good graces.  
  
   
   
  Heroes - Independents p44 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Juliet: PL 3 (58 points); Init +1; Defense +3/+1; Atk +3 
  [Pistol +2]; SV Tgh +1, Fort +3, Ref +3, Will +4; Str 10, Dex 13, 
  Con 13, Int 14, Wis 13, Cha 15; 
  Skills and Feats: Bluff 6 (+8/+12), Disable Device 6 (+8), 
  Notice 6 (+7), Profession (Resistance Fighter) 6 (+8), Perform 
  (Acting) 8 (+10), Profession (Spy) 8 (+10), Sense Motive 8 (+9), 
  Stealth 4 (+5); Attractive 1, Dodge Focus 2, Equipment 2, 
  Fascinate (Perform), Favored Enemy (Nazis) 1, Luck 2; 
  Equipment: Pistol 2 
   
  Hans and Otto: PL 3 (59 points); Init +1; Defense +3/+1; 
  Atk +3 [Pistol +2 (Crit 19-20)]; SV Tgh +1, Fort +3, Ref +3, Will 
  +4; Str 12, Dex 13, Con 13, Int 14, Wis 13, Cha 13; 
  Skills and Feats: Bluff 6 (+7), Disable Device 6 (+8), Notice 
  6 (+7), Profession (Resistance Fighter) 6 (+8), Profession (Spy) 8 
  (+10), Sense Motive 8 (+9), Stealth 4 (+5); Attack Specialization 
  (Guns), Dodge Focus 2, Equipment 2, Favored Enemy (Nazis) 1, 
  Improved Aim, Improved Critical (Guns), Luck 2, Precise Shot; 
  Equipment: Pistol 2 
   
  Ferdinand: PL 3 (61 points); Init +1; Defense +3/+1; Atk 
  +3 [Pistol +2]; SV Tgh +1, Fort +3, Ref +5, Will +4; Str 10, Dex 
  16, Con 13, Int 14, Wis 13, Cha 13; 
  Skills and Feats: Bluff 6 (+7), Climb 4 (+4), Disable Device 6 
  (+8), Notice 6 (+7), Profession (Resistance Fighter) 6 (+8), 
  Profession (Spy) 8 (+10), Sense Motive 8 (+9), Stealth 8 (+11); 
  Dodge Focus 2, Equipment 2, Favored Enemy (Nazis) 1,Grappling 
  Finesse, Hide in Plain Sight, Improved Initiative, Improvised 
  Tools, Luck 2; 
  Equipment: Pistol 2 
  Andres: PL 3 (58 points); Init +1; Defense +3/+1; Atk +3 
  [Knife +1]; SV Tgh +1, Fort +3, Ref +4, Will +4; Str 10, Dex 15, 
  Con 13, Int 14, Wis 13, Cha 13; 
  Skills and Feats: Bluff 6 (+7), Disable Device 6 (+8), Notice 
  6 (+7), Profession (Resistance Fighter) 6 (+8), Profession (Spy) 8 
  (+10), Sense Motive 8 (+9), Stealth 4 (+6); Ambidexterity, Attack 
  Specialization (Knives), Blind-Fight, Dodge Focus 2, Elusive 
  Target, Equipment 1, Favored Enemy (Nazis) 1, Luck 2; 
  Equipment: Knives +1 
   
  One of the many reasons for Amadeus’ continued success is his 
  care in picking the assets he chooses to use. His network is vast, 
  but outside of information or the infrequent small, traceless 
  service, his contacts seldom see him, and almost never in person 
  regardless. One of the very few exceptions to this operating 
  procedure was a small group of young war orphans Amadeus 
  recruited for a role in the grand deception he played against the 
  S.S. High Command. Amadeus took the part of a schoolmaster of 
  exceptional pupils being trained in spycraft. He had to choose his 
  students very carefully, as they had to be completely trustworthy, 
  and they had to have the potential to be trained in his arts quickly 
  and well enough to fool accomplished intelligence officers into 
  thinking the school’s tutelage was equally attractive to the S.S. 
  for their needs. Using his network of informants, Amadeus 
  “acquired” six agents, ranging in age from early to late teens. 
  Each was mature enough to have impressed Amadeus’ extant 
  agents, skilled enough to have earned Amadeus own grudging 
  respect, and had personal grudges against the Nazis more than 
  ample enough to provide motivation in accepting Amadeus’ offer.  
  First, he found Juliet Malreaux in France. Daughter of actors 
  executed by the Gestapo, Juliet would have found fame for her 
  own gifts on stage in a different world; in this one she was an 
  extraordinarily effective decoy and gull for staging kills by the 
  French resistance. Otto and Hans Weismann hid in the attic of 
  family friends in Munich after the rest of their family was killed for 
  the yellow stars they wore. The Weismann family had been circus 
  performers, and the brothers were every bit the crackshots their 
  parents had been. Emil Kreski had conned his way out of the 
  Warsaw ghetto, his silver tongue and ingratiating charisma 
  opening doors for him a step ahead of the Germans. Ferdinand 
  Amillero had been raised by thieves, surrounded by thieves, and 
  taught every trick of being a thief. Before Amadeus’ people had 
  found him, he had already earned a reputation as El Gorrion (The 
  Sparrow), by robbing the well-guarded homes of German and 
  Spanish fascists alike. The last to enter the class was Andres 
  Atreonos. The lithe little Greek was a holy terror on the 
  backstreets of Athens with his beloved knives, but his temper had 
  ended the life of one too many Nazi informants and put the 
  Gestapo on his trail. 
  None of the orphans disappointed Amadeus, and the 
  confidence game he played not only put a large bit of German 
  gold in the master spy’s pocket, it also permanently removed 
  several counterintelligence agents that had been a little too 
  effective for Amadeus’ tastes. He left his students with ample 
  payment for their work, and kept an eye on each for future 
  possibilities. As for the crew itself, they found they not only had 
  liked the direct “game” against the hated Nazis, but also had 
  formed a close bond to each other in the midst of the constant 
  life-or-death stress (a shortcoming in Amadeus’ eyes, but one he 
  was willing to overlook in light of their usefulness). They chose to 
  stay together, acting as a roving resistance group and the least 
  likely bunch of commandos the enemy would ever try to find. 
  Infrequently, their former teacher has made use of them (with 
  varying results and a growing bitterness on their part – Emil died 
  during that initial job, and each of the others is certain Amadeus 
  could have saved him), and they have slowly earned the trust and 
  respect of British and American intelligence networks – though 
  they are far more comfortable with the various resistance groups 
  with whom they associate. 
   
  
   
   
  Heroes - Independents
  p45 
   
  PL 
  13 
  EXILED PRINCE 
  OF ATLANTIS 
  PTS 
  180 
   
   
  STR 35 +12 
  DEX 20 +5 
  CON 25 +7 
  INT 14 +2 
  WIS 16 +3 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +14 48 ton 
  FORT 
  LEAP 
  +10 
  17 ft 
  REF 
  INIT 
  +5 
  +9 
  WILL 
  KB 
  +8 
  -9 
   
   
  ATTACK 
  DEFENSE 
  +13/10 
  +11/+4 
  DAMAGE 
  +12 (Unarmed), +10 
  (Electricity) 
  GRAPPLE 
  SIZE 
  +29/+26 
  Medium 
   
  SKILLS 
  Acrobatics 4 (+9), Diplomacy 4 
  (+8), Intimidate 8 (+12), 
  Language 1 ([Atlantean], 
  English), Notice 7 (+10), Search 
  4 (+6), Sense Motive 2 (+5), 
  Swim 10 (+22) 
  FEATS 
  All-Out Attack, Diehard, 
  Endurance, Environmental 
  Adaptation (Underwater), 
  Favored Environment 
  (Underwater) 3, Improved Block 
  2, Improved Defense 2, 
  Improved Initiative 1, Power 
  Attack 
  POWERS 
  Enhanced Abilities (STR +4, 
  DEX +2, Only Underwater, 
  [Already Added]), Device 4 
  (Easy to Lose, Atlantean War 
  Trident [Electrical Control 10]), 
  Immunity 4 (Age, Breathe 
  Underwater, Cold, High 
  Pressure), Protection 7 
  (Impervious on 5 Ranks), 
  Super-Senses 5 (Blindsight 
  (Only Underwater), Darkvision), 
  Super-Strength 4, 
  Swimming 5 
  AT CM SV SK FT PW DB 
  64 
  36 
  9 
  10 
  13 
  48 
  — 
   
  NOTE 
  Taggras’ trident generates an 
  electrical charge that somehow  
  works safely underwater (i.e.  
  arcing away and not immediately  
  grounding into the surrounding  
  fluid). 
   
   
  DESCRIPTION 
  Taggras, son of Avratos, son of Galtha, was born 
  the heir apparent to a throne that had stood strong and 
  proud since before mankind began recording its history. 
  This was Atlantis, jewel of the deep, descendant in 
  name, if not in power, of the mightiest and most 
  advanced civilization that had ever graced the surface 
  of the Earth. And this was a state that hid beneath the 
  waves, as it had since the fire rained from the sky and 
  wiped the land of their forefathers from the face of that 
  same Earth. This was the way it had always been and 
  always would be. The untamed deeps belonged to 
  them, but only so long as they kept to themselves and 
  left the surface to those unfortunate enough to be 
  trapped beneath the withering sun. So the histories 
  said, so the people believed, and so they lived in peace. 
  At least, they did until the betrayal, until the city’s most 
  trusted protector turned on the king and took the 
  crown for himself. Taggras barely escaped Grand 
  Admiral Sargall’s loyalists as they attempted to 
  murder the entire royal family. With his sister in tow, 
  the young prince hid from his pursuers, slowly 
  forced to make his way to the dreaded surface. Only 
  when faced with the prospect of their dying under 
  torture at their pursuer’s hands did the siblings venture 
  above the waves, not knowing what to expect after so 
  many years of hearing so many horror stories.  
  What they found astonished them. 
  Not only did they not perish, they found that they 
  could survive without much difficulty in the air. Strange 
  though it was, and uncomfortable, the siblings, like all 
  Atlanteans were not merely aquatic, they were 
  completely amphibious. And bodies tempered in the 
  ocean’s depths were more than capable of dealing with 
  the paltry physical demands of the surface, as Taggras 
  demonstrated to himself and his attackers when set 
  upon by thieves. Though strangers in a very strange 
  land, Taggras and Lissandra managed to make their 
  way south from the beaches of Maine where they had 
  first come ashore. Slowly, they learned the language, 
  harsh on their tongues, and even more slowly came to 
  understand enough of the customs to awkwardly fit in. 
  Over time, their bodies became less prone to 
  dehydration as they adapted to landbound conditions, 
  though the pair still snuck deepwater swims at every 
  safe opportunity. It was with great wonder that 
  Taggras learned of the many stories the surface men 
  had of Atlantis, as equally a creation of superstition as 
  the tales of the surface Atlanteans told their children. 
  And it was with even greater anger he first heard of 
  Sargall, now called Dagon, first revealing the existence 
  of their beloved home to the surface world, and then 
  allying their peaceful people with one of the most 
  warlike nations that surface could boast. Taggras found  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  FOR THE GLORY OF 
  ATLANTIS! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Atlantean 
  Male 
  6’2” 
  Black 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  30? 
  220# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Freakish metahuman 
  15  
  20 True Atlantean, but fights Nazis 
  25  
  30 Deposed Atlantean royal 
  what he hoped would be a safe place for his sister to stay, at a lighthouse whose keeper they had 
  befriended, and then he made his way home. Stealthily and with great care, he made his way into 
  the city. Without Dagon’s men hard on his trail, he had the time to find those he knew would have 
  remained loyal to his family. With their assistance, Taggras was able to steal both a suit of ancient 
  armor from the royal arsenal, and the Trident that was his father’s badge of office straight from 
  the throne room itself. He then made his way out of the city again and began the long one-man 
  guerilla war that he wages against the usurper and his traitorous minions. 
  Taggras, or Sea Devil as he is now called by surface dwellers and Atlanteans alike, is an 
  impressive specimen of his breed. Like all Atlanteans, he is amphibious, is capable of astonishing 
  movement speeds and agility underwater, has very little body hair, webbed fingers and toes, ears 
  that are small and flat against his head, and the sides of his torso show large gill structures. 
  Though all Atlanteans are immensely strong when compared to their land-dwelling kin, the 
  bloodline of the royal family has always produced the strongest and most resilient of their kind, 
  and Taggras is stronger than even his father ever was. He has been trained in the traditional arts 
  of war since childhood, though he never expected to actually use them the way he does now – in 
  actual and frequent combat. 
  
   
   
  Heroes - Independents p46 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Ha ha ha ha! The wages of 
  sin are DEATH! Ha ha ha! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  40 
  205# 
  Blonde 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Murderous vigilante 
  20  
  25 No longer the same person as 
  has been 
  30 Delusional, thinks he’s the 
  incarnation of the spirit of 
  vengeance 
   
   
   
  DESCRIPTION 
  Milo Pilsney had always had his part to play in life, 
  had had it defined for him at an early age. He was the 
  pathos in life’s little play, always on the receiving end of 
  tragedies great and small alike. The only breaks he had 
  ever received had been the painful kind, and slow to 
  heal. He existed to be stepped on, whether he liked it 
  or not, and after enough years he had just accepted 
  that state as his lot. Until Barrett Reid had found him, 
  had taken him in and given him a home and a purpose.  
  Reid was a vigilante, the nightmare that stalked 
  the underworld under the name The Scorpion. Masked 
  and deadly, for years the Scorpion had cut swathes 
  through gangsters, cultists, and mad scientists with 
  his ever-present hydraulic claw and steel-whip. Milo 
  became one of Reid’s trusted aides, his finder of 
  secrets, his ear on the streets. It was as close to a 
  family and as close to paradise as Milo had ever 
  known. And it all seemed to come crashing down the 
  night of that terrible final battle against the Blood 
  Brothers. The brothers were the leaders of a gang of 
  exceptionally brutal smugglers. They were also 
  voudoun… and vampires, as Milo’s side found out 
  a little later than would have been useful. Reid 
  won that battle, barely. And at the cost of his 
  own life, as well as the lives of most of his 
  inner circle. Of that tight-knit team, Milo alone 
  survived, and then only because he had 
  panicked and hid. Coming out of hiding, he 
  found the bodies of the only people that had 
  ever shown him respect and acceptance. 
  Consumed with self-loathing over his 
  cowardice, Milo suffered a psychotic break. 
  The Scorpion could not, did not die. That 
  simply was not possible. And in his 
  madness, Milo formed a plan. 
  Cleaning up the aftermath of the battle, or his 
  allies’ side of it at least, Milo proceeded to use his 
  knowledge of both Reid’s set-up as the Scorpion and 
  his personal life as a bachelor playboy to establish a 
  new identity as Reid’s long-lost “cousin” Miles. After 
  easing into and taking over what he could of Reid’s life 
  as Reid, Milo then did the same with Reid’s other 
  identity. Though his methods have changed somewhat, 
  and he now apparently works mostly alone, the 
  underworld has painfully accepted the fact that, after a 
  small hiatus, the Scorpion has returned in full brutal 
  glory.  
  Scorpion mortis. Vivat Scorpion. 
  Though not the physical equal of his predecessor, 
  the new Scorpion seldom finds it a bother while he has 
  access to the weapons on which Reid built his bloody 
  legend. He does, however, worry about losing his 
  trademark weapons or having them suffer irreparable 
  damage, as Milo doesn’t have the expertise to rebuild 
  them. He trains and conditions himself constantly, while 
  more and more infrequently using his real identity as 
  Pilsney to gather information for later use. His fighting 
  style is much more reckless than Reid ever was, as 
  Milo’s psychosis blooms fully in the chaos of combat. 
  He lives to see his enemies, which form a list that 
  grows larger daily, fall before the vengeance of which 
  he believes himself the living incarnation. 
   
   
  PL 
  8 
  LOOSE CANNON 
  VIGILANTE 
  PTS 
  119
   
   
  STR 15 +2 
  DEX 15 +2 
  CON 15 +2 
  INT 12 +1 
  WIS 16 +3 
  CHA 12 +1 
   
   
  TGH 
  LIFT 
  +9/6
  400# 
  FORT
  LEAP 
  +5 
  7 ft 
  REF 
  INIT 
  +5 
  +6 
  WILL
  KB 
  +8 
  -3 
   
   
  ATTACK 
  DEFENSE 
  +8/+10 
  +6/+3 
  DAMAGE 
  +4 (Whip [17-20 Crit]), +4 
  (Pistol), +5 (Claw) 
  GRAPPLE 
  SIZE 
  +13**/+10 
  Medium 
   
  SKILLS 
  Bluff 4 (+5), Disable Device 4 
  (+5), Drive 4 (+6), Intimidate 
  12 (+13), Investigate 8 (+9), 
  Notice 6 (+9), Search 4 (+5), 
  Sense Motive 8 (+11), Stealth 
  10 (+12) 
  FEATS 
  Attack Specialization (Whip) 1, 
  Benefit (Alternate Identity x5), 
  Chokehold, Contacts, Defensive 
  Roll 3, Elusive Target, 
  Equipment 8, Evasion, 
  Fearsome Presence 5, Improved 
  Critical (Whip) 3, Improved 
  Defense 2, Improved Disarm, 
  Improved Initiative 1, Improved 
  Trip 2, Master Plan, Precise Shot 
  1, Startle, Uncanny Dodge 2 
  EQUIPMENT 
  Armor Coat [Protection 4], Big 
  Pistol 4, Headquarters (as 
  Sanctum Sanctorum without 
  Laboratory), Mechanical 
  Pincer [Strike 3 (PF: Mighty), 
  Super-Strength 3** (Only for 
  Gripping/Crushing -1; PF: 
  Improved Pin]), Sedan (Full-
  Size Car with TGH 12, Oil Slick, 
  Smoke Screen, Hidden 
  Compartments], Steel Whip 
  [Strike 2, PF: Extended Reach 
  +10 ft, Mighty] 
  AT CM SV SK
  FT
  PW DB
  25 
  28 
  11 
  15 
  40 
  — 
  — 
   
  
   
   
  Heroes - Independents
  p47 
   
  PL 
  10 
  LEGACY 
  VIGILANTE 
  PTS 
  162 
   
   
  STR 18 +4 
  DEX 18 +4 
  CON 18 +4 
  INT 15 +2 
  WIS 15 +2 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +6/4 600# 
  FORT 
  LEAP 
  +8 
  9 ft 
  REF 
  INIT 
  +10 
  +8 
  WILL 
  KB 
  +8 
  -3/2 
   
   
  ATTACK 
  DEFENSE 
  +12 
  +10 
  DAMAGE 
  +6 (Unarmed or Cloak) 
  GRAPPLE 
  SIZE 
  +16 
  Medium 
   
  SKILLS 
  Acrobatics 8 (+12), Bluff 4 
  (+7), Climb 8 (+12), Diplomacy 
  3 (+6), Disable Device 6 (+10), 
  Drive 7 (+11), Escape Artist 5 
  (+9), Gather Information 9 
  (+12), Intimidate 6 (+9), 
  Investigate 6 (+8), Know 
  (Streetwise) 6 (+8), Notice 15 
  (+17), Pilot 4 (+8), Search 5 
  (+7), Sense Motive 10 (+12), 
  Stealth 10 (+14) 
  FEATS 
  Acrobatic Bluff, Benefit (Wealth 
  3), Combination Attack 2 
  (p122), Connected, Contacts, 
  Equipment 10, Evasion, 
  Improved Block 2, Improved 
  Initiative, Improved Throw, 
  Improved Trip, Instant Up, 
  Move-By Action, Power Attack, 
  Sneak Attack, Startle, Stunning 
  Attack, Sweep Attack 2 
  (p122), Takedown Attack 2 
  EQUIPMENT 
  Costume [Protection 2, Strike 2 
  (PF: Extended Reach, Mighty); 
  PF: Dodge Focus 2, Fearsome 
  Presence 2, Improved 
  Defense)], HQ [as Abandoned 
  Warehouse without Computer or 
  Living Space], Motorcycle, 
  Utility Belt [Base: Explosives, 
  AP: Cutting Torch, Pepper 
  Spray, Sleep Gas Pellets, Smoke 
  Pellets, Tear Gas Pellets, 
  Throwing Blades] 
  AT CM SV SK FT PW DB 
  40 
  44 
  16 
  28 
  34 
  — 
  — 
   
  NOTES 
  The extended reach of The 
  Watchman’s costume is his weighted 
  cloak (which also makes him harder 
  to accurately hit) – he can use its 
  weighted ends or his reinforced 
    glove-knuckles for extra damage.  
   
   
  DESCRIPTION 
   Miles Randolph Hartford had been a loyal servant 
  of the crown; it was the people who occasionally hid 
  behind the crown while spitting on her justice, that 
  used the laws to aid in the usurpation of that same 
  justice, these were his enemy. After years of watching 
  his beloved England suffer because of such parasites, 
  he finally took action. As the masked “terror of the 
  seas,” known as Captain Claw, he was able to strike at 
  many of the power mongers and hoarders of blood 
  money that perverted his precious land. That his piracy 
  seemed to only target specific men and their assets did 
  little to diminish the carefully prepared and 
  disseminated “legend” of the dread pirate. For twenty 
  long years he fought a private and frustrating war 
  before finally yielding to the demands of age and 
  hanging up his mask. His wife and son had moved to 
  the New World, a new horizon where they hoped they 
  could help build a better place. At his insistence, they 
  had adopted a new name, Harding, and had distanced 
  themselves from him for fear of the consequences 
  should he ever have been captured and unmasked. But 
  that was all in the past…or so he thought. 
  When his family came to the harbor to meet him, 
  they were horrified to see him dragged from the docks 
  in chains. Powerful men had committed crimes that 
  needed a scapegoat, and Hartford had been chosen 
  from among those new to town to play the role. His 
  mysterious background and apparent lack of ties made 
  him perfect for their schemes, and irony of ironies he 
  was convicted of piracy – but on false evidence and not 
  for any of the acts he had actually committed. He had 
  made a dramatic spectacle on the docks when he saw 
  his family that fateful morning, sufficient to warn them 
  away. And his statements of having no family during 
  his later trial made it clear to them that were to make 
  no contact. Hartford’s last words on the gallows 
  seemed oddly confessional to those gathered – that he 
  had turned his back on justice and was paying the 
  price, that he hoped the lesson was taken to heart. But 
  the son who stood in the crowd knew he was the 
  intended recipient of those words, and he understood 
  their true meaning. Joshua Harding put together a 
  disguise that paid homage to his father’s Captain Claw 
  identity, mask and cloak and all, and spent the rest of 
  his life seeing to it that his father’s last directions were 
  carried out. He eventually saw to it that the men who 
  had framed his father paid for their crime, his work 
  known as far and wide as the words on the note he left 
  with the evidence to hang the men – “Justice must be 
  fair and evenhanded, but she is never blind – there is 
  always someone watching.” This wasn’t enough to 
  satisfy him, however. Harding knew that his effective 
  time underneath the cloak was limited, but so long as  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Did you really think I wouldn’t 
  be watching? Pity. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  28 
  185# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Immortal vigilante 
  20  
  25 Not really just one person 
  30 Family affair 
  that mask always had a man behind it willing to see justice done at any price, he knew his father 
  would rest easier. To the outside world, the Harding family became rich shipping magnates and 
  canny merchants – but that wasn’t the real family legacy. No, that tradition lies in the shadowy 
  figure that has haunted the underworld for over two hundred years, a figure whispered of as The 
  Watchman. 
  The Watchman is an identity used by various members of the Harding family for longer than 
  there has been a United States. In that time, each wearer of the mask has added their own 
  touches to the legend. The illusion of the Watchman’s immortality is a widespread story among the 
  underworld, however, and a powerful weapon in the family’s arsenal – one they go to great 
  lengths to perpetuate. The tradition has developed that the mask is passed from father to son, 
  with the “retired” Watchman being responsible for teaching the active Watchman’s eventual 
  successor. The family has friends and contacts around the world, and this training generally takes 
  years and involves any number of exotic disciplines. Needless to say, the family is very selective in 
  who they allow in by marriage – Secrecy is important, but so is the succession. And every Harding 
  is taught the story and price of complacency from the day they’re old enough to learn of the 
  family’s true calling. 
  
   
   
  Heroes - Independents p48 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Perhaps it would be better if I 
  handled this? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’9” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Wilde Family 
  36 
  148# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Wealthy philanthropist 
  20 Owner of Pickman Museum 
  25 Member of famous family 
  30  
   
   
   
   
  DESCRIPTION 
  The Wilde family has always had a reputation. 
  Dating back to their ancestor Cavendish Wilder, a loyal 
  knight who fought beside Richard the Lionheart (and 
  was known as Cavendish the Black for his solid black 
  banner), they have always had their causes and their 
  crusades. Whether fighting for their sovereign, their 
  country, the advancement of science and civilization, or 
  simply for men or women unable to fight for 
  themselves, the Wildes have always done so with honor 
  and distinction. It could be said that “hero” is 
  somewhere between the family’s traditional profession 
  and its favorite pastime. 
  The current patriarch of the Wilde clan is every bit 
  the stalwart his family generally has produced, though 
  he’s somewhat more refined, and considerably better 
  educated, than the standard lantern-jawed, two-fisted 
  romantic types that the Wildes have become known for 
  these past two centuries. Jackson Phineas Wilde was 
  born on a storm-tossed sailing ship in the dead of night 
  and has spent his life since that night exemplifying an 
  inner calm and peace that can be very disconcerting to 
  those around him who are also being shot at or thrown 
  out of planes or suffering any of the other little 
  setbacks that seem to routinely test his patience. 
  Regardless of the situation, Jackson (never “Jack”) is 
  impeccably dressed, unruffled despite any provocation 
  to the contrary, utterly controlled in manner and tone, 
  and never, ever, under any circumstances, rude. His 
  more bellicose cousins attribute Jackson’s 
  imperturbability to his maternal grandfather and 
  namesake since the trait certainly wasn’t carried on the 
  Wilde side of the heredity (as his somewhat darker 
  complexion than his kin comes from the Indian princess 
  that gentleman married). Though Wilde may be every 
  bit the adrenalin addict that Quentin McKenzie or Avery 
  Hawkins, or any of Wilde’s many other illustrious 
  acquaintances are, it would never be guessed from his 
  demeanor. In this quality, he often stands out from his 
  more obviously excitable kinsmen. Another way in 
  which he differs is his loathing of spending time on the 
  ancestral Wilde estates. A surprisingly insular family 
  given their highly publicized extroverted tendencies, the 
  Wildes have traditionally shown a preference for the 
  company of their family and the comfort of the clan’s 
  demesne. Not so Jackson, who is rarely found at home. 
  Instead, he chooses to wander the globe, sating his 
  love for exotic locales and cuisines, or his passion for 
  antiquities. It is during such travels that he has 
  encountered and befriended a number of kindred souls, 
  such as the aforementioned McKenzie, or the 
  globetrotting writer Kid Galahad. Jackson Wilde is an 
  accomplished swordsman, incorporating elements from 
  many different disciplines when brandishing his sword 
  cane. This is an infrequent display, however, as his  
   
   
   
   
  PL 
  7 
  ADVENTURING 
  SCHOLAR 
  PTS 
  128
   
   
  STR 15 +2 
  DEX 16 +3 
  CON 15 +2 
  INT 14 +2 
  WIS 16 +3 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +2 
  400# 
  FORT
  LEAP 
  +5 
  7 ft 
  REF 
  INIT 
  +8 
  +7 
  WILL
  KB 
  +8 
  -1 
   
   
  ATTACK 
  DEFENSE 
  +7/+9 
  +7/+3 
  DAMAGE 
  +5 (Sword), +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +9 
  Medium 
   
  SKILLS 
  Bluff 6 (+10/+14), Craft 
  (Artistic) 6 (+8), Diplomacy 12 
  (+16/+20), Gather Information 
  4 (+8), Know (Civics, Earth 
  Science) 8 (+10), Know 
  (History) 12 (+14), Language 8 
  (Farsi, French, German, Greek, 
  Hindustani, Japanese, Latin, 
  Sanskrit), Medicine 6 (+8), 
  Notice 11 (+14), Pilot 4 (+7), 
  Pro (Philanthropist) 8 (+11), 
  Search 10 (+12), Sense Motive 
  11 (+14), Stealth 4 (+7), 
  Survival 4 (+7), Swim 2 (+4) 
  FEATS 
  Attack Specialization (Sword) 1, 
  Attractive 1, Benefit (Wealth 3), 
  Connected, Equipment 4, 
  Fearless, Inspire, Leadership, 
  Luck 2, Master Plan, Sword-
  Fighting (Accurate Attack, 
  Defensive Attack, Improved 
  Block, Improved Disarm, 
  Improved Initiative 1, Power 
  Attack, Taunt) 
  EQUIPMENT 
  Pickman Museum, Revolver 
  3, Sword Cane 3 
  AT CM SV SK
  FT
  PW DB
  34 
  28 
  13 
  30 
  23 
  — 
  — 
  finely honed skills as a diplomat are likely to diffuse difficult situations before they ever reach 
  a violent stage. In yet another departure from his family’s traditions, Wilde has purchased a 
  museum to display many of the finds he and several of his associates have acquired during 
  their travels. This has cleaned out any number of storage rooms and basements in the family 
  home, where artifacts and memorabilia have been shoved and forgotten over years, decades, 
  and perhaps even centuries. While his family is somewhat unhappy over his “disrespectful” 
  way of dealing with the family “trophies,” he has thus far mollified them with the explanation 
  that this is simply one more service the family is performing for the world – a perspective 
  which makes it imminently difficult for any self-respecting Wilde to object. 
  
   
   
  Heroes - Independents
  p49 
  Pickman Museum. TGH 10, SZ: Huge; Cost: 9/2; Features:
  Fire Prevention, Library, Power System, Security System, 
  Workshop 
   
   
   
   
   
  Once a dilapidated shell of a state-funded museum of 
  natural history, the Pickman Museum was bought and refurnished 
  by the Wilde family as a repository for the strange and unusual 
  finds gathered both by various family members and the many 
  extraordinary associates the family has made over the years. 
  Laurel Wilde, younger sister of the famous adventurer and 
  current family “patriarch” Jackson Wilde, acts as the curator for 
  the museum. During her tenure, she has added a number of 
  colorful and educational exhibit materials to the museums 
  collections, expanding the selection of exhibits far beyond the 
  original goals of the family. Materials deemed too sensitive to 
  show at the moment, or deserving of intensive future study 
  before sharing with the world, reside in special vaults and 
  workshops on site. 
   
   
   
   
   
   
  Laurel Wilde 
  The younger sister of current Wilde family patriarch, 
  Jackson, Laurel Ambrosia Wilde made a duty out of driving her 
  sibling to wit’s end when she was younger. A truer heir to the 
  family temperament than Jackson, her reckless and rambunctious 
  ways put her in danger’s path on many occasions. On a few of 
  those, she actually let her brother think he rescued her – just for 
  his peace of mind. That his sister didn’t need him for such 
  brotherly displays would probably have been a greater weight on 
  his nerves than the actual consequences of her thrill-seeking. 
  Make no mistake, little Laurel is more than capable of taking care 
  of herself; given her family, this is hardly surprising. She’s a crack 
  shot, an able practitioner of the martial arts, an accomplished 
  equestrian, and the modest possessor of a Doctorate in 
  Archeology from Oxford. Though she’s “settled down” a bit as 
  she’s grown older, Laurel isn’t above a field trip or two should 
  boredom begin taking a toll. A perennial bachelorette, Laurel has 
  all but given up on ever finding a man that keeps both her 
  interest and her respect – her standards are simply unrealistically 
  high, she’s come to realize. She has no intentions of lowering 
  them, however, and pity the first masochist foolish enough to use 
  the word “spinster” in her presence. 
   
  Laurel Wilde: PL 5 (106 points); Init +7; Defense +7; Atk +6 
  (+0 Unarmed); SV Tgh +1, Fort +5, Ref +5, Will +8; Str 11, Dex 
  16, Con 13, Int 16, Wis 16, Cha 16;  
  Skills and Feats: Acrobatics 3 (+6), Bluff 3 (+6/+10), 
  Concentration 3 (+6), Craft (Artistic) 5 (+8), Diplomacy 5 
  (+8/+12), Drive 5 (+8), Handle Animal 4 (+7), Know (Art, 
  History) 7 (+10), Know (Business) 2 (+5), Language 3 (Greek, 
  Latin, Sanskrit), Notice 5 (+8), Perform (Dance) 4 (+7), Pro 
  (Curator) 8 (+11), Ride 5 (+8), Sense Motive 5 (+8), Sleight of 
  Hand 2 (+5), Stealth 2 (+5), Survival 2 (+5), Swim 4 (+4); 
  Attractive 1, Benefit (Wealth 3), Connected, Dodge Focus 2, 
  Endurance, Equipment 2, Improved Defense, Improved Initiative 
  1, Judo (Accurate Attack, Defensive Attack, Improved Disarm, 
  Improved Escape, Improved Grab, Improved Pin, Improved Trip, 
  Stunning Attack);  
  Equipment: Lockblade +1, Pistol +3 
  
   
   
  Heroes - Independents p50 
   
   
   
  
   
   
  Villains - Nazis
  p51 
   
   
   
   
   
   
   
  Men and women with strange abilities have been around for 
  as long as their less-gifted kin have walked the Earth. Many have 
  gone their entire lives without discovering the full extent of their 
  abilities, or in some cases, even the possession of such. Many 
  also died when they displayed extraordinary abilities, as most of 
  history knew man to be hostile toward those who committed the 
  sin of being different from the rest of the herd. Those few who 
  have used their gifts to any great extent have generally been the 
  origin of any number of legends and myths. Seldom before the 
  20th Century, however, had the world seen any gathering of more 
  than handful of these powerful specimens. Even the factions 
  involved in the great and secret war that raged behind the scenes 
  during the 19th Century only really had access to what could be 
  called “optimized” humans more than true superhumans.  
  Then, the First World War broke out… and Kaiser Wilhelm II 
  saw Theodor Munz demonstrate his great strength and 
  bulletproof skin. Renamed “Eisenkreuz” (Iron Cross), Munz amply 
  demonstrated to western governments not only the existence of 
  metahumans (a term first popularly used in the 1930s), but also 
  their value on the battlefield. But, consensus is difficult to build 
  on a global scale, and the belief of centuries is rarely changed 
  overnight. The average man on the street, unexposed directly to 
  such individuals, often refused to accept the existence of men 
  and women who could bend steel in their bare hands. Even with 
  photographic and documentary evidence to the contrary, 
  following the end of the war the majority of the public chose to 
  dismiss Munz, as well as the British John Bull, as convenient 
  fictions at worst, or exaggerations at best. Unfortunately, not 
  everyone shared this skepticism.  
  Based as it was on twisted interpretations of the Nietzchean 
  ethos, the Nazi party already worshipped at the altar of the cult 
  of the superman. And, having survived the fall of his Kaiser, Munz 
  not only still walked around his native Germany, he was more 
  than happy to trade demonstrations of his (diminishing-with-age) 
  abilities in exchange for a good dinner or round of drinks paid for 
  by his new friends among the National Socialist Party. The 
  Germans knew that gods walked among them – they just had to 
  find a way to use that knowledge effectively. When he came to 
  power, one of Hitler’s first priorities during the build-up of 
  German forces was to locate others such as Munz. Der Fuehrer 
  was certain in his conviction that, given the “superiority” of the 
  Aryan breed in general, Munz could not be the only true example 
  of what Goebbels quickly popularized as “the heirs to the Aesir” 
  that were numbered among Germany’s citizens. With advice from 
  the willworkers of the Thüle Society as represented by their 
  leader, Doktor Ernst Thüle, as well as from Frau Doktor Von 
  Frankenstein and the shadowy patron whose work she acted as 
  agent for in selling to the Reich, Hitler was assured that what 
  supermen couldn’t be found, could be made. He immediately set 
  the party’s vast resources toward the largest single aggregation 
  of metahumans seen before or since. Von Frankenstein’s patron 
  provided the Nazis the electronic technology they needed to test 
  for metahuman traits and potential, at a hefty cost; the Thüle 
  Society began a global campaign of recruitment among occult 
  quarters for those sympathetic and loyal to Germany’s cause; and 
  both Von Frankenstein and Thüle began their bitter rivalry to see 
  who could provide more assets to the Fatherland. 
  By the time the Einsatzgruppen Übersoldaten were formally 
  announced as a unit to the world, the various members had 
  already been put to use throughout the Reich’s war efforts, many 
  having amassed a sizable bit of newsreel footage for themselves 
  before they ever set foot on the Berlin stage where Hitler touted 
  their existence. They were, in the minds of Der Fuehrer and his 
  propaganda machine, the single most dominant symbol of 
  unarguable German supremacy, and the key to crushing the 
  weak, decadent democracies of the Fatherland’s enemies. The 
  truth, of course, fell somewhat short of this dream.  
  Nominally a special unit with the Waffen-SS, the 
  Übersoldaten, despite the promises of Thüle and Von 
  Frankenstein to the contrary, never came close to being the army 
  Hitler had strove to build. At their height, not counting Thüle’s 
  enchanted Valkyrie or Von Frankenstein’s reanimated 
  Schocktruppen, the unit numbered about two dozen members. 
  These soldiers were spread out under the beck and call of a 
  number of powerful actors within the Reich, and politics proved 
  an insurmountable hampering factor even after Der 
  Schwartzenritter (The Black Knight) convinced Hitler to award him 
  “absolute” command of the group, answerable only to Hitler 
  himself. The full complement of the unit was only ever used once, 
  at Dunkirk. Even there, being pulled about and commanded by 
  differing elements within the General Staff, they weren’t used to 
  the overwhelming effect their organizers had envisioned. In fact, 
  suffering a far more serious loss of personnel than imagined 
  possible during that conflict – Pendragon slaying Eisenkreuz with 
  Caliburn while British fire killed the telekinetic Zauber (Magic), the 
  winged Die Fliegerin (The Aviatrix), and the darkness wielding 
  Nachtfeuer (Nightfire) – the unit was never to be “endangered” 
  by such concentrated deployment again.  
  Further, dynamics within the unit were fractious at best, and 
  often murderous. Von Frankenstein and Doktor Thüle loathed 
  each other’s very existence with an almost pathological might. 
  They often worked to undermine the rival’s position, and on more 
  than one occasion covertly sabotaged the efforts put forth by 
  each other and their contributions to the war effort. Steiner, Der 
  Schwartzenritter, used this to his advantage, as he used 
  everything to his advantage. Steiner finally managed to convince 
  Hitler of the need for a single commander after Thüle co-opted 
  the duplicating commando Wolfsatz (Wolfpack) in an attempt to 
  assassinate old enemies in the Covenant – a scheme which not 
  only failed due to Frankenstein’s feeding information to the 
  Covenant, but in giving them the means to kill all of the valuable 
  duplicates at once (after which, she then threw her support 
  behind Steiner’s position for good measure). Not trusting Von 
  Frankenstein in the slightest, Steiner kept his pet mad scientist 
  Baron Manfred Von Sturm on a short leash to stay apprised of the 
  value and weakness of the Frau Doktor’s every project. Loyal to 
  Steiner first, Germany second, and Hitler a distant third, Steiner 
  himself also liquidated a few Übersoldaten he viewed as threats, 
  namely the telepathic Das Auge (The Eye) and the clairvoyant 
  twins Hugin and Munin (named after Odin Skyfather’s mythical 
  all-seeing ravens). He also saw to it that Von Frankenstein’s 
  favorite assistant, Doktor Moebius, was killed and Moebius’ 
  teleportation experiments in Projekt Bifrost were destroyed when 
  it looked as if the Frau Doktor’s star was dangerously close to 
  overshadowing his own. 
  Dangerous enough taken as individuals, it was to the great 
  fortune of the Allies that the Einsatzgruppen Übersoldaten were 
  never used to anything approaching its potential as a group. As 
  Churchill was quoted at the Yalta Conference, “Unbounded 
  ambition is every bit as dangerous to its wielder as to its 
  obstacles. A lesson these so-called super-men and their handlers 
  never learned, thankfully. I can only hope the same will not be 
  said of we, too, by those that come after us.” 
  
   
   
  Villains - Nazis 
  p52 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You’ll do fine… I was getting 
  hungry. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’9” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 50? 
  180# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Real vampire 
  25 Protected by Thüle Society 
  30 Eisen made by Blut 
   
   
  DESCRIPTION 
  Like many immortals, Karl Von Rundstedt has 
  gone by many names in the course of his long 
  existence. Boastful, he embellishes that list when 
  speaking to members of the Thüle Society he wishes to 
  impress. The story he most often returns to is that he 
  was once the legendary Paracelsus. Whether or not this 
  is actually true, pieces of a truth can be gleaned from a 
  number of his comments. He was at least a 
  contemporary of the famous alchemist, and was an 
  alchemist himself. As many of the alchemists of that 
  period, he was obsessed with immortality, and followed 
  many paths in its pursuit before finally, desperately 
  turning to blood magic. He eventually entered 
  into a bargain with a vastly powerful extra-
  dimensional entity he named The Red King. 
  The particulars of that bargain remain a 
  mystery, but Von Rundstedt next 
  appeared in power struggles involving Die 
  Nachtkinder, apparently having deserted 
  his old comrades in the Manus Gloriae.  
  His plans have been derailed 
  recently. First, he lost a disastrous battle 
  that claimed his base of operations in 
  the Bavarian Alps, the ancestral home of 
  the nobleman he murdered and whose 
  name he stole and currently wears. 
  Second, he failed in yet another of his 
  bids to violently seize the title of Der 
  Drache and take control of the 
  Nachtkinder. If not for the intervention of 
  the Thüle Society and the sanctuary of 
  Nazi Germany, it is likely his many enemies 
  would have put an end to his extended life 
  once and for all. From the tension 
  displayed between Blut and Thüle 
  when encountered together, their 
  relationship isn’t a happy one. 
  Though he is currently a valuable asset, given his 
  power, skills, and experience, Thüle must know it’s only 
  a matter of time before Von Rundstedt’s ambitions and 
  appetites make him a liability. The ancient vampire is in 
  for a nasty surprise when that happens, as the Society 
  has made suitable plans. 
  Blut (Blood) is a vampire of sorcerous origin. His 
  abilities outstrip those of many of his kind because of 
  that, and include a number of exotic talents not 
  generally possessed by lesser monsters of the breed. 
  His alchemical skills have suffered over the centuries 
  from neglect while he concentrated on his new traits, 
  but are still quite impressive. As testament to that, his 
  companion, Eisen (Iron) is an iron golem, an animated 
  metal construct of immense power, whose existence 
  and absolute loyalty belong to his creator. Eisen is 
  enchanted with a sophisticated set of illusions that allow 
  him to pass for human in everything but his mass. 
  Seeing master and familiar together struck Hitler’s 
  fancy enough to result in his 
  naming the pair from Bismarck’s 
  famous “Blood and Iron” speech. 
  Thüle keeps a very close watch to 
  make sure this fascination remains 
  a distant one, given that Thüle 
  doesn’t trust Blut (and is both quite 
  jealous and possessive of Der 
  Fuehrer’s attentions). 
   
  MINIONS 
  Ten 30-point Minions; use 
  Cultists with 18 STR. 
   
  PL 
  10 
  VAMPIRE AND 
  IRON GOLEM 
  PTS 
  276
   
   
  STR 23 +6 
  DEX 16 +3 
  CON — 
  — 
  INT 18 +4 
  WIS 23 +6 
  CHA 20 +5 
   
   
  TGH 
  LIFT 
  +8 1.2 ton
  FORT
  LEAP 
  — 
  11 ft 
  REF 
  INIT 
  +10
  +3 
  WILL
  KB 
  +12
  -4 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +12/+6 
  DAMAGE 
  +10 (Claws/Fangs) 
  GRAPPLE 
  SIZE 
  +17 
  Medium 
   
  SKILLS 
  Bluff 5 (+10), Concentrate 5 
  (+11), Craft (Artistic, Chemical) 8 
  (+12), Diplomacy 5 (+10), 
  Intimidate 5 (+10), Know (Arcane 
  Lore) 8 (+12), Know (History, 
  Theology and Philosophy) 4 (+8), 
  Language 3 (English, French, 
  [German], Latin), Notice 5 (+11), 
  Search 3 (+7), Sense Motive 6 
  (+12), Stealth 7 (+10) 
  FEATS 
  Artificer, Animal Empathy, 
  Fascinate (Diplomacy), Fearless, 
  Improved Pin, Minions 5, Power 
  Attack, Ritualist, Sidekick 25 
  POWERS 
  Animal Control 8 (Sensory Link, 
  PF: Mental Link), Drain CON 2 
  (Must First Inflict Damage -1, PF: 
  Slow Fade 8 (per Day)), 
  Immunity 30 (All FORT Effects), 
  Insubstantial 2 (Gaseous), 
  Magic 10 (Base: Visual Illusion, 
  AP: Darkness Control, ESP, Life 
  Control, Mind Control 6 (Area +1, 
  Selective +1, Sense-Dependent  
  -1)), Protection 8 (Impervious +1, 
  Not versus Blessed, Silver, or Magic 
  Weapons -1), Regeneration 12 
  (Injured 2, Recovery +4, 
  Resurrection, Not when Staked or 
  Beheaded -1, Needs Blood -1), 
  Strike 4 (PF: Mighty), Super-
  Movement 2 (Trackless, Wall-
  Crawling), Super-Senses 6 
  (Darkvision, Extended Hearing 1, 
  Scent, Tracking (Scent-Based), 
  Ultrahearing), Super-Strength 1 
  DRAWBACKS 
  Dependence (Blood, -2); 
  Susceptible (Holy Symbols, 
  Opposed CHA Check or Dazed 1 
  Round, -3; Sunlight, Destroyed 
  after 10 Rounds, -8) 
  AT CM SV SK FT PW
  DB 
  50 
  44 13 19
  37 126
  -13 
   
   
  SIDEKICK 
  Eisen: PL10 (125 points); Init +1; Defense +5; Atk +10 
  (+10 Punch); SV Tgh +15, Fort —, Ref +1, Will +1; Str 30, 
  Dex 12, Con —, Int 8, Wis 12, Cha 8; 
  Skills and Feats: All-Out Attack, Chokehold, Improved 
  Grab, Improved Pin, Power Attack; 
  Powers: Alternate Form (Solid) 10 [Density 10 (+20 
  STR, Immovable 3, Impervious Protection 5, Super-Strength 
  3 [24 tons Lift, Mass 1 ton]), Immunity 30 (All FORT Effects), 
  Permanent -1, PF: Innate), Morph 4 (Single Appearance), 
  Regeneration 15 (Disabled 2, Injured 2, Recovery +6) 
  
   
   
  Villains - Nazis
  p53 
   
  PL 
  8 
  DEMIGOD OF 
  THUNDER 
  PTS 
  153 
   
   
  STR 27 +8 
  DEX 14 +2 
  CON 27 +8 
  INT 10 +0 
  WIS 13 +1 
  CHA 13 +1 
   
   
  TGH 
  LIFT 
  +14 
  1 ton 
  FORT 
  LEAP 
  +11/5 
  13 
  REF 
  INIT 
  +5 
  +2 
  WILL 
  KB 
  +5 
  -10 
   
   
  ATTACK 
  DEFENSE 
  +8 
  +6/+3 
  DAMAGE 
  +8 (Lightning, Unarmed) 
  GRAPPLE 
  SIZE 
  +16 
  Medium 
   
  SKILLS 
  Climb 2 (+10), Intimidate 6 
  (+7), Know (Tactics) 4 (+4), 
  Language 0 ([German]), Notice 
  2 (+3), Pro (Soldier) 5 (+6), 
  Stealth 5 (+7) 
  FEATS 
  Fearsome Presence 3, Power 
  Attack 
  POWERS 
  Enhanced Strength 12 (15 
  Base), Enhanced 
  Constitution 12 (15 Base), 
  Electrical Control 8, Flight 6, 
  Protection 6 (Impervious), 
  Weather Control 8 (Base: 
  Distraction/Precipitation), AP: 
  Air Control, Cold, Dazzle 5 
  (Auditory and Visual), Hamper 
  Movement (Ice), Obscure 
  (Visual) 
  AT CM SV SK FT PW DB 
  20 
  28 10 
  6 
  4 
  85 
  — 
   
   
  DESCRIPTION 
  The security detachments from the S.S. that follow 
  the members of the Thüle Society around the globe on 
  their dirty little expeditions into the forgotten corners of 
  the world have never been fond of the assignment. It 
  lacks any sort of real prestige or glory, and is often 
  very, very dangerous, as said seekers have an 
  unpleasant habit, in their searches for arcana to aid the 
  Reich, of disturbing any number of things that don’t like 
  being disturbed.  
  Erich Roehm, like many of his fellow troops, often 
  considered his assignment to protect the Doktor’s 
  bizarre acolytes as some sort of punishment detail, 
  though he was never able to figure exactly what he had 
  done wrong to deserve it. He managed to avoid the 
  gruesome fates of many of his comrades for quite some 
  time, remaining the only familiar face among a group of 
  troops constantly dying and being replaced, until the 
  day he thought his luck had finally run out. Watching 
  the actinic ball of light erupt from an ancient pillar on a 
  small Norwegian island his charges were looting, he 
  thought he was going to die. He was very much 
  surprised then, when he later woke in an army hospital 
  surrounded by astounded doctors, his superior officers, 
  and an almost gleeful Doktor Thüle. Little of what they 
  said made any real dent in his consciousness, 
  something about a spell having gone awry during an 
  attempt to extract an ancient warhammer from its 
  resting place embedded in a massive stone obelisk, as 
  he caught a glimpse of himself in a mirror. He had 
  grown several inches and put on an impressive amount 
  of muscle mass. Further, he was literally bursting with 
  energy, discharging sparks as his bare hands brushed 
  against the metal side of the bed. It took little 
  convincing to have the parties interested in him remove 
  him from the hospital. Of course, that was partially 
  because he thought better of telling them about the 
  voices he now hears in his head – that was his little 
  secret. 
  Roehm carries a souvenir of his experience on that 
  northern island – a fragment from the head of an 
  ancient Norse warhammer is embedded in his chest. It 
  glows constantly and occasionally emits an audible 
  hum. Given time, it literally burns through any clothing 
  covering it, resulting in Roehm seldom wearing a shirt. 
  This is all right with him, as it shows off his impressive 
  frame and he feels little effect from the surrounding 
  weather. He has found that he is immensely strong  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Do you hear the music of the 
  storm, the chorus of the 
  thunder? I do. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  M 
  6’ 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 30 
  235# 
  Blonde
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of Übersoldaten 
  15 Electrical powers 
  20 Powers come from stolen artifact 
  25 Piece of warhammer in chest 
  30 Sometimes speaks in Old Norse 
   
   
   
   
   
    
   
  and very difficult to hurt, and possesses considerable control over both electricity and the 
  weather. This pleases his superiors to no end, as those abilities have proven invaluable on 
  more than one battlefield. His commanders’ only real complaint is that Roehm sometimes 
  seems distracted at inopportune times, and that he has adopted some eccentric habits, such 
  as insisting on being allowed to flout some dress regulations (in itself not unheard of from an 
  Übersoldaten), especially as it regards his hair, or suddenly spouting gibberish that only 
  vaguely resembles his native and intelligible German. What they don’t know, and what he 
  steadfastly refuses to share with them, is the fact that he frequently hears the sound of 
  battles fought long ago, the cries of the dying, and the voices of men and women speaking to 
  him in a language he doesn’t even recognize. Roehm himself isn’t even consciously aware of 
  the full extent of his new appearance, or consciously aware that he has insisted upon being 
  allowed to keep his Viking-esque trappings at all. Nor, for that matter, does Roehm know that 
  he occasionally speaks in what Thüle has tentatively identified as an obscure and long-dead 
  dialect of Old Norse. So long as it doesn’t start causing him problems, Roehm has no 
  intention of sharing his secret with his superiors; and, so long as it doesn’t cause them any 
  real problems, his superiors have no intention of forcing him to explain himself. 
  
   
   
  Villains - Nazis 
  p54 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Of course it will work! It’s my 
  plan, isn’t it? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’8” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 42 
  170# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of Übersoldaten 
  15 Genius in rocketry and 
  aeronautics 
  20 Obsessed with beating Avery 
  Hawkins 
  25  
  30 Sabotaged KONDOR flight suit 
   
   
   
   
   
   
  DESCRIPTION 
  Walter Von Kliest is a genius, the very best at 
  what he does. He has no equal as a pilot, as an 
  engineer, as a soldier, or at whatever it is that he 
  decides he wants to do. All anyone has to do to find out 
  these evident truths is ask Hauptsturmfuehrer Von 
  Kliest himself, as he is only too happy to sing his many 
  and illustrious praises. The one thing that the man who 
  prefers the title Der Falken is never far removed from is 
  his self-confidence. He will lecture the unenlightened at 
  length as to the nature of his detractors and their self-
  serving lies. That Avery Hawkins is a coward hiding 
  behind effective public relations is a favorite topic, or 
  how Ulysses Steele obviously modeled his so-called 
  rocket plane from earlier plans for Von Kliest’s own 
  Eisen Vogel. Der Falken will momentarily interrupt his 
  own hit parade, however, when the name Otto 
  Schroeder is raised, as he feels he must defend the 
  young man after his death. The KONDOR flight 
  suit was truly inspired, though Schroeder’s 
  engineering skills sadly weren’t up to the task of 
  making it work – one of the many reasons that Von 
  Kliest selflessly and repeatedly offered to help his fellow 
  Aryan. A pity that Schroeder died when the suit fatally 
  failed during testing, but Von Kliest will happily share 
  tales of the young man’s bravery and inventiveness 
  with the interested. That the suit was sabotaged, or 
  that Von Kliest was jealous of being eclipsed by 
  Schroeder, are both scurrilous lies, as Von Kliest will 
  aggressively correct. 
  His ego aside, Von Kliest actually is one of the 
  most accomplished pilots in the world, with Hawkins 
  and Matt Tangent two of his very few peers. And in the 
  field of rocketry and aeronautics, his accomplishments 
  almost live up to his fulsome self-aggrandizing. The 
  Eisen Vogel is an exceptional piece of engineering. Von 
  Kliest constantly struggles through the difficult political 
  and economic obstacles of the war in his efforts to find 
  ways to make the craft reproducible on a practical scale 
  – unsuccessfully, thus far. Still, his prototype is the 
  envy of many a Luftwaffe pilot, and his expertise has 
  resulted in a great deal of his time being spent at 
  Peenemunde with young Albrecht Hartmann 
  (Wunderkind), working strenuously to perfect rocket 
  designs for the various V-X projects. 
  Der Falken chafes under orders from those he 
  considers his intellectual inferiors, which is just about 
  everyone, and has been repeatedly chastised for 
  circumventing his orders when not actually defying 
  them. His constant victories in the air and his value to 
  the rocket program have so far kept him out of the 
  stockade. However, the patience of the Command staff 
  is finite, and another glaring defeat to Hawkins would 
  be just the ammunition they need to reel Von Kliest in – 
  given his growing obsession with besting the American, 
  it’s just a matter of time before Der Falken delivers his 
  enemies exactly what they want. 
   
   
   
   
  PL 
  8 
  BARON OF 
  THE SKIES 
  PTS 
  107
   
   
  STR 13 +1 
  DEX 18 +4 
  CON 15 +2 
  INT 18 +4 
  WIS 15 +2 
  CHA 15 +2 
   
   
  TGH 
  LIFT 
  +2 
  300# 
  FORT
  LEAP 
  +4 
  6 ft 
  REF 
  INIT 
  +7 
  +8 
  WILL
  KB 
  +7 
  -1 
   
   
  ATTACK 
  DEFENSE 
  +5/+10 
  +5/+2 
  DAMAGE 
  +2 (Luger), +6 AF (Plane) 
  GRAPPLE 
  SIZE 
  +6 
  Medium 
   
  SKILLS 
  Concentration 6 (+8), Craft 
  (Electrical, Mechanical) 7 (+11), 
  Disable Device 4 (+8), Know 
  (Technology) 8 (+12), 
  Language 2 (English, [German], 
  Russian), Notice 6 (+8), Pilot 12 
  (+16), Search 4 (+8), Sense 
  Motive 4 (+6), Survival 4 (+6) 
  FEATS 
  Ace 5 (p122) (Attack Focus 2, 
  Dodge Focus 2, Evasion), 
  Attractive 1, Equipment 12, 
  Favored Environment (Air) 3, 
  Improved Aim, Improved 
  Initiative 1, Inventor, Master 
  Plan, Seize Initiative, Ultimate 
  Skill (Pilot) 
  EQUIPMENT 
  Eisen Vogel, Luger 
  AT CM SV SK FT PW
  DB 
  34 
  20 10 16
  27
  — 
  — 
   
   
   
   
   
   
   
   
  
   
   
  Villains - Nazis
  p55 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eisen Vogel. STR: 35, SPD: 6, 
  DEF: 8, TGH: 10, SZ: Huge; Cost: 
  55/11; Features: Blast 6 (Autofire), 
  Blast 7 (Explosive) 
  The “Iron Bird” is a first 
  generation prototype of a jet-
  powered fighter-bomber. Its 
  revolutionary engine design boasts a 
  fuel-efficiency that won’t be 
  matched until the late 1960s. Its 
  avionics are serviceable, but 
  obviously took secondary priority to 
  the overall performance of the 
  vehicle. Von Kliest believes that with 
  only a bit more work, he could be 
  the first to break the vaunted sound 
  barrier. At least, that’s what he tells 
  anyone that asks about the engines, 
  or the experimental air-to-air/air-to-
  ground rockets, or pretty much 
  anything else about or related to the 
  vehicle proper. Thus far, the Eisen 
  Vogel has only really been tested 
  against prop designs in combat, but 
  Von Kliest is vocal in his hopes of 
  eventually showing his design 
  directly superior to the Sentinels’ 
  rocketplane. 
  
   
   
  Villains - Nazis 
  p56 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Pawn, predator, or prey… tell 
  me, which are you today? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Dragon 
  Male 
  Varies 
  Varies 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 1500+ Varies 
  Varies 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Nazi propaganda 
  20 Member of Übersoldaten 
  25 Actually an ancient, real dragon 
  30 Imprisoned by Covenant 
   
   
  DESCRIPTION 
  The ancient creature known as 
  Feuerzahn (Firefang) has laired in the 
  Schwartzwald (Black Forest) since 
  before the founding of the Holy Roman 
  Empire. For untold years, it terrorized  
  Central and Western Europe, its rampages and 
  depredations spawning any number of legends and 
  myths about dragons later spread among the 
  various tribes of the Franks, Celts, Gauls, Norse, 
  and others. Immense, mighty, and cunning, the 
  wily dragon’s horrible visage looming overhead, 
  or the heat wave preceding its fiery breath were 
  the last experiences of many an erstwhile hero 
  or crusader. At least, until the late middle ages, 
  when it became enough of a threat to be 
  targeted by the swords and spells of the newly 
  founded Covenant. Powerful as they were, the 
  first enemy the ancient beast had neither been 
  able to terrify into fleeing or simply destroy out 
  of hand, the expeditionary force sent by the 
  Covenant’s chapterhouse in Prague found they 
  simply didn’t have access to the level of power 
  necessary to end Feuerzahn’s existence once 
  and for all. So they did the next best thing, in 
  their estimation. Using the many spells the old 
  wyrm had already cast in and around his lair for 
  protection, they changed the nature of those spells 
  into a different kind of warding, a prison to keep 
  the beast trapped within the lair itself. Imprisoned, 
  with its own power turned against itself, Feuerzahn 
  raged against its “cage” for decades and then 
  centuries, periodically hibernating for long periods to 
  build up its strength, waking and continuing its long 
  and unchanging struggle.  
  And then, one morning, the beast had a visitor. 
  The little man claimed to represent something 
  called the Thüle Society, acting on behalf of a king 
  named Hitler, who had apparently risen to control the 
  lands around Feuerzahn’s lair. In exchange for the old 
  wyrm’s assistance, these men would help it free itself 
  from the ancient spells. They would also help the beast 
  avenge itself on its captors, who these men also called 
  enemy. Finally, they would bring the beast mountains 
  of gold – knowing that the metal possessed mystical 
  significance and that its kind used it as a wellspring of 
  sorts to feed their own energies, these men would 
  bring more than enough to replace the ancient supplies 
  it had drained long since. Feuerzahn smiled a dreadful 
  smile and projected the utmost sincerity it could 
  manage as it agreed to the man’s terms, already 
  plotting how best to betray its new benefactors. 
  Feuerzahn is a dragon. Enormous, massively 
  powerful both in claw and spell, ancient and highly 
  intelligent, it more than lives up to the fearsome stories  
   
  PL 
  14 
  DRAGON WITH A 
  MAN’S FACE 
  PTS 
  333
   
   
  STR 42 +16 
  DEX 10 +0 
  CON 31 +10 
  INT 18 +4 
  WIS 18 +4 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +14
  133 tn
  FORT
  LEAP 
  +18
  21 ft 
  REF 
  INIT 
  +4 
  +0 
  WILL
  KB 
  +14 -23(-7)
   
   
  ATTACK 
  DEFENSE 
  +4(+12) 
  +4(+12) 
  DAMAGE 
  +12 (Fire), +16 (Teeth/ 
  Claw) [Crit 18-20] 
  GRAPPLE 
  SIZE 
  +36(+28) 
  Colossal 
   
  SKILLS 
  Bluff 6 (+10), Craft (Artistic) 8 
  (+12), Diplomacy 6 (+10), 
  Intimidate 16 (+28), Know 
  (Arcane Lore) 18 (+22), 
  Language 0 ([German]), Notice 
  12 (+16), Search 14 (+18), 
  Sense Motive 12 (+16) 
  FEATS 
  Animal Empathy, Artificer, 
  Benefit (Wealth 4), Eidetic 
  Memory, Equipment 3, 
  Fascinate (Diplomacy), Fearless, 
  Fearsome Presence 10, 
  Improved Critical 2 (Claws), 
  Master Plan, Move-By Action, 
  Power Attack, Ritualist, Taunt 
  POWERS 
  Blast 12 (Fire), Flight 4,  
  Growth 16 (Permanent -1, PF: 
  Innate), Immunity 5 (Age, 
  Cold, Disease, Heat, Poison), 
  Magic 12 (Base: Illusion, PF: 
  Base and AP all Dynamic, AP: 
  Communication, Comprehend, 
  Confuse, Emotion Control, 
  Environmental Control 
  (Distract), ESP), Protection 4, 
  Shapeshift 8 (Limited – 
  Animals and People), Super-
  Senses 4 (Darkvision, 
  Extended Sight 1, Scent) 
  EQUIPMENT 
  Lair [Headquarters (as 
  Underground Lair without 
  Communications, Computer, or 
  Garage)] 
  DRAWBACKS 
  Power Loss (Flight, if Wings 
  Immobilized, -2) 
  AT CM SV SK FT PW
  DB 
  35 
  48 22 23
  29 178
  -2 
   
   
  told of its kind through the ages. It is a wily opponent, quickly adapting to its new world and 
  absorbing the many changes that have occurred during its imprisonment. Thus far, The Thüle 
  Society have managed to diminish the magical tethers of its lair enough to allow it to roam 
  throughout Northern Europe – but not enough to completely free it from needing to stay within a 
  certain radius of its lair. It suspects thatthis is due to caution on their part more than any lack of 
  ability, and it constantly works to earn trust that it doesn’t know the Thüle Society will never be 
  foolish enough to give. It functions as a terrible weapon of last resort, a devastating surprise to 
  any metahuman foolish enough to believe himself strong enough to invade its home territories. 
  That its existence thus far has been dismissed by the Allied Forces as hysteria or propaganda 
  amuses it considerably. 
  
   
   
  Villains - Nazis
  p57 
   
  PL 
  5 
  MAD SCIENTIST 
  PTS 
  167 
   
   
  STR 10 +0 
  DEX 13 +1 
  CON 13 +1 
  INT 23 +6 
  WIS 20 +5 
  CHA 20 +5 
   
   
  TGH 
  LIFT 
  +1 
  200# 
  FORT 
  LEAP 
  +4 
  5 ft 
  REF 
  INIT 
  +3 
  +1 
  WILL 
  KB 
  +10 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +3 
  +8/+5 
  DAMAGE 
  +5 (Explosive Pellets) 
  GRAPPLE 
  SIZE 
  +3 
  Medium 
   
  SKILLS 
  Craft (Chemical) 12 (+18), Craft 
  (Electronic) 8 (+14), Disable 
  Device 4 (+10), Intimidate 7 
  (+12), Know (Arcane Lore) 5 
  (+11), Know (Current Events) 4 
  (+10), Know (Life Sciences) 12 
  (+18), Know (Physical Sciences, 
  Technology) 10 (+16), 
  Language 3 (English, French, 
  [German], Latin), Medicine 10 
  (+16), Notice 5 (+10), Search 7 
  (+13), Sense Motive 4 (+9), 
  Stealth 3 (+4) 
  FEATS 
  Artificer, Attractive 2, Benefit 
  (Status 1, Wealth 3), 
  Connected, Dodge Focus 3, 
  Equipment 16 (Gear, Castle), 
  Fascinate (Intimidate), Fearless, 
  Improved Defense 2, Inventor, 
  Luck 3, Master Plan, Minions 10 
  (Soldiers x250), Minions 12 
  (Schocktruppen x50), Sneak 
  Attack 1 
  EQUIPMENT 
  Hidden Chemical Pellets [as 
  Utility Belt (Base: Explosives; 
  AP: Healing Elixir, Paralytic, 
  Pepper Spray, Sleep Pellets)] 
  AT CM SV SK FT PW DB 
  39 
  16 10 21 81 — 
  — 
   
   
   
  DESCRIPTION 
  When the townspeople arrived at the burning 
  home to form a bucket brigade, they found the 
  structure itself too far gone to be able to do much of 
  anything other than watch. They also found a young 
  girl, presumably little Veronika Franke, the youngest 
  daughter of the large family to whom the home 
  belonged, standing some ways off, also watching. 
  Strangely, she had a coat on and a small suitcase in her 
  hand, and showed no signs of distress or injuries. 
  Despite the efforts of the townspeople to talk to the 
  young girl, she remained silent, impassively watching 
  the fire burn down. Finally, when there was nothing left 
  of her home, she turned to the townspeople and said 
  simply, “We can go now.” No other member of her 
  family was ever found, and all were presumed lost in 
  the fire. 
  Placed in a local orphanage, little Veronika never 
  made many friends, nor even tried. Despite growing 
  into a very attractive young woman, something about 
  her distant personality and cruelly judgmental 
  demeanor kept people at a distance. That, plus the fact 
  that the bodies of numerous mutilated animals were 
  often found in areas she frequented around the 
  orphanage, and that harmful accidents seemed to befall 
  those who crossed her. When she left the village at the 
  age of fifteen to attend university at Innsbruck, the 
  people sighed in collective relief, never suspecting that 
  they hadn’t seen the last of her. Her studies at 
  university lasted only a short while as she soon learned 
  everything they were able to teach her. The young 
  woman then left in search of other teachers. How she 
  encountered Anton Loveless, aka Dr. Prometheus is 
  unknown, as is how she persuaded him to take her on 
  as a pupil. What is known is that she learned her 
  lessons very well, her progress vaulting her well ahead 
  of any of her contemporaries other than her teacher. 
  Their relationship was trustworthy enough that 
  Prometheus was willing to allow his pretty little blonde-
  haired, blue-eyed protégé to act as his front for 
  dealings with the nascent Third Reich; and she was 
  willing to share with him the secret her family had 
  carried for over a century and a half – their name 
  wasn’t Franke, but Frankenstein, descended from the 
  very same Frankenstein about whom Mary Shelley 
  wrote and whom the world held in such ill regard. They 
  had hidden behind a new name for all that time for fear 
  of their patriarch’s sins catching up to them on any 
  number of levels. With Prometheus’ help, Veronika was 
  able to establish her claim to her ancestral lands 
  unafraid, though it would take a bequest from her Nazi 
  patrons years later to fully reclaim both castle and 
  lands proper. It was soon after this that the relationship 
  between the two geniuses ended venomously. The 
  details are as mysterious as their meeting, as neither  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Yes… quite useful. Take him 
  to my lab. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’8” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 30 
  114# 
  Blonde
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Member of Übersoldaten 
  25 Creator of schocktruppen 
  30 Former associate of Prometheus 
   
  speaks of it. Other than denouncing him to her new patrons as a club-footed dwarf of 
   “suspiciously Semitic origin,” and then endeavoring to replace him as a scientific resource to the Reich, Veronika never speaks of 
  Prometheus. Aside from calling her “that vile, appalling creature,” Prometheus likewise never mentions her. 
  Veronika, or Frau Doktor, or Baroness Von Frankenstein, whichever she’s in the mood to use at the time, is a genius in a number of 
  scientific disciplines, biology, and biochemistry foremost among them. Once her relationship with Prometheus ended, she expanded her 
  studies to more esoteric and arcane subjects, all of which her teacher had held in contempt. Her knowledge now extends both to 
  advances far ahead of other scientists in her fields, as well as a drive for mastery in darker arts her lab coat-wearing “peers” would never 
  admit held wisdom to find. She is driven to duplicate and surpass the success of her infamous ancestor. Her most noteworthy addition to 
  the Reich’s arsenal thus far has been her schocktruppen – first, as chemically augmented living soldiers, and more recently, as actual 
  reanimated corpses given enough semblance of sentience to follow basic orders. If she can determine how to give her schocktruppen 
  actual sentience to match their resilience, or any degree of longevity past the mere days that can be sustained currently, she will have a 
  terrible army to do her bidding. 
  When not surrounded by a batch of her schocktruppen, Von Frankenstein has a bodyguard of SS soldiers that she has chemically 
  enslaved to her will. 
  
   
   
  Villains - Nazis 
  p58 
   
   
   
   
   
   
   
  Nestled securely in the Bavarian Alps, Castle Frankenstein 
  has stood resolute and untouched since Baron Heinrich Von 
  Frankenstein finished building it in the late 14th Century. Deserted 
  for the majority of the 19th Century, it has been refurbished in 
  recent years by the Baroness Veronika Elise Von Frankenstein, 
  who has quickly made up for the neglect of the merchant family 
  that had claimed ownership of the structure and grounds these 
  past fifty years until having it stripped from them by the Nazi 
  Party. While the entire structure has seen much refitting and 
  modernizing, it is the vast dungeon sublevel and tower lab that 
  have seen the most work. 
  The structure now rests under practically constant cloud 
  cover, with intermittent storms generated by a large generator 
  perched on one of the castle towers. This makes it practically 
  impossible to target the castle with bombing strikes, despite 
  the best Allied efforts to date. The servants’ quarters have 
  been converted into a makeshift barracks to house the SS unit 
  that acts as security and bodyguard for the Frau Doktor. 
  The surrounding area holds a town that was once bustling 
  with activity. Today that town is deserted, without a single soul 
  left to call it home. The structures have been abandoned, and 
  are slowly beginning to show signs of their losing battles with 
  time and the elements. 
   
   
   
   
   
  Castle Frankenstein. TGH: 15, SZ: Huge; Cost: 60/12; 
  Features: Communications, Defense System, Garage, 
  Hanger, Holding Cells, Infirmary, Isolated, Laboratory, 
  Library, Living Space, Power [Weather Control 10 (Obscure, 
  Linked -1) + Weather Control (Distract, Linked -1)], Power 
  System, Security System (DC 30), Workshop. 
  
   
   
  Villains - Nazis
  p59 
   
   
   
  Villains - Nazis
  p59 
  
   
   
  Villains - Nazis 
  p60 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Die Schocktruppen 
  Originally, the Truppen were chemically-augmented living soldiers. 
  Those men, chosen from among the healthiest criminals and discipline 
  problems in SS and Werhmacht stockades, were subjected to horrifying 
  experimentation, stripping them of their wills and identities in exchange 
  for inhuman strength, mindless obedience, and a complete immunity to 
  pain. However, the Frau Doktor was never pleased with the results of 
  those experiments, always striving as she does to outshine her ancestor’s 
  work. Recently, she has discovered her long-sought means to reanimate 
  dead tissue, culling her subjects from the ample dead being generated by 
  the war. Amalgamating multiple corpses into a single unit in a process as 
  much black arts as biology, Von Frankenstein produces an immensely 
  strong soldier, neither dead nor alive, perfectly obedient, and very 
  difficult to actually bring down by conventional means. So far, none of 
  those produced has stayed animated for more than a few days, but this 
  is a small matter to the Doktor, delighted to have finally solved one of 
  the problems in her fanatical pursuit. She assures her patrons that it’s 
  only a matter of time before she solves the minor longevity issue – and 
  when she does, every good German son will serve the Fatherland, on 
  both sides of the grave. 
   
  Die Schocktruppen: PL 6 (94 points); Init -1; Defense +4/+2; Atk 
  +6 (+6 Unarmed); SV Tgh +8, Fort —, Ref -1, Will —; Str 23, Dex 
  9, Con —, Int 6, Wis 11, Cha —;  
  Skills and Feats: All-Out Attack, Fearsome Presence 2, Power Attack; 
  Powers: Growth 4 (Permanent -1, PF: Innate), Immunity 30 (All 
  FORT Effects), Protection 6 
   
   
  
   
   
  Villains - Nazis
  p61 
   
  PL 
  11 
  COMBAT 
  MONSTER 
  PTS 
  173 
   
   
  STR 26 +8 
  DEX 26 +8 
  CON 26 +8 
  INT 
  6 
  -2 
  WIS 11 +0 
  CHA 
  8 
  -1 
   
   
  TGH 
  LIFT 
  +8 1.8 ton 
  FORT 
  LEAP 
  +10 
  65 ft 
  REF 
  INIT 
  +10 
  +20 
  WILL 
  KB 
  +10 
  -4 
   
   
  ATTACK 
  DEFENSE 
  +6/+12 
  +8 
  DAMAGE 
  +10 (Claws)[Crit 17-20] 
  GRAPPLE 
  SIZE 
  +21 
  Medium 
   
  SKILLS 
  Climb 8 (+16), Intimidate 13 
  (+12), Language 0 ([German]), 
  Notice 15 (+15), Stealth 8 
  (+16), Survival 3 (+3), Swim 5 
  (+13) 
  FEATS 
  All-Out Attack, Attack Focus 
  (Melee) 6, Blind-Fight, Diehard, 
  Endurance, Evasion, Fast 
  Overrun, Fearsome Presence 6, 
  Improved Critical (Claws) 3, 
  Improved Grab, Improved 
  Initiative 3, Improved Pin, 
  Move-By Action, Power Attack, 
  Startle, Takedown Attack 2, 
  Uncanny Dodge 2 
  POWERS 
  Burrowing 1, Immunity 4 
  (Cold, Disease, Heat, Poison), 
  Leaping 2, Regeneration 18 
  (Bruised 2, Disabled 6, Injured 
  4, Staggered 4, Unconscious 2), 
  Speed 3 (50 mph), Strike 2 
  (PF: Mighty), Super-
  Movement 2 (Surefooted 2), 
  Super-Senses 5 (Extended 
  Hearing 1, Low-Light Vision, 
  Scent, Tracking, Ultra-Hearing), 
  Super-Strength 1  
  AT CM SV SK FT PW DB 
  43 
  28 14 13 33 42 
  — 
   
   
   
   
   
   
  DESCRIPTION 
  It is difficult to many within the Nazi Party to even 
  remember what Ernst Braun looked like when he was 
  still human, as most of his time was spent in the 
  shadow of the men he hid behind. Braun was the 
  epitome of a small mind matched to an even smaller 
  soul. A bully, so long as he knew the protection of 
  those more powerful than himself, Braun  
  delighted in preying on those who  
  no longer had any power over  
  him, which constituted pretty  
  much everyone who was even  
  remotely like the people he  
  had grown up around, or his  
  neighbors, or even his family  
  – Braun apparently had found  
  threats behind many faces in  
  his life, and had forgotten  
  none of them. More than once,  
  those who found him a  
  useful tool commented that  
  Ernst must have been storing  
  hate his entire life in order to  
  account for the sheer intensity  
  with which he targeted his litany  
  of victims after donning his Gestapo  
  uniform. It wasn’t long after Doktor  
  Thüle began to climb the upper rungs  
  of the party ladder that Braun  
  ingratiated himself with the  
  toadlike little sorcerer, easily  
  finding common ground with an  
  equally irredeemable and  
  vicious coward.  
  Unfortunately for Herr  
  Braun, no one ever quite  
  measured up to his  
  insatiable inner needs,  
  and, when his ambitions  
  inevitably began to seek a  
  new star to hitch a ride on, Thüle took it personally. 
  Preparing a ritual to create a new warrior for the 
  Übersoldaten, Thüle approached Braun, promising 
  power and glory all the while feigning sincere 
  rapprochement. Drunk with the possibilities of finally 
  having the physical power to work his own will without 
  depending upon others, Braun accepted, never quite 
  suspicious enough of his one-time patron. The ritual did 
  exactly what Thüle had promised. What left the 
  conjuring circle at ritual’s end was, indeed, terrible in its 
  power, a thing of will and strength, unafraid and no 
  longer susceptible to many of the weaknesses of the 
  mortal frame. It also wasn’t quite human anymore, and 
  not quite Ernst Braun, either. Thüle had channeled a 
  fraction of power, a splinter of essence, from an elder 
  entity he called The Spirit of Murder.  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Grrrrr… 
   
  RACE 
  SEX 
  HT 
  EYES 
  Monster 
  Male 
  6’10” 
  Black 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten ? 
  438# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Used to be Ernst Braun 
  25 Created by Doktor Thüle 
  30 Avatar of Spirit of Murder 
  The fusion of that essence with Braun’s body twisted and changed him on every level, including mentally. Very little of Braun’s 
  identity survived the experience. Thüle, of course, was quite regretful of this outcome, as Braun had been such a dear friend. He was 
  inconsolable over the loss… in public, at any rate.  
  Named after the man-eating night terror from Norse story and song, Grendel is a walking charnel house. Little remains of the man 
  he was; just enough to obey Thüle’s orders, and just enough to target the seething, bottomless pit of rage behind its fangs and claws. 
  Grendel’s skin looks raw, as if it had almost been scoured off his body then stretched and twisted to cover its distorted new frame. 
  Bestial at best, when not acting under orders, Grendel is dangerous simply to be around, as it functions on primal instinct during most of 
  its waking hours. The structure of its mouth no longer accommodates human speech easily, and Braun has only traces of his German 
  vocabulary left anyway. Melodrama aside, Grendel truly is an it now, and it truly does live only to kill – its permanent grimace is the last 
  sight many an enemy of the Reich ever sees, and the only time it shows emotion is to revel in the joy of the hunt, and the exultation of 
  the deathblow delivered. 
  
   
   
  Villains - Nazis 
  p62 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Go on. Run away. I’ll even 
  give you a head start. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’10” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 35 
  143# 
  Blonde 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of Übersoldaten 
  15 Answers to Schwartzenritter only 
  20 Unparalleled huntress 
  25 Last survivor of infamous Keitels 
  30 Product of eugenics program 
   
  DESCRIPTION 
  Anna assumes her family died the night of the 
  attack, as she has never found any trace of them since, 
  and she is very good at finding things.  
  The Keitels were loyal soldiers in a war to salvage 
  a great thing, in their eyes a holy thing. They belonged 
  to one of the factions that fought in the clandestine war 
  that raged behind the staid Victorian façade of years. 
  Heirs to the plans and treasures of the Templars, 
  enraged by what they saw as a decadent squandering 
  of their gifts, both on a personal level and as a society, 
  the Keitels had willingly, almost gleefully embraced the 
  most militant of the factions that resulted from the 
  schism brought on by the French Revolution. Early 
  results of the grand breeding experiment the pre-
  schism secret society had spent centuries developing, 
  the Keitels were among the first to show its fruits – 
  sterling physical and mental specimens, they 
  epitomized the Nietzchean ideal decades before the 
  German philosopher ever published his works. As such, 
  they were among the forefront of any of their faction’s 
  plans, and they carried the dual-edged distinction of 
  being the most distinguished of their side’s soldiers; 
  where glory went, so too did the fact that they were 
  immediately recognized by all of their enemies, and 
  therefore easily targeted. One night, that weak point 
  was finally used against them. One of their enemies 
  used a family gathering as a convenient opportunity to 
  wipe out the whole brood in one stroke. Only little Anna 
  survived, more through luck than any other reason, and 
  she has never identified which of the factions’ many 
  foes pulled the noose tight that fateful evening. 
  Anna grew up cared for by friends of her family. 
  She trained herself to fight, to hunt, and to kill, all in 
  preparation for the day when she became an adult and 
  would join the struggle that claimed her family’s lives. 
  Unfortunately for her, by the time she was an adult, the 
  struggle was, for the most part, over. There were no 
  winners, only survivors and the shattered remnants of a 
  once mighty group (see The Algernon Files, Volume 1, 
  for more details on the Secret War). She drifted from 
  country to country, aimlessly, putting her talents to 
  work for a variety of employers around the world as 
  she subconsciously looked for any cause that she could 
  actually embrace… but finding nothing. She was 
  working for the Brotherhood of Silence, an ancient 
  order of assassins-for-hire, when Steiner found her. 
  Himself a relic of the same struggle that had produced 
  her, he had heard rumors among his many contacts of 
  one of the deadly Keitels working for the Brotherhood. 
  Schwartzenritter spent months slowly seducing her to 
  his side and his cause, but, as most projects to which 
  he set his talents, he finally succeeded beyond his 
  expectations. Today he has his own “hound,” fully in 
  possession of the inhuman Keitel “soulspoor” talents 
  and completely and utterly loyal to him and his plans. 
  Jaegerin (Huntress) is an impressive physical 
  specimen, well-trained, cold-blooded, and absolutely 
  lethal. In addition to her many mundane skills, Jaegerin 
  possesses a psionic talent that was key to her family’s 
  reputation, an expansive and sophisticated form of 
  psychomtery. Once in possession of any physical object 
  that has been touched or held by a target, she can 
  sense that target’s presence, direction, and distance 
  from her – if the contact is recent, she can even picture 
  the target and his current surroundings in her mind. To 
  date, no one she has ever started hunting has 
  managed to evade her… at least, not for very long. 
   
   
  PL 
  10 
  PSYCHOMETRIC 
  HUNTRESS 
  PTS 
  182
   
   
  STR 20 +5 
  DEX 23 +6 
  CON 20 +5 
  INT 15 +2 
  WIS 18 +4 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +8/5
  800# 
  FORT
  LEAP 
  +8 
  50 ft 
  REF 
  INIT 
  +8 
  +10 
  WILL
  KB 
  +8 
  -4/2 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +12/+5 
  DAMAGE 
  +8 (Sword), +5 (Rifle) 
  GRAPPLE 
  SIZE 
  +15 
  Medium 
   
  SKILLS 
  Acrobatics 5 (+11), Climb 7 
  (+12), Drive 8 (+14), Gather 
  Info 8 (+11), Intimidate 4 (+7), 
  Investigate 4 (+6), Know 
  (Streetwise) 4 (+6), Language 0 
  ([German]), Notice 12 (+16), 
  Search 12 (+14), Sense Motive 
  12 (+15), Stealth 14 (+20), 
  Survival 6 (+9), Swim 4 (+9) 
  FEATS 
  Acrobatic Bluff, Assessment, 
  Attractive 1, Blind-Fight, 
  Chokehold, Defensive Roll 3, 
  Defensive Attack, Dodge Focus 
  2, Elusive Target, Endurance, 
  Equipment 7, Evasion, Hide in 
  Plain Sight, Improved Aim, 
  Improved Defense, Improved 
  Initiative 1, Improved Throw, 
  Instant Up, Move-By Action, 
  Power Attack, Precise Shot, 
  Redirect, Sneak Attack 2, 
  Stunning Attack, Takedown 
  Attack 1, Track, Uncanny Dodge 
  1 
  POWERS 
  Immunity 1 (Disease), 
  Leaping 2, Speed 2, Super-
  Senses 10 (Detect Psychic 
  Spoor, Acute, Extended 5, Free 
  Action, Radius 1, Range) 
  EQUIPMENT 
  Bolo, Dagger, Pistol, Rifle, 
  Sword 
  AT CM SV SK FT PW
  DB 
  52 
  44 
  9 
  25
  37
  15
  — 
   
  
   
   
  Villains - Nazis
  p63 
  PL 
  9 GIANT 
  PTS 
  118 
   
   
  STR 40 +15 
  DEX 14 +2 
  CON 30 +10 
  INT 10 +0 
  WIS 10 +0 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  16/10 48 ton 
  FORT 
  LEAP 
  +10 
  20 ft 
  REF 
  INIT 
  +3 
  +2 
  WILL 
  KB 
  +4 
  -20(-5) 
   
   
  ATTACK 
  DEFENSE 
  +2(+6) 
  +2(+6)/ 
  +1(+3) 
  DAMAGE 
  +15 (Unarmed) 
  GRAPPLE 
  SIZE 
  +30(+10) 
  Gargantuan 
   
  SKILLS 
  Climb 4 (+19/+7), Intimidate 4 
  (+10/+6), Know (Tactics) 2 
  (+2), Language 0 ([German]), 
  Notice 2 (+2), Pro (Soldier) 4 
  (+4) 
  FEATS 
  All-Out Attack, Power Attack, 
  Startle, Takedown Attack 
  POWERS 
  Growth 12 [+24 STR (16 
  Normal), +12 CON (18 Normal), 
  52’ Tall and 20 Tons at 
  Maximum Size], Protection 6, 
  Super-Strength 1 [Lift 48 tons 
  at Maximum Size (980 lbs 
  Normally)] 
  AT CM SV SK FT PW DB 
  24 
  24 
  6 
  4 
  4 
  56 
  — 
   
   
   
   
  DESCRIPTION 
  As the Frau Doktor’s ministrations continued and 
  continued, Hermann Krause found himself less and less 
  enamored of the prospect he had earlier found so 
  appealing, of being one of the Übermensch the Party 
  and his neighbors were making so much over. When 
  the men in the long leather coats had shown up on his 
  farm to tell him they suspected he possessed potential 
  he had never dreamed of, it had seemed like a 
  blessing. Hermann hated the farm his father had left 
  him, and was quickly making a mess of running it. If 
  some machine said he had potential that would see him 
  rewarded with money, glory, power, and women, not 
  necessarily in that order, he was certainly willing to 
  give the scientists and doctors the benefit of the 
  doubt. Of course, that had been before months 
  of tests and trials, of foul-tasting “medicines” 
  and excruciating treatments, of being poked 
  and prodded and measured and poked and 
  prodded again until he was slowly going 
  insane from the frustration. On one of those 
  days of endless tests and measurements, a 
  nightmare like the many days before it and 
  probably much like the many, many 
  days after it for all Hermann knew – 
  he finally lost his temper. 
  Screaming “Enough!” at the top of 
  his lungs, he surged up from the 
  table, wrestling against the straps 
  that held him in place. He was quite 
  surprised to suddenly find that the 
  grown men surrounding him looked no 
  larger than toddlers, that the straps were tiny 
  shreds of leather falling away from his massive 
  frame, and that his new weight had crushed the 
  table he hated beneath him. He heard the Frau 
  Doktor say dispassionately, “Satisfactory. Process 
  him and move to the next subject,” before she 
  turned away and left the room. 
  Krause, or “Jotun” (Giant) as he is now better 
  known, is a mutant. His abilities were identified, 
  though latent, by equipment provided to the Reich  
  through their early partnership with Dr. Prometheus.  
  Under torturous experimentation at the hands of  
   
   
   
   
   
   
   
   
   
  (Not to scale) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You say ‘car,’ I say ‘toy.’ 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 28 
  255# 
  Blonde
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of Übersoldaten 
  15  
  20 Not too bright 
  25 Powers “awakened” by Doktor 
  Frankenstein 
  30  
   
   
  Frau Doktor Veronika Von Frankenstein, those abilities eventually manifested. Krause can, 
  through act of will, increase his size several times over, until he towers above other men, 
  vehicles, and even many houses. It is currently unknown where the additional mass comes 
  from when he grows, or where it goes when he returns to normal size, though the scientists 
  that constantly study the Ubersoldaten have any number of theories they don’t possess  
  the technology to test. At his maximum size, Krause is immensely strong and quite  
  difficult to injure through conventional means due to the toughness and density of his  
  bodily tissues as required by his massive frame simply to move about as a normal man.  
  Krause himself is a reluctant soldier, but quite enjoys the feeling of superiority his size  
  gives him. He is prone to grandstanding in combat, though he is neither terribly bright nor 
  inventive. He does take care, however that his prideful displays do not disobey orders or 
  cause him to fail in assignments, being too frightened by the prospect of being given to the 
  Frau Doktor again. He wears a uniform enchanted by the resources of the Thule Society to 
  grow and shrink as he does, since neither Frankenstein nor her associates were able to 
  construct a similar garment through scientific means. 
  
   
   
  Villains - Nazis 
  p64 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
   I am the hammer that 
  shatters Germany’s enemies. 
  I am the dagger that strikes 
  at their hearts. The Reich is 
  invincible, as am I. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’6” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  38 
  450# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Member of Übersoldaten 
  15 “Face” of Übersoldaten 
  20 Highly decorated SS officer 
  25  
  30 Powers gained same way as Doc 
  Steel 
   
   
  DESCRIPTION 
  Regardless of the number of other Nazi supermen 
  around him, or of those with flashier abilities, it is still 
  Parzifal who is the face of the Übersoldaten in the 
  minds of the German people and on the front pages of 
  any number of newspapers outside of Germany. It is 
  Parzifal who is always in the forefront of any of 
  Goebbels’ public relations events, or his many staged 
  propaganda pieces. As the Reich’s so-called 
  unstoppable engine of destruction, the Nazi faithful 
  view Parzifal as Hitler’s living weapon with which the 
  Fatherland will march to inevitable victory over the 
  weak, decadent western cultures and their pitiful 
  excuses for supermen.  
  Lying in a hospital bed years earlier, his body a 
  broken and crippled wreck as the result of a parachute 
  malfunction during a night jump, Friedrich Von Boch 
  could never have imagined the changes that would 
  shortly envelop his life. A decorated SS commando and 
  acclaimed hero under battlefield conditions, Von Boch 
  quietly plotted suicide after being informed by the 
  doctors that he would never walk again, that it would 
  take extensive retraining before he would even be able 
  to feed himself or use the bathroom without assistance. 
  And then, fate intervened. Through her mysterious 
  patron, source of so many scientific and technological 
  miracles before this, Frau Doktor Von Frankenstein 
  offered a new chance at life. Her patron had a 
  treatment that needed a test subject. If successful, the 
  treatment would result in a god made flesh, with 
  physical prowess dwarfing the greatest athletes in the 
  world; thus, they needed someone who could carry 
  that mantle of glory with the trust of the Reich. If the 
  treatment failed, the subject would die horribly; thus, 
  they needed someone who was both brave enough to 
  still take the risk, while not inflicting any great loss on 
  the war effort if ultimately a casualty of science. Von 
  Boch readily agreed, grateful, if nothing else, for the 
  chance to give his life for his beloved Reich instead of 
  wasting away in a worthless shell. 
  What came out of that lab was a juggernaut, 
  possessed of vast superhuman strength, durability, and 
  recuperative powers. After a period of adjustment to 
  his new, larger body, Von Boch immediately went back 
  into service, matching his newfound abilities to his 
  already exceptional training, unswerving dedication, 
  and steadfast belief in the rightness of his cause. The 
  rest, as seen to by Goebbels and the Nazi propaganda 
  apparatus, is very well-documented history. 
  Unbeknownst to all but a few, Parzifal is the result 
  of efforts by Dr. Prometheus to duplicate the abilities of 
  his famous nemesis, Ulysses Steele. One of the many 
  items found in the cache of alien technology 
  Prometheus discovered in his pivotal Antarctic 
  expedition was a sample of the same fluid responsible 
  for altering Steele into his superhuman form. After 
  years of analysis, and information about Steele’s lab 
  accident leaked through corrupt sources, Prometheus 
  finally determined what he thought the purpose of the 
  fluid was – a hypothesis validated by Parzifal’s final 
  transformation. Unlike Steele, however, Von Boch 
  possessed no special recuperative powers before his 
  exposure to the Nanotech catalyst – as a result, many 
  of the minor traumas to the brain that Doc healed 
  during his transformation left permanent damage to 
  Von Boch. Parzifal possesses a form of organic 
  psychosis that is gradually worsening the longer he 
  exerts himself. Though not immediately obvious today, 
  time will only exacerbate the condition. 
   
  PL 
  12 
  ÜBERMENSCH 
  POSTER BOY 
  PTS 
  181
   
   
  STR 35 +12 
  DEX 16 +3 
  CON 30 +10 
  INT 13 +1 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +14
  48 ton
  FORT
  LEAP 
  +15
  170 ft
  REF 
  INIT 
  +8 
  +3 
  WILL
  KB 
  +8 
  -12 
   
   
  ATTACK 
  DEFENSE 
  +12 
  +6/+3 
  DAMAGE 
  +12 (Unarmed) [18-20 
  Crit] 
  GRAPPLE 
  SIZE 
  +26 
  Medium 
   
  SKILLS 
  Climb 4 (+16), Intimidate 8 
  (+11), Know (Tactics) 8 (+9), 
  Language 0 ([German]), Notice 
  4 (+7), Pro (Soldier) 8 (+11), 
  Stealth 4 (+7) 
  FEATS 
  All-Out Attack, Assessment, 
  Distract (Intimidate), Improved 
  Block 2, Improved Critical 2 
  (Unarmed), Improved Grab, 
  Inspire 2, Leadership, Power 
  Attack, Startle, Takedown 
  Attack 1 
  POWERS 
  Immunity 10 (Age, Life 
  Support), Impervious (on 
  Toughness 10), Leap 3, 
  Protection 4, Regeneration 
  1 (Injured 1), Speed 2 (25 
  mph), Super-Senses 3 
  (Extended Vision 1, Extended 
  Hearing 1, Lowlight Vision), 
  Super-Strength 4  
  AT CM SV SK FT PW
  DB 
  66 
  36 15 
  9 
  14
  41
  — 
   
   
   
  
   
   
  Villains - Nazis
  p65 
   
  PL 
  10 
  CREEPY 
  FEARMONGER 
  PTS 
  126 
   
   
  STR 13 +1 
  DEX 16 +3 
  CON 23 +6 
  INT 18 +4 
  WIS 14 +2 
  CHA 10 +0 
   
   
  TGH 
  LIFT 
  +10 
  300# 
  FORT 
  LEAP 
  +10 
  6 ft 
  REF 
  INIT 
  +8 
  +11 
  WILL 
  KB 
  +8 
  -5 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +8/+4 
  DAMAGE 
  +6 (Acid), DC 20 FORT 
  (Psychotropics) 
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Disable Device 2 (+6), 
  Intimidate 10 (+10), Know (Life 
  Science, Physical Science) 8 
  (+12), Know (Technology) 4 
  (+8), Language 0 ([German]), 
  Medicine 4 (+8), Notice 7 (+9), 
  Search 3 (+7), Stealth 6 (+9) 
  FEATS 
  Defensive Attack, Diehard, 
  Distract (Intimidate), 
  Endurance, Fearless, Improved 
  Initiative 2 
  POWERS 
  Device 6 (Hard to Lose, Gas 
  Tank Harness [Emotion 
  Control 10 (FORT SV instead 
  of WILL [+0], Area: Cloud +1, 
  Negative Emotions Only -1, AP: 
  Corrosion 6 (Area: Cloud +1), 
  Obscure (Visual), Suffocate 
  (Area: Cloud +1)), Protection 
  4, Immunity 1 (Suffocation)]), 
  Immunity 1 (Poison), 
  Regeneration 4 (Bruised 2, 
  Injured 2) 
  AT CM SV SK FT PW DB 
  34 
  28 15 13 
  7 
  29 
  — 
   
   
  DESCRIPTION 
  Fedor Goetz was handpicked 
  by Frau Doktor Von Frankenstein to 
  work on the reanimation project. 
  His own research into the workings 
  and manipulations of the human 
  nervous system fascinated her.  
  That she had to arrange for his release from a 
  mental hospital before he could join her staff 
  was a trivial consideration for her. His 
  genius was obvious – his “unorthodox” 
  methods of acquiring specimens for his 
  experiments were easily overlooked in 
  light of many of the tactics she herself 
  had been forced to employ to further 
  her research over the years. And one 
  could hardly argue with results, after all. 
  Goetz’ involvement advanced the project 
  by years seemingly overnight, and the 
  Frau Doktor milked his knowledge for all it 
  was worth, as she was never one to waste a 
  valuable resource. The accident was doubly 
  unfortunate, then, at least from her 
  perspective. It not only cost her his input on 
  future projects, but the aftermath set him 
  firmly in the opposing camp. 
  While he was examining the distillation 
  process for the fluid catalyst used in the 
  Schocktruppen revivification, the bracing on the 
  catwalk Goetz was walking on failed, dropping 
  the iron grating and Goetz himself into the 
  highly noxious substance filling the vat below 
  him. By the time lab workers could extricate him 
  from the vat, Goetz was already displaying 
  a dynamic reaction to his immersion. The 
  color leeched from his skin and his hair 
  falling off in clumps, Goetz could only scream in 
  agony as his body changed around him. The Doktor 
  finally managed to slow the changes down to a 
  survivable rate, but not before significant damage had 
  been done. Though the chemicals didn’t finish killing 
  the man, neither was he really alive anymore. His heart 
  no longer beats, yet he moves, and blood, or 
  something very much like it, inexplicably still flows in 
  his veins. He no longer feels pain, since his nervous 
  system seems to have shut down as far as any normal 
  medical examination can determine. Yet, every waking 
  second is pure nightmarish torment, as “phantom” 
  pains, echoes of the pain he felt during the change, 
  burn through him. His body seems to be immune to 
  drugs of all kinds, making any sort of painkillers a 
  waste of effort, an irony that galls pharmacological 
  prodigy Goetz whenever he bothers to give it thought.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  What flavor of terror do you 
  want today, little ones? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’ 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 45 
  170# 
  Grey 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20  
  25 Former mental patient 
  30 Kept alive with chemicals, living 
  on borrowed time 
   
   
   
  Worst of all, his skin and muscles slowly continue to react to their initial exposure to the 
  chemicals. While hardier and more resilient than they were before, his tissues are slowly rotting 
  away; currently, only weekly exposures to weak dilutions of the reanimate catalyst slows this 
  deterioration to the point where he measures his life in months and perhaps years, instead of 
  the few weeks he would otherwise have. 
  The most dangerous damage, however, doesn’t show to casual observation – never the most 
  stable individual to begin with, Goetz slides between an uneasy lucidity and full-blown psychosis 
  with little warning. Isolating himself from the research team, Goetz delved back into his earlier 
  research, reformulating any number of psychotropics he had earlier devised, making them hardier, 
  increasing their longevity, and devising an aerosol delivery system. He then surprised both the 
  Frau Doktor and Schwartzenritter by presenting himself to the Ubersoldaten commandant as 
  Schreckmacher (Fear Maker), ready to fight alongside “the other freaks” as he put it. Steiner 
  reluctantly accepted the loose cannon offered him, over the Frau Doktor’s objections. Though she 
  suspects Thule of having gotten to Goetz and somehow having convinced the man that she was 
  responsible for the accident, Von Frankenstein has no proof. That Goetz barely remains civil 
  around her the few times he hasn’t managed to avoid her only feeds this suspicion. 
  
   
   
  Villains - Nazis 
  p66 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Unacceptable! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6”3” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten (30) 
  235# 
  Blonde 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Also served the Kaiser 
  25 Peerless tactician 
  30 Product of eugenics program 
   
   
  DESCRIPTION 
  Precision. 
  The flawless workings of a 
  well-crafted watch, whose precise 
  movements know neither fear nor 
  doubt, whose every wheel, whose 
  every cog, works toward a 
  dedicated, finely-planned end; this was an image that 
  young Karl Reinhardt Steiner remembers taking comfort 
  in, watching his father spend what little free time the 
  elder Steiner could scrounge indulging in the hobby he 
  hoped his son would also find joy in – watch-making. 
  This was a rare thing, though, as the elder Steiner was 
  a very important man, and free time, any time to spend 
  with his son, was difficult to find. When he wasn’t 
  advising men like Chancellor Bismarck, Rudolf Steiner 
  was doing his part in a covert war being fought in the 
  shadows across Europe and the Americas. The Steiners, 
  like the Keitels, or the Steeles who fought for one of 
  the other factions in the great and secret war, were 
  special. They were the fruits of a breeding program 
  dating back to the clandestine rebirth of the Templar 
  dream following the very public “death” of the order. 
  The Steiners were stronger, faster, smarter than those 
  around them. Unlike their once-brothers in the old 
  society, however, they saw their gifts as emblems of 
  the duty to rule, not the responsibility to guide. And so 
  they fought to enable their version of the old dream, as 
  their enemies struggled for their own vision. In the end, 
  the conflict simply guttered out, leaving survivors and 
  shattered remnants of either dream. Rudolf didn’t live 
  to see that day, but his son did. (For more on the 
  Secret War, see The Algernon Files, Volume 1.) 
  Unable to find support among the other survivors 
  he knew, Karl Steiner still refused to give up the hopes 
  passed from father to son. He began to manipulate 
  more mundane agencies, setting the ungifted on the 
  paths he chose. Most successful of these was the man 
  who became Kaiser Wilhelm II. The Kaiser was a proud 
  man, but he admired Steiner above all else, taking his 
  counsel in secret while hiding the true value of the man 
  behind the guise of a spymaster he codenamed 
  Schwartzenritter (The Black Knight). Only towards war’s 
  end did Steiner realize that many of the variables he 
  never controlled were actually being used against him 
  by an even craftier hand, the elder Holmes’ brother, 
  long an unrivaled asset for one of the other factions of 
  the Great War, had put his talents to work for his 
  native country, and it took Steiner much too long to 
  learn the truth. Though he escaped Germany after the 
  armistice, and managed to kill Mycroft’s favorite agent, 
  Jameson Steele, Steiner was nonetheless left without a 
  home or a plan. He slowly moved from conflict to  
   
  PL 
  11 
  SUPERSOLDIER 
  TACTICIAN 
  PTS 
  230
   
   
  STR 23 +6 
  DEX 23 +6 
  CON 20 +5 
  INT 25 +7 
  WIS 20 +5 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +8/5 1200#
  FORT
  LEAP 
  +10
  22 ft 
  REF 
  INIT 
  +10
  +10 
  WILL
  KB 
  +12
  -4 
   
   
  ATTACK 
  DEFENSE 
  +13 
  +14/+5 
  DAMAGE 
  +7 (Dagger), +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +19 
  Medium 
   
  SKILLS 
  Acrobatics 5 (+11), Bluff 7 
  (+11/+15), Climb 5 (+11), 
  Diplomacy 5 (+9/+13), Disable 
  Device 2 (+9), Drive 4 (+10), 
  Gather Information 6 (+10), 
  Intimidate 8 (+12), Know (Civics, 
  Current Events, History, Theology 
  and Philosophy) 4 (+11), Know 
  (Tactics) 16 (+23), Language 8 
  (Arabic, English, French, 
  [German], Japanese, Latin, 
  Russian, Spanish, Turkish), Notice 
  8 (+13), Pilot 3 (+9), Pro 
  (Soldier, Spy) 10 (+15), Search 9 
  (+16), Sense Motive 10 (+15), 
  Stealth 10 (+16) 
  FEATS 
  Ambidexterity, Assessment, 
  Attractive 1, Benefit (Status), 
  Connected, Defensive Roll 3, 
  Distract (Bluff), Dodge Focus 3, 
  Endurance, Equipment 4, 
  Evasion, Fearless, Improved 
  Aim, Improved Block 2, 
  Improved Defense 2, Improved 
  initiative 1, Leadership, Luck 5, 
  Master Plan, Power Attack, 
  Precise Shot, Takedown Attack, 
  Ultimate Skill (Tactics) 
  POWERS 
  Immunity 3 (Age, Disease, 
  Poison), Leaping 1, 
  Regeneration 5 (All Conditions 
  1 Level), Speed 2 (25 mph), 
  Super-Senses 1 (Lowlight 
  Vision) 
  EQUIPMENT 
  Dagger, Luger 
  AT CM SV SK FT PW
  DB 
  66 
  48 16 33
  36
  12
  — 
   
   
   
   
  conflict, taking money from unworthy employers while 
  regaining his equilibrium and putting into play new plans, long-term plans based on the lessons he 
  had painfully learned watching the Kaiser fail. When Hitler and the Nazi Party rose to power, 
  Steiner was already prepared, and already in place. Hitler even uses the name Steiner was given 
  by Wilhelm, much to Steiner’s amusement. Today he continues to watch his demesne grow, 
  continues to manipulate those around him, and to move his “pieces” one play at a time… always 
  watching… always learning… always planning. 
  Karl Reinhardt Steiner is the very model of the Aryan ideal, which he uses to great advantage. 
  Physically, his body is as perfect as it can be and still be considered human. His strength and 
  speed border on the superhuman, as do many other traits, such as the fact that he looks less than 
  half his age. His mind is also a testament to the success of the breeding program that made him.  
  Though not as versed in the technical disciplines as the Frau Doktor or Baron Von Sturm, the pet scientist he uses to keep an eye 
  on her, Steiner is brilliant. His IQ is simply untestable, and he constantly absorbs information like a living computer. As a tactician, he 
  currently has no equal. So long as he can control the variables involved in a given encounter, he will not lose. What weaknesses he has 
  boil down to the x-factor, that unpredictable element that plays into any human interaction, a foul temper when a plan fails for reasons 
  outside his control or because someone failed him, and a consuming personal ambition that will never let him remain satisfied until he 
  takes every square on the board (which, in his mind, is the world). 
  
   
   
  Villains - Nazis
  p67 
   
  PL 
  11 
  SKILLED 
  ASSASSIN 
  PTS 
  182 
   
   
  STR 20 +5 
  DEX 20 +5 
  CON 20 +5 
  INT 18 +4 
  WIS 18 +4 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +9/7 800# 
  FORT 
  LEAP 
  +8 
  10 ft 
  REF 
  INIT 
  +10 
  +9 
  WILL 
  KB 
  +11 
  -4 
   
   
  ATTACK 
  DEFENSE 
  +11 
  +13/+6 
  DAMAGE 
  +7 (Spikes), +5 
  (Unarmed) 
  GRAPPLE 
  SIZE 
  +16 
  Medium 
   
  SKILLS 
  Acrobatics 10 (+15)*, Bluff 10 
  (+13), Climb 10 (+15), Disable 
  Device 6 (+10)*, Disguise 8 
  (+11), Drive 4 (+9), Escape 
  Artist 8 (+13)*, Gather 
  Information 9 (+12), Intimidate 
  8 (+11), Know (Streetwise, 
  Tactics) 8 (+12), Language 3 
  (English, French, [German], 
  Russian), Notice 14 (+18), Pilot 
  3 (+8), Search 10 (+14), Sense 
  Motive 15 (+19), Sleight of 
  Hand 8 (+13), Stealth 14 
  (+19)*, Survival 2 (+6), Swim 2 
  (+7) 
  FEATS 
  Acrobatic Bluff, Connected, 
  Defensive Attack, Defensive Roll 
  2, Equipment 5, Evasion 2, Hide 
  in Plain Sight, Improved 
  Initiative 1, Improved Trip, 
  Instant Up, Jack-of-All-Trades, 
  Move-By Action, Power Attack, 
  Seize Initiative, Skill Mastery*, 
  Sneak Attack, Startle, Takedown 
  Attack 2, Uncanny Dodge 2 
  EQUIPMENT 
  Grapple Gun [Super-
  Movement 1 (Swinging)], 
  Special Uniform [Protection 
  2], Utility Belt [Base: Flash-
  Bangs (Dazzle 3, Visual and 
  Audio, 15-ft Burst); AP: 
  Throwing Spikes (+2 Damage), 
  Smoke Bombs (Obscure 4, 
  Visual, 20-ft Burst), Stun 
  Grenades (Stun 3, Ranged, 15-ft 
  Burst)] 
  AT CM SV SK FT PW DB 
  52 
  48 15 40 28 — 
  — 
   
   
   
   
  DESCRIPTION 
  Bruno Werner was born into the lap of luxury, his 
  aristocratic parents showering him with all the gifts 
  their station made possible. If not for the war, he 
  would have lived an idyllic, easy, and completely 
  undistinguished life as a privileged rake and wastrel. 
  That possibility, however, died with his parents, who 
  were killed by looters while trying to defend the ruins of 
  their home during the armistice ending the First World 
  War. Young Bruno never knew the identities of the 
  killers. He assumed then as he assumes now, that they 
  were enemy soldiers, or perhaps even German 
  deserters – in either case, enemies of the Fatherland. 
  As he held his parents’ bodies that day, he swore 
  eternal vengeance on all the many enemies that had 
  brought his country low and left his parents victims.  
  Werner possessed three traits that ultimately 
  made this oath more than mere words: the 
  blessings of good genes, the wealth (even after 
  the war) to find people willing to teach him what 
  he wanted, and an iron determination that bordered on 
  the fanatic. For the better part of two decades, he 
  prepared, he trained, and he plotted, all the while 
  finding his only comfort in the dream of becoming an 
  instrument of vengeance for his parents, which his 
  mania had elevated to veritable sainthood. Constant 
  conditioning gave him the body of an Olympic athlete, 
  and twenty years of the right tutors honed those 
  physical gifts and an equally keen mind into deadly 
  tools. By the time he felt himself ready to share his 
  rage with the world of his targets, Bruno was a living 
  weapon that would have shamed any SS commando in 
  uniform. But, the first time he attempted to offer his 
  talents to the Reich, he found himself spurned by an 
  officious toad of an official who judged him by his class 
  without ever giving him a chance to demonstrate what 
  he could do. This man scoffed at Werner’s claims 
  regarding his skills, while chiding against measuring 
  himself too highly when there were the likes of the 
  Übersoldaten about. Having seen some of the 
  recruitment drives seeking the superhumans among 
  Germany’s willing masses, Werner worried that he 
  would be left with no other choice but to join the many 
  other able bodies in the ranks – striving under someone 
  else’s agenda; or, barring that, be left an outside 
  agency. He could well guess the Gestapo’s response to 
  that tact. It was then that he read a newspaper story 
  about the American mystery man known as the 
  Watchman and his one-man war on crime. This gave 
  Werner inspiration. He hastily assembled a crude 
  disguise, planning his demonstration carefully. By 
  himself, he snuck through the best defenses the 
  Waffen-SS boasted around the high security facility 
  called the Eagle’s Nest as he slowly, methodically 
  worked to locate his quarry. When Schwartzenritter  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Thus do all enemies of the 
  Fatherland meet their end. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 32 
  210# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20  
  25 Highly skilled assassin 
  30  
   
  entered his quarters that evening, he found a shock waiting for him. Trussed up like a prize boar 
  on the floor was one of the Reich’s preeminent commandoes, the illustrious Otto Skorzeny. Sitting 
  in the chair beside this tableau was a masked man, calm, confident, and apparently waiting for 
  him. No alarms had sounded, no signs of entry had been evident, and Steiner had thought 
  Skorzeny was many miles from that building. “Is this an adequate display,” the man asked, “or do 
  you require other proof of my value?”  
  Werner operates under the codename of Die Spinne (The Spider), and he is every bit as 
  sneaky and lethal as his namesake. Though possessing no abilities other than those he achieved 
  through training, he has constantly equated himself well against the other Ubersoldaten – his 
  cunning, ruthlessness, and practically unmatched resourcefulness earning even Steiner’s respect. 
  Spinne works with Steiner’s actual trust, an honor shared in all the world only by Zeitgeist – a 
  relationship which infuriates many of the other Nazi metahuman assets. Werner is the premiere 
  assassin in the Nazi arsenal, his trademark a broken-necked corpse left in secure areas seemingly 
  impossible to breach through mundane means. 
  
   
   
  Villains - Nazis 
  p68 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  We both know I’m going to 
  win. Why not save time and 
  just surrender now. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’4” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 45 
  164# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Leads the Thüle Society 
  25 Finds arcane relics for the Reich 
  30 Member of the Manus Gloriae 
   
  DESCRIPTION 
  The Manus Gloriae was founded in response to the 
  early successes of the organization called The 
  Covenant. Not all of the willworkers and sorcerers 
  dotting the foreboding landscapes of Europe and Asia 
  Minor (where The Covenant first grew) agreed with the 
  philosophy that their hard-earned secrets and power 
  were better served in usage for humanity’s defense. 
  Many liked having their arts and secrets exactly that – 
  theirs. Others were painfully aware that The Covenant 
  wouldn’t approve of the sources of their knowledge, the 
  bargains made to acquire it in the first place, or the 
  demands it had been used to meet in the past. And 
  then there were those who, to use the modern idiom, 
  simply didn’t play well with others. Singly, these few 
  anti-social mages, diabolists, and crazed druids stood 
  little chance against the organized might represented 
  by the ranks of their newfound enemy. The Manus 
  Gloriae (The Hand of Glory) was hastily arranged as a 
  loose-knit, mutual protection society. A gathering of 
  equals placing no judgments or burdens on its 
  members other than the pledge to defend their 
  brethren’s right to exist as they would their own. 
  Surprisingly, enlightened self-preservation and a 
  common foe has been sufficient to keep the Manus 
  Gloriae together over the centuries – though they have 
  yet to accomplish any of their long-term goals 
  regarding The Covenant’s destruction. From among this 
  disparate group of self-centered and self-absorbed 
  sorcerers eventually came the man named Thüle. 
  Doktor Ernst Thüle (undoubtedly not his real 
  family name, and he has never been specific about 
  exactly what he is supposed to be a doctor in) first 
  came to the attention of the Reich following a putsch 
  he organized involving the original membership of The 
  Thüle Society. A group of dilettantes playing at the 
  occult, that original membership was either suborned or 
  outright murdered when Thüle and his disturbing 
  acolytes violently took over. Now an actual ritual group, 
  with very effective power to place at the disposal of the 
  Nazis, Thüle presented his people and himself to Hitler 
  after already duly impressing Himmler to earn the 
  audience. Thüle told Hitler that he had personally read 
  the runes of Der Fuehrer’s future, and that Hitler was 
  destined to usher in a new era for the world, to 
  transform Germany irrevocably, and to be immortalized 
  in history as no other man before him. The two 
  immediately developed a very strong rapport, resulting 
  in Thüle’s ordination as The Reich’s most distinguished 
  advisor in all matters arcane. In the intervening time, 
  Thüle has used his acolytes to canvas the globe, 
  unearthing numerous items of magical power, and he 
  has personally been responsible for recruiting several of 
  the most powerful of the Übersoldaten to the Reich’s 
  cause. 
   
   
   
   
   
   
  PL 
  10 
  SADISTIC 
  SORCEROR 
  PTS 
  182
   
   
  STR 10 +0 
  DEX 13 +1 
  CON 11 +0 
  INT 18 +4 
  WIS 18 +4 
  CHA 
  8 
  -1 
   
   
  TGH 
  LIFT 
  +8 
  200# 
  FORT
  LEAP 
  +3 
  5 ft 
  REF 
  INIT 
  +1 
  +1 
  WILL
  KB 
  +10
  -4 
   
   
  ATTACK 
  DEFENSE 
  +1/+9 
  +2/+1 
  DAMAGE 
  +10 (Mystic Blast) 
  GRAPPLE 
  SIZE 
  +1 
  Medium 
   
  SKILLS 
  Concentration 8 (+12), 
  Diplomacy 4 (+3), Know 
  (Arcane Lore) 12 (+16), 
  Language 3 ([German], Hebrew, 
  Latin, Sanskrit), Notice 5 (+9), 
  Search 5 (+9), Sense Motive 7 
  (+6), Sleight of Hand 2 (+3), 
  Stealth 2 (+3) 
  FEATS 
  Attack Specialization (Spells) 4, 
  Benefit (Wealth 2), Connected, 
  Minions 10 (Die Valkyrie x25, 
  Fanatic +1), Minions 10 
  (Acolytes x25), Ritualist, Sneak 
  Attack 1 
  POWERS 
  Device 25 (Easy to Lose, 
  Amulet der Welten (Amulet 
  of Worlds) [Summon 12 
  (Broad Type [Otherdimensional 
  Monsters and Demons, Any up 
  to 180 points Apiece], Fanatical, 
  Horde; Mental Link, Progression 
  7 (number), Sacrifice), Super-
  Movement 3 (Dimensional 
  Movement 3), Teleport 9], 
  Bruja Hexstick [Nauseate 5 
  (AP: Confuse, Luck Control)]), 
  Force Field 8, Magic 10 
  (Base: Mystic Blast, AP: Binding, 
  Concealment, ESP, Mind 
  Control, Telekinesis), Super-
  Senses 1 (Mystic Awareness) 
  AT CM SV SK FT PW
  DB 
  18 
  6 
  9 
  12
  28 109
  — 
   
  Comments that Thüle has let slip over time have led to speculation that other members of 
  The Manus Gloriae have been less than pleased with his new dedication to the apparent land of his 
  birth. Though he’s made inroads against The Covenant with Nazi help, Thüle has also been 
  peripherally involved in actions that have proven costly against his fellow sorcerers. If not for the 
  very serious power that now stands behind him, it is certain that he would have been called to task 
  for these events already. Thüle himself is an obstreperous little toad of a man, ingratiating to those 
  he finds useful, and vicious to those he sees as obstacles. He is completely smitten with the cult of 
  personality surrounding Hitler, slowly moving toward an attachment that borders on worship. This 
  infatuation has thus far blinded him to anything other than the most optimistic interpretations of 
  his fortune-telling efforts. The Doktor’s mastery of his arts is competent, if not nearly on par with 
  the likes of Cagliostro or The Alchemist. What he lacks in personal power, however, he tries boldly 
  to compensate for with assistance from his own acolytes and the purloined fruits of his people’s 
  many expeditions around the world. His amulet allows him to pull considerable fodder from the 
  netherworlds, and his hexstick casts a variety of temporary, but effective, curses.
  
   
   
  Villains - Nazis
  p69 
  Die Valkyrie 
  The Valkyrie are the result of a ritual used by 
  Thüle to bind what he says are the spirits of actual 
  Aesir warrior-maidens into the bodies of “volunteers” 
  provided by his patrons in Berlin. The melding results in 
  women with mystically-enhanced physical abilities, 
  nearly no memories of anything other than their 
  purpose and their allegiance to the Nazi cause, and a 
  fanatical devotion to Thüle himself, their creator. Thüle 
  makes a point of keeping a handful of the women 
  around him at all times as a sort of personal 
  bodyguard, while giving others to various members of 
  the high command to perform a similar function. As 
  with so many other elements of their little feud, Von 
  Frankenstein uses this against Thüle, with comments 
  such as her loudly “noticing” that Thüle’s harem (in her 
  words) are the only women who willingly seem to 
  spend any time with the little man (and she always 
  emphasizes the word “little”). 
   
  Die Valkyrie: PL 6 (90 points); Init +3; Defense +6; 
  Atk +6 (+7 sword); SV Tgh +6, Fort +7, Ref +7, Will 
  +5; Str 18, Dex 16, Con 18, Int 11, Wis 14, Cha 14;  
  Skills and Feats: Climb 8 (+12), Ride 8 (+11), 
  Stealth 8 (+11); All-Out Attack, Attractive 1, 
  Endurance, Equipment 2, Evasion, Power Attack; 
  Powers: Immunity 2 (Disease, Poison), Leaping 1, 
  Protection 2, Regeneration 1 (Bruised 1), Speed 1, 
  Super-Senses 1 (Danger Sense), Super-Strength 1 
  (1200 lbs Maximum Lift) 
  Equipment: Pistol 3, Shortsword 3. 
   
   
   
   
   
   
   
   
   
  Acolytes 
  Thüle drew many of his assistants from the ranks of those discontented with how the 
  Manus Gloriae was being run. He further bolstered the ranks with various occult 
  malcontents and ambitious spellcasters from around Europe. So long as he stays on top of 
  his game, giving his underlings what they want and at least the veneer of protection and 
  an apparent opportunity to further their ambitions, they'll stay loyal. Just.  
  Thüle occasionally likes for them to accompany him wearing their creepy ritual regalia, 
  just for the psychological effect on those around him. 
   
  Thüle Society Acolytes: PL 6 (90 points); Init +1; Defense +6; Atk +2 (+8 with Spells); 
  SV Tgh +6/0, Fort +5, Ref +5, Will +10; Str 10, Dex 12, Con 10, Int 14, Wis 18, Cha 16; 
  Skills and Feats: Concentration 10 (+14), Know (Arcane Lore) 8 (+10), Notice 6 
  (+10); Attack Specialization (Spells) 3, Ritualist; 
  Powers: Force Field 6, Magic 8 (Base: Mystic Blast; AP: Create Object, ESP, Illusion, 
  Mind Control), Super Senses 2 (Mystic Awareness, Acute) 
   
   
  
   
   
  Villains - Nazis 
  p70 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  How boring. The least you 
  can do is scream, you know. 
   
  RACE 
  SEX 
  HT 
  EYES 
  ? 
  Male 
  8’5” 
  Grey 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten ? 
  1100# White 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Given name by Hitler personally 
  25 Thinks guns are for the weak 
  30  
   
  DESCRIPTION 
  Ungeheuer (Ogre) was originally introduced to his 
  Nazi associates as a bodyguard for Doktor Thüle. At 
  that time, he went under the name “Ruuk.” His nom de 
  guerre was a gift from Hitler himself after seeing the 
  reactions from several of the high command’s wives 
  and mistresses when first encountering 
  the massive yet strangely quiet brute. 
  After Thüle created the Valkyrie to act 
  as his new bodyguards, the little 
  sorcerer presented Ruuk to Hitler, 
  performing a small ritual that he 
  said bound the giant to 
  the Reich itself as his 
  new master. 
  Ungeheuer has 
  proven completely 
  loyal to his 
  Nazi 
  “masters” 
  thus far. So 
  long as he 
  recognizes that 
  the person 
  giving him 
  orders actually 
  has the authority 
  to do so, he will 
  follow those orders 
  without question. The 
  key is that he must 
  actually recognize the 
  legitimacy of the 
  relationship. Attempts 
  by lower soldiers to 
  enforce dominance 
  over the brute have 
  uniformly ended 
  quickly and 
  graphically. 
  Wherever Ruuk 
  comes from, his 
  people apparently adhere to very strict interpretations 
  of pack dominance. Or, in Ungeheuer’s own words, “the 
  weak follow the rules, they do not make them.”  
   
   
   
   
   
  PL 
  13 
  HUGE 
  MAULER 
  PTS 
  147
   
   
  STR 28 +9 
  DEX 14 +2 
  CON 25 +6 
  INT 10 +0 
  WIS 12 +1 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +12 9.6 ton
  FORT
  LEAP 
  +12
  14 ft 
  REF 
  INIT 
  +3 
  +2 
  WILL
  KB 
  +12
  -10 
   
   
  ATTACK 
  DEFENSE 
  +6/+10 
  +6/+3 
  DAMAGE 
  +15 (Bonegrinder) 
  GRAPPLE 
  SIZE 
  +25 
  Large 
   
  SKILLS 
  Climb 8 (+17), Intimidate 8 
  (+11), Know (Arcane Lore) 4 
  (+4), Language 1 (German, 
  [Old Norse]), Notice 10 (+11), 
  Search 10 (+10), Stealth 10 
  (+12), Survival 9 (+10) 
  FEATS 
  Attack Focus 4 (Melee), 
  Diehard, Endurance, Fearsome 
  Presence 5, Improved Grab, 
  Improved Grapple, Improved 
  Sunder, Power Attack, Startle 
  POWERS 
  Device 4 (Easy to Lose, 
  Bonegrinder [Strike +6 (PF: 
  Mighty), Vampiric +1, PF: 
  Shockwave, Restricted, AP: 
  Environmental Control (Cold) 
  6]), Growth 5 (Permanent -1, 
  PF: Innate), Immunity 4 (Age, 
  Cold, Disease, Poison), 
  Protection 6, Super-Senses 
  1 (Extended Hearing 1), Super-
  Strength 2  
  AT CM SV SK FT PW
  DB 
  29 
  24 17 15
  16
  44
  — 
   
  Ungeheuer has proven most useful in what his fellow soldiers call object lessons. 
  Violence is second nature to him. His casual brutality unnerves even veteran killers he fights 
  alongside. In his view, life is constant struggle leading up to the one fight you don’t survive – 
  everything else is a lie one tells oneself when that truth is too much to bear.  
  Enormous, towering over others around him (except for Jotun and Feuerenzahn), Ruuk 
  has often commented that he likes finally not being the runt of the litter. And when asked 
  about his unnatural stealth, impressive in a small man but incredible for one of his size and 
  mass, Ungeheuer responds simply, “If you hunted what my brothers and I have hunted, you 
  too would learn to be very quiet.” He has never given any other details to help explain these 
  comments, always utterly ignoring any questions, especially any regarding his origins. 
  Ungeheuer is inhumanly strong and difficult to hurt. He is an exceptionally able hunter, and 
  the elements don’t seem to faze him, not even the most withering cold. He carries a massive 
  metal club he calls Knochen-Schleifer (Bone Grinder), which not only seems to be able to 
  summon great cold, but also seems to revitalize or even heal its wielder the more damage it 
  inflicts on those poor souls around him. He never uses firearms unless directly ordered to 
  wield one – he has said that they aren’t real weapons, but rather like cheating.  
  
   
   
  Villains - Nazis
  p71 
   
  PL 
  7 
  BOY 
  GENIUS 
  PTS 
  101 
   
   
  STR 
  6 
  -2 
  DEX 12 +1 
  CON 11 +0 
  INT 25 +7 
  WIS 14 +2 
  CHA 
  8 
  -1 
   
   
  TGH 
  LIFT 
  +0 
  120# 
  FORT 
  LEAP 
  +3 
  3 ft 
  REF 
  INIT 
  +3 
  +1 
  WILL 
  KB 
  +6 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +3 
  [+14]/+4/+2 
  DAMAGE 
  DC 15 FORT or WILL 
  GRAPPLE 
  SIZE 
  +1 
  Medium 
   
  SKILLS 
  Computers 4 (+11), Disable 
  Device 6 (+13), Know (Life 
  Science, Physical Science, 
  Technology) 10 (+17), 
  Language 1 (English, 
  [German]), Search 3 (+10), 
  Sense Motive 4 (+3) 
  FEATS 
  Eidetic Memory, Improved 
  Defense 1, Improvised Tools, 
  Inventor, Jack-of-All-Trades 
  POWERS 
  Device 2 (Hard to Lose, 
  Electric Shield [Shield 10]), 
  Device 10 (Easy to Lose, Pain 
  Modulator [Paralyze 5, Subtle 
  +1, AP: Nauseate, Stun; PF: All 
  Dynamic], Puppetmaker [Mind 
  Control 5, Subtle +1, Conscious 
  +1]), Quickness 4 (Mental Only 
  -1) 
  AT CM SV SK FT PW DB 
  21 
  14 
  9 
  12 
  5 
  40 
  — 
   
   
   
   
  DESCRIPTION 
  Little Albrecht Hartmann could read before he 
  could walk, taught himself mathematics while other 
  children his age were learning nursery rhymes, and was 
  correcting his siblings’ teachers from the classroom 
  windows long before he was ever supposed to enter 
  the building proper. Born the son of itinerant mine 
  workers in the Ruhr Valley, his gifts would probably 
  have continued unappreciated if one of the mine 
  owners hadn’t noticed a jump in efficiency in the output 
  at certain of his mines. Going to investigate, he noticed 
  that many pieces of machinery had been obviously 
  altered, and were performing far above their designed 
  parameters. It took him far more effort to find out who 
  had come up with the amazing modifications, as all of 
  those involved seemed embarrassed to speak of them. 
  After much haranguing and an open threat or two, he 
  finally find out why – the improvements were the work 
  of a boy who had only recently “graduated” up to long 
  pants. After testing the boy to make sure the miners 
  weren’t playing an elaborate hoax on him, the mine 
  owner made sure young Hartmann was introduced to 
  the right people in the local Nazi Party apparatus. From 
  there, it was only a matter of time as introductions 
  went further up the chain of command and Albrecht 
  met people willing to give him access to anything he 
  wanted to build. 
  Hartmann, or Wunderkind as the other 
  Übersoldaten call him, isn’t a combatant. His function, 
  as such, is purely support. That hasn’t stopped him 
  from field-testing a few of his toys from the sidelines, 
  nor from being exposed to allied fire in the process. 
  Albrecht doesn’t mind. In fact, he finds it somewhat 
  exhilarating. Considering that he once thought he 
  would live and die in a boring little town surrounded by 
  boring little people who would never even understand 
  his genius, little less appreciate it, Albrecht is more than 
  willing to take any risks he deems necessary to insure 
  his continuing status. His truest gifts lie in electronics 
  and mechanics, yet Albrecht has shown the capacity to 
  absorb other disciplines wholesale. Unfortunately, his 
  awkward upbringing, the standoffishness of his family 
  and peers resulting from how freakish they found him 
  growing up with an intellect that dwarfed theirs, has 
  had a distinct effect on the young man. Emotionally 
  stunted, Albrecht tends to view the entire world around 
  him as something to be tested, modified, and improved 
  on. People fall into one of two groups: useful and  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Toys? Ah… humor. Well, let’s 
  see how amusing you find it 
  when I ‘play’ with you. 
  Simpleton. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  4’8” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 11 
  90# 
  Blonde
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Associate of Dr. Frankenstein 
  25 Child genius 
  30 Sadist 
   
   
  worthless. Empathy, by any definition, is pretty much an alien concept to Albrecht. Worse, 
  given his age and size, he often feels the need to overcompensate, giving him a reputation as 
  a little dictator, and something of a sadist to boot. Only his continuing value as a mechanician, 
  such as his being one of the few people that can keep the Kriegsmaschinen in anything 
  resembling working order, or his pushing rocketry efforts far ahead of the expected schedule 
  other engineers had given the Reich, keeps those around him the most often from resorting to 
  violence. 
  Hartmann is most often found at Castle Von Frankenstein, working in the labs he so 
  loves. His relationship with the Frau Doktor is odd but strong. Unlike others around him, the 
  Frau Doktor can do no wrong; and she never sees anything but his most stringent courtesy. As 
  one of the few people who operates mentally on a level she can respect, but who doesn’t 
  threaten her status, she finds Albrecht entertaining. As a beautiful woman who actually shows 
  Wunderkind attention and respect, and to whom he can actually relate on an intellectual level, 
  Frankenstein has Albrecht thoroughly wrapped around her little finger. His puppy-like 
  adulation is another useful asset in her arsenal, and she finds his inventions delightful 
  additions to her own work. As a birthday gift to her, Hartmann recently gave her his newest 
  invention, The Puppet Maker, an electronic device that can override control of the human 
  nervous system, effectively rendering a victim into a passenger in his own body.  
  
   
   
  Villains - Nazis 
  p72 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  I suggest you try the second 
  of the three plans that just 
  occurred to you. It won’t be 
  any more successful than the 
  first two would, but I’ll find it 
  much more entertaining. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’11” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  Übersoldaten 32 
  190# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Übersoldaten 
  20 Close to Schwartzenritter 
  25 Master planner, sniper 
  30 Precognitive 
   
  DESCRIPTION 
  Wilhelm Schroeder knew his parents were going to 
  die that morning, hours before they left for the market 
  where an out-of-control truck put an end to their lives. 
  Since early childhood, Wilhelm had been “blessed” with 
  amazing powers of foresight, sometimes seeing entire 
  events before they ever happened or watching events 
  in his vision change as he altered his own actions. 
  Good, god-fearing farmers, his parents had at first tried 
  to hide his gift from their neighbors, even going so far 
  as to ask their local priest to examine him for demonic 
  possession. They had finally settled on a more modern 
  recourse, a combination of drugs and threats. The 
  drugs came from a doctor who was delighted to have a 
  constant source of the best quality food and produce 
  during the economic desolation of the Weimar era; the 
  threats were much easier, as young Wilhelm already 
  had a pretty good idea that not fitting in was a bad 
  idea. For years, stress and chemicals managed to keep 
  his visions submerged – until the sight of his parents’ 
  death shattered his peaceful equilibrium.  
  Placed with relatives following their funeral, 
  Wilhelm had to work through mixed feelings of loss 
  and guilt throughout an already unpleasant period 
  of adolescence. Finding a focus for his anger in working 
  with the gangs that surrounded him, Schroeder 
  discovered that he had a natural gift for leadership, at 
  least when it came to violence. Knowing… knowing… 
  exactly what his targets (or any opponent) were going 
  to do before they ever even began to react gave him a 
  distinct tactical advantage. Further, he had long 
  developed a very methodical personality, mostly in an 
  effort to keep straight the timeframe of his visions from 
  his actual operating timeframe; this, in turn, made him 
  an excellent planner – he was good in coming up with 
  ideas and alternatives, and his natural gifts let him pick 
  the most successful and efficient of those plans. When 
  the Nazi Party rose to power, many of the best of the 
  “soldiers” from those gangs found a new home, and 
  Schroeder saw any number of doors opening for him. 
  Rising rapidly through the ranks of the new army, 
  Schroeder eventually settled into a comfortable niche 
  as an intelligence operative. When the talent sniffers 
  came looking for metahumans to recruit for the new 
  Übersoldaten, Schroeder was already waiting, a smile 
  on his lips, as his many successes already played out in 
  his mind’s eye. 
  Wilhelm Schroeder is a precog, and an 
  exceptionally accurate one. Though his gifts are more 
  an unconscious occurrence – most of the time he can’t 
  make them work at will, his visions simply come and go 
  – the glimpses he gets into the future have never 
  proven false based on circumstances as they exist. 
   
   
  PL 
  10 
  PRECOGNITIVE 
  SOLDIER 
  PTS 
  123
   
   
  STR 14 +2 
  DEX 14 +2 
  CON 14 +2 
  INT 15 +2 
  WIS 15 +2 
  CHA 11 +0 
   
   
  TGH 
  LIFT 
  +7/2
  350# 
  FORT
  LEAP 
  +5 
  7 ft 
  REF 
  INIT 
  +12
  +10 
  WILL
  KB 
  +6 
  -3/1 
   
   
  ATTACK 
  DEFENSE 
  +15**/+5 
  +13/+2 
  DAMAGE 
  +5 (Rifle), +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Acrobatics 5 (+7), Bluff 5 (+5), 
  Concentration 6 (+8), Disable 
  Device 4 (+6), Escape Artist 8 
  (+10), Know (Tactics) 8 (+10), 
  Language 0 ([German]), Notice 
  12 (+14), Pro (Soldier) 6 (+8), 
  Search 6 (+8), Stealth 8 (+10) 
  FEATS 
  Accurate Attack, Attack Focus 
  (Ranged) 10 (Only to Directly 
  Counter Dodge Bonus -1**), 
  Defensive Roll 5, Dodge Focus 
  8, Elusive Target, Equipment 4, 
  Evasion, Improved Block 4, 
  Improved Defense 2, Improved 
  Initiative 2, Luck 2, Master Plan, 
  Precise Shot, Redirect, Set-Up, 
  Uncanny Dodge 2 
  POWERS 
  Quickness 2 (Only where 
  Speed Reflects Efficiency Gained 
  from Prior Knowledge -1), 
  Super-Senses 4 (Precognition, 
  Uncontrolled -1) 
  EQUIPMENT 
  Rifle, Pistol 
  AT CM SV SK FT PW
  DB 
  23 
  20 19 17
  41
  3 
  — 
   
  Usually he sees a chain of events leading up to an occurrence in the future. Sometimes he 
  can see links in that chain that can be altered to get different results; sometimes he sees 
  things that will happen regardless of what he chooses to do. Over the years, he’s gotten very 
  good at determining which is which and what he can do about it. Taking the name Zeitgeist 
  (Spirit of the Time) when he joined the Ubersoldaten, Schroeder works as a planner beside 
  Steiner. The two have forged an unlikely friendship; their perfectionist, methodical 
  personalities, and mutual inner need for professionalism mesh well. Along with Die Spinne, 
  Schroeder is one of the only two people in the world that Steiner actually respects and trusts. 
  As with Die Spinne, Zeitgeist understands and greatly values that status. When in the field, 
  Schroeder usually functions as support, most often as a sniper – one that almost never 
  misses, as he can see every zig and every zag that his opponents can manage before they 
  even make them.  
  
   
   
  Villains - Nazis
  p73 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  To cement their relations, to emphasize to Nazi Germany the value of allying with the 
  Empire, and to clearly demonstrate the overwhelming technological advantages possessed 
  by the Atlanteans, Dagon presented Hitler with a personal gift: the plans to an unequaled 
  weapon of war that the Atlanteans were building for their surface allies. This vehicle was a 
  submarine far larger and more advanced than anything the Nazi fleet could produce. It 
  possessed a hull construction that enabled it to dive many times deeper than any German 
  engineer had even dreamed possible; a sonar system that wouldn’t be equaled by surface 
  science in the 20th Century; and torpedoes that could literally lock onto a target’s physical 
  signature and self-correct their course. Further, the “hangar” area on the top level boasted 
  a canopy of transparent material that was still several times stronger than the best steel 
  the Reich could manage. As if all of this wasn’t impressive enough, the craft used a 
  magnetohydrodynamic drive that was not only more efficient than any diesel, but more 
  powerful, fuel-efficient and utterly quiet – another stealth component to add to the already 
  sonar-invisible nature of the vessel. 
  Hitler showed uncharacteristic patience in waiting on the Atlanteans to finally deliver a 
  carrier that could approach targets unaware, and with no warning suddenly spew forth an 
  entire aerial strike force. Due to both their own logistical difficulties in constructing the craft 
  (unused to constructing systems that had to operate within life-support capacity, as well as 
  match up to existing control surfaces to minimize necessary retraining of Nazi naval 
  personnel), and the constant efforts of an “underground” organized by the Sea Devil, 
  delivery took almost two years longer than Dagon had promised.  
   
   
   
   
  Jormungandr. STR: 110, SPD: 4, 
  DEF: -2, TGH: 18, SZ: Awesome; 
  Cost: 72/14; Features: Concealment 
  (Sonar), Immunity 9 (Life Support), 
  Super-Senses 7 (Blindsight [Sound-
  Based], Radius, Extended Range 2, 
  Only Underwater, -1), Torpedoes 
  [Blast 8 (Homing 3)] 
  
   
   
  Villains - Nazis 
  p74 
  
   
   
  Villains - Nazis
  p75 
   
   
   
  Villains - Nazis
  p75 
  
   
   
  Villains - Nazis 
  p76 
   
   
   
   
   
   
  (Not to scale) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  The robotic-looking “war machines” were one of many technological innovations that the 
  diminutive genius Prometheus provided to the Nazis, albeit at great cost. Piloted by specially trained 
  two-man crews, these heavily armored vehicles were far more maneuverable than any tank, could 
  cover distance with their jump-jets that only a fighter plane could easily outrun, and carried 
  sophisticated chain guns and an auto-cannon firing highly-explosive fragmentation shells. 
  The world first saw these machines in use during the Fascist assault on the Spanish town of 
  Guernica, where Franco gave his German allies leave to field test the first series. Over time, three 
  more series were produced, each with slight modifications and upgrades to improve performance in 
  different climates and against different targets. The mkIV (shown here) was the last of the models 
  designed by Prometheus, immediately before the disastrous demise of his relationship with Hitler’s 
  regime. Without assistance from Prometheus in maintaining the machines, the Germans saw the 
  numbers of operational Kriegsmaschinen (never very large due to their immense expense) dwindle 
  rapidly. Their own engineers were limited in the extent of repairs and servicing they could perform on 
  the highly sophisticated mechanical and electronic systems, and it showed as time went by and more 
  and more of the vehicles broke down or took on a piecemeal, jury-rigged appearance.  
  Die Kriegsmaschinen. STR: 40, 
  SPD: 4, DEF: 9, TGH: 12, SZ: 
  Large; Cost 58/12; Features: Armor 
  [Protection 5, Impervious], Attack 
  Armatures [Strike 10, AP: Snare 8 
  (Range: Touch -1, PF: Tether)], 
  Heavy Machine Guns [Blast 6, 
  Autofire, 60-ft Cone], Jump Jets 
  [Leaping 3 (160/80/40 ft)], Torso 
  Cannon [Blast 8, Explosion, 
  Penetrating] 
  �
  
   
   
  Villains - Hand
  p77 
  Japanese mythology and folklore are rife with stories of men 
  and women gifted with extraordinary abilities. It was with great 
  consternation, then, that Ujimitsu Yoshisato continued to read of 
  the exploits of American and European metahumans, where it 
  seemed new demigods surfaced on an almost weekly basis, while 
  finding none within the Home Islands despite his best efforts. 
  The Emperor had seen newsreel footage of the 
  Einsatzgruppen Übersoldaten and the American Sentinels – and 
  was very cognizant of the War Ministry’s efforts. They sought to 
  find or make supermen who would place their loyalty to Tojo and 
  his men first, the Empire and Hirohito second. Thus Yoshisato, 
  trusted diplomat from a family whose loyalty was ancient and 
  unquestioned, had been summoned to the Imperial Court. 
  Yoshisato now served as a special attaché to Emperor Hirohito 
  himself. His task had been direct and without possible 
  misinterpretation – search the empire for her own hidden 
  metahumans. It had been unthinkable that the Children of the 
  Rising Sun would be denied such a blessing while the mongrel 
  nations of the decadent West labored under the weight of so 
  many. Yet, he continued to encounter failure in his own searches, 
  despite his best efforts, and all the time and expense. Knowing 
  that the Emperor’s enemies gathered their political strength and 
  mocked the wasted efforts of the Chrysanthemum Throne, 
  Yoshisato’s heart grew heavier every morning as his appointed 
  deadline grew nearer. Unaware of the centuries-long pogrom 
  carried out by the Kage Do against metahumans in the Pacific, as 
  was most everyone outside the Kage Do, Yoshisato could only 
  conclude that there were no such champions to be found. And 
  the secretive metahuman responsible for many of the Germans’ 
  startling technological advances had already rebuffed the offer of 
  Japanese gold. 
  When the morning finally came, Yoshisato dutifully made his 
  way toward the Imperial Palace, fully prepared to face his fate, 
  whatever the Emperor decided that to be. Along the way, he 
  chose to walk the last few hundred yards and enjoy the warm 
  morning air. A sudden streak of sunlight across his eyes 
  momentarily blinded him, and as he opened his eyes to blink 
  away the light-blindness he noticed he no longer walked alone. 
  Beside him, wearing a simple white tunic that looked several 
  centuries further away from fashion than the young diplomat’s 
  own suit, strode a quiet figure whose bearing spoke of power, 
  and who carried a sword the very presence of which seemed to 
  turn the little diplomat’s insides to water. 
  “I won the toss – Susanwo never could throw straight. You 
  will have the honor of introducing me to Amaterasu’s child, young 
  one,” the figure said. 
  “I… Who are you?” was all that Yoshisato could manage as a 
  response. 
  “Hachiman, Father of Swords,” the figure answered, “or 
  have you so quickly forgotten your gods, boy?”  
  The rest of the morning, the introduction, and the 
  demonstration of Hachiman’s abilities to the understandably 
  dubious Emperor and his court, all passed in a blur to Yoshisato. 
  What he remembered was how happy the Emperor was with him, 
  and the promise from Hachiman that the inhuman samurai was 
  only the first. Hachiman seemed to know where to find others of 
  power, and quickly recruited each to the call of their Emperor. 
  Kuninori, called Baku by his fellow monks, who could physically 
  enter and affect other people’s dreams was discovered in a 
  Buddhist temple. The archer who could mentally summon his 
  glowing bow and terrible arrows, and named for the ancient hero 
  Hidesato was next, earning his living as the protector of a small  
  neighborhood in Chiba. The beautiful Etsuko, daughter of a 
  merchant in Kyoto, agreed with some reluctance to accompany 
  the men after Hachiman told her he knew of her ability to 
  animate anything made of paper, from simple sheets made into 
  deadly swords, to origami tigers suddenly grown as large and 
  ferocious as their models. After bringing her to Tokyo under the 
  name Gohei, from the paper charms used in Buddhist ritual, 
  Hachiman and Yoshisato went to a secluded farm where Noriko 
  Mimuroto’s parents hid their daughter from the world. From 
  childhood, the young woman had shown command over wind and 
  air, even to the point of transforming her physical mass to a 
  gaseous form and back. Before returning to the palace with the 
  newly renamed Kamikaze, Hachiman and the diplomat stopped at 
  a Tokyo hospital where Sadataka Tomizawa was being examined. 
  Miraculously, the young foundry worker had not only survived an 
  accidental immersion in molten metal, but had emerged relatively 
  unscathed, except for his now metal skin. The doctors were 
  baffled by both his survival and transformation; with the help of 
  the War Ministry’s authority, they were keeping him confined for 
  study until Yoshisato appeared with one of his official summons 
  signed by Hirohito and took the astounded Tetsujin (Iron Man) 
  away with him. 
  Yoshisato’s grateful prayers were interrupted when he, 
  Hachiman, and the most recent recruits arrived at the compound 
  where the others were supposed to be waiting. As they were 
  attacked by cloaked figures that seemed to melt from the 
  shadows, Yoshisato had just enough time to notice the bodies of 
  Gohei and Baku at Hidesato’s feet as he fought for his life – then 
  Hachiman exploded into action, making short work of their 
  attackers. Enraged that his presence alone had not been 
  deterrent enough to stop the shadow-men from their crusade, the 
  divine samurai left the compound, straight for the source of the 
  attack, the hidden temple of the Kage Do.  
  Hachiman fought through the temple’s defenders, killing the 
  monstrous Gaki (Hungry Ghost) and the necromancer Emma-O, 
  mightiest of the Kage Do’s agents. He forced his way to the 
  sorceress Tadamako Kane, current holder of the title Iretzumi, 
  her body covered in the black, ritual tattoos that marked her as 
  leader. He spared her life only after binding her, and through her, 
  all of the Kage Do, with a mystic oath. They would stop their 
  pogrom – immediately. Further, they would put themselves at the 
  Emperor’s beck and call until Hirohito asked Hachiman to release 
  them from their oath. The Kage Do had never bowed to any 
  emperor, had always viewed themselves as the true power 
  behind the shoguns and other petty, mundane rulers, but had 
  little choice other than to seethe in their servitude and plot 
  eventual revenge. Apart from tricking Hidesato into assaulting the 
  halls of Kun Lun in China, where the Monkey King and The Eight 
  Immortals killed him, the order has kept to the letter of that 
  oath… thus far. 
  Hachiman, Kamikaze, and Tetsujin, along with the Kage Do 
  as usually represented by the brutal shape-shifting killer Oni, 
  answer only to the Emperor himself. He frequently allows the 
  Minister of War to use them for necessary missions, but only after 
  subjecting Tojo to the embarrassing ritual of presenting himself 
  personally before Hirohito to make any such request. Hachiman is 
  the obvious leader, his every instruction obeyed immediately and 
  strictly by the others – even though Oni sometimes makes jokes 
  at the samurai’s expense, he never makes them obvious enough 
  to provoke Hachiman to violence, and always obeys his orders 
  just as meticulously as the others do. 
   
  
   
   
  Villains - Hand 
  p78 
   
   
   
   
   
  Before a number of the citizens of Atlantis 
  were corrupted by contact with the Rha’Zha’Keth, one of the 
  greatest masters of the emerging arts of sorcery was a member 
  of one of the weaker Great Houses named Sovikha (see The 
  Atlantean Empire, page 89, for more information). His house 
  traced its pre-Atlantean roots to the lands far to the east of the 
  massive city-state. So when the worldwalker gates reached a 
  state where their range allowed efficient colonization options as 
  far away as their ancient homelands, the House pushed the 
  Council of Elders into approving a test site of the House’s 
  choosing. Successful, they began building a city in the mountains 
  of what is today China, a city they called “Kun-Lun,” which in 
  Atlantean meant “Dawn’s Edge.” The people of Kun-Lun worked 
  very hard to justify the Council’s faith in them, and soon eclipsed 
  the other colonies of Avalon, Odripar, and Aztlan in the many 
  exports sent back to Mother Atlantis. 
  During this time, Sovikha continued to advance in personal 
  power to such a point that he no longer needed ritual and 
  invocation to summon, create, or destroy. He could send his body 
  anywhere on the planet with a thought, and his mind traveled the 
  many different dimensional planes spinning out from this one 
  along the cosmic axis. He discovered that a land of dark and 
  troubling energies, what would later become known as the 
  Shadowlands, was closer to the Earth’s frame of reference in his 
  part of the world than anywhere else. He suspected this was a 
  side effect of the powerful gate connecting Kun-Lun to Atlantis, 
  the most powerful of all the ones built so far and a beacon 
  resonating across a number of dimensions contiguous to itself. 
  Finally, unfortunately, while on one of his astral expeditions, he 
  made contact with a small brood of Rha’Zha’Keth. Isolated as he 
  was from the rest of the practicing sorcerers back in Atlantis, and 
  tremendously secretive by nature, Sovikha neither knew of 
  other’s contacts with this kind of entity nor shared information of 
  his own contact. In exchange for continued contact, these entities 
  helped Sovikha increase his own gifts and, if The Observer hadn’t 
  taken action against the Atlanteans and destroyed the gate 
  system, would undoubtedly have slowly influenced the sorcerer to 
  aid them in reaching the physical world. Warned by fortunate 
  divination of the oncoming cataclysm, Sovikha escaped from Kun-
  Lun immediately prior to The Observer’s attack against Atlantis 
  and the resultant backlash along the gate network that trapped 
  Kun-Lun, as Avalon and the other colonies, halfway between this 
  world and some pocket dimension. The islands he escaped to 
  were relatively bare in native population and he found it easy to 
  hide there from The Observer’s half-hearted efforts to hunt down 
  remaining Atlantean settlements. 
  Without the dimensional shallow provided by Kun-Lun’s 
  gate, Sovikha now found it much more difficult to contact his 
  Rha’Zha’Keth friends – very difficult. Contact with many of the 
  realms he had earlier found child’s play now took considerable 
  effort… except for the Shadowlands. For whatever reason, the 
  collapse of the gate network had served to strengthen the 
  connection between Earth and that dimension, which now 
  functioned in tandem with the Astral plane, almost as a dark 
  reflection of that interdimensional nexus. Though Sovikha 
  remained unaware of it, the Devourers writhed savagely in their 
  prison dimension, deprived yet again of the possibility of freedom. 
  They realized that it was still possible to escape using the mortal 
  and his world, but that it would be much more difficult and take 
  much, much longer than they wanted. And so they began 
  planning. First, they devised the particulars of how they would 
  eventually escape; then, they created the fictions they would use 
  to deceive Sovikha so they could use him for their purpose. As he 
  was growing old, they shared with him a ritual to extend his life, 
  promising him that this was only the first of many benefits he 
  would derive from their partnership. They then began studying 
  the Shadowlands from their connection with it, learning how to 
  shape its substance to their will and then teaching that also to 
  their catspaw. 
  After enough time had passed that Sovikha felt safe to walk 
  the Earth without fearing the Observer’s response, he began 
  hunting for humans with the talent to wield magic. These were 
  his first acolytes and he taught them how to tap into the power 
  source represented by the Shadowlands. The more they used 
  their connection to the Shadowlands the stronger that connection 
  became, and the stronger that connection became, the more it 
  could function as an eventual anchor for the partners they never 
  knew their master had. After the anchor, there was the matter of 
  the “fuel” it would take to use it. This was to be provided through 
  the relatively simple expedient of blood sacrifice – simple from a 
  technical perspective, but almost impractical due to the sheer 
  number of such sacrifices that would be required. Not wanting to 
  become entangled openly in a war, which could prove dangerous 
  and expose him to the Observer, Sovikha took a longer-term 
  view: Assassins. Again he recruited, and then he settled into his 
  hidden temple to watch the progress of a ritual he knew would 
  span so many, many lifetimes. 
  The Kage Do (Path of Shadows) are a secret society 
  comprised of sorcerers and assassins who possess ancient ties to 
  a bleak netherworld, and equally powerful ties to alien entities 
  desiring nothing more than to be freed from their eternal prison 
  to claim a universe that they hate, that was denied them already. 
  Not being a fool, and knowing the Rha’Zha’Keth (whom most of 
  the order, if they know of them at all, think of as the Yomi Kings 
  from Asian mythology, masters of the underworld most of the 
  Kage Do believe waits on the “other side” of the Shadowlands) 
  have their own agenda, Sovikha has deliberately kept the 
  recruitment of new sorcerers and the continuing blood ritual 
  assassinations to the minimum required by his patrons. By this 
  point, the Rha’Zha’Keth involved have resigned themselves to 
  taking as long as necessary – though they’ve made gruesome 
  plans for Sovikha himself once they are free. The ancient 
  Atlantean continues to live to this day thanks to that first mystic 
  ritual. Every new leader of the order is subjected to a ritual 
  tattooing ceremony that covers their bodies in elaborate, 
  decorative tattoos. The true purpose of this arcane ceremony, 
  never revealed to the subject or the ritualists involved, is to 
  prepare a new body for Sovikha, who subsumes the soul and 
  memories of his successor. The title of this leader, Iretzumi, has 
  entered the vernacular over the centuries as the general 
  description of such tattoos. Sovikha himself has continued on 
  through many bodies, his own personality and memories slowly 
  fragmenting over time. Today he is quite insane, though still lucid 
  enough to keep his basic plans intact while he fights the 
  remnants of his current body’s personality. 
  Sometime around the 14th Century, Sovikha experienced a 
  physically debilitating prophecy. In his vision, he saw the Kage Do 
  being finally and irrevocably destroyed at the hands of men and 
  women possessed of inhuman abilities. As a result, he has had 
  the assassins of the order constantly hunt down and kill any 
  potential metahumans discovered throughout the order’s Pacific 
  sphere of influence since that day. 
  Disciples (Sorcerors): Acolytes (as Cultists, M&M), Adepts (as Corrupt 
  Sorceror, lower Magic and Force Field to 10 ranks, Magic Base is Darkness 
  Control with all Alternate Powers listed under that power) 
   
  Shinobi: Soldiers (as Ninjas, M&M), Leaders (as Kung Fu Killer, M&M) 
  
   
   
  Villains - Hand
  p79 
   
  PL 
  14 
  GOD OF WAR 
  PTS 
  250 
   
   
  STR 23 +6 
  DEX 23 +6 
  CON 23 +6 
  INT 14 +2 
  WIS 18 +4 
  CHA 20 +5 
   
   
  TGH 
  LIFT 
  +13/10 1200 
  FORT 
  LEAP 
  +10 
  55 ft 
  REF 
  INIT 
  +12 
  +14 
  WILL 
  KB 
  +10 
  -6 
   
   
  ATTACK 
  DEFENSE 
  +18 
  +15/+6 
  DAMAGE 
  +10 (Sword)[Penetrating] 
  GRAPPLE 
  SIZE 
  +24 
  Medium 
   
  SKILLS 
  Acrobatics 18 (+24), Climb 4 
  (+10), Concentration 6 (+10), 
  Diplomacy 2 (+7), Intimidate 8 
  (+13), Know (Tactics) 4 (+6), 
  Language 0 ([Japanese]), Notice 
  10 (+14), Search 4 (+6), Sense 
  Motive 10 (+15), Stealth 10 (+16) 
  FEATS 
  Acrobatic Bluff, All-Out Attack, 
  Assessment, Blind-Fight, 
  Combination Attack 3 (p122), 
  Defensive Roll 3, Dodge Focus 3, 
  Evasion, Fearless, Improved 
  Block 1, Improved Disarm, 
  Improved Initiative 2, Improved 
  Sunder, Improved Throw, Instant 
  Up, Move-By Action, Power 
  Attack, Quick Draw, Sweep 
  Attack 3 (p122), Stunning 
  Attack, Takedown Attack 2, 
  Uncanny Dodge 2 
  POWERS 
  Device 8 (Easy to Lose, 
  Ghostcleaver Blade [Deflection 
  5 (All Ranged, as Reaction +3, 
  Automatic +1, Redirection +1, 
  Reflection +1); AP: Blast 8 
  (Indirect 3, Subtle), Strike 4 
  (Autofire +1, Continuous +1 (Only 
  for Triggered Effect), Penetrating 
  +1; PF: Affects Insubstantial, 
  Mighty, Restricted, Triggered 
  (Enemy Moves within 5 ft)], 
  Device 1 (Hard to Lose, Armor 
  [Protection 4]), Immunity 3 
  (Age, Disease, Poison), Leaping 
  2, Regeneration 5 (Bruised 1, 
  Disabled 2, Injured 2), Super-
  Movement 4 (Slow Fall, 
  Surefooted 2, Trackless), Super-
  Senses 4 (Danger Sense, 
  Extended Hearing 1, Extended 
  Vision 1, Low-Light Vision) 
  AT CM SV SK FT PW DB 
  61 
  66 16 19 33 53 
  — 
   
   
   
   
   
   
   
   
  DESCRIPTION 
  There is a great deal of speculation among 
  interested parties, ranging from the Emperor Hirohito 
  and his staff to the analysts in US Army Intelligence, as 
  to the veracity of Hachiman’s consistent claims to 
  divinity. Though he never seems to make more of an 
  issue of it than to demand the 
  respect he considers his due, 
  Hachiman has never budged when 
  pressed (by very brave questioners) on the 
  source of his abilities. Seeing the need her 
  children would have of more direct guidance 
  from the Heavens in this dangerous venture, the 
  all-seeing goddess of the sun, Amaterasu, she to 
  whom the imperial line ultimately traces its descent, 
  asked among the many gods for a willing participant in 
  her plan. Hachiman won some sort of contest from 
  among those interested and was duly invested in the 
  flesh he wears. He accepted the limitations this mortal 
  frame demands without complaint and now seeks only 
  to fulfill the duty before him – to guide the Empire to 
  glory and victory. No matter how many times he’s been 
  asked, this is always the story Hachiman gives, and at 
  this point his answer has become recitation almost, and 
  is generally preceded by a long-suffering sigh. 
  As the leader of the Emperor’s Hand, which is 
  what most of the people involved with his handpicked 
  crew call them, Hachiman has proven an extraordinarily 
  able leader… at least, in his ability to lead from the 
  front. Unfortunately, his tactical skills are somewhat 
  lacking, the palest shadow of his individual combat 
  abilities proper. Though he often knows things outside 
  what can be explained to others, such as how he knew 
  where to find metahumans that had eluded discovery 
  under intense national scrutiny, he is neither 
  precognitive nor omniscient. For every victory in which 
  he shines, his detractors can point to failures resulting 
  from his recklessness, shortsightedness, confidence in 
  his own “infallibility,” underestimation of “inferior races” 
  and their capabilities, or simply his sacrificing his own 
  discretion to the letter of his orders. In short, Hachiman 
  is much more a weapon that walks like a man than he 
  is an able soldier. Further, regardless of what those 
  around him believe or don’t believe about his origins, 
  no one yet has failed to notice how very much out of 
  time he seems in behavior. In manners and 
  expectations, Hachiman is an anachronism, almost as if 
  he had stepped out of feudal Japan directly into the 
  20th Century. Intractable, unyielding, utterly 
  unconcerned with his own safety when it conflicts with 
  his orders, he is the very model of the samurai spoken 
  of in legends and stories. And as those who have 
  attempted to subvert his loyalty have learned too late 
  and at great cost, he doesn’t simply live by the code of 
  bushido, he is that code, living and breathing only by  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  I am immortal. You can no 
  more defeat me than you can 
  hope to kill me. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  Emp. Hand 
  35? 
  190# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Leader of the Emperor’s Hand 
  25  
  30 Divine agent of Amaterasu 
   
  its precepts. His oath given to Hirohito as part of the arrangement he says Amaterasu insisted on, 
  he is the Emperor’s servant in all things and his loyalty is absolute. Rescued from the Shadowlands 
  by Cagliostro (before the old mage realized who he was saving), Hachiman, honor-bound to repay 
  his savior, was persuaded to enter an oath wherein he swore never to enter the United States or 
  Britain so long as they remained under their own rule. Worried that Hachiman will resort to ritual 
  suicide if forced to choose between his own honor and a direct order, Hirohito has wisely never 
  told him to break that oath. 
  As a physical combatant, this apparent avatar of a war god currently knows no equal. He has 
  simultaneously fought off Anthem, Pendragon, Silent Knight, and Zara the Dinosaur Slayer, 
  seriously injuring or threatening the same to all four. His sword cuts through practically anything 
  (save, notably, Caliburn), even the spectral, and has left a wound across Doc Steel’s chest that is 
  the only scar he carries. Hachiman’s prowess with his Spirit Blade is such that he has been seen 
  blocking bullets with it – and no one has yet managed to actually make it to his person with out at 
  least once feeling the bite of its edge. His armor, of antique design, appears around his body with 
  nothing more than a thought, and disappears with the same ease. 
  
   
   
  Villains - Hand 
  p80 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You are not the first to face 
  the divine wind. You will not 
  be the last to fall before its 
  power. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human  
  Female 5’2” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  Emp. Hand 
  23 
  105# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Emperor’s Hand 
  20 Very traditional Japanese female 
  in behavior 
  25  
  30 Infatuated with Hachiman 
   
   
  DESCRIPTION 
  When Noriko Mimuroto was nine years old, she 
  lost her temper at the son of a neighboring farmer, a 
  young man who teased her incessantly. Turning around 
  and yelling at him, her yell was followed by a blast of 
  wind that flattened or uprooted everything with a 100 
  yards of her. The boy’s body was later fished out of a 
  pond that lay several hundred yards away from the 
  scene of their encounter, though whether it was air 
  pressure or the impact with the water’s surface that 
  killed him was never decided. Young Noriko was 
  appalled at the price of her temper, and terrified at 
  what she had proven capable of doing. She went into a 
  self-imposed isolation on her parent’s small farm while 
  the neighbors, none of whom had witnessed a thing, all 
  blamed the incident on freak weather. As she grew 
  older, the young woman was forced by reflexive 
  usage of her abilities, and occasional subconscious 
  manifestations, to learn control. After years of trial 
  and error, she finally managed to develop fairly 
  sophisticated conscious control. That she had only 
  recently achieved a level of control she found 
  satisfactory before being visited by Hachiman and the 
  Emperor’s envoy Yoshisato she took as an omen. 
  Mimuroto is a loyal daughter of the empire, and 
  was brought up in a very traditional and conservative 
  atmosphere. As such, her dress and behavior are 
  somewhat old-fashioned, even by the standards of the 
  day. This is one reason that she and Hachiman get 
  along so well together. Another is her thinly disguised 
  hero-worship of the man. Carrying himself as the 
  avatar of a god, Hachiman is hardly immune to the 
  effects of having a pretty woman showering him with 
  constant and sincere compliments and verbal support. 
  Kamikaze (Divine Wind), as her associates have named 
  her, rarely engages in direct combat. This would not be 
  appropriate behavior, for one thing; for another, she 
  finds herself “protected” by both Hachiman and 
  Tetsujin in any such situation, either directly or in her 
  positioning during any plan. This is in no way a 
  reflection on her abilities, however. She has devastating 
  control of wind and air pressure for quite some area 
  around her, and she can use it to very creative effect. 
  She can even “translate” her body into a gaseous form, 
  almost like a living tornado, and while in this form is 
  very difficult to hurt. 
  Noriko has found herself thrust into the role of 
  celebrity since being plucked from her parent’s farm. 
  The War Ministry’s propaganda machine uses her as 
  the model for what all women in the country should 
  strive to be. If the Japanese had such a thing as a pin-
  up girl, in the vein of Betty Grable or the like, it would 
  probably be something similar to the level of stature 
  Kamikaze is accorded. Shy by nature, and having been 
  raised in an isolated, rural area, she is immensely 
  uncomfortable with her new fame. Noriko is quite 
  happy to remain in Hachiman’s shadow. Her fondest 
  wish is that one day he will return her affection, her 
  upbringing little preparing her to distinguish between 
  infatuation and true love. 
   
  PL 
  10 
  SPIRIT OF 
  THE WINDS 
  PTS 
  189
   
   
  STR 
  8 
  -1 
  DEX 16 +3 
  CON 10 +0 
  INT 12 +1 
  WIS 12 +1 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +12/0 160#
  FORT
  LEAP 
  +3 
  4 ft 
  REF 
  INIT 
  +8 
  +3 
  WILL
  KB 
  +6 
  -0/-6 
   
   
  ATTACK 
  DEFENSE 
  +6/+8 
  +8/+4 
  DAMAGE 
  +12 (Air Blast) 
  GRAPPLE 
  SIZE 
  +5 
  Medium 
   
  SKILLS 
  Bluff 8 (+12/+16), Diplomacy 8 
  (+12/+16), Know (Business, 
  Current Events) 4 (+5), 
  Language 0 ([Japanese]), 
  Notice 6 (+7), Search 2 (+3), 
  Sense Motive 6 (+7), Stealth 6 
  (+9) 
  FEATS 
  Attack Focus (Air Attacks) 2, 
  Attractive 1, Distract, Evasion, 
  Improved Defense 2, Quick 
  Change 2, Stunning Attack 
  POWERS 
  Alternate Form (Gaseous) 
  12 (Concealment 4 (All Visual), 
  Flight 6, Immunity 10 (Snare 
  Effects, Life Support), 
  Insubstantial 2, Suffocate 10), 
  Element Control (Air) 12 
  (AP: Blast, Snare), 
  Environmental Control 10 
  (Distraction 2, AP: Hamper 
  Movement 2), Protection 12 
  (Only versus Energy Attacks, -1, 
  Only while in Air Form, -1) 
  AT CM SV SK FT PW
  DB 
  16 
  28 13 11
  10 111
  — 
   
   
   
   
   
   
   
   
  
   
   
  Villains - Hand
  p81 
   
  PL 
  10 
  SHAPESHIFTING 
  DEMON 
  PTS 
  172 
   
   
  STR 30 +10 
  DEX 18 +4 
  CON 25 +7 
  INT 10 +0 
  WIS 14 +2 
  CHA 10 +0 
   
   
  TGH 
  LIFT 
  +12 1.6 ton 
  FORT 
  LEAP 
  +10 
  15 ft 
  REF 
  INIT 
  +8 
  +4 
  WILL 
  KB 
  +8 
  -12 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +8/+4 
  DAMAGE 
  +10 (Unarmed) [Crit 18-20] 
  GRAPPLE 
  SIZE 
  +20 
  Medium 
   
  SKILLS 
  Acrobatics 10 (+14), Climb 6 
  (+16), Escape Artist 4 (+8), 
  Intimidate 10 (+10), Language 
  3 (Chinese, English, 
  [Japanese]), Notice 10 (+12), 
  Search 4 (+4), Sense Motive 4 
  (+6), Stealth 10 (+14) 
  FEATS 
  Acrobatic Bluff, All-Out Attack, 
  Chokehold, Evasion, Fast 
  Overrun, Improved Critical 2 
  (Unarmed), Improved Grab, 
  Improved Throw, Instant Up, 
  Move-By Action, Power Attack, 
  Prone Fighting, Startle, 
  Takedown Attack 1, Uncanny 
  Dodge 1 
  POWERS 
  Alternate Form (Swarm) 3 
  (Flight 2, Insubstantial 2), 
  Anatomic Separation 2 
  (Variable Split +1), 
  Immovable 6, Immunity 1 
  (Poison), Morph 4 (Any Form 
  of Same Mass), Protection 5 
  AT CM SV SK FT PW DB 
  47 
  36 13 15 16 45 
  — 
   
   
  DESCRIPTION 
   
  Akemi Endo remembers little before the Old Man 
  found him in the woods. Vaguely swimming in his 
  memories he can see the face of a woman he believes 
  was his mother, contorted in terror, her screams driving 
  him away and into the forest. Until he was taught the 
  control to return to a human shape, he didn’t even 
  remember that he was human, as he had been living in 
  the wild in a number of terrible, feral forms. One day 
  an old man wandered into the area that Endo claimed 
  as his territory, Endo attacked the man …and 
  everything went to black. He awoke alone on the floor 
  of a deserted dojo, with the voice of the old man 
  coming from every corner and every shadow. 
   
  “It is time to learn. I will be your teacher. Your 
  first lesson will be to respect your teacher.”  
   
  And with those words the old man suddenly 
  appeared, effortlessly evading and blocking the boy’s 
  feeble attacks while inflicting painful counterstrikes in 
  return. When the boy finally collapsed, exhausted and 
  laboring through a haze of pain, his teacher left him to 
  recover. This display repeated itself over the following 
  few days until, finally, the day came when the old man 
  appeared and the boy simply sat on his haunches, 
  quietly, assessing the figure. 
   
  “Excellent,” the old man said. “Let us move on to 
  your next lesson.” 
   
  It took his teacher years to shape the boy, giving 
  him a name and a face and the discipline to accept 
  both. First he learned how to be human again. Then his 
  teacher moved on to lessons in how to use the many 
  gifts Endo had at his command. When he finally grew 
  to a man, sure in his abilities an training, his teacher, 
  who he had always known simply as “The Old Man,” 
  summoned him to a clearing that Endo remembered as 
  the same place where he had first laid eyes on his 
  teacher those many years ago. Arriving, his senses told 
  him he and his teacher were alone, but his training said 
  otherwise. Moments after his own arrival, the Shinobi, 
  silent killers belonging body and soul to the Kage Do, 
  melted from the shadows, surrounding him. 
   
  “In the first hours after we learned of your 
  existence, I argued with my brethren over your fate. 
  They wanted you dead, but I saw the potential for a 
  valuable tool, an exquisite weapon. Now, it is finally 
  time for you to make a choice, boy. Your fate is in your 
  own hands.” 
   
  Endo looked only at his teacher, the brutal, callous 
  taskmaster that had beaten and bled every lesson into 
  Endo’s body, who had made his existence a torturous 
  labor, and he knew suddenly and without a doubt the 
  price of failing this last test. He sank to his knees, 
  slowly putting his face down on the ground. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Stand and fight. Stand and 
  die.  
   
  RACE 
  SEX 
  HT 
  EYES 
  Human? 
  Male 
  (5’5”) 
  (Brown)
  GROUP 
  AGE 
  WT 
  HAIR 
  Emp. Hand 
  (30) 
  202# 
  (Black) 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Member of Emperor’s Hand 
  25 Member of Kage Do 
  30 Shapeshifter 
   
   
  “I am your servant in all things, my master,” he 
  responded, willing the insolent smile to remain hidden 
  behind the mask he made of his face. 
   
  Akemi Endo, called Oni from the demons that populate Japanese mythology, is one of the 
  most valuable of the Kage Do’s many assets. His jovial demeanor and seemingly good-natured 
  jibes hide a cold and calculating mind that knows he’s only ever one step away from the order to 
  end his life should his usefulness falter. A versatile shape changer, Endo maintains mental control 
  over every cell in his body, even when he wills those cells to separate from the surrounding mass. 
  He takes a great deal of pleasure in experimenting with new and horrifying forms when fighting, 
  and seldom takes exactly the same one twice. Endo’s work is his life, on a number of levels and he 
  knows it – just as he knows he’s under constant observation by the rest of the Kage Do. A lifetime 
  of brutal training at the hands of his master has instilled three lessons that are never far from his 
  heart: Pain teaches, Anger gives strength, and Hate sustains a man in places where hope withers 
  and dies. He fervently hopes he lives just long enough to show his teacher how well those lessons 
  were learned, and takes comfort in what he imagines the old man’s last breath will sound like. 
  
   
   
  Villains - Hand 
  p82 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  My hands are far deadlier 
  than any sword or gun. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’6” 
  Chrome 
  GROUP 
  AGE 
  WT 
  HAIR 
  Emp. Hand 
  25 
  388# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Member of Emperor’s Hand 
  20 Strong, tough, metal-skinned 
  25 Lost other powers gaining current 
  30 Family has expressed 
  superhuman traits before 
   
   
   
  DESCRIPTION 
  Sadataka is not the first of the Tomizawa to 
  display special gifts. His uncle and grandfather also had 
  abilities that separated them from their mundane kin. 
  Both could shape matter to their will, one wood, the 
  other earth; and both had died after displaying those 
  gifts in public, killed in their homes by assailants still 
  unidentified many years after their murders. When 
  young Sadataka showed his parents that he could do 
  much the same, but with metal in his case, they 
  immediately scolded him at length. He was never… 
  never… to show anyone outside of the family what he 
  could do. Every relative in his small family was sworn to 
  secrecy, all of them helping the boy to maintain the 
  secret of his gifts as he grew older. He practiced only in 
  secret, at night, in his room, away from prying eyes. To 
  the people in his village, the young Tomizawa was 
  merely a talented sculptor, his “sculptures” bringing in 
  much needed extra income to his needy family. When 
  he reached adulthood, he took a job at a nearby 
  foundry, the heat not bothering him when he could 
  remain around so much of the substance whose 
  presence comforted him. 
  He still doesn’t know if it was an accident or 
  intentional that the smelting line collapsed when he 
  was the only one near enough to suffer for the 
  misfortune. As the scaffolding collapsed and threw 
  him toward the molten metal, the only thing he could 
  think of was to desperately push the mass away 
  from him as he plummeted toward it. He passed 
  out from the heat before he ever impacted in 
  the enormous cauldron. When he awoke, it 
  was to the sound of doctors and nurses 
  expressing their continual disbelief over his survival – 
  and his new condition. He was still trying to accept the 
  reality of his situation when Hachiman and Yoshisato 
  appeared in the hospital to whisk him away. 
  Sadataka goes by the name Tetsujin now, from 
  the Japanese for “Iron Man.” Somehow, his mental 
  mastery over metal substances had a strange reaction 
  in those final moments as he was covered in molten 
  steel. Instead of killing him, the substance seems to 
  have melded with his body’s structure, coating his 
  frame with armored skin and a heavily reinforcing his 
  skeleton and musculature. Tomizawa is very difficult to 
  hurt physically, and immensely strong. Amazingly, this 
  new state doesn’t seem to interfere with any of his 
  body’s natural processes. Much to his horror, however, 
  the trauma of the transformation seems to have robbed 
  him of his metallokinetic abilities – he can no longer 
  affect even the smallest amount of metal with his mind 
  as he once could. He is constantly testing for this ability 
  resurface, normally on a daily basis, though when 
  caught in the grips of his frequent bouts of depression, 
  this effort is expended much more often, sometimes 
  several times an hour. 
  A junior champion in a number of competitive 
  martial arts, Tetsujin has thrown himself into renewed 
  training into his younger interests. The longer he goes 
  without the ability to express himself in the way to 
  which he was accustomed, the more desperately he 
  tries to lose himself in his hyper-intensive martial 
  training and conditioning. 
   
   
  PL 
  11 
  IRON-SKINNED 
  MARTIAL ARTIST
  PTS 
  135
   
   
  STR 26 +8 
  DEX 18 +4 
  CON 18 +4 
  INT 13 +1 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +12 3.8 ton
  FORT
  LEAP 
  +8 
  65 ft 
  REF 
  INIT 
  +8 
  +8 
  WILL
  KB 
  +6 
  -15 
   
   
  ATTACK 
  DEFENSE 
  +6/+9 
  +8/+4 
  DAMAGE 
  +13 (Unarmed) [Crit 18-20]
  GRAPPLE 
  SIZE 
  +19 
  Medium 
   
  SKILLS 
  Acrobatics 6 (+10), Climb 6 
  (+14), Diplomacy 3 (+6), 
  Escape Artist 5 (+9), Intimidate 
  8 (+11), Language 0 
  ([Japanese]), Notice 6 (+9), 
  Stealth 6 (+10) 
  FEATS 
  Assessment, Attack Focus 
  (Melee) 3, Evasion, Improved 
  Block 2, Improved Critical 2 
  (Unarmed), Improved Initiative 
  1, Instant Up, Power Attack, 
  Stunning Attack, Takedown 
  Attack 1 
  POWERS 
  Density 4 (Permanent -1) [+8 
  STR, +2 Impervious Protection, 
  Immovable 1, Super-Strength 1, 
  2x Mass], Immovable 4, Leap 
  2, Protection 6 (Impervious 
  +1), Strike 5 (PF: Mighty), 
  Super-Strength 1 
  AT CM SV SK FT PW
  DB 
  39 
  28 11 10
  13
  34
  — 
   
   
  
   
   
  Villains – Indep.
  p83 
   
   
   
   
   
   
   
  PL 
  16 
  PARANOID 
  TECHNOMANCER 
  PTS 
  246 
   
   
  STR 
  8 
  -1 
  DEX 
  8 
  -1 
  CON 
  8 
  -1 
  INT 20 +5 
  WIS 20 +5 
  CHA 13 +1 
   
   
  TGH 
  LIFT 
  -1 
  160# 
  FORT 
  LEAP 
  +5 
  4 ft 
  REF 
  INIT 
  +4 
  -1 
  WILL 
  KB 
  +12 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +3 
  +3/+1 
  DAMAGE 
  DC 15 FORT (Transform) 
  GRAPPLE 
  SIZE 
  +2 
  Medium 
   
  SKILLS 
  Bluff 7 (+8), Craft (Artistic, 
  Mechanical) 10 (+15), 
  Diplomacy 5 (+6), Disable 
  Device 8 (+13), Know (Arcane 
  Lore, Technology) 8 (+13), 
  Notice 5 (+10), Search 5 (+10), 
  Sense Motive 6 (+7) 
  FEATS 
  Artificer, Diehard, Distract 
  (Bluff), Equipment 2 (HQ), 
  Improved Defense, Improvised 
  Tools, Inventor, Luck 3, Minions 
  12 (Constructs), Ritualist 
  POWERS 
  Astral Form 12 (PF: 
  Dimensional, Survival), Device 
  9 [Easy to Lose, Seal of 
  Solomon (Nullify 15 [All Magic, 
  Power Resistance +1])] 
  Immunity 1 (Age), Magic 16 
  (Base: Summon [Technomantic 
  Creatures]; PF: Progression 
  [Number] 8; AP: Create Object, 
  ESP (Visual, Auditory, Requires 
  Medium -1), Illusion, Transform 
  5 (Living Creatures into 
  Automata or Machine Parts, 
  Continuous +1)), Possession 
  12 (Only into His Minions -1, 
  Linked to Astral Form +0) 
  EQUIPMENT 
  HQ (as Sanctum Santorum, but 
  add Isolated feature) 
  AT CM SV SK FT PW DB 
  17 
  12 18 18 24 157 
  — 
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  Templeton Weir’s work as an engineering student 
  was impressive enough to draw the attention of his 
  favorite professor, Hiram Merryweather, one of the 
  most brilliant minds of the 19th Century. If not for his 
  many eccentricities, old Hiram might have 
  overshadowed Newton, and left large boots for Einstein 
  to fill. However, Merryweather’s areas of research were 
  so esoteric that those that knew of him at all either 
  worshipped him, as did Weir, or dismissed him as a 
  lunatic. Merryweather’s Holy Grail was a theorem 
  propounding the ultimate connection of everything in 
  the universe – Time, Matter, Energy, in this world and 
  worlds unseen by mortal eyes. Despite the limitations 
  of his surroundings and contemporary technology, 
  Merryweather and his young assistant Weir constructed 
  devices that warped space and time – first a simple 
  pocketwatch to test their theories with, and then the 
  Lux Veritas – a converted train that could move 
  through space, time, and all the many dimensions built 
  on both.  
  On one of their many travels led to a cosmos 
  consumed by Ex Machina, the Great Clockwork 
  Consciousness. Merryweather insisted on making 
  contact with the “advanced” entity. Weir deserted 
  Hiram the moment the clockwork armatures seized the 
  old man in their terrible grasp. He was such a gibbering 
  mess when he made it back to England that he didn’t 
  even bother to shut down the Lux Veritas, which 
  started moving again moments after. Weir destroyed 
  his mentor’s notes, working, models, and lab – all in an 
  effort to make sure no one ever found a way to 
  duplicate that trip. But, Ex Machina invaded his 
  nightmares, and Templeton awoke to find the first of 
  the strange machines from his dreams standing beside 
  his bed. 
  Templeton Weir lives in fear, and has for most of 
  a century. As Abraxas, Weir discovered he could 
  summon numerous clockwork constructs from some far 
  realm of Ex Machina’s. With but a thought, he can 
  induce changes in his surroundings, overlaying artificial 
  patterns of gears, wiring, and other technological 
  paraphernalia. While this has given him some measure 
  of power, and material reward, it has always terrified 
  him – for he knows with absolute certainty that this is 
  the touch of Ex Machina, who will someday come for 
  him, without fail or mercy. The old technomancer, 
  whose engineering skills have longs since blurred the 
  line between science and magic, has taken measures to 
  hide himself in a heavily fortified and isolated sanctum 
  – appearing, when he must, through the intermediary 
  of one of his summoned constructs into which he can 
  project his mind and senses. He has thus far cheated 
  death by extending his life through technical trickery – 
  but he fears his tricks will fail him sooner or later. He 
  hates all of the true immortals he’s encountered thus 
  far for their continuing refusal to share the secrets of 
  their longevity with him, and plots against many of 
  them for their “cruel” reticence. 
  Abraxas was recently one of those recruited by Dr. 
  Prometheus to join the Magi, as his experience against 
  Cagliostro gave him both knowledge and motive 
  valuable to the enterprise.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You’ll have to find me, first. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’6” 
  Grey 
  GROUP 
  AGE 
  WT 
  HAIR 
  Magi 
  60 (112) 
  160# 
  White 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Inventor for hire 
  20 Never seen in person 
  25 Steals and kills to remain hidden 
  30 Hiding from alien entity 
   
  MINIONS 
  For Minions (180 pts tops) and 
  summoned creatures (300 pts tops), use 
  any of the archetype stats in the M&M 
  book. Apply the construct trade-off (No 
  CON, INT, or CHA; Immunity to FORT 
  effects) and an appropriate techomantic 
  appearance and voila! 
  
   
   
  Villains – Indep. 
  p84 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Evil? You’ve seen nothing 
  …allow me to educate you. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’1” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  40 (?) 184# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Sorcerer and actual alchemist 
  25 Many other names over the years 
  30 Source for “Wandering Jew” myth 
   
   
  DESCRIPTION 
  Most of what is known about the man called The 
  Alchemist is conjecture, or garnered from those who’ve 
  known him the longest. Cagliostro is willing to share 
  one of the stories he’s collected about the man he’s 
  fought time and again over the last two centuries, 
  usually in exchange for drink or information. 
  Two millennia ago, in the lands of Judea, there 
  lived a successful apothecary named Caiaphas. One day 
  a neighbor of the apothecary died, but when the entire 
  village gathered to bury him, they were interrupted by 
  a traveling holy man. Caiaphas at first dismissed the 
  man as one of the many charlatans who traveled Judea 
  in those lawless days. The man’s words really didn’t 
  register with Caiaphas, who wanted to get home to eat 
  and was annoyed at the interruption – but he certainly 
  took better notice when his neighbor suddenly came 
  back to life. The villagers praised the holy man, and 
  helped spread his teachings throughout the 
  surrounding lands. Caiaphas was duly impressed, but 
  had responsibilities that needed tending. These 
  priorities changed when his own family later contracted 
  the same plague that had struck down their neighbor. 
  Desperate, with no medicine proving efficacious and 
  the deaths of his family looming before him, Caiaphas 
  went in search of the holy man. To his shock and 
  dismay he was told that all things happen for a reason, 
  that some things couldn’t… no… shouldn’t be changed. 
  Returning to his village, Caiaphas discovered his family 
  had died in his absence. Overcome with grief, he 
  cursed the name of the holy man and swore revenge. 
  When the Romans came to kill the holy man, Caiaphas 
  again traveled to see the holy man, this time to spit on 
  him as he died. His shock was even greater following 
  this act when the man forgave him, but, strangely, 
  uttered the words to the effect of “stay and wait for my 
  return.” Only after time had passed did the import of 
  those words sink in. Caiaphas didn’t age, didn’t sicken, 
  didn’t die. He suffered accidents that should have killed 
  him, but left not even a scratch. Soon, he was cast out 
  of his village, condemned for the witchcraft his 
  neighbors were sure he practiced. This began his 
  wandering. 
  Over the centuries, Caiaphas has let his bitterness 
  and hate consume him. He’s mastered the blackest of 
  arts and used them to terrible ends. He’s embraced 
  depravity, helped perpetuate every sin and debauchery 
  he could conceive of and a few that he needed help in 
  creating. Through it all, he’s proven immortal. Not 
  merely unaging, as many fellow long-lived types that 
  bandy around the description “immortal,” but actually 
  unkillable. No matter what he’s suffered, he has always 
  healed, always revived. Not that he’s inured to pain – 
  his bones break, he bleeds, and his screams and can be 
   
  PL 
  13 
  SCHEMING 
  IMMORTAL 
  PTS 
  236
   
   
  STR 14 
  +2 
  DEX 14 
  +2 
  CON 24 
  +7 
  INT 18 
  +4 
  WIS 30 +10 
  CHA 20 
  +5 
   
   
  TGH 
  LIFT 
  +12
  350# 
  FORT
  LEAP 
  +10
  7 ft 
  REF 
  INIT 
  +5 
  +2 
  WILL
  KB 
  +15
  -6 
   
   
  ATTACK 
  DEFENSE 
  +4/+8/+10 
  +6/+3 
  DAMAGE 
  +14 (Mystic Blast) 
  GRAPPLE 
  SIZE 
  +6 
  Medium 
   
  SKILLS 
  Bluff 10 (+15/+19), 
  Concentration 10 (+20), Craft 
  (Artistic) 8 (+12), Craft 
  (Chemical) 12 (+16), Diplomacy 
  5 (+10/+14), Disguise 5 (+10), 
  Gather Information 7 (+12), 
  Handle Animal 7 (+12), Know 
  (Arcane Lore) 16 (+20), Know 
  (Art, Civics, Current Events) 8 
  (+12), Know (Theology and 
  Philosophy) 12 (+26), Language 
  8 ([Aramaic], English, French, 
  German, Greek, Hebrew, Latin, 
  Russian, Sanskrit), Notice 2 
  (+12), Perform (Keyboards) 5 
  (+10), Ride 6 (+8), Search 4 
  (+8), Sense Motive 6 (+16) 
  FEATS 
  Artificer, Attack Specialization 
  (Spells) 3, Attack Specialization 
  (Sword) 2, Attractive 1, Benefit 
  (Wealth), Connected, Diehard, 
  Fascinate (Bluff), Fearless, Jack-
  of-All-Trades, Ritualist 
  POWERS 
  Immunity (Age, Life Support), 
  Magic 14 (Base: Mystic Blast, PF:
  All Dynamic, AP: Concealment, 
  ESP, Illusion, Mind Control, 
  Mystic Binding, Mystic Passage), 
  Protection 5, Regeneration 
  25 (Disabled 4, Injured 4, 
  Recovery 3, Resurrection 10, 
  Staggered 4), Super-Senses 4 
  (Magical Awareness, Acute, 
  Extended, Radius) 
  DRAWBACKS 
  Power Loss (Gestures, 
  Incantations for Magic -2) 
  AT CM SV SK FT PW
  DB 
  60 
  20 11 34
  14
  77
  -2 
   
   
  tortured as any other man’s – but he has yet to find any treatment that will actually kill him (and in 
  black depressions, he has tried). Down through the long roll of years, Caiaphas has cycled through 
  denial, depression, rage, and any number of other emotions about his condition. But he as always 
  returned to hate, all of which falls squarely on the holy man who, in his mind, cursed him. 
  Forgiving souls in The Covenant who have studied his past theorize that he’s been given time to 
  work through the pride and anger which would have surely damned him at the time of his 
  “change,” and that some great work must surely lie ahead – but Cagliostro and others who’ve 
  directly fought the man are less altruistic in their appraisal. They speak of unbending pride, 
  towering and consuming rage, and the aching need to make someone, anyone, pay for The 
  Alchemist’s self-perceived suffering – which is all too often the people unlucky enough to get in his 
  way. For himself, The Alchemist (who refuses to answer to the name Caiaphas) offers neither  
  excuses nor explanations. He strives to be the villain’s villain, reveling in what he insists be described as “evil,” and embracing his 
  envisioned role with an operatic glee. His apologists point to the fact that he has left the Nazi fold as proof of some redeeming quality 
  left to him. His detractors point out that he left only because Von Rundstedt (Blut) joined – the two hate each other, as they’ve both 
  claimed to be many of the same historical figures, such as Paracelsus and St. Germaine. Neither side expects an easy answer to the 
  debate any time soon. 
   
  
   
   
  Villains – Indep.
  p85 
   
  PL 
  11 
  WARRIOR 
  WOMAN 
  PTS 
  184 
   
   
  STR 26 +8 
  DEX 26 +8 
  CON 23 +6 
  INT 14 +2 
  WIS 18 +4 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +6/12 15 ton 
  FORT 
  LEAP 
  +10 
  65 ft 
  REF 
  INIT 
  +10 
  +12 
  WILL 
  KB 
  +10 
  -3/6 
   
   
  ATTACK 
  DEFENSE 
  +14 
  +8/+4 
  DAMAGE 
  +8 (Unarmed), +5 (Blast) 
  GRAPPLE 
  SIZE 
  +22 
  Medium 
   
  SKILLS 
  Acrobatics 7 (+15), Climb 10 
  (+18), Intimidate 4 (+8), 
  Language ([Ancient Gaelic], 
  English), Notice 10 (+14), Ride 
  4 (+12), Search 4 (+6), Sense 
  Motive 4 (+8), Stealth 8 (+16), 
  Survival 10 (+14), Swim 10 
  (+18) 
  FEATS 
  Acrobatic Bluff, All-Out Attack, 
  Assessment, Attractive 1, Blind-
  Fight, Evasion, Improved Block, 
  Improved Initiative, Improved 
  Throw, Move-By Action, Power 
  Attack, Startle, Stunning Attack, 
  Takedown Attack, Uncanny 
  Dodge 
  POWERS 
  Device 3 (Easy to Lose, 
  Crystal Shield [Deflection 5 
  (All Ranged), AP: Flight 5, Blast 
  5]), Immunity (Age, Disease), 
  Leaping 2, Protection 6 (Not 
  vs. Lethal Damage -1), Speed 
  3 (50 mph), Super-Senses 3 
  (Danger Sense, Extended 
  Hearing 1, Extended Sight 1), 
  Super-Strength 4 
  AT CM SV SK FT PW DB 
  65 
  44 12 18 15 30 
  — 
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
   
  When the Atlantean gate system collapsed, many 
  colonies constructed around the terminal anchors of the 
  gate generators were destroyed. Some, however, were 
  pushed “out of phase” with the world around them, 
  trapped in pocket dimensions. One of those surviving 
  colonies was on the island nation of what would later 
  be called Ireland. The colony was called Avalon, from 
  the Atlantean “Ave-Alon,” for “Green Treasure.” Over 
  time, this colony was occasionally accessible from 
  Earth’s plane. During these times, some citizens would 
  leave voluntarily (or were exiled), and some new 
  citizens from the local population would join – usually 
  people whose abilities, accomplishments, or ideals 
  brought them to the attention of Avalon’s elders. 
  Cultures intermixed to some extent, each influencing 
  the other, and a number of stories and legends arose. 
  Early on, the Avalonians adopted Elements of their 
  neighbors’ druidic practices in an attempt to fill the 
  “spiritual void” left by the loss of their homeland, and 
  this faith became a mainstay of their culture – with 
  some changes. Government was based on a council of 
  elders who in turn were advised by a collection of 
  warrior-priestesses. These priestesses began as the 
  representatives of one particular family, which birthed 
  the first great leaders of Avalon. As a result, the council 
  and Avalon’s culture in general were heavily 
  matriarchal. With their greater natural endurance and 
  higher pain tolerance, as well as their perceived 
  connection to the world around them through intuition 
  and the cycle of birth, Avalonian culture eventually 
  settled around the idea of war and religion being 
  women’s roles – a tradition heartily endorsed by the 
  warrior-priestesses who helped perpetuate it. 
   
  This was the world into which Morrigan was born, 
  the direct lineal descendent of the founder of the 
  priesthood. Traditional divinations before her birth had 
  foretold that the child would grow to be one of the 
  mightiest warriors her line had ever produced, and so 
  she was named after a goddess of war venerated in 
  ancient times in the lands surrounding Avalon. As she 
  grew, her display of physical prowess validated the 
  omens time and again. She excelled in all the arts of 
  warfare she studied, and neither her strength nor her 
  speed had equals among her people. Unfortunately, 
  ability breeds ambition, and though Morrigan was 
  capable and cunning, she was well away from the 
  experience needed to develop the wisdom to carry 
  alongside her other gifts. She gradually vented her 
  aggressions on those around her, becoming a 
  disruptive influence. Her peers fell injured to her 
  temper, followed later by her teachers as she surpassed 
  them. When she began fomenting rebellion, clumsy in 
  her rhetoric but dangerous in her potential, the council 
  was forced to take action before she could implement 
  the coup they all knew was coming.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  I’ll teach you who’s the 
  weaker sex, dolt! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 6’3” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  25 
  185# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Violent superwoman 
  20 Crazy anarchist 
  25 Doesn’t like men being in charge 
  30 From pocket dimension 
   
   
  Over the centuries, the occasional opening of their realm onto the physical plane of Earth became a more and more infrequent 
  occurrence, with years and sometimes decades between usable interfaces. When Avalon saw the toll of the Industrial Revolution on the 
  world around them, they had decided this was a good thing, and had severely limited their contact. With the knowledge that it would be 
  decades before she could return, the council and her sisters hoped that experience in the harsh world outside Avalon would wear down 
  her rougher edges to the point where she could be dealt with on a more reasonable basis. At least, this is the theory.  
   
  Morrigan, or “Amazon” as the press has named her (much to her chagrin, as she has no connection with Greece of any kind), is a 
  stranger in a very strange land. Though her judges gifted her with the speech of the lands that are now her home, the culture and 
  attitudes are still alien. Women are second-class citizens, in Morrigan’s view treated as little better than breeding stock or chattel… and 
  they accept the role, embrace it even. She has set about correcting this “perversion” of the natural order, with frustrating results. 
  Amazon has violently demonstrated her distaste for a number of familiar societal structures, being labeled a dangerous anarchist or 
  perhaps even a lunatic by the authorities. 
   
  Amazon is physically superhuman and comes from people of great longevity. She carries a crystalline shield of ancient Atlantean 
  make which is indestructible and can propel itself through the air to return to her hands or enable her to fly. 
   
  
   
   
  Villains – Indep. 
  p86 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  BEHOLD, MY GENIUS! 
  Hahahahahhahah…. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  46 
  160# 
  Bald 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Looks like that Nazi guy in the 
  newsreels 
  20 Commands zeppelin fleet of 
  pirates  
  25  
  30 “Clone” of real Von Sturm 
   
  NOTE 
  To derive the original Von Sturm’s 
  stats, simply remove the powers from 
  Baron Brass’ write-up.  
   
  HIDDEN GRAND CANYON BASE 
  SZ Gargantuan, TGH 15, Cost 
  17/4; Features: Communications, 
  Concealed, Fire Prevention System, 
  Isolated, Hangar, Lab, Living Space, 
  Power System, Security System, 
  Workshop 
   
  DESCRIPTION 
  Manfred Von Sturm and Salvador Alejandro Diablo 
  found each other to be that rare find: similar enough to 
  spark many rewarding conversations while different 
  enough and in the right ways to prevent the personality 
  clashes that would interfere with those talks. Of course, 
  each was also brilliant, ego-driven, and, unfortunately 
  for those around them, pretty much completely 
  demented on a number of levels. The bald pates, 
  dueling scars, and shared affection for the much-
  maligned monocle were trivial things that only went to 
  help cement the bond. For the space of a year, they 
  provided each other with something both had found 
  missing throughout their long and mutually lonely 
  existence: friendship. No one else benefited from this 
  baleful partnership, as the meeting of twisted minds 
  produced any number of threats to the rest of 
  humanity, threats which tested the resourcefulness of 
  many heroic adventurers to put to an end.  
  And then, Von Sturm received the summons. He 
  was to return to Germany and provide his services to 
  the Reich, or risk losing the titles and lands of his 
  aristocratic family. Such a loss was unthinkable to the 
  fiendish little Prussian, and with a heavy heart, he said 
  goodbye to his associate. Days went by after his 
  departure and Diablo grew more and more despondent. 
  He had no one to talk to, know one to share mad ideas 
  with, no one to compare notes with on tortures and 
  experiments. One morning, an epiphany struck. 
  He set about creating his own Von Sturm; the 
  homunculus would be a pale shadow of his 
  partner, but it was better than nothing. Of course, 
  once he got started, there were the inevitable 
  tweaks, additions, modifications, and so on. Friendship 
  was friendship, but art took precedence, and Diablo 
  was prouder of nothing than his role as an artiste. 
  Finally, the homunculus was ready. The spitting image 
  of Von Sturm, possessed of the same intellect, and 
  drive, and personality, and with a few extra gifts, as 
  Diablo had some orichalcum left over and an 
  experiment or two he wanted to try. Much to Diablo’s 
  surprise, the makeshift man’s first action was to assault 
  its creator and escape. How insulting! Diablo washed 
  his hands of the whole fiasco, and quietly concluded 
  that the problem must have lain in the source material. 
  He was over his loss and his loneliness, and promptly 
  returned to his work on mutated vampire squids. 
  Baron Brass is neither a Baron nor does he have 
  anything to do with Brass. He refuses to use any other 
  name as long as the other Von Sturm lives, and is 
  convinced that he is the original and that his life has 
  been stolen by whoever it is following Der 
  Schwartzenritter around Europe. He has every ounce of 
  the original’s technical knowledge, drive, and lunacy. In 
  addition, he can cause his body to become a form of 
  organic orichalcum, a mystical alloy born from alchemy. 
  As his mad scientist tendencies don’t roam as far into 
  the Arcane as Diablo’s, he thinks of the metal as the 
  brass it somewhat resembles. He can also transmute 
  other things into the same metal with but a touch. The 
  Baron hates the real Von Sturm with a passion matched 
  only by his hatred of Diablo. Von Sturm, who knows 
  only a little about his doppelganger, is torn between 
  flattered amusement and indignant annoyance at 
  Diablo’s efforts. Diablo himself has already put the 
  whole thing out of mind and amuses himself with other 
  concern. 
   
   
  PL 
  10 MAGICAL CLONE
  PTS 
  213
   
   
  STR 31 +10
  DEX 13 
  +1
  CON 14 
  +2
  INT 20 
  +5
  WIS 11 
  +0
  CHA 16 
  +3
   
   
  TGH 
  LIFT 
  +11 15 ton
  FORT
  LEAP 
  +5 
  6 ft 
  REF 
  INIT 
  +3 
  +1 
  WILL
  KB 
  +8 
  -10 
   
   
  ATTACK 
  DEFENSE 
  +5 
  +5/+2 
  DAMAGE 
  +12 (Unarmed) 
  GRAPPLE 
  SIZE 
  +6/+15 
  Medium 
   
  SKILLS 
  Bluff 5 (+8), Concentration 10 
  (+10), Diplomacy 5 (+8), 
  Disable Device 8 (+13), Know 
  (Life Science, Physical Science, 
  Technology) 10 (+15), Medicine 
  5 (+10), Pilot 5 (+6), Sense 
  Motive 8 (+8) 
  FEATS 
  Chokehold, Equipment 20 
  (Zeppelins [Progression 
  (Number) 3], HQ, Ornate 
  Dagger), Fascinate (Diplomacy), 
  Improved Pin, Inventor, Master 
  Plan, Minions 8 (Criminals 
  x100), Power Attack, Rage 3, 
  Taunt 
  POWERS 
  Alternate Form (Solid) 9 
  (Immunity 9 (Life Support), 
  Density 9 [+18 STR (13 
  Normally), Impervious 
  Protection 4, Immovable 3, 
  Super-Strength 3, Masses 1280 
  lbs at Maximum Density], 
  Protection 5, Strike 2 (PF: 
  Mighty)), Transform 10 
  (Anything Solid into Metal, 
  Continuous +1, Range: Touch 
  -1) 
  EQUIPMENT 
  Hidden Base in Grand 
  Canyon, Zeppelins 
  AT CM SV SK FT PW
  DB 
  27 
  20 13 19
  38
  96
  — 
   
   
   
   
   
   
   
  ZEPPELINS 
  STR 50, SPD 3, TGH 15*, SZ 
  Colossal, Cost 59/12; Features: 
  Navigation System 2, Smokescreen 
  10; Powers: Armor Mesh 
  Construction [Protection 2 
  (Impervious +1)], Dreaded Heat 
  Ray [Blast 11 (Area: Burst +1)]
   
   
  
   
   
  Villains – Indep.
  p87 
   
  PL 
  14 
  ATLANTEAN 
  CONQUEROR 
  PTS 
  262 
   
   
  STR 30 +10 
  DEX 14 
  +2 
  CON 28 
  +9 
  INT 16 
  +3 
  WIS 16 
  +3 
  CHA 18 
  +4 
   
   
  TGH 
  LIFT 
  +16 24 ton 
  FORT 
  LEAP 
  +12 15 ft 
  REF 
  INIT 
  +4 
  +2 
  WILL 
  KB 
  +10 
  -6 
   
   
  ATTACK 
  DEFENSE 
  +13 
  +8/+4 
  DAMAGE 
  +15 (Mace) [Crit 18-20] 
  GRAPPLE 
  SIZE 
  +21 
  Medium 
   
  SKILLS 
  Bluff 6 (+10), Craft (Structural) 
  5 (+8), Diplomacy 5 (+9), 
  Intimidate 16 (+20), Know 
  (Arcane Lore) 2 (+5), Language 
  ([Atlantean], English, German), 
  Notice 10 (+13), Pro (Soldier) 
  10 (+13), Search 3 (+6), Sense 
  Motive 9 (+12), Stealth 6 (+8), 
  Survival 6 (+9), Swim 12 (+22) 
  FEATS 
  All-Out Attack, Assessment, 
  Benefit (Status), Blind-Fight, 
  Endurance 3, Environmental 
  Adaptation (Underwater), 
  Equipment 47, Fascinate 
  (Intimidate), Favored 
  Environment (Underwater) 2, 
  Improved Critical (Mace) 2, 
  Improved Grab, Inspire 3, 
  Leadership, Minions 18 
  (Atlantean Soldiers ×1000), 
  Power Attack, Startle 
  POWERS 
  Device 2 (Easy to Lose, Mace 
  [Strike 5 (PF: Mighty, AP: 
  Shield, Shockwave with 20 STR, 
  Stun)]), Enhanced Abilities 
  (STR +4, DEX +2, Only 
  Underwater -1), Immunity 4 
  (Age, Breathe Underwater, Cold, 
  High Pressure), Protection 7, 
  Super-Senses 5 (Blindsight 
  (Only Underwater), Darkvision), 
  Super-Strength 4, 
  Swimming 5 
  EQUIPMENT 
  HQ (Atlantis), 50 Cruisers, 
  500 Fighters 
  AT CM SV SK FT PW DB 
  62 
  42 12 23 85 38 
  — 
   
   
   
   
   
   
   
  DESCRIPTION 
  As a child, Sargall used to escape the dull confines 
  of his upbringing with occasional stealthy forays outside 
  of the city of Atlantis. He would explore the crevasses 
  around the city and sometimes venture into the great 
  bottomless pit that marred the seascape by the pristine 
  towers of his homeland. He was adventurous and 
  stricken with wanderlust, neither being qualities that 
  appealed to the culture into which he had been born. 
  His family, the traditional marshals of the city’s defense 
  forces, was expected to be stalwart supporters of the 
  throne and the throne’s edicts, such as the prohibition 
  against contact with the surface. At the age of 16, 
  Sargall finally gave in to his frustration and swam 
  away from home. He spent years exploring far 
  and wide from the city. He even dared leave 
  the ocean to set foot on land. He was 
  unimpressed by what he encountered there. 
  What puny little things the surface-dwellers 
  were, weak, careless, and so very arrogant. 
  When he returned to Mother Ocean, it was 
  with a sense of utter contempt for what his 
  people seemed to be hiding from. He made 
  his way back to Atlantis, having sated some 
  of need for exploration. Along the way, he 
  encountered a feeding frenzy of dozens of 
  sharks. As he swam around the cloud of blood 
  and crazed eating machines, in a moment of 
  clarity he finally realized what it was he felt when 
  he looked at them. They were terrors, without pride or 
  shame. They killed without remorse or hesitation. They 
  were what they were in a clear and brutally honest 
  fashion, no hiding, and no concern for what those 
  around them felt or thought as the teeth closed. Now 
  considering his own culture a monument of  
  hypocrisy, Sargall embraced the viewpoint he  
  gave the sharks as refreshing. He began to form his 
  plans. 
  It took years to rebuild his reputation after his 
  return, reassuring his family and the King that his 
  youthful gallivanting was only a momentary weakness. 
  He performed his role masterfully, and by the time he 
  took over his father’s position, he had the absolute 
  trust of the king and the kingdom. Trust enough to 
  mold the defense forces into a an actual army; trust 
  enough to condition them to follow his rules and orders 
  before those of the king; and, finally, enough trust to 
  leave his targets open to a violent and bloody coup. 
  Sargall now calls himself Dagon. It was the name 
  of some ancient god-monster of the deep in the stories 
  told him by the sailors he met on his travels, and he 
  likes both connotations – god and monster. Today, he 
  plots the inevitable conquest of the lands above the 
  waves and spends his every waking hour honing his 
  people and resources into a deadlier and deadlier force. 
  Occasionally he finds himself facing failure, as with the 
  invasion of New York being turned back, or annoyance, 
  as with the efforts of Prince Taggras to undermine 
  Sargall’s rule – but Dagon’s confidence remains 
  absolute. 
  Dagon is considerably larger and stronger than the 
  average Atlantean and second only to Taggras in 
  strength. He is superhumanly durable, a vicious 
  combatant, and wields a massive mace that can emit 
  shockwaves on impact. He has an army of loyal 
  followers and a devastating fleet at his beck and call. In 
  his mind, all of that pales next to the fact that destiny 
  itself is on his side – as he will smugly share with 
  anyone brave or foolish enough to ask. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  By the time you see my 
  teeth, little man, they’ll 
  already be tearing into you. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Atlantean 
  Male 
  6’6” 
  Black 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  38 
  390# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 King, or something, of Atlantis 
  20 Tried to invade New York City 
  25 Buddy-buddy with Hitler 
  30  
  
   
   
  Villains – Indep. 
  p88 
   
   
   
   
   
   
   
   
   
  The original Atlantis was a massive city-state built by the 
  first real generations of metahumans gathered by the Observer. 
  The Observer itself was a sentient supercomputer of Acathii 
  origin. The Acathii scientists who had been experimenting on 
  Earth and the versatile gene pools to which it had given birth 
  knew that they would never be able to return to Earth following 
  the collapse of the Acathii gate network in their war with the 
  Rha’Zha’Keth (see The Algernon Files, Volume 1 for more 
  information on these races), so had sent the Observer to continue 
  some of their experiments.  
  Traveling through a series of hyperjumps instead of the gate 
  network, the Observer took eons to reach Earth, whereupon it 
  promptly identified prominent gene-lines that had resulted from 
  earlier experimentation. It isolated those individuals it predicted 
  were most likely to eventually produce metahuman children 
  (though “metahuman,” of course, was not what it called them) 
  and “jumpstarted” their genetic development; then it educated 
  the successes (culling the failures and sending them away to 
  survive or not all on their own), having decided that it would not 
  only continue but expand on the experiments of its own 
  designers. The Observer then watched as this new and artificially 
  constructed culture it had set in motion grew and evolved.  
  Ancient as it was, the Observer would occasionally have to 
  enter diagnostic and repair periods, periods which grew longer as 
  it got older. During one of these periods, its “children” not only 
  reached a point where they could duplicate on a smaller scale the 
  gate system of their ancient patrons, but had also reached a 
  decadent enough cultural state that, when the gates inevitably 
  enabled them to contact Rha’Zha’keth trapped in between 
  dimensions, some in nodes quite close to Earth, they actually 
  were willing to bargain with the horrors. At the insistence of the 
  Rha’Zha’keth, those factions of the Atlanteans with whom they 
  were in league attacked the Observer and attempted to destroy 
  it. They had grossly overestimated their abilities, and failed 
  miserably. Appalled and terrified at the lengths their peers were 
  willing to move against their patron, a coalition of the major 
  houses not aligned with The Devourers used the gates to colonize 
  an alternate Earth made accessible by the gate experiment before 
  their fellow Atlanteans’ attack could be mustered. The attack was 
  powerful, but easily rebuffed by the well-defended remnant of 
  Acathii super-technology.  
  The Observer reluctantly decided that, if the subjects of the 
  experiment were going to try to destroy their “loving” patron, that 
  the entire experiment had been a failure. Further, the continued 
  use of the gates introduced the very real danger of the 
  Rha’Zha’keth finding a means to freedom – something which 
  absolutely could not be risked under any circumstances. It sank 
  Atlantis with a massive energy beam that cored the tectonic 
  structure of the island. The resulting superheated vapor 
  discharging explosively from beneath the entire city – effectively 
  wiping all traces of the original city off the face of the Earth.  
  The only survivors of the city proper still present at the time 
  were a minor faction of Atlanteans that had been experimenting 
  with amphibious adaptations. The current city is comprised of the 
  descendants of that faction. It took them millennia to rebuild to 
  anything resembling their ancestors, and the disparate examples 
  of advanced technology they had access to and could understand 
  gives their culture a piecemeal demeanor, a primitive veneer over 
  a scientific and technological understanding that outstrips 
  anything on the surface world. Triton’s Rift is a seemingly 
  bottomless pit outside the city that marks the impact point of the 
  weapon the Observer used to sink the island. The city itself lines 
  one of the shallower crevasses leading away from this wound in 
  the Earth. The various colonies that had been connected through 
  the nascent gate network were isolated, or even pushed out of 
  phase with the world around them due to the destruction of the 
  gate systems. A number of pocket dimensions and other 
  dimensional shallows “litter” the Earth as a long-term result (see 
  Wakefield Island, pg 106). 
  Over the century, legends of their ancestors’ destruction 
  have filtered down through a hybrid of myth and oral history. The 
  men and women who rose to govern the city, founding a royal 
  dynasty in the process, long ago decided that the safest route for 
  progress was relative secrecy. Those rulers banned any contact 
  with the world above the waves, and over the centuries have 
  used their technological advantages to hide their people from 
  discovery by explorers and scientists. They succeeded beyond 
  their expectations as, until recently, the majority of the surface 
  world dismissed Atlantis as an empty legend. It is likely the 
  charade would have continued for decades further if not for the 
  action of Grand Admiral Sargall. Sargall commanded the 
  Atlantean Defense Forces, a military that had never been called to 
  battle, that had never been forced to fire its weapons except at 
  overly aggressive aquatic predators. The Royal Family had trusted 
  him implicitly as his was a hereditary position and his family had 
  served Atlantis loyally since before the city had started to 
  maintain historical chronicles. When he started intensively 
  training his forces in more martial maneuvers than tradition had 
  ever demanded of them, the King had dismissed it as enthusiasm 
  (and perhaps boredom). When he adopted the title of Grand 
  Admiral, replacing with it the traditional “First Defender,” the King 
  dismissed it as an eccentricity. This lack of vigilance cost the King 
  and most of his family their lives when Sargall led a coup and 
  took over the city. 
  Sargall, or Dagon as he is now called, has led his people on 
  an intense arming period, stockpiling an arsenal of weapons and 
  vehicles of war. What his forces lack in numbers, they more than 
  make up for in tenacity, innate physical ability, and gross 
  technological superiority. The alliance with Nazi Germany is only a 
  temporary convenience as Dagon’s scientists work on building 
  deadlier and more powerful weapons… and Dagon and his inner 
  circle devise their strategies and dream their bloody dreams. 
  Eventually, once their allies have the rest of the surface world 
  under an iron heel, the ancient power of Atlantis will rise and 
  replace Germany at the center of an unbreakable hegemony – the 
  world may answer to Berlin, but Berlin will answer to Dagon. 
   
   
  The average Atlantean is an impressive physical specimen, 
  with hyperstrong muscle and bone tissue bred to withstand the 
  pressure of the ocean’s depths. Even the weakest of them is 
  several times stronger than the average surface dweller. 
  Atlantean females have only vestigial traces of body hair, and 
  males have none. Their eyes have adapted to the demands of 
  deep sea spectra, with larger-appearing dark irises. As with most 
  of their streamlined swimmer’s bodies, the average Atlantean’s 
  ear structures are smaller and less obtrusive than a surface 
  man’s, though the internal structure is more sensitive to certain 
  ranges of sound. Skin flaps between fingers and toes, combined 
  with their great strength, make the Atlanteans swimmers 
  unmatched by other denizens of the deep. Small gills are hidden 
  along the neck, and larger ones line the side of an Atlantean’s 
  torso. Their language is a musical and highly complex set of 
  sound structures that, while learnable by surface humans for 
  purposes of understanding, is simply not reproducible by the 
  vocal structure of a throat designed only for air-breathing. 
  
   
   
  Villains – Indep.
  p89 
   
   
   
   
  The people of Atlantis live in harmony with their 
  surroundings for the most part, their home giving them little 
  choice. Almost all Atlantean technology is organic or at least 
  semi-organic in nature, with strange farm-like areas filling the 
  role of factories. Their preferred weapon technology is sonic, and 
  their mastery of the science of sound is awe-inspiring, as is the 
  lethality of tightly focused sonic weapons in a watery 
  environment. The royal family also had in its possession ancient 
  weapons of electrical nature, whose discharges were controllable 
  even immersed in a conductive medium – but those weapons 
  disappeared during the coup, either due to the actions of Prince 
  Taggras as he escaped, or, more likely, to those of loyalists to the 
  crown that remain hidden throughout Atlantis (and whose 
  sabotage of Atlantis’ war efforts continues despite Dagon’s best 
  efforts to suppress them). 
  Much to the chagrin of Dagon, his impressive cruisers and 
  amphibious fighter craft, accomplishments he drove his engineers 
  at a feverish pace to complete, were shown last year to have an 
  exploitable flaw that his people have yet to overcome – Atlantean 
  technology, based as it is on the application of sound in so many 
  respects, is vulnerable, both structurally and in its control 
  systems, to harmonics designed to resonate destructively with the 
  fields used in their hulls and engines. This was discovered by the 
  surface man Ulysses Steele, whose hastily assembled sonic 
  emitters pushed back the Atlantean invasion force from New York 
  last year. Those same emitters now float on heavily secured buoy 
  chains off the coasts of many major seaports along the Atlantic. 
  Jormungandr is being built to circumvent that limitation, which is 
  costing a considerable amount of construction time. Dagon hopes 
  that what his engineers learn in the supersub’s construction can 
  then be adapted to the rest of the fleet. 
   
   
  Atlantean Soldiers: PL 8 (99 points); Init +1; Defense +6; Atk 
  +7/+9 (+6 Unarmed, +6 Sonic Blaster); SV Tgh +5, Fort +6, Ref 
  +3, Will +3; Str 23, Dex 12, Con 20, Int 10, Wis 11, Cha 11;  
  Skills and Feats: Intimidate 3 (+3), Notice 3 (+3), Pro 
  (Soldier) 4 (+4), Swim 6 (+12); Endurance, Environmental 
  Adaptation (Underwater), Favored Environment (Underwater) 2, 
  Improved Flank 2, Teamwork 2; 
  Powers: Device 3 (Easy to Lose, Sonic Blaster [Sonic Control 
  6 (PF: Accurate Attack 1)]), Enhanced Abilities (STR +2, DEX +1, 
  Only Underwater -1), Immunity (Age, Breathe Underwater, Cold, 
  High Pressure), Protection 2, Super-Senses 5 (Blindsight (Only 
  Underwater -1), Darkvision), Super-Strength 1 (2400 lbs 
  Maximum Lift), Swimming 4 
   
  Atlantean Fighter Craft: STR: 30, SPD: 5, DEF: 8, TGH: 10, 
  SZ: Huge; Cost: 43/9; Features: Flight 6, Cannons [Sonic Control 
  6, Autofire 5, Accurate Attack 2)], Super-Senses (Blindsight, 
  Extended, Only Underwater -1) 
   
  Atlantean Cruiser: STR: 75, SPD: 4, DEF: -2, TGH: 15, SZ: 
  Awesome; Cost: 95/19; Features: Immunity 9 (Life Support), 
  Cannons [Sonic Control 12 (Penetrating)], Concealment 1 
  (Sonar), Super-Senses (Blindsight, Extended, Only Underwater 
  -1), Torpedoes [Blast 10 (Explosive, Homing x3)] 
   
  Militarized Portions of Atlantis: TGH: 15, SZ: Awesome; Cost: 
  22/5; Features: Concealed 3, Defense System, Hangar, Holding 
  Cells, Infirmary, Isolated, Lab, Library, Living Space, Power 
  System, Security System, Workshop 
   
  
   
   
  Villains – Indep. 
  p90 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Beautiful, isn’t it? Now, 
  imagine it… but… with wings! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’9” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  The Magi 
  40 
  183# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Crazy scientist 
  25 Creates monsters 
  30  
   
  MINIONS 
  Any combination from among the 
  monsters listed in M&M that fits the 10 
  rank parameters.  
  For example: 10 Flesh Golems 
  and a Giant Ooze (Minion Rank 4 plus 
  3 Progression Levels [number], and 
  another Minion Rank 3 Critter); another 
  example would be 100 Monstrous 
  Insects (Minion Rank 3 plus 7 
  Progression Levels). Go crazy! 
   
  DESCRIPTION 
  The little town of Sangredios was typical of the 
  isolated communities of coastal Mexico at the turn of 
  the century, and births were one of the many things 
  that always carried a celebration with it. Normally. That 
  Salvador Alejandro Diego was the son of a leading and 
  prosperous citizen of the town, should have lent an 
  even more festive air. But Senor Diego’s wife died in a 
  long and painful labor, all of the animals within a mile 
  fled following the birth, and the gardens around the 
  house blackened and died within hours of little 
  Salvador’s first breath. Milk soured around the boy, 
  mirrors were known to crack when he looked into 
  them, and so many other strange things seemed to 
  follow in his wake. 
  The boy was treated as a pariah, shunned and 
  avoided. It didn’t help that he seemed to enjoy the 
  ostracism, to feed on the fear and distrust. His tenure 
  in the local school was short-lived after he reduced his 
  teacher to tears before noon of his first day and left 
  shortly after, laughing all the way home. His father’s 
  purse strings lured tutors from far away places who 
  came and taught the boy all they could; some left, 
  having quickly exhausted their store of knowledge, and 
  others simply disappeared. When the elder Diego died 
  after a mysterious wasting illness, his son liquidated the 
  family holdings and left Sangredios, much to the relief 
  of her people. Mere days after his departure, a terrible 
  plague swept through the area, decimating the 
  population and leaving a ghost town. Today, there is 
  nothing to show that the area ever supported life at all. 
  When next Diego was seen, it was in America, 
  fifteen years later. He had changed his family name to 
  “Diablo,” acquired dueling scars and shaved his head – 
  trappings which only served to set off his strange 
  behavior. He moved around the country consulting with 
  doctors and scholars, asking the strangest questions, 
  accumulating bizarre materials and constantly moving 
  on. Then strange animals began terrorizing people; 
  chemical “accidents” in populated areas began 
  occurring with greater frequency; and members of 
  wealthy families disappeared, held for ransom with the 
  most exotic of threats (see Tom Thumb, pg 15). By the 
  time he was captured by the authorities, the self-styled 
  Dr. Diablo had perpetrated a wave of terror from sea to 
  sea – and when the man in custody literally melted, 
  leaving blood and gore in the cell and a note from 
  Diablo thanking the FBI for helping him test his newest 
  creation, his reputation was cemented forever after. 
  Dr. Diablo is strange. Not just odd, or eccentric, 
  but truly disturbing – his personality, tastes, and 
  predilections so surreal as to approach the alien. Diablo 
  is brilliant, but his goals remain vague – wealth, 
  perhaps, but only as a means to an end; power, only to 
  prevent others from interfering in his “experiments;” 
  the pursuit of knowledge, obviously, but to what 
  eventual purpose? His arts obscure the division 
  between science and magic, almost as if he refuses to 
  acknowledge the difference, but he is happy to share 
  his findings with any brave enough to ask, and his ego 
  doesn’t get in the way of cannibalizing the work of 
  others. He has said that he is an artiste, the first of new 
  and liberated avant garde – his palette consisting of 
  homunculi, mutated and nightmarish creatures, toxins 
  that twist the mind and body, and many, many other 
  perversions of science. Given the unpredictable nature 
  of his plans and crimes, this description remains the 
  only unchanging element in a disconcerting mix. 
   
  PL 
  10 
  ARCHETYPAL 
  MAD SCIENTIST 
  PTS 
  195
   
   
  STR 16 +3 
  DEX 16 +3 
  CON 18 +4 
  INT 28 +9 
  WIS 16 +3 
  CHA 20 +5 
   
   
  TGH 
  LIFT 
  +9/4
  460# 
  FORT
  LEAP 
  +8 
  8 ft 
  REF 
  INIT 
  +6 
  +7 
  WILL
  KB 
  +14
  -4/2 
   
   
  ATTACK 
  DEFENSE 
  +3/+9 
  +11/+3 
  DAMAGE 
  DC 20 FORT (Disintegrate)
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Bluff 3 (+8), Computers 3 
  (+12), Concentration 10 (+13), 
  Craft (Artistic) 3 (+13), Craft 
  (Chemical) 9 (+18), Craft 
  (Electronic, Mechanical) 6 
  (+15), Disable Device 6 (+15), 
  Escape Artist 4 (+7), Gather 
  Information 4 (+9), Intimidate 5 
  (+10), Know (Arcane Lore) 7 
  (+16), Know (Life Science) 11 
  (+20), Know (Physical Science) 
  5 (+14), Know (Technology) 6 
  (+15), Medicine 6 (+15), Notice 
  2 (+5), Search 2 (+11), Sense 
  Motive 4 (+7) 
  FEATS 
  Artificer, Attack Specialization 
  (Ray Gun) 3, Defensive Roll 5, 
  Diehard, Distract (Intimidate), 
  Dodge Focus 5, Equipment 12, 
  Evasion, Fearless, Improved 
  Defense 1, Improved Initiative 
  1, Improvised Tools, Inventor, 
  Luck 4, Minions 10 (Monsters), 
  Rage 3, Ritualist, Startle, Trance 
  POWERS 
  Device 9 (Easy to Lose, Ray 
  Gun [Disintegrate 10 (AP: 
  Paralyze, Stun)]) 
  EQUIPMENT 
  HQ (TGH: 10, SZ: Medium; 
  Features: Concealed 2, Defense 
  System, Holding Cells, Lab, 
  Living Space, Power System, 
  Security Systems 2, Surgical 
  Bay/Transmogrification Tubes 
  12 [Transform Any Living Thing 
  into Practically Any Other Living 
  Thing (Touch -1, Must Be 
  Restrained or Helpless -1, Takes 
  1 Day -1, Permanent +2)], 
  Workshop) 
  AT CM SV SK FT PW
  DB 
  54 
  18 18 24
  54
  27
  — 
   
  
   
   
  Villains – Indep.
  p91 
  PL 
  13 
  DIMINUTIVE 
  FIEND 
  PTS 
  253 
   
   
  STR 10 
  +0 
  DEX 14 
  +2 
  CON 14 
  +2 
  INT 36 +13 
  WIS 18 
  +4 
  CHA 13 
  +1 
   
   
  TGH 
  LIFT 
  +17/2 150# 
  FORT 
  LEAP 
  +4 
  5 ft 
  REF 
  INIT 
  +3 
  +6 
  WILL 
  KB 
  +10 -13/1 
   
   
  ATTACK 
  DEFENSE 
  +4/+14 
  +7/3 
  DAMAGE 
  DC 22 FORT (Disintegrate) 
  GRAPPLE 
  SIZE 
  +1 
  Small 
   
  SKILLS 
  Bluff 3 (+4), Computers 13 
  (+26), Concentration 12 (+16), 
  Craft (Chemical, Electrical, 
  Mechanical) 12 (+25), Disable 
  Device 7* (+20), Know 
  (Behavioral Science) 5 (+18), 
  Know (Earth Science, Physical 
  Science) 12 (+25), Know (Life 
  Science) 18* (+31), Know 
  (Technology) 14* (+27), 
  Medicine 4 (+17), Notice 4 
  (+8), Search 6* (+19), Sense 
  Motive 6 (+10) 
  FEATS 
  Benefit (Wealth 3), Connected, 
  Distract (Bluff), Eidetic Memory, 
  Equipment 5 (HQ, Progression 
  2), Improved Initiative 1, 
  Improvised Tools, Inventor, 
  Luck 5, Master Plan, Minions 7 
  (Criminals x50), Seize Initiative, 
  Skill Mastery*, Ultimate Skill 
  (Know (Life Science)) 
  POWERS 
  Device 9 (Hard to Lose, Force 
  Projector [Force Field 15 
  (Impervious on 10), Create 
  Object 10]), Device 21 (Easy 
  to Lose, Death Ray 
  [Disintegration 12; PF: Accurate 
  Attack 5], Petrification Ray 
  [Transform 12 (Flesh to Stone), 
  Continuous +1; PF: Accurate 
  Attack 5]), Quickness 8 
  (Mental Only -1), Shrinking 4 
  (Permanent -1, PF: Innate), 
  Super-Senses 3 (Danger 
  Sense, Distance Sense, Time 
  Sense) 
  EQUIPMENT 
  HQ (as Underground Lair, 
  Progression [Number] 2) 
  AT CM SV SK FT PW DB 
  49 
  18 
  9 
  38 30 109 
  — 
   
   
   
  DESCRIPTION 
  In a small alcove of a well-hidden facility there is a 
  collection displayed: The metal head of TKT Tock: The 
  Artificial Man, Jack Dandy’s magic cane, Answer Man’s 
  Coat of Gadgets, Dash Daring’s ivory-handled Mauser, 
  and many other items and paraphernalia that once 
  belonged to adventurers and mystery man around the 
  globe. These macabre trophies are fodder for the 
  endless ego of Anton Loveless, better known to the 
  world as Dr. Prometheus – memento mori for the litany 
  of heroes whose last mistake was underestimating this 
  diminutive genius and archfiend in the annals of crime. 
  Left in an orphanage at the turn of the century by 
  hands unknown, young Anthony suffered derision 
  growing up, shunned for his dwarfism and his clubfoot. 
  His only escape was the library of the school attached 
  to the orphanage. There he buried himself in textbooks 
  that taught him how the world worked and collections 
  of mythology that gave him escape from its crueler 
  realities. His only constant comfort was his intellect. His 
  time at university was notable but brief, as he left his 
  scholarships behind after learning all his teachers had 
  to teach him. His time in business was equally notable 
  and equally brief, as his underdeveloped social skills 
  and overdeveloped ego eventually managed to close 
  any doors his brilliance had opened. Finally left with 
  nothing but himself and his ideas, Anthony sold his 
  talents to a less discriminating clientele – arms 
  merchants and criminals, hard men who only cared that 
  his inventions worked and didn’t expect him to kowtow 
  to their social expectations and fragile sense of self-
  worth. It didn’t take very long to finance his own 
  enterprises, and the contacts he made finally shed light 
  on the mystery of his own heritage – he was the son of 
  an equally maligned genius who had nearly brought 
  The United States to its knees in the latter 19th Century. 
  He discarded the “Anthony Smith” that had been given 
  him in the orphanage and became Anton Loveless. 
  Loveless led an eventful life thereafter. 
  Experimenting with radio technology, he discovered a 
  signal well outside anything other operators on Earth 
  were using. He tracked that signal to the Antarctic, 
  where it originated from the wreckage of a downed 
  craft that was never made on this planet. He financed  
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Eventually you lot will learn I 
  have no equal – until then, do 
  throw your life away. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  3’11” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  The Magi 
  42 
  80# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Criminal inventor and genius 
  20 Fights that Doc Steel a lot 
  25  
  30 Used to sell tech to Nazis 
   
   
  his long-term extraction efforts by selling many of his ideas and inventions to the Nazis through 
  middlemen and cut-outs, and delved into a study of the craft’s secrets that he knew would take 
  decades. Off and on during this period, he has tested the fruits of his labors in the field, usually 
  resulting in conflict with any number of self-styled heroes. Until he faced Ulysses Steele, these 
  skirmishes had always ended with new trophies and an ever more grisly reputation. Steele has 
  been different, not only surviving their meetings but actually besting Anton – an experience that is 
  novel, but frustrating.  
  Recently, Anton has not only started to use a nom de guerre of his own, “Dr. Prometheus,” 
  after the titan of myth who stole fire from the gods, but has actually, gallingly, forced himself to 
  gather allies to use against Steele and his partners. The Magi, as Anton and the others call 
  themselves, have made some impressive showings, but their individual egos seem to keep 
  curtailing their potential – particularly the friction between Prometheus and Dr. Diablo, who Anton 
  recruited to deal with Tom Thumb. 
  Anton Loveless has one of the most finely developed minds that has ever been produced on 
  this Earth. He knows no intellectual superiors and few equals, none of whom he would admit as 
  such. He almost always acts through agents and intermediaries, keeping himself far removed from 
  physical danger. Those stalwart souls that have managed to locate his bases of operation 
  unfailingly encounter traps and defenses of staggering complexity – and quickly learn that the 
  deadliest of Loveless’ creations are those he keeps closest. His technology, both of his own 
  invention and that he’s cannibalized from his prize discovery, are usually decades if not centuries 
  more advanced than that of the world around him.
  
   
   
  Villains – Indep. 
  p92 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You and your weapons… 
  pitiful trinkets. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’ 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  ? 
  200# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Madman with Egyptian fetish 
  20 Flying Pyramid! 
  25 Very advanced technology 
  30 Ties to ancient Atlantis 
   
   
  DESCRIPTION 
  The Observer was very thorough when it sank 
  Atlantis. Following the cataclysm it caused, the Acathii 
  probe scoured the globe looking for other aggregations 
  of Atlantean people or technology. But thorough is not 
  the same as infallible. Many of the Atlantean colonies 
  whose proximity to their gate generators pushed them 
  into pocket dimensions were undetectable or 
  unreachable to the Observer’s systems (see Atlantean 
  Empire, pg 88). Many surviving Atlanteans scattered 
  and hid among the normal populations of neighboring 
  areas, their small numbers putting them beneath their 
  former patron’s notice. One small group of survivors 
  fled across Northern Africa and hid deep in the deserts 
  of Egypt. Terrified that they would be found and 
  summarily disposed of, this group sank into feverish 
  paranoia and began working on any number of plans to 
  avoid or forestall that eventuality. They compiled 
  recordings of their culture, of their sciences and arts, of 
  their histories, transferring and consolidating the 
  records they brought with them into an artifact that 
  would survive long past their own fates. They 
  constructed a teaching machine to perpetuate this 
  knowledge. And then they built for themselves 
  coldsleep chambers, hoping and praying that one 
  day even the seemingly omnipotent Observer 
  would succumb to age. Sensors went online to 
  track and passively monitor the Observer, set to 
  wake the Atlanteans upon their patron’s demise. 
  Millennia passed and though the hidden 
  chamber of the survivors was buried deeply and 
  securely, a tremor passed through strata of the 
  land as Heliopolis severed its connections to the 
  material plane (see Horus, The Algernon Files, 
  Volume 1). The chamber was laid open to the sky 
  above and the coldsleep chambers damaged, killing 
  all inhabitants. Eventually, a passing and curious 
  traveler entered the chamber. With no other guidance, 
  the waiting computer system forcibly restrained the 
  man and placed him in the teaching machine. He was 
  mentally force-fed every ounce of knowledge the 
  system judged his mind capable of taking. Where a 
  bitter little merchant of limited ability and prospect had 
  been now stood the heir to all of Atlantis’ secrets. Of 
  course, his mind had been broken in the experience, 
  but the systems weren’t set up to judge that outcome. 
  Renaming himself Amenhoten, soon to be Pharaoh of 
  all Egypt, the man used the technical knowledge and 
  automated construction systems at his disposal to build 
  a weapon, a mighty chariot of war to aid in his 
  conquest. But where dormant systems could hide, 
  active systems immediately brought attention from the 
  Observer. Amenhoten and his dreams were buried 
  when the probe collapsed the caverns and surrounding 
  canyon. There he lay, kept barely alive by the systems 
  around him those long years until the sensors picked 
  up the Observer’s final drop from orbit and crash in  
   
   
   
  PL 
  12 
  EGYPT-THEMED 
  BATTLESUIT 
  PTS 
  272
   
   
  STR 35 +12
  DEX 15 
  +2
  CON 15 
  +2
  INT 20 
  +5
  WIS 23 
  +6
  CHA 20 
  +5
   
   
  TGH 
  LIFT 
  +16/8 3 ton
  FORT
  LEAP
  +12 
  +17 
  REF 
  INIT 
  +5 
  +6 
  WILL
  KB 
  +12 -11/7
   
   
  ATTACK 
  DEFENSE 
  +8/+12 
  +8/+4 
  DAMAGE 
  +12 (Blast) [Crit 18-20] 
  GRAPPLE 
  SIZE 
  +20 
  Medium 
   
  SKILLS 
  Bluff 7 (+12), Concentration 12 
  (+18), Diplomacy 9 (+14), 
  Disable Device 5 (+10), 
  Intimidate 7 (+12), Know 
  (Technology) 12 (+17), 
  Language 1 ([Ancient Egyptian], 
  English), Medicine 7 (+12), 
  Notice 4 (+10), Pilot 3 (+5), 
  Search 5 (+10), Sense Motive 3 
  (+8), Stealth 5 (+7) 
  FEATS 
  Eidetic Memory, Equipment 23 
  (Flying Pyramid), Fascinate 
  (Diplomacy), Fearsome 
  Presence 4 (Only in Scarab 
  Armor -1), Improved Critical 2 
  (Blast), Improved Initiative 1, 
  Master Plan, Power Attack, 
  Trance 
  POWERS 
  Device 20 (Hard to Lose, 
  Scarab Armor [Blast 12 (AP: 
  Dazzle, Stun, PF: Accurate 2, 
  Homing 3), Enhanced Strength 
  20, Flight 5, Force Field 8 (PF: 
  Selective, Subtle), Immunity 9 
  (Life Support), Protection 6 
  (Impervious +1), Super-Senses 
  10 (Blindsight [Mental, 
  Extended x3, Radius], 
  Darkvision)]), ESP 6 (Auditory, 
  All Visual), Healing 4, 
  Telepathy 8 (AP: Mental Blast, 
  Stun) 
  EQUIPMENT 
  Flying Pyramid (see next page) 
  DRAWBACKS 
  Normal Identity on Most 
  Powers (Full Round, -4) 
  AT CM SV SK FT PW
  DB 
  48 
  32 19 20
  33 124
  -4 
   
  Tunguska in 1908. Awakened by the computers, Amenhoten could do nothing, as his body had 
  atrophied past repair, leaving only his mind, or his Ka, as he thought of it. Eventually found by 
  unlucky archeologists, the ancient madman had the chamber’s systems’ repair his own body, using 
  theirs as material. Activating his chariot, the flying pyramid that easily extricated itself from its 
  burial site, Dr. Scarab began to explore the strange new vistas that he plans to conquer. 
  Dr. Scarab is insane. He’s also the wielder of technology that is still centuries more advanced 
  than most anything else on Earth. Memories of his original culture and beliefs mix with artificial 
  memories implanted by Atlantean technology resulting in bizarre delusions of being chosen by his 
  gods to rule the Earth in their place. Scarab wears a highly sophisticated suit of powered armor 
  with a formidable array of weapons and defenses. His home and base of operations is an 
  enormous flying pyramid that is constantly on the move. 
  
   
   
  Villains – Indep.
  p93 
  Flying Pyramid: STR: 70, SPD: 7 
  (Flight), TGH: 16, SZ: Awesome, 
  Features: Blast 12 (Area Burst +1, 
  Penetrating +1), Communications, 
  Computer, Defense System, Fire 
  Prevention System, Hidden 
  Compartments, Holding Cells, Immunity 
  9 (Life Support), Lab, Library, Living 
  Space, Navigation System, Power 
  System, Security System 2, Teleport 8 
  (Affects Others +1) 
  
   
   
  Villains – Indep. 
  p94 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Let me take care of that for 
  you, boss. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  28 
  180# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Powerful thug-for-hire 
  20 Former henchman to Alchemist 
  25 Former mafia legbreaker 
  30  
   
   
  DESCRIPTION 
  Jimmy DiGrasso was a bright boy. He learned his 
  lessons quickly, and well. Of course, when the streets 
  were your classroom and the Great Depression your 
  teacher, the slow learners never made it out. Jimmy 
  grew up among the made men of the neighborhood, 
  seeing the benefits of their efforts – the fancy cars, the 
  fancy dames… and the respect.  
  He also saw the result of trying to climb too far, 
  too fast. He learned that lesson watching the blood of 
  the made men draining into the sewers after a hit. He 
  decided one thing early on – better to not stand out 
  too much, to be the guy that attracts all the 
  attention… and all those bullets. Better to be the guy 
  that takes the orders without becoming the target. 
  He decided to become a henchman (though he 
  preferred the title “Right Hand Man”). With his drive 
  and focus, he quickly became known as a useful guy 
  to have around. His hard work eventually came to 
  the attention of some of the stranger employers, like 
  the Alchemist, who took him on. Jimmy assisted the 
  Alchemist for six months, working to bring him the 
  weird stuff he needed to work his magic, working 
  quietly so as not to attract attention. Unfortunately, the 
  Alchemist wasn’t quite so subtle. As his latest scheme 
  to gain power came to a crucial moment, Jimmy and 
  his boss were interrupted by the arrival of the Sentinels 
  bursting through the wall. Jimmy was a man of honor, 
  so he immediately stepped between the boss and those 
  super g-men. He was never sure what happened next… 
  he just knew that suddenly he was flying backwards 
  and into the vat of chemicals the Alchemist had been 
  preparing. Jimmy wasn’t sure who screamed louder – 
  himself, as the scalding magical liquids began to be 
  absorbed through his skin, or the Alchemist, seeing his 
  chance for great power being lost. When Jimmy awoke, 
  he found that the powers meant for the Alchemist were 
  now his! He could control the four classic elements: 
  earth, air, fire, and water. To Jimmy DiGrasso, these 
  newfound powers were both a blessing and a curse: a 
  blessing, because he was in a position to have even 
  more of the good things in life; a curse, because now 
  he was definitely an actual target. Jimmy did what 
  came naturally – he found a powerful employer and 
  offered his services as henchman… umm… right hand 
  man.  
  Jimmy, now known as the Element of Crime, or 
  sometimes the Criminal Element, sometimes just the 
  Element, wasn’t about to do anything else to pull a lot 
  of attention down on himself, though. Fat chance that 
  he’d ever dress up like some of these other super-types 
  looking like they wanted every hero type to beat on 
  ’em. Jimmy stuck with his tried and true, nondescript 
  clothes and hat. Quiet was always better than loud. 
  Always. One guy who never really caught on to that 
  idea has been the Alchemist. Infuriated by what he saw 
  as theft of his power by a henchman, he has tracked 
  Jimmy down several times and unsuccessfully 
  attempted to steal those powers back. Jimmy has been 
  pretty aggravated by this, as he was only doing his job 
  protecting the boss when this happened, and has 
  worked hard to placate the ancient sorcerer on those 
  frustrating occasions, usually by taking on dangerous 
  tasks for the bitter old coot. Other than those rare 
  incidents, Jimmy continues to work behind the scenes, 
  trying not to attract attention, but still acting as the 
  Number Two man for the highest bidder. 
   
   
  PL 
  8 
  ELEMENTALLY 
  POWERED THUG
  PTS 
  115
   
   
  STR 15 +2 
  DEX 15 +2 
  CON 25 +7 
  INT 10 +0 
  WIS 11 +0 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +10/7 400#
  FORT
  LEAP 
  +8 
  7 ft 
  REF 
  INIT 
  +5 
  +2 
  WILL
  KB 
  +8 
  -5/3 
   
   
  ATTACK 
  DEFENSE 
  +7 
  +6/+3 
  DAMAGE 
  +8 (Fire) 
  GRAPPLE 
  SIZE 
  +9 
  Medium 
   
  SKILLS 
  Disable Device 3 (+3), Drive 5 
  (+7), Know (Streetwise) 5 (+7), 
  Notice 4 (+4), Search 4 (+4), 
  Sense Motive 4 (+4), Stealth 7 
  (+9) 
  FEATS 
  Assessment, Attractive 1, 
  Connected, Defensive Roll 3, 
  Sneak Attack, Taunt 
  POWERS 
  Elemental Control (Fire) 8 
  (PF: Dynamic, AP: Air, Earth, 
  Water, Blast, Create Object, 
  Obscure, Snare) 
  AT CM SV SK FT PW
  DB 
  30 
  26 12 
  8 
  8 
  31
  — 
   
   
  
   
   
  Villains – Indep.
  p95 
   
  PL 
  10 
  SPACE OPERA 
  WARLORD 
  PTS 
  175 
   
   
  STR 15 +2 
  DEX 18 +4 
  CON 16 +3 
  INT 18 +4 
  WIS 23 +6 
  CHA 23 +6 
   
   
  TGH 
  LIFT 
  +5/3 400# 
  FORT 
  LEAP 
  +6 
  7 ft 
  REF 
  INIT 
  +8 
  +8 
  WILL 
  KB 
  +8 
  -2/1 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +12/+4 
  DAMAGE 
  +5 (Sword), +2 
  (Unarmed) 
  GRAPPLE 
  SIZE 
  +12 
  Medium 
   
  SKILLS 
  Acrobatics 6 (+10), Bluff 8 
  (+14), Diplomacy 8 (+14), 
  Gather Information 8 (+14), 
  Intimidate 10 (+16), Know 
  (Civics) 8 (+12), Language 1 
  ([Chinese], English), Notice 8 
  (+14), Pro (Emperor) 7 (+13), 
  Sense Motive 6 (+12), Stealth 6 
  (+10) 
  FEATS 
  Acrobatic Bluff, Benefit (Status), 
  Dodge Focus 3, Elusive Target, 
  Equipment 2, Evasion, Fascinate 
  (Diplomacy), Grappling Finesse, 
  Improved Defense 1, Improved 
  Initiative 1, Inspire, Kung Fu 
  [Defensive Attack, Improved 
  Block, Improved Sunder, 
  Improved Trip, Instant Up, 
  Power Attack, Startle], 
  Leadership, Minions 16 (Robots 
  x25,000), Minions 19 (Soldiers 
  x250,000), Sneak Attack 
  EQUIPMENT 
  Armor 2, Sword 3 
  AT CM SV SK FT PW DB 
  53 
  36 
  9 
  19 58 — 
  — 
   
  MINIONS 
  Robot (as Robot, Medium, 
  with Blast 5 (Autofire) and 
  Impervious 5 on Protection – 
  raising cost to 43 pts [PL stays the 
  same])
   
  DESCRIPTION 
  Conquest. It called to him. 
  Xian Tse Tsung lived the life of a ruler, but 
  yearned for the life of a conqueror. Unable to force 
  unyielding nations to his will, since they had long since 
  all become a part of the Empire of the East, he instead 
  arranged ritual combat among those for whom he 
  called progeny. If he could not be an invading terror 
  himself, his legacy would live on through the children 
  who survived his “training,” deadly games intended to 
  drive home the simple point that power is all. Physical 
  prowess to best one’s enemies; political influence to 
  enforce one’s will upon the populace; cunning capable 
  of undermining intrigue; ruthless determination enough 
  to compel oneself to one’s chosen goal despite any 
  obstacle… These were the lessons that must be learned 
  to shape one’s destiny. And that destiny must be 
  refined in the crucible of combat in order to be 
  attained. 
  The Lunar Throne that Tsung sat upon had been 
  established hundreds of years before, when early 
  Chinese experiments in fireworks had led to the 
  discovery of rocketry. Colonizing the Moon in 1669, the 
  Dynasty began the terraforming process. It was the 
  byproduct of the mutations of the Lunar vegetation 
  combined with the radioactivity of their drone robots 
  that gave the moon the red tinge it has now known for 
  over a century. Such power to change the face of 
  heavenly bodies exhibits the power wielded by the 
  rightful Emperor Gods whose line Tsung proudly 
  continues. No challenge was too great. No enemy was 
  too strong. No goal was too lofty. Until boredom and 
  complacency set in. With no adversary left to 
  overwhelm, the Empire poised on the brink of 
  corruption if not for Tsung’s iron rule. 
  Thus, when the Earth itself altered its face 
  beneath Tsung’s Red Moon, the Emperor looked on 
  with a face of bored curiosity that masked his inner 
  glee. The primitive rocketships in use by the western 
  continents, previously inhabited by uncivilized red and 
  brown men, provided Tsung with an opportunity for the 
  conquest he sought. Long-since subjugated, the Earth 
  was once again ripe for a warrior’s rule, and he 
  fervently buried himself into the role for which he was 
  born. 
  He cared little that his own Empire on Earth had 
  faded away, as the Moon crossed the path of the 
  dimensional shallows sometimes surrounding Earth 
  (best known on Wakefield Island). It only mattered that 
  there were aliens on Earth that were in need of 
  authority, and that he owned an entire planet (well, a 
  moon) filled with minions, both man and machine. 
  When Matthew Tangent’s squadron was captured 
  by Tsung’s surreptitious probes, and his own son 
  helped the insolent dog escape, Tsung’s temper flared 
  as never before. He swore vengeance upon the Earth, 
  and a torturous rule. No loving benevolent dictatorship 
  as his moon men knew awaited the people of this 
  green earth. No, their discipline must be harsh. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Kneel before your superior, 
  pale-haired dog, while your 
  knees are still attached to 
  your body. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’4” 
  Jade 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  54 
  105# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20  
  25 Base on the moon 
  30 From alternate Earth 
   
  Since that first incursion, the Red Moon has faded in and out of our Earth’s dimension several 
  times, sometimes staying a day or two, sometimes months. 
  Tsung is an expert combatant, in both unarmed martial arts and in swordplay, and although 
  he’s physically past his peak, enough skill remains to make him a serious danger. But since he is 
  typically accompanied by an entourage of bodyguards armed with death rays and swords, and 
  “indestructible” robots, that display of skill rarely comes into play. He enjoys toying with his prey, 
  but does not brook any sign of insolence, and will gladly torture a man for weeks for the slightest 
  insult before allowing him the mercy of death. 
  
   
   
  Villains – Indep. 
  p96 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Bags of blood and bone – 
  you’ll do this land more good 
  buried beneath it than 
  walking atop it. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human? 
  Female 5’6” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  The Magi 
  25 
  118# 
  Green 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Ecological terrorist, not fond of 
  humanity 
  25 Moods change with the seasons 
  30 Queen of Arcadia 
   
  DESCRIPTION 
  It would be an understatement to say that Mavis 
  Reed had a green thumb. Every day, she could be 
  found in her parent’s florist shop, tending to the flowers 
  for which the shop had already garnered a sterling 
  reputation. County fairs and botanical experts alike had 
  awarded Mavis’ efforts time and again with blue 
  ribbons, prizes, and accolades. She simply smiled and 
  accepted the attention with silent modesty. She 
  couldn’t really explain the nature of her advantages, 
  how she almost felt like the plants spoke to her of their 
  needs, that she could look at the wilt on a single leaf 
  and diagnose the problems of an entire flowerbed. This 
  had been her gift for as long as she could remember. 
  One night she drifted into a deeper sleep then 
  ever before, opening her eyes to see a magnificent 
  castle made of living trees. At first, Mavis thought she 
  was dreaming, and even as the surroundings took on 
  so much detail that she couldn’t possibly have imagined 
  them, she still couldn’t make herself believe this 
  fantastical place was real. Then she was approached by 
  strange men in armor of lacquered wood decorated 
  with thorns and roses, men who led her into a throne 
  room and introduced her to their king. Unlike the 
  “knights” whose yellowish, pixie-like faces had marked 
  them as clearly alien, the man upon the throne was 
  exactly that, a man. He was old, so very old, and 
  wizened beyond any old man she had ever met, his 
  face like parchment, but he was clearly a man. He 
  introduced himself as The Erl King, saying that the 
  name he had been born with was no longer relevant. 
  He had ruled long and wisely, he told her, but the time 
  had finally come for him to pass the scepter of his 
  office to another, and he had brought her to Arcadia 
  because she had been chosen for that honor. Mavis 
  noticed the cheer in his words didn’t match the cold 
  gleam in his eyes, but by then she was so overwhelmed 
  that she gave it no real importance. Her mind still 
  awhirl with the unreal tableau around her, Mavis 
  stepped up to accept the scepter.  
  The moment she put her hand around it, she 
  knew she was in trouble. The king had lied – he hadn’t 
  brought her here, the land of Arcadia itself had. 
  Through the connection of the scepter, she could feel 
  his hate and loathing. He didn’t want to give it up, 
  didn’t want to pass on and die; in fact, he had already 
  lived far longer than his predecessors, far longer than 
  he was supposed to live, and the land had finally forced 
  the issue of succession he had so long delayed. She 
  knew this was now a contest of wills, and should she 
  be the first to release the scepter, her life would go 
  with it. But her fear passed within seconds as she 
  realized her will was by far the stronger. Stepping back  
  away from the throne, scepter in hand, she watched as  
  the old man crumbled to dust before her. She could 
  already feel herself starting to change as she sat down 
  on the throne, her throne. The Erl King was dead. Long 
  live the Verdant Queen. 
   
   
   
   
  PL 
  12 
  LADY OF THE 
  WOODS 
  PTS 
  181
   
   
  STR 14 +2 
  DEX 18 +4 
  CON 25 +7 
  INT 16 +3 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +11
  350# 
  FORT
  LEAP 
  +13
  7 ft 
  REF 
  INIT 
  +13
  +4 
  WILL
  KB 
  +10
  -5 
   
   
  ATTACK 
  DEFENSE 
  +7 
  +9/+4 
  DAMAGE 
  +15 (Scepter Strike) 
  GRAPPLE 
  SIZE 
  +9 
  Medium 
   
  SKILLS 
  Bluff 6 (+9/+21), Concentration 
  10 (+13), Know (Arcane Lore) 2 
  (+5), Know (Earth Science) 3 
  (+6), Know (Life Science) 7 
  (+10), Notice 4 (+7), Stealth 8 
  (+12) 
  FEATS 
  Attractive 3, Chokehold, Distract 
  (Bluff), Evasion, Fascinate 
  (Bluff), Favored Environment 
  (Woodlands) 2, Instant Up 
  POWERS 
  Communication 2 (Plants), 
  Device 10 (Hard to Lose, Erl 
  King’s Scepter [Plant Control 
  13 (AP: Create Objects, Fatigue, 
  Nauseate, Strike, Stun), Super-
  Movement (Dimensional 
  Movement 1 [Arcadia]), 
  Teleport 6 (Accurate, PF: 
  Change Direction, Easy, 
  Turnabout, Limited Medium: 
  Plants -1)]), Immunity 3 (Age, 
  Sleep, Starvation/Thirst), 
  Protection 4, Regeneration 
  21 (Bruised 3, Disabled 6, 
  Injured 4, Staggered 4, 
  Unconsciousness 3, 
  Resurrection, Conditions 
  Require Contact with Ground -1) 
  AT CM SV SK FT PW
  DB 
  45 
  32 22 10
  10
  62
  — 
   
   
  Mavis is no longer even remotely human, her body having magically altered to fit her new role. She is much hardier than she had 
  been, capable of recovering from the most terrible wounds so long as she remains in contact with the life-giving earth beneath her feet. 
  Her passions are now driven by season instead of her body chemistry, and her personality reflects it. In the Spring, she can be sweet-
  natured, acting with restraint and an appreciation of the harm she can cause as she, unlike those who held her throne before, directly 
  intervenes against the industries poisoning her fields and destroying the forests that keep Arcadia linked to Earth. However, as the year 
  stretches on into autumn, she becomes harsh and bitter, murderous even, and her actions become more and more violent and reckless 
  before she finally returns to Arcadia to sleep the winter away. As long as she possesses the scepter, plant life is hers to command, 
  sprouting from seemingly anywhere, rapidly growing and shaping to her will – shafts of wood exploding from the ground to hit her 
  enemies, clouds of pollen to put those around her to sleep. The only limits shown so far have been those of her imagination. 
  Recently, Evergreen has been recruited by Prometheus to work with The Magi against her frequent sparring partner, Thunderbird. 
  
   
   
  Villains – Indep.
  p97 
   
  PL 
  5 
  INFORMATION 
  BROKER 
  PTS 
  84 
   
   
  STR 
  8 
  -1 
  DEX 14 +2 
  CON 12 +1 
  INT 11 +0 
  WIS 16 +3 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +1 
  160# 
  FORT 
  LEAP 
  +3 
  4 ft 
  REF 
  INIT 
  +6 
  +2 
  WILL 
  KB 
  +6 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +4 
  +6/+3 
  DAMAGE 
  +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +3 
  Medium 
   
  SKILLS 
  Bluff 10 (+13/+17), 
  Concentration 2 (+5), 
  Diplomacy 10 (+13/+17), 
  Disguise 2 (+5), Gather 
  Information 10 (+13), 
  Intimidate 6 (+9), Know 
  (Streetwise) 8 (+8), Language 
  (Chinese, French), Notice 6 
  (+9), Pro (Vice Lord) 9 (+12), 
  Sense Motive 7 (+10) 
  FEATS 
  Attractive 1, Benefit (Wealth 2), 
  Connected, Contacts, Distract 
  (Bluff), Equipment 2, Luck 2, 
  Master Plan, Minions 7 
  (Criminals x50), Sneak Attack, 
  Well-Informed 
  EQUIPMENT 
  Pistol 3 
  AT CM SV SK FT PW DB 
  17 
  20 
  9 
  18 20 — 
  — 
   
   
   
  SCALEFACE 
  Scaleface: PL 8 (91 points); Init 
  +6; Defense +5; Atk +8 (+7 
  Unarmed); SV Tgh +11, Fort +8, 
  Ref +5, Will +5; Str 23, Dex 15, 
  Con 20, Int 11, Wis 11, Cha 8; 
  Skills and Feats: Intimidate 10 
  (+9), Notice 5 (+5), Pro 
  (Legbreaker) 5 (+5); Defensive 
  Roll 4, Improved Initiative 1, Power 
  Attack, Startle; 
  Powers: Protection 2, Strike 1 
  (PF: Mighty). 
   
  DESCRIPTION 
  So, the price for the information I need is to 
  answer a simple question? I believe the price is 
  agreeable, what is your question?  
  Who is Fantasia DuPris?  
  I do believe that I have not been asked that 
  question in many years, I am not quite sure I could still 
  answer it. Know this, before I begin, that few people 
  know what I am about to tell you. This should indicate 
  my level of trust in you. Well… let us begin at the 
  beginning. I was born in October of 1907. Yes, I know 
  this lets you know my true age, but you are a 
  Gentleman who knows how best to keep a woman 
  happy. To say that my family was poor would be a 
  discourtesy to the poor, as we barely had enough to 
  keep my baby sister fed. It was when I turned 
  seventeen that my fortunes would begin to turn, as 
  mother had taken the last bit of money and bought me 
  a beautiful red satin dress. She explained that father 
  had left and this was all that she could give me as a 
  start in the world. I took that dress and went down to 
  the local dancehall and never looked back. I was lucky 
  enough to meet a very wealthy and well-traveled 
  gentleman there, and was able to convince him that 
  with me at his side nothing was impossible. He whisked 
  me away on a train bound for New York. It was there 
  that I was able to fill in my woeful education at the 
  hands of the government, and discover that this pretty 
  little head had other uses. After exhausting the 
  opportunities in New York City, I was finally ready to 
  further broaden my horizons. 
  As luck would have it, my paramour passed 
  peacefully on to his great reward, leaving me his 
  fortune to continue my education. I spent many years 
  traveling the globe, dining with aristocrats, and dancing 
  with heads of state. It was during this time that I 
  realized that best information is always shared with a 
  pretty face and a gentle touch. I had grown bored with 
  the life of a dilettante – I wanted more. I learned from 
  one of my more adventurous paramours of this place 
  known as Haven – a place, where, if one had the right 
  information, they could build themselves an empire. So, 
  I gathered together some of my friends, and traded 
  some information on some… delicate… troop 
  movements. In compensation I received where we now 
  sit. The Heart’s Desire, where gentleman of power may 
  come to relax amongst pleasant company. Yes, you’re 
  quite correct in thinking that some consider this just 
  another house of ill-repute, but they are just jealous of 
  the Generals and Princes that travel so very far just to 
  stay here. Some have even taken their jealousy to 
  violent levels, but that is why I keep my dear 
  bodyguard here by my side. You must forgive him his 
  terrible scaled face, but experiments sometimes have 
  nasty side effects. Luckily, I was able to convince the 
  good doctor to not leave him on that island. He has 
  been happy here ever since.  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Of course, I can help you, 
  dear… assuming you can 
  meet my price? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’7” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  33 
  120# 
  Blonde
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Owner of Heart’s Desire 
  20 Sells information 
  25 Knows everybody worth knowing 
  30 Originally from America 
   
  So, you have your answer, or as much as I am willing to give. Now, pray tell, where does the 
  Frau Doktor get such wonderful subjects?  
  Fantasia DuPris, born Fancy Price in a small town in Missouri whose name she’s worked hard 
  to forget, is a very specialized broker of sorts. She trades in information, mostly. But she also 
  accumulates favors, as well as an exhaustive list of people for whom the proper introduction at the 
  proper time is also profitable. She runs her business out of a very stylish villa, which some 
  vulgarians call a brothel, on the pacific island of Makoroa, better known as Haven. Always present 
  at her side is her mysterious bodyguard, a towering brute of a man whose disfigurements suggest 
  a reptilian demeanor. 
   
  
   
   
  Villains – Indep. 
  p98 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  You look interesting. Up for a 
  fight? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’3” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  30 (?) 280# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Would-be conqueror 
  25 Claims to be from ancient times 
  30 Actually is Gilgamesh from myth 
   
  DESCRIPTION 
  His worst enemy has always been boredom. He 
  had never found anything to fear, anything that could 
  equal his strength or endurance – even going so far as 
  to loudly and publicly challenge the gods in the square 
  of his native Uruk. So long as he had a monster to slay, 
  an enemy to fight, he would be fine. It was when he 
  was left with the monotony of ruling, the ceaseless 
  mind-numbing crawl of his responsibilities, that bad 
  things eventually happened. He lost his temper, or 
  broke hearts, or soured friendships. Gilgamesh learned 
  painfully that he was a doer, not a thinker or planner. 
  To force himself down any other path would be to seek 
  failure, and failing wasn’t something he did gracefully.  
  Eventually, his wanderlust getting the better of 
  him, he took his one steadfast friend, Enkidu, left his 
  kingdom behind and went in search of adventure. He 
  wandered the world over the following years, enjoying 
  himself immensely as he found momentary challenge 
  after challenge. But, as had always been the case 
  before, he found himself the equal of every challenge 
  he confronted, his skill and strength granting him 
  victory in every contest. The world, it seemed, was 
  smaller and less interesting than he had hoped. As time 
  passed and he showed himself immune even to the 
  demands of age, he grew curious. When his friend 
  finally died an old man, Gilgamesh wanted answers – 
  why was he to be left alone, why was he cursed to live, 
  seemingly forever, in a world bereft of the challenges 
  he so desperately needed? Learning of a wise man in 
  the lands of Babylon, Gilgamesh went searching for 
  someone that could ease his troubled mind. What he 
  found was the sorcerer Nergal (see The Algernon Files, 
  Volume 1), who, discovering the mighty warrior beyond 
  the power of his magicks to even harm, much steal a 
  body from, quickly made up a story to send him far, 
  far, away. Nergal told Gilgamesh that he had offended 
  the gods, who had cursed him. He was trapped, his 
  gray existence would drive him mad and the gods 
  would laugh at him for his pride in daring to compare 
  himself to them – Unless Gilgamesh forced them to 
  relent. Nergal opened a door to what he told Gilgamesh 
  was the land of the gods, and, in a fit of rage provoked 
  by Nergal’s masterful performance, the warrior barged 
  through. He found himself in a trackless waste, a 
  netherworld far removed from the Earth he had 
  walked. Convinced the gods had run away from him, he 
  began searching for other doors away from there. It 
  took centuries for him to find a way home. In that time, 
  the world had changed, kingdoms he knew had fallen, 
  new and strange ones had risen, chief among them one 
  ruled by people called Romans. Gilgamesh decided that 
  if he couldn’t find the gods, that he would force them 
  to come to him. He would take this world by force, 
  allowing no one to give worship to the gods until they 
  came and granted his wishes. When he attacked Rome, 
  however, the half-god Janus transported him deep  
   
   
  PL 
  12 
  IMMORTAL 
  WARRIOR 
  PTS 
  221
   
   
  STR 30 +10
  DEX 25 
  +7
  CON 28 
  +9
  INT 16 
  +3
  WIS 16 
  +3
  CHA 23 
  +6
   
   
  TGH 
  LIFT 
  +15 24 ton
  FORT
  LEAP 
  +15
  75 ft
  REF 
  INIT 
  +8 
  +7 
  WILL
  KB 
  +10
  -10 
   
   
  ATTACK 
  DEFENSE 
  +10/+14 
  +10/+5 
  DAMAGE 
  +10 (Unarmed) [Crit 19-20]
  GRAPPLE 
  SIZE 
  +24 
  Medium 
   
  SKILLS 
  Acrobatics 3 (+10), Bluff 4 
  (+10/+14), Diplomacy 4 
  (+10/+14), Handle Animal 5 
  (+11), Intimidate 9 (+15), 
  Know (Civics, History, Theology 
  and Philosophy) 9 (+12), 
  Language (Arabic, English, 
  Farsi, French, German, Russian, 
  [Sumerian], Swahili), Notice 9 
  (+12), Ride 8 (+15), Search 7 
  (+10), Sense Motive 9 (+12), 
  Stealth 4 (+11), Swim 4 (+14) 
  FEATS 
  All-Out Attack, Assessment, 
  Attack Focus (Melee) 4, 
  Attractive 1, Benefit (Wealth 4), 
  Chokehold, Endurance 2, 
  Fearless, Improved Critical 
  (Unarmed) 1, Luck 2, Power 
  Attack, Stunning Attack, 
  Takedown Attack 1 
  POWERS 
  Immovable 5, Immunity 10 
  (Age, Life Support), Leaping 2, 
  Protection 6 (Impervious), 
  Regeneration 6 (All Conditions 
  1 Level, Resurrection), Speed 
  3, Super-Senses 3 (Extended 
  Hearing 1, Extended Sight 1, 
  Lowlight), Super-Strength 4 
  AT CM SV SK FT PW
  DB 
  78 
  40 14 25
  21
  43
  — 
   
  beneath the Earth, where it took centuries more to dig up from. He came to the surface in a Britannia torn down after Camelot’s fall and 
  Lefay’s corruption. Only the Swan Knight was able to stand against him, her great blade Caliburn inflicting a wound far more terrible than 
  Gilgamesh had ever suffered before and her ally Albion banishing the warrior to a land of ice and mirrors. Again he escaped, again he set 
  to take the lands of mortals by force, and again he was stopped, this time by The Covenant, who trapped him in an enchanted oubliette. 
  This became a pattern over the centuries leading up into the modern day: Imprisonment, Freedom, Conquest, Imprisonment. He has 
  only recently freed himself from the mountain under which Mordecai Wilde and a considerable amount of explosives buried him. For the 
  moment, the ancient warrior is showing uncharacteristic patience as he actually learns about the contemporary world. But this is mere 
  prelude, as he is only assessing his targets and biding his time – of which he knows he has plenty. 
  Unbeknownst to Gilgamesh, he is a mutant. His longevity is merely a side effect of the many processes that comprise his near-
  invulnerability. He is horribly strong and an accomplished warrior, but not burdened with the concept of real tactics. He’s learned a 
  number of languages over the years and amassed a store of knowledge and experience, has treasure hidden in any number of places, 
  but seldom uses either skill or wealth in his campaigns, trusting instead to his raw physical power. 
  
   
   
  Villains – Indep.
  p99 
   
  PL 
  12 BEAUTY THIEF 
  PTS 
  234 
   
   
  STR 
  8 
  -1 
  DEX 14 +2 
  CON 13 +1 
  INT 15 +2 
  WIS 15 +2 
  CHA 20 +5 
   
   
  TGH 
  LIFT 
  +1 
  160# 
  FORT 
  LEAP 
  +3 
  4 ft 
  REF 
  INIT 
  +3 
  +2 
  WILL 
  KB 
  +5 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +2/12 
  +5/+2 
  DAMAGE 
  DC 22 WILL (Transfer) 
  GRAPPLE 
  SIZE 
  +2 
  Medium 
   
  SKILLS 
  Bluff 5 (+10/+26), 
  Concentration 5 (+7), 
  Diplomacy 5 (+10/+26), Gather 
  Information 5 (+10), Know 
  (Arcane Lore, Streetwise) 3 
  (+5), Notice 4 (+6), Pro (Spy) 6 
  (+8), Sense Motive 4 (+6) 
  FEATS 
  Attack Specialization (Touch) 5, 
  Attractive 4 (Lose a Rank Each 
  Week She Doesn’t Steal 
  Someone’s Looks -1), 
  Connected, Distract (Bluff), 
  Fascinate 2 (Bluff, Diplomacy), 
  Minions 5 (Criminals x10) 
  POWERS 
  Confuse 12 (Linked to Transfer 
  +1, Range: Touch -2), 
  Immunity 1 (Age, Only if 
  Powers Used Once a Week -1), 
  Mind Control 12 (Linked to 
  Transfer +1, Range: Touch -2), 
  Mind Reading 12 (Cumulative 
  +1, Linked to Mental Transform 
  +0, Probe Only -1, Range: 
  Touch -2), Paralyze 12 (Linked 
  to Transfer +1), Transfer 
  INT/WIS/CHA 12 (Alternate 
  Save Will +0, Linked to Mental 
  Transform +1, Tainted -1; PF: 
  Slow Fade 6, Subtle), 
  Transform 12 (Beautiful to 
  Ugly, Narrow Group, Alternate 
  Save Will +0, PF: Subtle), 
  Transform 12 (Mental, Forget, 
  Linked to Transfer +0; PF: 
  Subtle,) 
  AT CM SV SK FT PW DB 
  25 
  14 
  6 
  10 16 163 
  — 
   
   
   
   
   
  DESCRIPTION 
  Felicity McBride was long accustomed to getting 
  her way. She had been blessed with looks, ambition, 
  intelligence, and wealth. What she was missing were a 
  number of traits in which she saw little value, things like 
  modesty, humor, compassion – or, some would argue, 
  humanity. In her eyes, those were just excuses for other 
  people’s weakness. If she saw something she wanted, 
  she took it, letting others suffer any consequences. This 
  was the way she thought life was supposed to be. Then 
  she met Randolph Pearson. He was handsome. He was 
  charming. He was rich. Naturally, he was meant for her, 
  she reasoned, as he met all the criteria on the 
  exhaustive mental list she had compiled for what would 
  be appropriate in a husband worthy of her. She decided 
  to allow him to court her, and informed him of such. 
  Much to her surprise and shock, he wasn’t interested. In 
  fact, he was more than a little repulsed. Not only did he 
  already have a fiancé, he bluntly informed Felicity that 
  he found nothing about her appealing.  
  She had been spurned. She had been denied 
  something she wanted. 
  This was a new experience for Felicity. She didn’t 
  like it, at all. She began scheming, but all of her plots 
  ultimately came to nothing. She was unable to show 
  Pearson the error of his ways, unable to drive a wedge 
  between him and his sweetheart, and worst of all, she 
  was becoming the target of jokes and innuendo from 
  among her social circle. It was intolerable. Finally, 
  having exhausted her repertoire of underhanded wiles, 
  she turned to her maid. She had heard the other 
  servants whisper of her maid’s background, that she 
  was outcast gypsy trash, a witch. She had never paid 
  much attention of course, as she had hired Magda for 
  her exotic demeanor in the first place, to add a little 
  color, perhaps spark some conversation. If there was 
  the slightest bit of truth to these witch stories, Magda 
  was going to help her, or else. Harshly threatened by 
  her employer, the young gypsy complied immediately, 
  knowing that putting Magda on the street was the least 
  Felicity could do. Magda showed her an old invocation, 
  all that was required was a mirror. The rest was up to 
  Felicity. Not knowing how much to believe, McBride 
  performed the invocation. Fate intervened. The 
  invocation summoned the enigmatic entity called The 
  Lord of Mirrors (see The Algernon Files, Volume 1). It 
  intended to send one of its fetches through to possess 
  the hapless mortal, as it had done to select summoners 
  for centuries. The fetch failed, it couldn’t touch her. 
  Intrigued, The Lord of Mirrors listened to Felicity’s 
  wishes, and granted them, in its own way. She wanted 
  power to steal Pearson’s heart, to take away whatever 
  his fiancé had that held his affections. And so she was 
  given. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  How very pretty you are. Very 
  pretty. Do come closer so I 
  can… admire you. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’9” 
  Hazel 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  29 
  115 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Former dilettante 
  20 Professional thief and spy 
  25 Her beauty comes from others 
  30  
   
   
  Her next encounter with Pearson and his fiancé left them both withered husks, drooling 
  mindlessly. Felicity’s shock turned quickly to curiosity, and then to avarice. Her need for Pearson 
  channeled away through what she decided was fitting revenge, Felicity has entered a new and 
  rewarding life – taking from the weak for her own use everything she found of value – beauty, 
  wits, knowledge – and leaving them the nothing everyone not her deserved. That the theft is in 
  many cases only temporary, her losing everything over time, is a small price to pay for the 
  expression of terror on her victim’s face as she takes what she wants. 
  McBride, often called the Hag by the people she’s worked with – a reference to both her 
  personality and the after effects as her own beauty fades between “thefts”—has the ability to steal 
  a person’s beauty, their force of personality, their wits and will, even their memories, all with a 
  touch. The memories are actually stolen, as the target actually loses them, but everything else is 
  only “borrowed,” shortly to fade away. Felicity has taken to her abilities like a drug, and sells many 
  of the secrets she’s gleaned from her stolen memories – making for a profitable side venture in 
  espionage.  
  The Hag has recently been recruited for the Magi, to work against Anthem, who has stopped 
  her espionage efforts on more than one occasion. 
   
  
   
   
  Villains – Indep. 
  p100 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Ever hear the sound of metal 
  hitting flesh and bone – very, 
  very hard? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  40 
  600# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Former small-time gangster 
  25  
  30 Associate of Dr. Prometheus 
   
  DESCRIPTION 
  Amos Jankowski had always been a big guy – few 
  people had ever been brave enough to try to pick on 
  him as he was growing up. His father worked on the 
  docks, his brothers worked on the docks, and when he 
  finally convinced his parents to let him drop out of 
  school, something he was never going to use, he got a 
  job on the docks, too. But what Amos lacked in formal 
  education, he more than made up for in street smarts 
  and ambition. He saw where the real power was in his 
  little part of the city – the unions and the mob that 
  backed them. He worked his way into the ground floor, 
  and then doubled his efforts so he could climb the 
  ladder – rung by bloody rung. He beat up undercover 
  feds, roughed up scab-workers, intimidated company 
  executives, whatever he had to do to get his jobs done. 
  He was dependable, brutal, and a quick study, 
  someone his superiors kept an eye on. It 
  wasn’t long before he had his own crew and 
  called his own shots. 
  When Prometheus called due a few 
  favors to have a government truck hijacked 
  and its contents delivered to him, it was Amos 
  and his men who got picked for the job. What none of 
  them knew, including their employer, was that there 
  had been a last minute change in schedule for the 
  delivery. Instead of a small quantity of the isotope that 
  Loveless wanted, the truck would be carrying a much 
  larger load – and consequently much greater security. 
  It was a bloodbath. All of the guards were killed and 
  most of Jankowski’s men fell along side them. In the 
  end, the deciding factor was only that slightly fewer of 
  the gangster’s men died than Uncle Sam’s. Jankowski 
  himself was badly injured. His men had to carry him to 
  the meet with their “benefactor.” Prometheus, of 
  course, cared little how many men Jankowski had lost 
  or what injuries the big man had suffered himself, 
  but he patiently stood and listened to the rant that 
  exploded from Boss Jankowski. Intrigued by the spirit 
  the big man showed, Prometheus decided not to kill 
  him. Instead, he made Jankowski an offer. He had 
  been engaged in certain experiments recently and need 
  “volunteers” to test some of the newly developed 
  technology. If Jankowski agreed, Prometheus would 
  essentially rebuild him, stronger and far tougher than 
  anything that had a right to call itself human. Knowing 
  his wounds were going to kill him otherwise, Amos 
  reluctantly agreed. 
  Jankowski was under the knife for what seemed 
  like days. When he finally woke up and stayed awake, 
  he saw the extent of the changes. He had been  
   
   
  PL 
  11 
  CYBERNETIC 
  GANGSTER 
  PTS 
  174
   
   
  STR 30 +10
  DEX 11 
  +0
  CON 28 
  +9
  INT 10 
  +0
  WIS 13 
  +1
  CHA 15 
  +2
   
   
  TGH 
  LIFT 
  +16 24 ton
  FORT
  LEAP 
  +10
  15 ft
  REF 
  INIT 
  +5 
  +0 
  WILL
  KB 
  +6 
  -16 
   
   
  ATTACK 
  DEFENSE 
  +10 
  +6/+3 
  DAMAGE 
  +12 (Unarmed) 
  GRAPPLE 
  SIZE 
  +24 
  Medium 
   
  SKILLS 
  Bluff 10 (+12), Diplomacy 6 
  (+8), Drive 6 (+6), Gather 
  Information 9 (+11), Intimidate 
  9 (+11), Know (Streetwise) 12 
  (+12), Notice 6 (+7), Pro 
  (Gangster) 10 (+11), Sense 
  Motive 10 (+11), Stealth 2 (+2) 
  FEATS 
  Assessment, Connected, 
  Diehard, Distract (Bluff), 
  Fearsome Presence 3, Improved 
  Block 2, Improved Critical 
  (Unarmed) 2, Improved Grab, 
  Leadership, Minions 9 (Criminals 
  x250), Power Attack 
  POWERS 
  Immovable 6 (Unstoppable 
  +1), Immunity 3 (Cold, Critical 
  Hits), Protection 7 
  (Impervious 4), Strike 2 (PF: 
  Mighty), Super-Movement 2 
  (Surefooted 2), Super-
  Strength 4 
  AT CM SV SK FT PW
  DB 
  47 
  32 11 20
  23
  41
  — 
   
   
  nicknamed “Iron Man” Jankowski on the docks, but now he truly lived up to the appellation. 
  He was more metal than man, with two solid and deadly piston-driven fists and a bulletproof 
  frame, though he had to wear a metal faceplate to complete that image. He was beyond 
  many of the weaknesses his fragile flesh and blood body had suffered. What he gave up, his 
  appearance, part of his humanity, was a bargain in his view. Telling the big man that he 
  owed favors that would one day be called in, Prometheus left him to his own devices.  
  When he woke up that morning, there were three men in the city’s mob structure that 
  outranked him – when he went to something resembling sleep that night, there were none. 
  He was the boss of bosses. He’s even been given a name to go with his new look and M.O., 
  The Iron Skull. A little melodramatic for his tastes, but he’s slowly getting more comfortable 
  with it as time goes by. 
  Recently, Prometheus has called in the favor, recruiting Jankowski to The Magi to deal 
  with Jack B. Quick. The wisecracking speedster has long proven himself a thorn in the side of 
  Jankowski’s outfit since even before the gangster took over.  
  
   
   
  Villains – Indep.
  p101 
   
  PL 
  5 
  GENTLEMAN 
  ASSASSIN 
  PTS 
  118 
   
   
  STR 13 +1 
  DEX 16 +3 
  CON 14 +2 
  INT 18 +4 
  WIS 15 +2 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +2 
  300# 
  FORT 
  LEAP 
  +5 
  6 ft 
  REF 
  INIT 
  +8 
  +7 
  WILL 
  KB 
  +8 
  -1 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +8/+4 
  DAMAGE 
  +3 (Pistol) 
  GRAPPLE 
  SIZE 
  +7 
  Medium 
   
  SKILLS 
  Bluff 6 (+10/+14), Climb 3 
  (+4), Concentrate 3 (+5), 
  Diplomacy 6 (+10/+14), Disable 
  Device 6 (+10), Disguise 4 
  (+8), Drive 5 (+8), Gather 
  Information 6 (+10), Intimidate 
  6 (+10), Know (Current Events, 
  Streetwise) 6 (+10), Languages 
  3 (French, German, Japanese), 
  Notice 10 (+12), Perform (Sing) 
  6 (+10), Pro (Assassin, Spy) 8 
  (+10), Search 6 (+10), Sense 
  Motive 10 (+12), Stealth 7 
  (+10), Survival 5 (+7) 
  FEATS 
  Assessment, Attack Focus 
  (Ranged) 2, Attractive 1, 
  Connected, Equipment 1, 
  Evasion, Improved Defense 2, 
  Improved Initiative, Precise 
  Shot, Teamwork 2 
  EQUIPMENT 
  Pistol 3 
  AT CM SV SK FT PW DB 
  35 
  28 14 28 13 — 
  — 
   
   
   
   
   
   
   
   
   
   
  DESCRIPTION 
  Bernard Halliwell served his country with courage 
  and distinction. He risked his life time and again for her 
  interests, never questioning his orders, never shirking 
  his duties. That he would never receive recognition 
  from his countrymen for his sacrifices was an accepted 
  part of his job. Halliwell was a spy, one of Britain’s top 
  operatives. His level head and absolute reliability had 
  proven invaluable, as had his keen discretion. This 
  ended the day he was made a pawn in a power play 
  between two bureaucrats with axes to grind and strings 
  to pull. When everything was said and done, Halliwell’s 
  career was in shambles, a number of his associates 
  were dead, and assets stretching halfway round the 
  world had been burned and discarded. And neither of 
  the instigators would ever pay for their arrogance or 
  incompetence – the titles before their names and the 
  favors in their pockets would see to that. Halliwell had 
  finally had enough of other people’s games and other 
  people’s rules. He disappeared without a trace… the 
  morning before the bodies of his two former superiors 
  were found. 
  A year later, on an island in the Pacific, when a 
  little gray man in a little gray suit went to hire The 
  Brotherhood of Silence for a few discreet jobs, the man 
  who met him was not the man he was accustomed to 
  meeting. 
  “My appointment was with Madrigal. You are not 
  him,” the little gray man said. 
  “I am now,” was the answer. “Shall we discuss 
  terms?” 
  There is no Bernard Halliwell anymore. After 
  leaving Britain, he eventually wound up on Haven, 
  where a number of contacts with the organization 
  known as The Brotherhood of Silence were able to 
  bring him into the fold. They had long admired his 
  work, and were more than happy to offer him a place 
  in their ranks, especially now that their face man was in 
  need of retiring. For Halliwell’s part, he still gets to play 
  in the arena he knows so well; however, as long as he 
  stays within certain accepted parameters, he gets to 
  make most of his own rules. There is no romanticized 
  image for his new associates, no lies to tell about their 
  intentions or their work, to others or themselves. He 
  appreciates the newfound clarity in his life. 
  And then, there’s also always the matter of the 
  pay.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  There is a problem you need 
  dealt with, yes? 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’1” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  43 
  191# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20  
  25 Represents the Brotherhood of 
  Silence 
  30 Former British Spy 
   
   
  The Brotherhood of Silence 
  Centuries ago, in the early years of putting together the organization they would need 
  to carry out their work, the survivors of the Knights Templar realized that their lofty goals 
  and noble intentions would sometimes require some very base and practical actions. Not 
  wanting to sully their great work with bloody hands, the leaders from among the survivors 
  put together a group within their group, a secret within their secret. This smaller group 
  was charged with taking whatever steps needed taking to safeguard the great work and 
   its attendants, be it bribing a petty aristocrat or assassinating a pope. Thus was the Brotherhood born. Over time, as their founders and 
  handlers grew old and died, the members recruited into the order were told less and less, though their uses never diminished. In the 
  aftermath of the French Revolution, as their mother organization fractured into pieces, the Brotherhood was freed to work for itself – 
  with many of the other factions never having even known of its existence (see The Algernon Files, Volume 1, for more information on 
  the secret war). Assassins and quality mercenaries never want for employment for very long. Soon after, those within the Brotherhood 
  who knew of their original purpose splintered from their brethren. They formed The Hangman’s Guild, choosing their contracts with more 
  precision, carrying on a shadow of the great work by targeting only the powerful and the corrupt – bringing bloody justice to their 
  doorstep for a price (and sometimes for no money at all). As the Guild continues to “tithe” part of its keep to the Brotherhood, the order 
  has no problem with its existence. 
  Secretive in the extreme after centuries of conditioning, The Brotherhood meets with prospective employers through a single 
  representative. The holder of this position is traditionally call “Madrigal,” for reasons no one seems to remember anymore. 
   
  
   
   
  Villains – Indep. 
  p102 
   
   
   
   
   
   
  The island of Makoroa was originally settled by pirates in the 1700s as a refuge 
  from the efforts of the various nations in the Pacific Rim to wipe those criminals out 
  wholesale. Many people say that the only things that have changed in the intervening 
  years are the fashion sense and business interests of the powers-that-be working 
  behind the island’s paradisiacal face.  
  Nominally, the island is governed by a prince, his family brought from mainland 
  China back during the Nanking Rebellion. In reality, the island survives due to the 
  complex interweaving of power among a web of corrupt interests and power players, 
  always in flux, never falling apart but never allowing any one participant to gain too 
  much power. It is said that anything can be found here for sale, that anything can be 
  found here for the buying, so long as prices can be agreed on: drugs, weapons, 
  mercenaries, and most of all, information. Haven is a crossroads for pacific travelers 
  of all stripes, nicknamed “the Casablanca of the East,” and its refueling station is open 
  to anyone able to meet the prices demanded. Situated strategically between Japanese 
  and Allied interests, it is a constant point of speculation why one side or the other 
  hasn’t moved troops in to take over – but that remains one piece of information no 
  one seems to be selling. 
   
   
  
   
   
  Villains – Indep.
  p103 
   
  PL 
  10 
  PROJECTING 
  PSYCHOPATH 
  PTS 
  135 
   
   
  STR 10 +0 
  DEX 11 +0 
  CON 10 +0 
  INT 14 +2 
  WIS 14 +2 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +0 
  200# 
  FORT 
  LEAP 
  +3 
  5 ft 
  REF 
  INIT 
  +3 
  +0 
  WILL 
  KB 
  +5 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +4 
  +5/+2 
  DAMAGE 
  DC 20 WILL (Mind Control) 
  GRAPPLE 
  SIZE 
  +4 
  Medium 
   
  SKILLS 
  Bluff 8 (+10), Pro (Con Artist) 8 
  (+10), Sense Motive 8 (+10) 
  FEATS 
  Fearsome Presence 10 (Not 
  Usable Against Any Target with 
  Mind Shield -1), Luck 3, Taunt 
  POWERS 
  Mind Control 10 (Any Area 
  +1, Selective +1, Sense 
  Dependent [Eye Contact] -1), 
  Mind Shield 10, Possession 
  5 (Linked to Mind Control +1, 
  Tiring -1), Transform 10 
  (Mental, Change Personality) 
  AT CM SV SK FT PW DB 
  13 
  18 
  9 
  6 
  9 
  80 
  — 
   
   
   
   
  DESCRIPTION 
  Walter “Waldo” Fontana was born into a family of 
  Irish Travelers – modern gypsies, tinkers, and grifters 
  that wandered across the US plying their dubious trade. 
  Growing up, he learned to lie, cheat, and steal from 
  veteran experts – his family. He also figured out that 
  his name probably wasn’t “Fontana” (they’re called 
  “Irish” Travelers for a reason), but his mother would 
  never tell him whether or not he had another one, and 
  she was constantly running from enough people with 
  badges and legal papers that he figured she had her 
  reasons. It was when one of those people caught up 
  with him and his mother that he discovered his draw at 
  birth had been a little luckier than he had known. He 
  panicked as the men closed in with the handcuffs, 
  looked around frantically at them, and screamed for 
  them to go away. And they did. The entire group of 
  lawmen just stiffened, took on a dazed expression, and 
  left en masse. Waldo was confused, but he recovered 
  quickly and fled. When he calmed down, he realized 
  that he had actually exerted some kind of control over 
  the men. He also realized that his mother was no 
  longer with him. He searched, but to no avail. He was 
  now alone. 
  Over the following years, Waldo managed to 
  scrape by with street-level cons and petty theft. All the 
  while, he practiced and honed his gifts. He found he 
  could momentarily take control of another person’s 
  mind, even make changes, a little tweak here and an 
  inhibition was gone forever; a little tweak there and 
  moral foundations were shaped a little differently than 
  they had been before he intruded in that person’s 
  mind. Eventually, he decided to make a little more 
  money, and enjoy some well-deserved fame while he 
  was at it. Fontana went on stage as “Malice A. 
  Forethought,” a hypnotist and mind reader. No one 
  would believe he was really putting people under his 
  control nor suspect the long-term re-programming, 
  allowing him to make money on both sides of the law. 
  He was never suspected of being behind the robberies 
  he committed, mostly because he never acted directly… 
  only ever through his molded pawns. A dilettante would  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  And for my next trick… 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  35 
  175# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10 Controls minds 
  15 Famous vaudeville act 
  20 Also that Evil Eye guy 
  25  
  30 Irish traveler background 
  bring him her jewels and then forget she had ever done so, or a bank president would come 
  to his senses holding an empty bag that once contained money from his bank – completely 
  clueless as to what he had just done.  
  Fontana could have continued on indefinitely and never been caught, but he got greedy. 
  He took on yet another identity, “The Evil Eye.” With a hood and robe, followed by hired 
  guns, he started a crime wave. He was bringing in a lot more loot, albeit at much greater risk, 
  but he was enjoying it a lot more – until The Watchman caught up with him, that is. The 
  mysterious vigilante pounded the stuffing out of Fontana and left him for the cops. In 
  custody, his unmasked identity was open to the public, though the only name they had to use 
  for him was his stage persona. It didn’t take long for someone with his gifts to free himself, 
  but by then the damage was done. He was now known as a criminal, his picture on post 
  office walls far and wide. So be it, Fontana decided. No more hiding. His abilities were too 
  much fun to hide from, and the thought of honest living was an alien concept. Malice A. 
  Forethought, once the darling of vaudeville, is now the terror of Broadway as he targets the 
  rich, the famous, or just those that catch his whim. 
  Fontana is a powerful psionic, though he believes his abilities to be magic. He can 
  control minds, as well as mold and reshape personalities. He can also, with great efforts, 
  literally become a presence inside other people’s minds, his own body merging with theirs 
  while he’s in control. He refrains from this last usage unless absolutely necessary, as it is 
  quite taxing and leaves him with a headache for days afterward. 
  
   
   
  Villains – Indep. 
  p104 
   
   
   
   
   
   
   
   
   
   
   
   
  (Not to scale) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Flee before me, pathetic 
  mammals! <translated> 
   
  RACE 
  SEX 
  HT 
  EYES 
  Saurian 
  Male 
  16’5” 
  Black 
  GROUP 
  AGE 
  WT 
  HAIR 
  Dominion 
  ? 
  7.5 ton None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20  
  25 King of Saurians 
  30 Extradimensional invader 
   
   
   
   
  DESCRIPTION 
  Quantum physics embraces the manifold 
  possibilities of “the road not taken.” There are worlds 
  upon worlds that differ from each other by only the 
  merest of minor steps taken. A choice of “yes” instead 
  of “no,” or vice-versa, a misstep that causes an action 
  to take place a few seconds later than it did elsewhere 
  – the miniscule ways in which difference can be born 
  are countless and grow ever more infinite as time 
  passes.  
  Of course, not all differences have to be small. On 
  the world that gave us Maximus Rex, the difference 
  didn’t even start on Earth. Due to a slightly 
  different orbit, the planet-buster asteroid missed 
  the Earth he called home. The cloud that 
  spanned the globe and dragged this world’s 
  climate into a long and lethal winter never 
  afflicted his world. Dinosaurs evolved rather 
  than dying out to pass the world on to 
  mammals. On his world, the dinosaurs, or 
  Saurians as their smaller, more humanoid 
  descendents were named by US Army intelligence 
  after encountering them, remained the dominant 
  lifeform. Individual differences in the evolved 
  species gave them a multitude of castes, and 
  roles to fulfill. But aggression and 
  interspecies intolerance limited what 
  the Saurians were able to do, as they 
  were too often at each throats 
  (sometimes literally) and incapable of 
  productive cooperation to build viable 
  societies. At least, they were until 
  Maximus Rex was born. 
  Maximus was a mutant, greater in size 
  than his brethren, and with the ability to 
  command Saurians of all kinds. 
  Telepathic dominance reinforced the 
  pheromonal cues at his disposal, so 
  that Maximus was obeyed completely 
  by every Saurian he encountered. In 
  the space of a generation, he 
  consolidated power on a global scale, bringing a unity 
  of thought and purpose that had never been seen by 
  any of his people before. They forged an empire that 
  spanned the globe in its entirety. When he then looked 
  over all he created, Maximus was consumed with a 
  deep sense of satisfaction… followed by an 
  overwhelming sense of dread at the tedium which 
  loomed before him as the future norm. As Alexander, 
  worlds away, he was faced with the prospect of there 
  simply being no more worlds to conquer. Then his  
   
   
   
  PL 
  12 
  KING OF THE 
  DINOSAUR MEN 
  PTS 
  177
   
   
  STR 32 +11
  DEX 12 
  +1
  CON 26 
  +8
  INT 13 
  +1
  WIS 18 
  +4
  CHA 18 
  +4
   
   
  TGH 
  LIFT 
  +16
  8 ton
  FORT
  LEAP 
  +12
  16 ft
  REF 
  INIT 
  +1 
  +1 
  WILL
  KB 
  +10
  -12 
   
   
  ATTACK 
  DEFENSE 
  +8  
  +4/+2 
  DAMAGE 
  +11 (Unarmed), +13 
  (Bite) 
  GRAPPLE 
  SIZE 
  +27 
  Huge 
   
  SKILLS 
  Intimidate 10 (+19), Know 
  (Tactics) 6 (+7), Notice 4 (+8), 
  Pro (Conqueror) 10 (+14), 
  Sense Motive 8 (+12), Survival 
  6 (+10) 
  FEATS 
  All-Out Attack, Diehard, 
  Endurance 2, Fearsome 
  Presence 5, Improved Grapple, 
  Inspire, Leadership, Minions 10 
  (Counselors x10), Minions 12 
  (Shocktroops x100), Power 
  Attack, Rage 2, Startle, Track 
  POWERS 
  Animal Control 10 (PF: Mental 
  Link, Only Dinosaurs -1), 
  Enhanced CHA 10 (Becomes 
  CHA 28, Only to Other Saurians 
  -1), Growth 8 (Permanent -1, 
  PF: Innate), Protection 8 
  (Impervious 4), Speed 2 (25 
  mph), Strike 2 (PF: Mighty) 
  AT CM SV SK FT PW
  DB 
  35 
  32 10 11
  39
  50
  — 
   
  people discovered a rift, stable and freestanding that seemed to have opened from another 
  world. Maximus knew an omen when he saw it. He gathered an elite selection of his warriors 
  and counselors and proceeded to invade. Thus began the harshest trial of his reign. 
  First, he found that the rift opened onto an island, necessitating the development of 
  some form of transport as he and his troops were limited in what they could bring through 
  the rift. Second, he discovered that this world was overrun with mammals – filthy little things 
  only vaguely similar to the vermin routinely exterminated on his Earth. The initial encounter 
  with the breed showed them to be similar to what his troops were already familiar with – 
  primitive and undisciplined – but then they encountered others that had weapons enough to 
  harm he and his warriors, and the training to use them. To add insult on to injury, the rift 
  closed to his world, shifting to another; wherever it opened to after it changed, it was an  
  uninviting place, and one from which his scouts didn’t return. In a passionate speech to his subjects, he made it clear that fate had 
  chosen to test them, to force them to prove their worth by taking this world from its inferior masters. He had no intention of failing that 
  test.  
  Since that day, Wakefield has been closed off by unspoken agreement between the warring powers; the two sides have even 
  unofficially joined forces on two occasions to contravene Saurian efforts to leave the island. 
  Maximus and his followers remain trapped on Wakefield. He spends his time planning, plotting, and fuming. Above all else, he 
  refuses to concede defeat. He has never known defeat before, and he doesn’t intend to fail his subjects by adopting the habit now.  
  
   
   
  Villains – Indep.
  p105 
   
   
   
   
   
   
   
  The forces serving Maximus Rex on Wakefield are a cross-
  section of his people from their homeworld. He has his 
  shocktroops, the meanest and toughest of his soldiers – 
  humanoid Triceratops derivatives that have been conditioned for 
  battle. Advising him, as well as servicing their remaining 
  technology, are his counselors. These resemble humanoid 
  Stegasauri, though they have another crucial difference from 
  Earth’s examples of that species – they share a sort of hive 
  intellect. The more of them congregating in one place, the 
  smarter each of them gets, almost like a circuit being fed more 
  and more power. The aerial troops he brought with him, obvious 
  descendents of Pteranodons, were lost to Maximus thanks to 
  Thunderbird and some very brave allied pilots. Similarly lost were 
  his aquatic Plesiosaur-based troops, all of whom were destroyed 
  by the British Navy and an awful lot of depth charges. 
  The Dominion forces have been forced back to a primitive 
  level. Most of their technology was either left on their homeworld, 
  lost in transit, or victim to attrition once here. They use cobbled 
  together vehicles and structures based on what could be 
  scavenged or built from available materials. Further, they are 
  domesticating a large number of the existing dinosaurs on 
  Wakefield to use as beasts of labor. They view this struggle as 
  just one more challenge to overcome on their inevitable path to 
  victory. 
  While they painfully learned to respect what their relatively 
  tiny opponents were capable of, the common belief among the 
  Saurians is that such mammalian hegemony must be limited 
  given the size and obvious physical inferiority of what they’ve 
  seen. They, of course, have no idea of the sheer scope of what 
  awaits them should they ever free themselves from the 
  constraints of their current “prison.” 
   
   
   
  Shocktroops: PL 9 (85 points); Init +0; Defense +3/+1; 
  Atk +7 (+11 Unarmed); SV Tgh +11, Fort +10, Ref +0, Will +3; 
  Str 26, Dex 10, Con 20, Int 10, Wis 10, Cha 14; 
  Skills and Feats: Intimidate 6 (+10), Notice 2 (+2), Pro 
  (Soldier) 4 (+4); All-Out Attack, Fast Overrun, Fearsome Presence 
  2, Improved Overrun, Power Attack; 
  Powers: Growth 6 (Permanent -1, PF: Innate), Protection 6 
  (Impervious 3), Speed 2 (25 mph), Strike 3 (PF: Mighty). 
   
  Counselors: PL 6 (85 points); Init -1; Defense +1/+0; Atk 
  +2 (+9 Unarmed); SV Tgh +11, Fort +8, Ref +0, Will +8; Str 23, 
  Dex 8, Con 20, Int 18, Wis 18, Cha 15; 
  Skills and Feats: Craft (Mechanical, Structural) 6 (+10), 
  Know (Tactics) 10 (+14), Know (Technology) 6 (+10); Fearsome 
  Presence 2, Improvise Tools, Inventor; 
  Powers: Boost INT 12 (Only when in Proximity to Other 
  Counselors -1, +2 Boost per Counselor present Only -1), Growth 
  6 (Permanent -1, PF: Innate), Protection 6 (Impervious 3), Speed 
  2 (25 mph), Strike 3 (PF: Mighty). 
   
   
   
   
   
   
   
   
   
   
   
   
  (Not to scale) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (Not to scale) 
  
   
   
  Villains – Indep. 
  p106 
   
   
   
   
   
  One of the most enduring legacies left by the original 
  Atlantean city-state is that of the various dimensional shallows 
  that dot the Earth. These are remnants of the gate system 
  constructed to connect Atlantis to her colony cities around the 
  globe. 
  Some shallows are direct echoes, such as the pocket 
  dimensions containing various surviving Atlantean colonies, such 
  as Avalon, Kun-Lun, or Odripar, where those cities were trapped 
  following The Observer’s brutal collapsing of the gate network. 
  Others are less easily understood – indirect backlash events 
  caused by the collapsing network that “bubbled to the surface” in 
  various parts of the world. Most fade in and out of contact with 
  the Earth, such as the one that often connects the Bermuda 
  Triangle to parts unknown, or the Well of Worlds that connects to 
  Caernas from a hidden cave in Antarctica (reminiscent of the 
  same temporary nature of the contact between the colony 
  pockets and this planet). Wakefield Island is alone among these 
  shallows in that it seems to be permanently open… at least, on 
  this side of the interface. What changes is the anchoring point of 
  the rift’s other side. Wakefield’s interdimensional interface 
  apparently only remains open on other Earths – and it seems that 
  its connection only runs to Alternate Earths along the great 
  Cosmic Axis, nothing else – for a limited period of time, and the 
  destination points are unpredictable. 
   
   
   
   
   
   
   
  How many explorers from what kinds of Earths have come 
  through Wakefield in the past is unknown; however, due to the 
  many large reptiles that currently make the island their home, 
  and the subsequent ill-fated beachhead made by the Saurian 
  Dominion, it is theorized that for the past few decades or 
  centuries the rift has opened on any number of Earths where 
  dinosaurs either were never wiped out – as with the majority of 
  the island’s fauna – or, where they evolved into sentient 
  species – such as those represented by the Dominion. No 
  evidence of other incursions or immigrations has yet been 
  discovered. 
  One side effect of the interface is a somewhat warmer 
  clime than that of the surrounding waters – Wakefield being in 
  an even more northerly latitude than the Sakhalin Islands, its 
  closest neighbor. The resulting thermals cause any number of 
  odd weather phenomena in the region, and the significant 
  thermoclines beneath the waves usually results in very few of 
  the aquatic fauna wandering far from the island’s waters. 
  Aside from a number of lost expeditions lured by legends 
  of a “Monster Island,” and a disastrous attempt by the 
  Japanese to invade the island, the island’s only human 
  inhabitants were a tribe of primitives whose origins were open 
  to speculation. Unfortunately, the Japanese Expeditionary 
  Force wiped out these natives during that aborted invasion. 
  
   
   
  Villains – Indep.
  p107 
   
  PL 
  10 DREAM KILLER 
  PTS 
  219 
   
   
  STR 16 +3 
  DEX 15 +2 
  CON 18 +4 
  INT 23 +6 
  WIS 20 +5 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +8/4 460# 
  FORT 
  LEAP 
  +8 
  8 ft 
  REF 
  INIT 
  +8 
  +6 
  WILL 
  KB 
  +11 
  -4/2 
   
   
  ATTACK 
  DEFENSE 
  +6 
  +8/+4 
  DAMAGE 
  DC 20 FORT (Fatigue) 
  GRAPPLE 
  SIZE 
  +9 
  Medium 
   
  SKILLS 
  Bluff 5 (+8), Concentration 5 
  (+10), Craft (Chemical) 10 
  (+16), Escape Artist 4 (+2), 
  Gather Information 4 (+9), 
  Know (Life Science) 6 (+12), 
  Medicine 6 (+12), Notice 8 
  (+13), Sense Motive 7 (+12), 
  Stealth 9 (+11) 
  FEATS 
  Defensive Roll 4, Eidetic 
  Memory, Fearless, Improved 
  Defense 2, Improved Initiative, 
  Improved Throw, Inventor, Luck 
  3, Master Plan, Minions 6 
  (Criminals x25), Sneak Attack, 
  Startle, Stunning Attack 
  POWERS 
  Fatigue 10 (Aura +1, 
  Selective +1, Shapeable +1, 
  Permanent -1; PF: Reversible), 
  Immunity 3 (Hallucinogens, 
  Sleep, Soporifics/Sedatives), 
  Illusion 10 (Visual and 
  Auditory, Shapeable +1, 
  Sustained (Lasting) +1, Linked 
  to Fatigue +0, Uncontrolled -1), 
  Protection 4 
  AT CM SV SK FT PW DB 
  48 
  28 16 16 24 87 
  — 
   
   
  DESCRIPTION 
  Ethan Hall had what can at best be deemed a 
  Dickensian childhood, which is to say, dreary, 
  depressing, and brutal. The child of uncaring parents 
  who merely wanted another pair of hands to help out, 
  he found at an early age they would have been happier 
  had those hands come without a mouth to feed. His 
  escape from abuse was his dreams. They were his only 
  escape, since every hour of his day was accounted for 
  in his parents’ planning. From the moment he was 
  forced from bed in the early, early morning, he looked 
  forward to returning to the happier world that 
  beckoned him from his sleep. When he was a young 
  teenager, the worst thing that could have happened to 
  him did happen. That year a sleeping sickness spread 
  around the world. People in many different countries 
  went to sleep and never woke up – children, adults, 
  men, and women, nationalities of all types. Ethan 
  contracted that same illness, but with very different 
  results. The opposite results, in fact. While his body 
  could rest, sleep eluded him… completely. No matter 
  how much he tried, no matter how tired he was, he 
  couldn’t go to sleep. Though, strangely, this had no 
  effect on his physical health, Ethan was cut off from his 
  dreams, his precious, sanity-sustaining dreams. He had 
  only his memories of his dreams to sate him, far less 
  than what he needed or wanted. When, after several 
  days without any contact with Ethan’s parents their 
  neighbors came to check on them, those neighbors 
  found the Halls sitting at the dinner table, quite dead. 
  They had been strangled and placed in a lovely family 
  tableau, the scarecrow from the field placed in Ethan’s 
  seat. Ethan himself was nowhere to be found.  
  The criminal Morpheus first appeared as a 
  resource turned to by a number of crime lords. As a 
  hired killer, he was frighteningly well-accomplished, but 
  his true value lay in his pharmacological expertise. 
  Morpheus was the premiere designer of opiates and 
  hallucinogens to be found. Painkillers and sedatives, 
  narcotics and psychotropics, he was a master of all. 
  And his prices were very reasonable, sometimes even 
  non-existent if allowed to watch his buyers enjoy his 
  wares. This ended when The Watchman entered the 
  picture. Morpheus found himself out of business, his 
  hired guns outmatched by the enigmatic vigilante. 
  During this fight, Morpheus was accidentally doused 
  with a number of his own concoctions. Paralyzed as his 
  body shut down around him, but never able to 
  surrender to unconsciousness, Morpheus changed even 
  more than he had from the sickness in his teens. He 
  used his newfound powers first to escape custody, and 
  then to move in on several of his former business 
  associates. He was no longer satisfied being the hired 
  help; instead, Morpheus had started to climb to the top 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Run away, children. You don’t 
  want to play my games, you 
  don’t want to dream my 
  dreams. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’2” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  43 
  177# 
  Bald 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Drug dealer and hitman 
  20 Can’t sleep… ever 
  25 Twisted proclivities 
  30  
   
   
  in the criminal community – enjoying the freedom and money to indulge his most twisted  
  needs that his new status granted him. 
  Morpheus is a mutant whose latent abilities were sparked into manifesting by his body’s  
  reaction to a virulent pathogen in his youth, and further developed by his later exposure to powerful chemicals. He is incapable of 
  sleeping himself, but projects a soporific mental aura that induces unconsciousness in others. In fact, he is constantly generating this 
  transmission, and must concentrate to deaden it. He can further exert mental control over those he puts to sleep by shaping and 
  dominating the dreams they have while sedated. His constant exposure to narcotics over the years combined with his mutant 
  metabolism has rendered Hall immune to the effects of any number of chemicals he might otherwise enjoy. He is also much tougher 
  than he looks, shrugging off considerable physical abuse. Finally, Hall is an expert chemist, easily one of the best in regards to his 
  peculiar specialty.  
  Out of costume, he is listless and sullen, almost cadaverous; in costume, as Morpheus, he is jaunty and charming, though 
  disturbing and not at all modest in sharing his perverse observations and personal vices. 
   
  
   
   
  Villains – Indep. 
  p108 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Now you see me, now you 
  don’t. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’7” 
  Hazel 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  31 
  204# 
  Bald 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15 Former circus performer 
  20  
  25 Spy/thief for hire 
  30 Walks through walls  
   
   
  DESCRIPTION 
  Aldo Guezzara stood out from the crowd. Perhaps, 
  stood above was a better description. Aldo was tall, 
  very tall, and freakishly thin. Coming from a poor family 
  with few opportunities, it’s understandable that Aldo 
  jumped at the chance to fulfill the boyhood dream of 
  many young men – he joined the circus. Of course, he 
  was billed as part of the sideshow, but it was money, 
  and a roof over his head, and the company of people 
  that didn’t treat him as an outsider. All things 
  considered, he was pretty happy. That’s where he 
  made friends with old Rahib. Rahib was a drunk, but he 
  was a friendly drunk. He was also a fakir, possessor of 
  secrets passed down in his family for generations. 
  That’s what he said, anyway. Aldo didn’t care, so long 
  as Rahib shared his whiskey and continued to tell funny 
  stories. It was curious that Rahib always managed to 
  have access to a bottle, what with the roadies and 
  manager hiding it from him all the time – but the little 
  mysteries about him were one of the things that Aldo 
  found so appealing in Rahib’s character. Alone, with no 
  family to share his life with, tired after a long and 
  tragically adventurous life, and amused by Aldo’s 
  company, Rahib was only too happy to have at least 
  one friend in his twilight years. Two very disparate 
  souls drawn together by circumstance. Fate can have 
  its little jokes at times. And she wasn’t through just yet. 
  The same day the company doctor told Rahib just 
  what the old fakir had done to his liver, and how little 
  time he had left, was the same day that Aldo was 
  forced to face how people outside his safe little world 
  viewed him. A young woman with a great deal of 
  beauty and charm had made Aldo’s acquaintance while 
  the circus whiled away the winter in her little 
  hometown, literally swept him off his feet. For the first 
  time in his life, he was in love. Then he went with her 
  to a party she was throwing and had his idyll come 
  crashing down when he saw the dates her friends had 
  brought – fat, ugly, deformed. It seems his paramour 
  had been engaged in a small wager to see who among 
  her friends could bring the most outlandish partner to 
  the dance. She had won. He left among the laughter of 
  her and her dilettante friends. Returning to his little 
  trailer, he found Rahib waiting for him. The fakir was 
  resolved that his family secrets weren’t going to die 
  with him, whatever they would be used for without 
  him. And Aldo was in the right mood to seize on any  
   
  PL 
  10 
  CREEPY THIN 
  TELEPORTER 
  PTS 
  155
   
   
  STR 10 +0 
  DEX 25 +7 
  CON 18 +4 
  INT 14 +2 
  WIS 14 +2 
  CHA 14 +2 
   
   
  TGH 
  LIFT 
  +7/4
  200# 
  FORT
  LEAP 
  +5 
  5 ft 
  REF 
  INIT 
  +12
  +11 
  WILL
  KB 
  +8 
  -3/2 
   
   
  ATTACK 
  DEFENSE 
  +8 
  +13/+6 
  DAMAGE 
  +8 (Strike) [Penetrating] 
  GRAPPLE 
  SIZE 
  +8 
  Medium 
   
  SKILLS 
  Acrobatics 8 (+15), Bluff 8 
  (+10), Climb 6 (+6), Disable 
  Device 6 (+8), Escape Artist 10 
  (+17), Notice 4 (+6), Search 4 
  (+6), Sense Motive 4 (+6), 
  Stealth 10 (+17) 
  FEATS 
  Acrobatic Bluff, Defensive Roll 
  3, Elusive Target, Evasion, Hide 
  in Plain Sight, Improved 
  Defense, Improved Initiative, 
  Sneak Attack 2, Uncanny Dodge 
  1 
  POWERS 
  Spatial Control 6 (PF: Change 
  Direction, Easy, Turnabout, AP: 
  Deflect), Strike 8 (Penetrating 
  +1, PF: Indirect x3), Super-
  Movement 2 (Permeate 2) 
  AT CM SV SK FT PW
  DB 
  35 
  42 12 15
  12
  39
  — 
   
  ticket out of his despair. The following winter, when the circus came through town again, that 
  pretty young woman and her friends found themselves missing any number of valuables – 
  among other things, as papers and records damning to a number of wealthy families and 
  their business dealings, thought securely locked away, somehow found way into the hands of 
  the authorities. Aldo had a new profession. Lucrative, yes, and oh so very satisfying. 
  Guezzara, or the Needle as he’s known to the underworld because of his appearance 
  and what it looks like when he uses his abilities, is a thief. Ancient and sublime mystical 
  secrets for traveling through the spaces between space are his to command, though his will 
  and experience limit his applications of them. Locked and guarded rooms are child’s play to 
  enter, safes and vaults to steal from, to a man unhampered by stone walls and steel doors. 
  Aldo is enjoying his notoriety immensely, no longer the pushover for those around him. He’s 
  proven surprisingly effective in social situations, and equally surprising in his facility for 
  planning his thefts and for navigating his way around a life of crime. After years of simple 
  theft, Aldo has within the last few years moved up to espionage, adding government facilities 
  to the list of banks and penthouses that have known his touch. He’s encountered and 
  narrowly evaded the Silent Knight often enough in the past year to gain Prometheus’ 
  attention when the diminutive mastermind began recruiting for The Magi – though he’s found 
  himself immensely uncomfortable so far with his new associates.  
   
  
   
   
  Villains – Indep.
  p109 
   
  PL 
  10 
  TIME-STOPPING 
  THIEF 
  PTS 
  200 
   
   
  STR 10 +0 
  DEX 14 +2 
  CON 14 +2 
  INT 16 +3 
  WIS 15 +2 
  CHA 16 +3 
   
   
  TGH 
  LIFT 
  +2 
  200# 
  FORT 
  LEAP 
  +4 
  5 ft 
  REF 
  INIT 
  +15/5 
  +2 
  WILL 
  KB 
  +5 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +3 
  +15/+1 
  DAMAGE 
  DC 20 WILL (Paralysis) 
  GRAPPLE 
  SIZE 
  +3 
  Medium 
   
  SKILLS 
  Bluff 5 (+8/+12), Diplomacy 5 
  (+8/+12), Disable Device 3 
  (+6), Escape Artist 3 (+5), 
  Know (Streetwise) 5 (+8), 
  Notice 7 (+9), Pro (Thief) 8 
  (+10), Search 5 (+8), Sense 
  Motive 7 (+9), Stealth 4 (+6) 
  FEATS 
  Attractive 1, Benefit (Aristocrat), 
  Connected, Distract (Bluff), 
  Elusive Target, Evasion 2, Hide 
  in Plain Sight, Luck 1, Redirect, 
  Set-Up, Sneak Attack 
  POWERS 
  Device 40 (Easy to Lose, 
  Timepiece [Enhanced 
  Dexterity +20 (Only for Reflex 
  SV Bonus -1; PF: Dodge Focus 
  12, Uncanny Dodge 2), 
  Paralyze 10 (Linked to 
  Telekinesis +1, Selective +1, 
  Shapeable Area +1), 
  Telekinesis 10 (Linked to Time 
  Control+1, Selective +1, 
  Shapeable Area +1, Only for 
  Holding Things in Place -1; PF: 
  Precise, Subtle), Time Control 
  10 (Share Speed +1; PF: Wall 
  Run, Water Run)]),  
  Teleport 10 (Affects Others 
  +1, Only Affects the Watch -1, 
  Only to Retrieve the Watch -1) 
  AT CM SV SK FT PW DB 
  25 
  12 
  8 
  13 12 130 
  — 
   
   
   
   
   
  DESCRIPTION 
  Nicole had always been the black sheep of the 
  Merryweathers. A proud aristocratic family, her kin took 
  poorly to the antics that amused her during her teen 
  years. Petty theft, burglary, criminal trespass, and 
  vandalism simply weren’t acceptable modes of behavior 
  for one of the scions of a noble heritage. Not that she 
  cared. Nicole may not have been tolerated by the rest 
  of her family very well, but the rest of her family were 
  well and truly loathed by the young girl. She had no 
  use for a bunch of old stuff-shirts, decaying fossils 
  rotting away in their country manors, or their children, 
  rapacious parasites waiting anxiously for their older 
  relatives to die so the inheriting could begin in earnest. 
  As soon as she was able, she had set about distancing 
  herself from her family name and she had succeeded, 
  in her mind, in her relatives’ minds, and in the eyes of 
  the law. In fact, her family and the local constabulary 
  had come to an agreement on just how to quietly deal 
  with Nicole when she came across her grandfather’s 
  laboratory. Though she now likes to paint a picture of a 
  hidden dungeon room full of mysterious concoctions 
  and contraptions, buried by her family for fear of 
  discovery, the truth was considerably more prosaic – a 
  dusty set of rooms in an almost abandoned summer 
  home that she felt obliged to visit after “acquiring” the 
  keys. It was there that she discovered the watch. 
  Nicole’s grandfather, it seemed, was another 
  member the family would like to be able to forget 
  spawning. An eccentric inventor, Hiram Merryweather 
  had disappeared decades before, his assistant, one 
  Templeton Weir (see Abraxas, page 83) following 
  shortly thereafter with a disappearing act of his own 
  when authorities came asking questions. The old man’s 
  work had been crazy talk, things like time travel and 
  moving between worlds and realities. The family had 
  ignored him, hoping he’d come to his senses one day, 
  or maybe just pass away and out of their concerns. 
  With him gone, they had done a good job of covering 
  up his work and burying his past. No questions, no 
  scandals, no worries. What Nicole found was one of the 
  first fruits of her Grandfather’s genius, a portable 
  temporal inhibitor – whimsically placed inside the 
  casing of a rather forgettable looking pocket watch and 
  easily overlooked by the family during their hasty 
  “clean-up.” Thinking it a mere trinket, Nicole promptly 
  stole the watch (and a few other odds and ends around 
  the workshop) and left. It wasn’t until she tried setting 
  the watch that she discovered its fantastic capabilities – 
  and a very amusing afternoon of experimenting with it 
  was all it took to convince her that petty crimes were a 
  thing of the past. She eluded the authorities, took some 
  childish revenge on select members of her family, and 
  absconded across the pond after a close call with 
  Glorianna encouraged her to seek greener pastures. So 
  far, America has been good to her… and very, very 
  entertaining. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Don’t worry about me, 
  dearie… I have plenty of 
  time. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Female 5’5” 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  26 
  116# 
  Brown 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Thief 
  25 From aristocratic family 
  30 Powers are in the watch she 
  carries 
   
  Nic o’ Time possesses a marvel of dimensional engineering. The inhibitor allows her to 
  change her relative positioning within the temporal framework of the universe. She can accelerate 
  he personal time point, becoming a blur to those around her, or slow time in precise areas around 
  her, literally stopping whatever she wants in its tracks. Her precision is such that she can stop a 
  falling cup and allow its contents to continue along their path. Originally, she had to fiddle with the 
  device’s controls, but continued usage has somehow bonded the device to her, and it now reacts 
  to her thoughts. When separated from the device, she can even bring it back to her through 
  intervening space. She has no idea how that works, or any of its abilities for that matter, and 
  really doesn’t care so long as they continue to work. She dresses in a manner many Americans 
  would expect someone with her accent to, which is to say, about fifty years out of actual British 
  fashion and similar to a Hollywood or novelized Englishwoman of the late Victorian era. She views 
  this as a playful homage to her grandfather for the “gift” he left her. 
  
   
   
  Villains – Indep. 
  p110 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  The sounds of rending steel 
  and shattering concrete as 
  they blend with the screams 
  of the dying… I love it so 
  when the parts of a 
  symphony flow together 
  effortlessly. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  28 
  162# 
  Blonde 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Murderous lunatic 
  25 Musical genius 
  30 Can’t stand to have his music 
  criticized 
   
  DESCRIPTION 
  Wolfgang Meijer was always going to be a 
  musician. He knew this growing up because he was 
  quite gifted in terms of musical ability, and because his 
  parents latched onto his gifts as a ticket to easy street 
  the first time his teachers mentioned the words 
  “genius,” and “prodigy,” and never actually let the boy 
  think of anything else for his life. Immigrants, the 
  Meijers had faced a hard time acclimating to their new 
  home and all of the things the war had cost them 
  before they had been forced to flee their beloved 
  Austria. Once they set their sights on little Wolfgang’s 
  inevitable ascension to the top of the musical 
  profession, they refused to rest until they saw it 
  through to its completion. They also refused to let their 
  son rest, or waste his gifts on unnecessary distractions, 
  such as a childhood. Practice, day in, day out with no 
  respite, with no release. This was Wolfgang’s life. What 
  started as love, with his efforts giving voice to the 
  music inside him, gradually grew into hate, as his 
  affection was ground into nothing under his parents’ 
  relentless agenda. His few hours away from his parents 
  and practice were at school. He excelled at studies that 
  required attention to detail, such as math and science, 
  but his stunted social growth kept him from 
  appreciating art or literature – ironic considering his 
  “destiny” to be an artist.  
  The day finally came when Wolfgang had the 
  chance to leave his parents and his monotonous prison 
  of a life behind – an audition for a spot at a prestigious 
  arts academy. If he won a spot there, he would be able 
  to define his own days away from his parents’ regimen, 
  maybe actually even make friends. He knew he was an 
  easy pick, that his abilities surpassed most any 
  competition he could possibly encounter, and so his 
  spirits were high when he went in that day. He was 
  slightly better with the flute then he was the violin, and 
  so it was his flute and a little Mozart with which he 
  prepared to thrill the judge. 
  He was denied. 
  The judge said that he had never heard a more 
  flawless technical performance, but that Wolfgang’s 
  music had no soul – it was the musical equivalent of an 
  accomplished typist, fast, precise, and sterile. The 
  young man never heard the judge’s offer of a follow-up 
  audition the next year, as he was in shock. He was also 
  on his way back to his parents. The world slowly turned 
  a burning red. 
  When the other faculty finally broke into the little 
  room, they found Wolfgang trying to fix the flute he 
  had broken clubbing the judge to death. 
  At the trial, the jury couldn’t understand how 
  Wolfgang could be so happy, unaware that his parents 
  had disowned him. Judging him mad, the court put him 
  in a mental institution, where he languished for years. 
  While there, he encountered a number of other fallen 
  geniuses, many of whom weren’t so far gone in their  
   
   
   
   
   
   
   
   
  PL 
  10 
  MUSICAL 
  MADMAN 
  PTS 
  156
   
   
  STR 10 +0 
  DEX 18 +4 
  CON 13 +1 
  INT 18 +4 
  WIS 15 +2 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +1 
  200# 
  FORT
  LEAP 
  +4 
  5 ft 
  REF 
  INIT 
  +5 
  +4 
  WILL
  KB 
  +8 
  -0 
   
   
  ATTACK 
  DEFENSE 
  +2/+10 
  +10/+2 
  DAMAGE 
  +10 (Blast) [Penetrating] 
  GRAPPLE 
  SIZE 
  +3 
  Medium 
   
  SKILLS 
  Bluff 3 (+7), Concentration 5 
  (+7), Craft (Electronics) 8 
  (+12), Disable Device 5 (+9), 
  Know (Art) 15 (+19), Know 
  (Technology) 6 (+10), 
  Language (French, Italian), 
  Perform (Keyboards, Stringed 
  Instruments) 10 (+14), Perform 
  (Wind Instruments) 15 (+19), 
  Sleight of Hand 5 (+9) 
  FEATS 
  Attack Specialization (The 
  Instrument) 4, Defensive 
  Attack, Dodge Focus 5, 
  Fascinate 3 (All Perform Skills), 
  Inspire 5, Inventor, Luck 4, 
  Move-By Action, Precise Shot 2 
  (Only with The Instrument -1) 
  POWERS 
  Device 18 (Hard to Lose, The 
  Instrument [Blast 10 
  (Penetrating +1, PF: Indirect x2 
  (Only for bypassing his own 
  Create Object barriers -1), 
  Create Object 10 (Continuous 
  +1, PF: Subtle (Invisible)), 
  Sonic Control 10 (AP: Obscure 
  (Auditory), Drain Toughness 
  (Ranged +1, Limited to 
  Crystalline or Brittle Objects -1), 
  Nauseate, Stun, PF: Indirect)]) 
  AT CM SV SK FT PW
  DB 
  32 
  14 10 21
  25
  54
  — 
   
   
  own dementia to teach the youngster a few tricks. One, a former sparring partner of Cogito 
  and The Watchman known as The Clockwork King, took Wolfgang under wing and taught him 
  the fine art of exotic weaponsmithing. The orderlies ignored the strange musical instrument 
  Wolfgang made in his therapy-ordered shop time, at least, until he used it to blow a hole in 
  the walls and escape. 
  Today, Wolfgang, known to his “adoring public” as Requiem, uses music the only way 
  he’s ever actually enjoyed it – as a club, metaphorically, or literally a weapon. He targets 
  those who might otherwise have patroned his work, the rich, the literati, and art circles. His 
  strange flute-like instrument is always at hand, capable of the most astonishing effects 
  through the appalling application of sound. 
  
   
   
  Villains – Indep.
  p111 
   
  PL 
  6 
  CRIMINAL 
  MASTERMIND 
  PTS 
  175 
   
   
  STR 13 
  +1 
  DEX 15 
  +2 
  CON 15 
  +2 
  INT 30 +10 
  WIS 23 
  +6 
  CHA 18 
  +4 
   
   
  TGH 
  LIFT 
  +2 
  300# 
  FORT 
  LEAP 
  +8 
  6 ft 
  REF 
  INIT 
  +3 
  +2 
  WILL 
  KB 
  +15 
  -1 
   
   
  ATTACK 
  DEFENSE 
  +4 
  +6/+3 
  DAMAGE 
  +1 (Unarmed) 
  GRAPPLE 
  SIZE 
  +5 
  Medium 
   
  SKILLS 
  Bluff 11 (+15), Diplomacy 8 
  (+12), Gather Information 11 
  (+15), Intimidate 6 (+10), 
  Know (Art, Physical Science, 
  Theology and Philosophy) 4 
  (+14), Know (Behavioral 
  Science, Business, Civics, 
  Current Events, Streetwise) 10 
  (+20), Languages (Arabic, 
  Chinese, Classical Greek, 
  French, German, Latin), 
  Medicine 2 (+12), Notice 8 
  (+14), Pro (Mastermind) 11 
  (+17), Search 8 (+18), Sense 
  Motive 11 (+17) 
  FEATS 
  Benefit (Wealth 4), Connected, 
  Contacts, Diehard, Eidetic 
  Memory, Endurance, Fascinate 
  (Diplomacy), Leadership, Luck 
  4, Master Plan, Minions 10 
  (Assassins x100), Minions 10 
  (Crime Lords x25), Minions 11 
  (Criminals x1000), Well-
  Informed 
  POWERS 
  Immunity (Age, Requires 
  Yearly Ritual -1) 
  AT CM SV SK FT PW DB 
  54 
  20 16 36 48 
  1 
  — 
   
   
   
   
   
  DESCRIPTION 
  The young man was fearful as he walked the long 
  hall. Passing the enormous picture windows with their 
  magnificent view of the Swiss Alps did nothing to calm 
  his nerves. He’d been asked for by name. Asked to see 
  the man in charge, and he didn’t know if that was a 
  good thing or a fatal thing. Any normal employee of a 
  criminal enterprise such as this one would probably still 
  be frightened, but they probably wouldn’t be hiding the 
  secrets he was. He stopped before the massive oak 
  doors leading to Rex Mundi’s private suite, struggling to 
  force his heartbeat back down to a manageable rate. 
  “King of the World,” he thought, if only that weren’t so 
  very true in so many ways. 
  “Enter,” he heard before his knuckles actually 
  rapped the door. 
  Inside, seated on a divan, was Rex Mundi, some 
  complicated apparatus attached at various points to his 
  body, seemingly pumping blood in and out of his 
  distinguished frame. Beside him stood one of the oh-
  so-very intimidating men that Rex Mundi found in 
  alarming quantities. No gun was showing, but the quiet 
  mountain of muscle really didn’t need one to complete 
  the picture. 
  “Sit, make yourself comfortable,” his employer 
  said. “We haven’t met before, but your name has been 
  spoken well of and I thought it was time I actually laid 
  eyes on the ‘golden boy.’ Never mind this garish thing – 
  it’s just something I have to do now and again. Move 
  the books and have a seat.” 
  As he sat on the ottoman that had been motioned 
  to, the young man gave only a glance at the books he 
  was pushing aside, esoteric texts on abstract 
  mathematics and celestial mechanics – a strange thing 
  for a crime lord to be reading, he said to himself 
   
  “Do you know who I am, young man? I ask out of 
  curiosity, not ego. So few of the people who accept my 
  coin do, you know,” the older man continued, languidly 
  and in a conversational tone. 
  “I’ve heard the stories, of course, but I can’t say I 
  actually believe them. Rather fanciful, I think. You 
  hardly look a day over fifty, sir. Awfully spry for three  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Torture you? Oh, no. I 
  already know more about 
  your operation than you do. 
  You’re simply going to die. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’11” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  46 (122) 174# 
  Grey 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20  
  25 A myth – the crime lord of crime 
  lords 
  30 Mastermind who’s been around 
  for over 75 years 
   
  times that, I’d say. Besides, there’s all that fiction, of course. Doesn’t paint you well, sir. 
  Interesting cover, though,” he replied. 
   “Bah. Damn the man. Damn that buffoon with the pen, as well. I saw him dead, you know… 
  dead and buried. The addict as well as the Chinaman who didn’t guard his secrets nearly well 
  enough,” he said, sounding half-distracted as he tapped on one of the glass vials circulating blood 
  in and out of his body. “Danced the same jig on both graves, I might add.” 
  The younger man’s eyebrow rose, unsure what to make of the statement, or its veracity. 
  “Oh, yes. Quite true, my young sir, every word of it. I just wanted to see the look on your 
  face when you saw it verified. I always take some perverse amusement in the inevitable war 
  between incredulity and shock as the information is digested. Not that you’ll ever tell your 
  superiors back at Scotland Yard, of course. My compliments, though. You infiltrated far higher 
  than any of your predecessors did.” 
  The concluding words were punctuated with a subtle nod, which shook the young man from 
  his shock as he suddenly realized the bodyguard had deftly maneuvered out of sight without his 
  notice. These were his last thoughts in the split second before the cold, cold wire bit deeply as it 
  snapped around his neck. 
  Rex Mundi is the spider at the center of a very large, and frighteningly well-hidden web. He 
  has had a very long time to plan, and plot, and cover his tracks. A man of practically inhuman 
  intellect, he has known very few peers, and has seen them all in their graves. The mastermind’s 
  mastermind, he sits, learns from his very few failures, and weaves his schemes and conquests 
  with the precision of a well-constructed equation. The elixir vitae he stole from one of his former 
  rivals now grants him the longevity to see his long-term plans through to their completion. Past 
  mistakes taught him the price of exposure, and he never, never makes the same mistake twice.  
   
  
   
   
  Villains – Indep. 
  p112 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  The jewels, dollface… please. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  6’ 
  Brown 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  30 
  185# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Looks like movie pirate 
  25 Has a flying ship 
  30 Slips between worlds 
   
   
  DESCRIPTION 
  Vance Tyler always knew he was the son of an 
  eccentric woman. Growing up in an isolated 
  community, he knew the stories of her abrupt 
  appearance before his birth, of the gold she used in 
  place of money to set up the ranch, and of her very 
  strange accent. He had her many cryptic comments 
  about her birthplace over the years, the intense lessons 
  in horse riding, sword fighting, etiquette, and other 
  archaic pastimes, as well as the strange language she 
  forced him to learn and use with her. And then there 
  was her paranoia – her unflinching and consistent 
  vigilance against enemies he never saw nor about 
  which she would ever speak.  
  Finally, on her deathbed, she confessed the 
  entire story to him, much to his shock. His name 
  wasn’t Vance, it was Vrom, heir to House 
  Rhovanion as named by her father upon Vrom’s 
  birth. Not that there was much of a House left now. 
  She had fled from an alternate Earth called Caernas. 
  The locket she wanted him to have was an amulet that 
  allowed passage between worlds – passage that was 
  forbidden by hidden laws that predated the Empire now 
  in power there. Her family’s discovery of the truth 
  about Caernas, that it was settled by refugees from this 
  Earth many thousands of years earlier, had doomed 
  them. The Keepers, a secret order within the Imperial 
  Archives who viewed it as their duty to maintain the 
  secrets of the Empire’s founding, had moved against 
  House Rhovanion. They had hunted its members, 
  destroyed its demesnes, and planted evidence 
  implicating the Witchqueens of the North in 
  Rhovanion’s fall. His mother had barely escaped with 
  her life as the Warwyrms tore through her family’s 
  fortress at Snowforge and a legion of the Empire’s 
  bestial Halfmen troops slaughtered the family retainers. 
  She had promised his father that she would see Vrom 
  safely to manhood, and she had. Now it was time to 
  avenge his blood. After he had buried his mother, he 
  found the instructions she had left for him. He used the 
  amulet to return to Caernas and, after acclimating 
  himself, slowly acquired the supporters and resources 
  he needed to begin striking at the Keepers, their allies 
  within the Great Houses, and the Imperial Assembly. 
  Vance had enjoyed reading about pirates as he grew 
  up, and watching the occasional movie about them. 
  Once he had The Everkeen Blade and a crew, he took 
  the name Salamanca (which he vaguely remembered 
  from a book he once read, and because he liked the 
  sound) and began operating under the pretext of piracy 
  to hide his real motives and background. His homage to 
  Captain Blood and other movie pirates in his 
  appearance is lost on the Caernesians, but provokes  
  the intended reaction on Earth. 
  Salamanca is a pirate, though more in the 
  romantic and cinematic tradition than the brutal 
  historical reality. He moves his ship between 
  Caernas and Earth, for revenge on the former and 
  for resources on the latter. His crew is a mishmash 
  from both worlds, his ship an artifact from 
  Caernas’ past, though still quite serviceable today. 
  Salamanca himself is an impressive physical 
  specimen, albeit still quite human, and a highly 
  accomplished swordsman. Much to his delight, 
  he’s found his charm and guile to be equally as 
  effective a weapon as his sword. Details about 
  Fetish, a living voodoo doll that is his constant 
  companion, are sketchy, but it is presumed he 
  picked up the valuable little magical construct 
  while hiding from authorities in the South Seas.  
   
  PL 
  10 
  SWASHBUCKLING 
  SKY PIRATE 
  PTS 
  224
   
   
  STR 16 +3 
  DEX 20 +5 
  CON 18 +4 
  INT 15 +2 
  WIS 15 +2 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +8/4
  460# 
  FORT
  LEAP 
  +6 
  8 ft 
  REF 
  INIT 
  +12
  +9 
  WILL
  KB 
  +8 
  -4/2 
   
   
  ATTACK 
  DEFENSE 
  +8/+14 
  +12/+4 
  DAMAGE 
  +6 (Sword), +8 (Flintlock) 
  [Penetrating] 
  GRAPPLE 
  SIZE 
  +11 
  Medium 
   
  SKILLS 
  Acrobatics 10 (+15), Bluff 4 
  (+8/+12), Climb 6 (+9), 
  Diplomacy 4 (+8/+12), 
  Intimidate 4 (+8), Know 
  (Popular Culture) 2 (+4), Notice 
  6 (+8), Ride 6 (+11), Search 6 
  (+8), Sense Motive 4 (+6), 
  Sleight of Hand 6 (+11), Stealth 
  6 (+11), Swim 8 (+11) 
  FEATS 
  Acrobatic Bluff, Assessment, 
  Attack Specialization (Swords) 
  3, Attractive 1, Defensive Roll 4, 
  Distract (Bluff), Dodge Focus 4, 
  Elusive Target, Equipment 14 
  (Sword, Galleon), Evasion, 
  Grappling Finesse, Inspire 2, 
  Luck 2, Minions 8 (Criminals 
  x50), Move-By Action, Sidekick 
  35 (Fetish), Sneak Attack, 
  Sword-Fighting (Accurate 
  Attack, Defensive Attack, 
  Improved Block, Improved 
  Disarm, Improved Initiative, 
  Power Attack, Taunt), 
  Takedown Attack 
  POWERS 
  Device 4 (Hard to Lose, 
  Amulet of Bardic Charm 
  [Communication (Mental) 5 
  (Shapeable Area +1, PF: 
  Selective, Subtle), Comprehend 
  (Languages) 2]), Device 4 
  (Easy to Lose, Enchanted 
  Flintlock [Blast 8 (Penetrating 
  +1, Only Penetrating against 
  Living Targets -1; PF: Indirect 
  2)]) 
  EQUIPMENT 
  Ship, Sword +3 
  AT CM SV SK FT PW
  DB 
  42 
  32 15 18
  89
  28
  — 
   
  SIDEKICK 
  Fetish: PL 5 (144 points); Init +6; Def +12; 
  Atk +9; SV Tgh +4, Fort —, Ref +8, Will +8; 
  Str 8, Dex 14, Con —, Int 16, Wis 16, Cha 8; 
  SZ: Diminutive; 
  Skills and Feats: Bluff 10 (+3), Know 
  (Arcane Lore) 10 (+13), Notice 4 (+7), Sense 
  Motive 6 (+9), Stealth 6 (+20); Diehard, 
  Elusive Target, Fearless, Improved Defense, 
  Improved Initiative 1, Luck 3, Ritualist, Taunt; 
  Powers: Immunity 30 (All FORT Effects), 
  Luck Control 3, Mental Blast 5 (Requires 
  Physical Link -1), Protection 2, Regeneration 
  16 (Resurrection, Recovery 10), Shrinking 12 
  (Permanent -1, PF: Innate). 
  
   
   
  Villains – Indep.
  p113 
   
   
   
   
   
  The Everkeen Blade was originally an interceptor once used by the 
  Imperial Fleet. It had been gathering mothballs in a scrap yard for 
  the last 30 years before Salamanca got his hands on it. 
  Refurbished, added to by its owner and his crew, it is every 
  bit as serviceable now as it was in its prime. It’s faster and 
  more maneuverable than most of its competition – and 
  Salamanca fit his mother’s amulet of passage into the 
  tiller, allowing the entire ship to move between 
  Caernas and Earth as he desires. Her crew is a 
  mishmash of Earth and Caernesian sailors 
  who struggle to get along, though each 
  group is baffled by the origins of the 
  other and miscommunication is 
  frequent. 
   
  Crew: Use Criminal archetype – add 
  Profession (Sailor) +4. 
  Sky Galleon: STR: 50, SPD: 6 (Flight), TGH: 14, SZ: 
  Colossal; Cost: 66/14; Features: Cannons (Blast 10, 
  Explosive), Hidden Compartments, Holding Cells, Living 
  Space, Navigation System, Power System, Power (Super 
  Movement 1 [Dimensional Movement, One dimension and back]), 
  Smoke Screen (Area, Progression 10) 
   
   
   
  
   
   
  Villains – Indep. 
  p114 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Feel the fury of Mother 
  Ocean! 
   
  RACE 
  SEX 
  HT 
  EYES 
  Atlantean? 
  Female 5’11” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  30? 
  185# 
  None 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Atlantean working with Nazis 
  25 Tireless supporter of Dagon 
  30 Not really Atlantean 
   
   
  DESCRIPTION 
  Gertruda Mueller never seemed any different from 
  the other children with whom she played. Blue-eyed, 
  blonde-haired, and cute as a button, she made her 
  parents very proud, just as proud as her four sisters 
  did. She didn’t tell anyone about the dreams that 
  haunted her sleep. She didn’t tell anyone about the 
  voices that she alone heard, and she certainly never 
  told anyone about the strange impulses she felt when 
  she looked overlong at the lovely, lovely water. Then, 
  one summer her parents took her with them on holiday 
  to the coast of France – and that was the last anyone 
  ever saw of the little girl. Witnesses later said that they 
  saw the girl staring longingly out to sea before simply 
  walking out into the waves. When the little girl went 
  under the water and didn’t come back up, near-by 
  swimmers rushed to her aid, only to find nothing 
  where the girl had been. Authorities declared the 
  girl a victim of drowning and closed the case. Her 
  parents returned to Germany, mourned their 
  loss, and moved on. 
  There are areas south of the city of 
  Atlantis where no one, not even her 
  soldiers, venture willingly… and certainly 
  not alone. Caves that stories are told 
  about, strange shapes seen moving in the 
  water that match no known marine life, 
  these are the things that lend those areas 
  their disturbing demeanor. The sentries 
  posted along the southern walls of the city were 
  understandably surprised to see a shapely young 
  woman swimming toward them, even more surprised 
  when she demanded an audience with the Emperor. 
  Even with the unexplainable feeling of dread they felt 
  emanating from her, and her freakish eyes, the soldiers 
  laughed at her preposterous request. With a motion 
  from her hand, the section of wall behind them 
  shattered into a hundred pieces. They stopped 
  laughing. When she was presented to Dagon, she acted 
  out a level of obeisance he had never seen before, 
  practically fawning over him with the most fulsome 
  praise. She told him that she was sent to help him by 
  old, old friends of Atlantis, powers that had watched 
  the Jeweled City of the Sea for a very long time. 
  Dagon, she told him, was the fulfillment of prophecy 
  and would bring about the return of the city to the 
  lands above. She was the gift to seal an alliance 
  between Dagon and her patrons, a powerful tool and 
  weapon to serve at his every command. Even her name 
  was up to him. 
  Dagon did not rise to his position by being a fool. 
  He no more trusted the woman than he felt  
   
  PL 
  12 WATER WITCH 
  PTS 
  200
   
   
  STR 36 +13
  DEX 16 
  +3
  CON 27 
  +8
  INT 13 
  +1
  WIS 25 
  +7
  CHA 18 
  +4
   
   
  TGH 
  LIFT 
  +16 15 ton
  FORT
  LEAP 
  +11
  10 ft
  REF 
  INIT 
  +6 
  +3 
  WILL
  KB 
  +11
  -16/6
   
   
  ATTACK 
  DEFENSE 
  +5(+7) 
  +6(+8)/ 
  +2(+4) 
  DAMAGE 
  +13 (Unarmed), +12 
  (Lightning) 
  GRAPPLE 
  SIZE 
  +26(+12) 
  Huge 
  (Medium) 
   
  SKILLS 
  Concentration 13 (+20), 
  Intimidate 6 (+10), Know 
  (Arcane Lore) 9 (+10), 
  Language ([Atlantean], English, 
  [German]), Notice 8 (+15), 
  Search 3 (+4), Sense Motive 5 
  (+12), Swim 10 (+23) 
  FEATS 
  All-Out Attack, Attractive 2, 
  Diehard, Environmental 
  Adaptation (Underwater), 
  Favored Environment 
  (Underwater) 2, Fearless, Power 
  Attack, Rage 1, Ritualist 
  POWERS 
  Additional Limbs 3 
  (Tendrils), Alternate Form 
  (Water) 4 (Concealment 4, 
  Insubstantial 1, Suffocate 4, 
  Swimming 3; Only Underwater 
  -1), Animal Control 8 
  (Aquatic Animals Only -1, PF: 
  Mental Link), Growth 8 [+16 
  STR, +8 CON, Huge] (Only 
  when in Contact with Sizeable 
  Bodies of Water -1, Linked to 
  Alternate Form -0), Immunity 
  3 (Breathe Underwater, Cold, 
  High Pressure), Protection 8, 
  Super-Senses 5 (Blindsight 
  [Only Underwater -1], 
  Lowlight,), Super-Strength 3, 
  Swimming 4, Weather 
  Control 12 (Base: Cold, AP: 
  Blast, Dazzle (Visual, Auditory), 
  Obscure (Visual), Snare) 
  AT CM SV SK FT PW
  DB 
  55 
  30 10 
  8 
  11
  85
  — 
   
   
  comfortable in her presence, and her apparent gender certainly didn’t lull him into underestimating 
  her– of the five most dangerous people he had ever met, three had been women. Regardless of 
  her appearance, no Atlantean had visible irises, especially not the vibrant blue that hers were. Her 
  cryptic comments about being perfect to cement his relationship with the Germans was also 
  disturbing, as few outside his trusted counselors knew the details of that arrangement. Still, it 
  would be imprudent to shun a possible resource. He asked for a demonstration of what she could 
  do; afterwards, he was even more certain he had made the right decision and named her Sea 
  Witch. Since he didn’t want to spend any more time than necessary with the Nazis, she would be 
  his liaison to them, his voice away from Atlantis. And when she left with his ambassadors to be 
  introduced to her new associates, Dagon quietly began making plans on how to dispose of her 
  Sea Witch, or See Hexe to the Germans, is in an unenviable position. She is trusted by  
  absolutely no one with whom she works. Dagon uses her, but waits for the day that she turns on  
  him, or that her “patrons” come calling. The Germans tolerate her as a political necessity, but no  
  more than that. Regardless of her birth, Gertruda is long gone. The Sea Witch has the body of an  
  Atlantean, and carries their speech as a native, though no other Atlantean has her eyes or the tentacles that can suddenly erupt without 
  warning from her body. She has shown frightening control over the creatures of the deep as well as water itself, going so far as to being 
  able to become water (and grow to great size when in contact with enough liquid to absorb into her mass). Further, she can command 
  the storm above the waves with equal facility as the substance and natives below it.  
  
   
   
  Villains – Indep.
  p115 
   
  PL 
  10 
  NURSERY RHYME 
  THEME VILLAIN 
  PTS 
  165 
   
   
  STR 12 +1 
  DEX 14 +2 
  CON 13 +1 
  INT 20 +5 
  WIS 18 +4 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +7/1 260# 
  FORT 
  LEAP 
  +4 
  6 ft 
  REF 
  INIT 
  +4 
  +6 
  WILL 
  KB 
  +12 
  -3/0 
   
   
  ATTACK 
  DEFENSE 
  +5/+9 
  +13/+5 
  DAMAGE 
  DC 20 FORT (Fatigue) 
  GRAPPLE 
  SIZE 
  +6 
  Medium 
   
  SKILLS 
  Bluff 10 (+14), Craft (Electronic, 
  Mechanical) 10 (+15), 
  Diplomacy 4 (+8), Disable 
  Device 6 (+11), Escape Artist 10 
  (+12), Gather Information 10 
  (+14), Know (Life Science, 
  Physical Science) 5 (+10), 
  Notice 10 (+14), Perform 
  (Dance, Sing) 6 (+10), Pro 
  (Crime Lord) 12 (+16), Search 8 
  (+13), Sense Motive 8 (+12), 
  Sleight of Hand 10 (+12), 
  Stealth 4 (+6) 
  FEATS 
  Attack Specialization (Mr. 
  Sleepy-time Cane) 2, 
  Connected, Contacts, Defensive 
  Roll 6, Distract (Bluff), Dodge 
  Focus 3, Evasion, Fascinate 
  (Bluff), Improved Defense 1, 
  Improved Initiative 1, Inventor, 
  Luck 9, Master Plan, Minions 6 
  (Criminals x25), Set-Up, Sneak 
  Attack 2, Taunt, Ultimate Effort 
  (Bluff Check for Taunt), Well-
  Informed 
  POWERS 
  Device 5 (Easy to Lose, “Mr. 
  Sleepy-time” Cane [Fatigue 
  10 (AP: Confuse (Normal Range 
  -1, Area Burst +1, Alternate 
  Save FORT +0)), Corrosion 
  (Normal Range +1) 5, Suffocate 
  (Normal Range +1) 5, Stun 
  (Normal Range +1) 5]) 
  EQUIPMENT 
  HQ (SZ: Huge, TGH: 10, 
  Features: Concealed, Garage, 
  Holding Cells, Living Space, 
  Power System, Security System, 
  Traps (Defense Systems), 
  Workshop 
  AT CM SV SK FT PW DB 
  35 
  30 13 31 41 15 
  — 
   
   
   
   
   
  DESCRIPTION 
  Once upon a time, in a faraway land, there lived a 
  very strange boy in a very strange house. All of the 
  people who lived in the house with the boy were quite 
  mad, but the boy didn’t mind. The house was quite 
  large and had so many interesting things to do, so 
  many interesting things to play with, so many 
  interesting uncles and aunts who told so many 
  interesting stories. He was a secret, their secret, and 
  his mother just as mad as all of the others, and they 
  guarded him, and cared for him and never told anyone 
  he was there in the very strange house. When the 
  people who took care of the people who lived in the 
  very strange house found the strange little boy, they 
  became very cross.  
  This could not be, would not be, was not allowed.  
  They took the strange little boy away from the 
  house where all of the people continued to be quite 
  mad. They took him away from the people who cared 
  fro him and they gave him to people who didn’t really 
  like the strange little boy at all. They put him in a dull, 
  little house with dull, little people who told dull little 
  stories, and the strange little boy was oh so unhappy 
  after that. When those dull, little people didn’t want 
  him anymore, he was given to more people just like the 
  ones that he left. And so on, and so on, and so on 
  again. But then a wonderful thing happened: the 
  strange little boy grew up and wasn’t a little boy 
  anymore and didn’t have to stay with all of the dull, 
  little people. He went and he found a new house just 
  like the one where he had been happy, and then he 
  decided that all of those dull, little people were only 
  dull and little because no one had ever told them 
  interesting stories like the ones he had been told. But 
  that could be changed, and then wouldn’t everyone be 
  just as happy as he was. What a wonderful world that 
  would be! 
  Simple Simon was born the son of an inmate at 
  one of the poorly run mental asylums that dotted the 
  landscape in the first half of the 20th Century. His 
  mother had been committed for the crime of being 
  different, of wanting things like independence and to 
  speak her own mind – and of doing these things when 
  she had powerful male relatives that envied her wealth 
  and could find judges sympathetic to their “needs.” The 
  institution was so poorly run that when she was raped 
  and became pregnant, she was able not only to hide 
  the condition, but also to hide the birth, and then the 
  child – at least, for a while. By the time Simon (the only 
  name to which he’ll answer) grew old enough to seek 
  out the place of his birth, his mother had died from 
  abusive electroshock therapy, which pretty much ended 
  his curiosity about how things liked laws and authorities 
  worked and why. Simple Simon isn’t so much immoral 
  in his activities as he his amoral. He doesn’t subscribe 
  to society or its laws, and most certainly not to her 
  traditions or mores. He wants to have fun, and he 
  doesn’t much care who or what gets hurt in the 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  All the king’s horse and all the 
  king’s men couldn’t put the 
  masked man back together 
  again. 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’6” 
  Blue 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  41 
  182# 
  Red 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Bank robber and kidnapper 
  25 Strange speech pattern 
  30 Doesn’t think world is real 
   
  process. Truth be told, even in his more lucid moments he isn’t really sure how much of the 
  outside world is a terrible delusion and how much is horribly real – and you can’t feel bad about 
  what happens to a make-believe person in a make-believe world, can you? They are there to be 
  played with, after all. That he can continue to function within those parameters, financially and 
  organizationally, is testimony to the genius behind the madness. Those who have underestimated 
  Simple Simon for his obvious lunacy have paid heavy prices when the tables turned and they 
  discovered just how resourceful the man spouting nursery rhymes could be, and how very, very 
  deadly. 
  
   
   
  Villains – Indep. 
  p116 
   
   
   
   
   
   
   
   
   
   
  The man known as Rex Mundi is in control of an impressive amount of information 
  and personnel. His shadow empire has recently grown to encompass three “heirs” to 
  compatriots he knew of old. Amused by the nostalgia of his “acquisitions,” he invited them 
  all to work together on a case. The blend of infiltration, muscle, drugs, and animal minions 
  proved fruitful. Giving this trio a semblance of autonomy, he allows them to operate their 
  own jobs in exchange for a small “finder’s fee.” 
   
  Esmeralda Griffith 
  Esmeralda was a manipulative thief. She’d wile her way into a foolish man’s heart and 
  then disappear with his valuables. She left a profitable trail of anguish behind her for years, 
  until her condition began. She began fading from sight. Over time, she became completely 
  invisible, with no control over it. No doctor could help her, or even make educated guesses 
  as to what was causing her condition or even how such a thing as invisibility was possible – 
  or how she could continue to see when light bent around her. At wit’s end, she was 
  contemplating suicide when she received the telegram and the rendezvous arrangement. 
  An old friend of her grandfather’s had information for her, and a job offer. She was 
  descendant of the infamous Invisible Man, inheriting a version of the ability he had needed 
  drugs to produce. Rex Mundi would seek a cure for her, while she would steal for him. She 
  has so much fun as a thief now, she no longer really worries about the cure. 
   
  Esmeralda Griffith: PL 6 (91 points); Init +3; Defense +10/+4; Atk +4 (-1 Unarmed), 
  +6 (Pistol +3); SV Tgh +2/0, Fort +5, Ref +8, Will +5; Str 9, Dex 16, Con 11, Int 15, Wis 
  15, Cha 16; 
  Skills and Feats: Bluff 3 (+6), Disable Device 6 (+8), Know (Streetwise) 6 (+8), 
  Stealth 5 (+8); Attack Focus (Ranged) 2, Defensive Roll 2, Dodge Focus 2, Equipment 2, 
  Evasion, Improved Defense 2, Precise Shot, Sneak Attack 2; 
  Powers: Immunity 10 (Light-Based Attacks), Invisibility (All Visual, Permanent -1); 
  Equipment: Pistol +3 (Subtle [Silenced]) 
   
  Harcourt Jekyll 
  Even as a child, although Harcourt Franklin was young, he was 
  never little. He grew up a large bully in the orphanage, and got even 
  larger during his adolescent growth spurt. Using his size and 
  ruthlessness to his advantage, he formed a small gang and went 
  into business as muscle for hire. 
  The large envelope was slipped under his office door one day, 
  with no indication of its origins. It detailed his genealogy, showing 
  that he was actually the son of Dr. Jekyll, the famed mad scientist. 
  That man’s alter ego, Mr. Hyde, had raped a woman and left her for 
  dead. A young farming couple found her, and nursed her back to 
  health, allowing her to bear the child, who was then left on the 
  doorstep of a church. 
  At first angered, Harcourt has learned to accept his heritage, 
  and even enjoy it. How many thugs were fathered by a famous 
  monster, after all? 
   
  Harcourt Jeckyll: PL 7 (107 points); Init +2; Defense +5/+2; Atk 
  +7 (+8 Unarmed); SV Tgh +8, Fort +11, Ref +4, Will +10; Str 26, 
  Dex 14, Con 23, Int 13, Wis 18, Cha 15; 
  Skills and Feats: Bluff 6 (+8), Climb 5 (+10), Intimidate 10 
  (+12), Know (Streetwise) 4 (+5), Notice 6 (+10), Stealth 5 (+7); 
  All-Out Attack, Fearsome Presence 2, Move-By Action, Power Attack, 
  Takedown Attack 2; 
  Powers: Growth 3 (Permanent -1, PF: Innate), Immunity 1 
  (Poison), Leaping 1, Protection 2, Super-Senses 1 (Scent), Super-
  Strength 1 (3680 lbs Maximum Lift)
  
   
   
  Villains – Indep.
  p117 
  Etienne Moreau 
  Teased about his name growing up, Etienne quickly accepted the fact that no one 
  really understood the grandeur of his grandfather’s work save himself. A brilliant medical 
  scholar, he nonetheless had to attend medical schools under assumed names due to the 
  small-minded judgmental natures of those who constantly interfered in his pursuit of 
  knowledge. He also had to go through a number of such schools, as he was discreetly 
  dismissed from one after another when his extracurricular activities and experiments came 
  to light. He was barely keeping one step ahead of the authorities, who took a dim view of 
  how he acquired test subjects and the “medications” he made to finance his work and 
  travels, when Rex Mundi “found” him. His new patron opened new horizons for Moreau, 
  though there were, of course, some small demands made on his time and expertise in 
  recompense. 
  Moreau wishes to surpass the achievements of his grandfather Alphonse. This 
  obsession drives a constant high-strung tension level in Etienne that provokes frequent 
  migraines and temper tantrums. His self-medicating is closely watched by his patron, 
  though Etienne has yet to realize just how tight a leash he’s kept on. 
   
   
  Etienne Moreau: PL 6 (78 points); Init +1; Defense +5/+2; Atk +2 (+1 Unarmed); SV 
  Tgh +2, Fort +3, Ref +3, Will +6; Str 12, Dex 12, Con 14, Int 23, Wis 8, Cha 14;  
  Skills and Feats: Craft (Chemical) 11 (+17), Handle Animal 6 (+8), Know (Life 
  Science) 11 (+17), Medicine 8 (+14), Sleight of Hand 2 (+3), Stealth 2 (+3); Animal 
  Empathy, Equipment 4, Fearless, Inventor, Minions 7 (Beastmen x25, Fanatic +1); 
  Equipment: HQ (as Underground Lair) 
   
   
   
   
  Beast Men 
  Animal-human hybrids, Moreau’s Beastmen barely qualify as sentient. He has yet to 
  master the complete transformation from animal to human-seeming, with the bestial 
  appearance of his ever-present ‘hench-things” a constant reminder of how far he has yet to 
  go in his research. They are good for leg-breaking and intimidation, and conditioned to be 
  very loyal to Moreau, but that’s about the limits of their usefulness so far 
   
  Beast Men: PL 3 (46 points); Init +6; Defense +2/+1; Atk +3 (+3 Unarmed); SV 
  Tgh +4, Fort +8, Ref +5, Will +1; Str 15, Dex 15, Con 16, Int 8, Wis 11, Cha 8;  
  Skills and Feats: Notice 2 (+2), Stealth 4 (+6), Survival 2 (+2); All-Out Attack, 
  Improved Initiative 1; 
  Powers: Growth (Permanent -1), Leaping 1, Protection 1, Speed 2, Strike 1 
  (PF: Mighty), Super-Senses 3 (Lowlight, Scent, Track) 
  
   
   
  Villains – Indep. 
  p118 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUOTE 
  Pick a card… 
   
  RACE 
  SEX 
  HT 
  EYES 
  Human 
  Male 
  5’10” 
  Green 
  GROUP 
  AGE 
  WT 
  HAIR 
  None 
  39 
  230# 
  Black 
   
  PUBLIC KNOWLEDGE 
  5  
  10  
  15  
  20 Professional gambler 
  25 Never without his tarot cards 
  30 Master of the Tarot Crime Cartel 
   
  DESCRIPTION 
  Lucius Xavier Tudbury had a problem. He liked to 
  gamble. He liked to gamble a lot. This, however, was 
  not his problem. Nor for that matter was his problem 
  his level of competence – Tudbury was an exceptional 
  player at any number of games of chance. No, the 
  problem was his luck. He had too much of it, and never 
  a predictable amount or predictable kind at the 
  predicted time. Tudbury would go through streaks – 
  one day untouchable and on top of the world, the next 
  seemingly cursed. He made and lost fortunes regularly. 
  Large fortunes. Unfortunately, not everyone found this 
  amusing, despite his charm and vital personality. One 
  powerful and wealthy man, obviously at a loss for 
  anything resembling a sense of humor, after presuming 
  a continuing and steady stream of misfortune for 
  Tudbury, was particularly unhappy to watch as the 
  jovial gambler’s luck turned for the better in mid-game, 
  with Tudbury walking away from the table with a 
  sizable pile of winnings that had belonged to the other 
  man shortly before.  
  Tudbury played several other games that night, 
  exploiting his streak for all it was worth. He was in such 
  a good mood that he was open to people putting other 
  property up for stake that evening – including a pretty 
  set of tarot cards Tudbury saw and liked. A 
  superstitious man, Lucius was quite pleased with his 
  new acquisition when those cards came into his hands 
  the same as so many other people’s money that 
  evening. That elation disappeared almost immediately 
  after he left the casino that night and encountered the 
  reception left for him by the humorless man who had 
  been fuming since his loss earlier that night – 
  unpleasant men with tire irons and chains. Thinking 
  himself about to die, Tudbury gripped his new cards 
  tightly in his hands as he began to pray. Much to the 
  surprise of everyone present, especially Tudbury, there 
  was a sudden burst of light and the appearance of a 
  number of figures resembling the pictures on his cards. 
  These newcomers made short work of Tudbury’s 
  attackers, smiled at Lucius, and then disappeared. 
  Lucius breathed a sigh of relief, and then fainted. 
  Over the next few weeks, Lucius found that he 
  could summon the figures back when he wished, so 
  long as he had the cards in hand. He could also 
  influence his luck and the luck of others, finally 
  wrangling some control over his streaks of fortune, 
  again, only so long as he had his cards with him. 
  Another first for Lucius was that he could use the cards 
  to predict the future – though he had often used tarot 
  cards in the past to attempt foretelling, with these 
  cards, his predictions actually came true. With wealth 
  and fortune at his disposal, and the specter of a painful 
  death still a fresh memory, Tudbury did a little soul-
  searching. He sat down with his cards and asked fate 
  what would happen if he didn’t change his ways. The 
  answer came back – a certain and bloody end. Through  
   
   
  PL 
  11 
  MAGIC CARD 
  DEALER 
  PTS 
  199
   
   
  STR 12 +1 
  DEX 14 +2 
  CON 13 +1 
  INT 15 +2 
  WIS 15 +2 
  CHA 18 +4 
   
   
  TGH 
  LIFT 
  +3/1
  260# 
  FORT
  LEAP 
  +4 
  6 ft 
  REF 
  INIT 
  +2 
  +2 
  WILL
  KB 
  +8 
  -1/0 
   
   
  ATTACK 
  DEFENSE 
  +4 
  +4/+2 
  DAMAGE 
  +1 (Unarmed) 
  GRAPPLE 
  SIZE 
  +5 
  Medium 
   
  SKILLS 
  Bluff 12 (+16), Diplomacy 12 
  (+16), Gather Information 12 
  (+16), Know (Current Events) 8 
  (+10), Know (Streetwise) 10 
  (+12), Notice 6 (+8), Pro 
  (Gambler) 16 (+18), Search 5 
  (+7), Sense Motive 10 (+12), 
  Sleight of Hand 5 (+7) 
  FEATS 
  Beginner’s Luck, Benefit (Wealth 
  3), Connected, Contacts, 
  Defensive Roll 2, Fascinate 
  (Diplomacy), Luck 5, Minions 9 
  (Criminals x500), Taunt, Well-
  Informed 
  POWERS 
  Luck Control 3 (All Effects; 
  Area: Shapeable +1, Selective 
  +1, Requires Tarot Cards -1, 
  Tiring -1), Summon 16 
  (Fanatical +1, Heroic +1, Type 
  +2, Requires Tarot Cards -1; 
  PF: Progression 4, Mental Link, 
  Sacrifice,), Super-Senses 8 
  (Precognition, Postcognition, 
  Unreliable -1, Action: Full Round 
  -1, Requires Tarot Cards -1) 
  AT CM SV SK FT PW
  DB 
  27 
  16 
  9 
  24
  25 100
  — 
   
   
  trial and error, he managed to gain answers for a number of subsequent questions, answers that illuminated a clear path for Tudbury to 
  follow, one far removed from his earlier ambitions though not unattractive. He said goodbye to the name of Tudbury, just as the cards 
  had directed. Zavier Zodiac came into the world, and with fate as his guide, loyal and powerful helpers at his apparent beck and call, and 
  only a little cheating now and then to keep his luck on track, Mr. Zodiac set out to build an empire. 
  Zavier Zodiac believes that he his in possession of a powerful magical artifact in the form of his deck of tarot cards. It is true that 
  the cards have a certain pedigree, having, it seems, once been owned by the infamous Aleister Crowley himself, and a certain charm for 
  Zavier, as they use zodiacal imagery – of which he’s always been very fond. However, the cards themselves have no power. The 
  probability control, the precognition, even the manifesting of the mental constructs from the card faces, all of these are Zodiac’s own 
  tremendous mental power. A latent psionic for most of his life, with his odd streaks of luck as the only outward sign of this, Zodiac’s 
  powers flared into activity under the stress of his imminent demise that evening. Not that he’s consciously aware of this, of course. In his 
  mind, he needs the cards to use his abilities; being mental powers in nature, a perceived crutch is an actual crutch, regardless of its 
  validity. 
  
   
   
  Villains – Indep.
  p119 
   
   
   
  When Zodiac began building his criminal organization, it was 
  only natural that he fall back on his gift and inspiration, his 
  “magic” tarot deck, for guidance on an organizational schema. In 
  simplest terms, the cartel is divided into two separate bodies, the 
  Major Arcana and the Minor Arcana. The Minor Arcana are the 
  majority of the cartel, the Major Arcana being “lieutenants” to 
  Zodiac himself – troubleshooters with special abilities who answer 
  only to Zodiac, and, known only to their creator, are entirely 
  manifestations of his will. The Minor Arcana is further broken 
  down into suites: Wands, Pentacles, Cups, and Swords. The suite 
  of Wands handles vice in all of its forms, gambling, drugs, 
  prostitution, etc. Pentacles are the moneymen, laundering ill-
  gotten gains, financing any number of loan-sharking efforts, 
  confidence schemes and other examples of traditional white-collar 
  crime. Smuggling and the general trafficking of any profitable 
  form of contraband falls under the auspices of the suite of Cups. 
  Finally, the suite of Swords has their stock-and-trade in violence: 
  Arms sales, mercenary-brokering, contract killings, and so on. 
  Each suite has a King that handles planning, long-term 
  development of resources and goals; a Queen who oversees the 
  daily operations of the suite; and a Page who acts as liaison to 
  the other suites, insuring that all the hands employed by the 
  cartel work together in profitable harmony. Within the suites, 
  ranks are denoted by numbers, with higher numbers being fewer 
  in representation and possessing greater authority. Each member 
  carries a card denoting their rank that they use for general 
  identification purposes. These cards are printed with special ink 
  that glows under the right light. Undercover policemen have 
  discovered that simply carrying a card from any old tarot deck for 
  this purpose is a fatal mistake. 
  Zodiac himself has stayed as removed as possible from the 
  organization’s infrastructure. With step-by-step consultation 
  (guidance from his foretellings) with his deck, he slowly picked 
  capable decision-makers to represent his interests in the 
  leadership roles of the Minor Arcana. These were men and 
  women he knew he could trust, that he knew would do their jobs 
  and do them well. Most of the underlings who work for the cartel 
  have never even actually seen their ultimate boss, though they 
  know of his name, and that is just the way that Zodiac likes it. On 
  those few occasions when personnel problems have arisen, 
  representatives of the Major Arcana have suddenly arrived and 
  dealt with the problem – almost as if Zodiac had been aware of 
  the treachery or betrayal before it actually happened. That Zodiac 
  seems at time to be practically prescient has gone a long way in 
  reinforcing discipline, and that his fortunes are often the repeated 
  good luck of the cartel’s members goes a long way to maintain 
  morale. 
  Thus far, the Tarot Cartel is primarily a western presence, 
  building and consolidating its power in North, Central, and South 
  America. Its holdings in Europe and Asia are limited. The 
  authorities have thus far been stymied by the widespread nature 
  of the organization, and the limited ability of arrested members to 
  finger those above them. Initial hostilities between Zodiac’s 
  people and Rex Mundi’s organization have settled into a sort of 
  détente. Zodiac believes this is because his competitor is afraid of 
  Tarot’s power – unaware that Rex Mundi is a true long-term 
  planner, and that the older man not only likes what he sees in 
  Tarot’s assets and daily operations, but that he is already planting 
  the seeds for an eventual “hostile takeover.” 
  The current Kings of each suite (by seniority) are as follows: 
  Blake Chambers (Pentacles): Disowned scion of a Boston 
  banking family, Chambers has put his ivy-league education and 
  financial connections to great use while bringing money into the 
  cartel hand-over-fist. Pentacles has a much lower violence rate 
  than the other suites, and Chambers is a coward at heart and 
  very fond of breathing, so he’s lasted much longer than his peers  
    in the other suites. 
   
  The Tarot Crime Cartel 
   
  Etienne Dumont (Wands): Before coming to Tarot, 
  Dumont ran a number of brothels in New Orleans, and indulged 
  in several profitable blackmailing ventures on the side. He puts on 
  quite a show of being a voodoo practitioner and bokor, but his 
  demonstrated abilities have yet to match his hyperbole. 
  Stefano Antonelli (Cups): Former bagman for the Capone 
  mob, Antonelli learned the tricks of his trade bringing liquor in 
  from Canada and gold from Cuba. Tarot’s muscle is currently the 
  only thing keeping the mob from brutally punishing Antonelli for 
  his abrupt and costly departure from their ranks 
  Ariana Diokemedes (Swords): Daughter of a Greek 
  revolutionary, Ariana was recruited by her immediate predecessor 
  after he saw her demolitions work in Mexico. When he turned 
  traitor to Tarot, she stabbed him to death in front of the arriving 
  Major Arcana enforcers, bringing her to Zodiac’s attention and 
  resulting in her promotion. 
  For each of the Kings, use the Crime Lord Archetype from 
  the M&M rulebook. Add Knowledge (Arcane Lore) +4 and the 
  Ritualist feat to Dumont; add +2 to Diokemedes’s Charisma and 
  Demolitions +8 to her skills. Standard Tarot personnel use the 
  Criminal Archetype from the same book. 
  The Major Arcana are one and all manifestations of Zavier 
  Zodiac’s immense psionic abilities. While they might seem to 
  possess sentience, initiative, and free will, it’s pretty much an 
  illusion. Any semblance of personality they might exhibit is 
  actually a reflection of fragments of Zodiac’s consciousness. All 
  the Minor Arcana knows is that the Major Arcana are very 
  powerful and completely loyal to their master. They appear as 
  representations from the cards in Zodiac’s tarot deck. In the few 
  instances of non-human card images, they appear as humanoids 
  dressed in the same faux-medieval costumes as their peers, but 
  bearing small representations of their card’s symbol (e.g., a stone 
  tower) painted on their chests. Zodiac’s deck is one of the 
  prototypes of Crowley’s Thoth deck and the cards are therefore a 
  little different from the standard deck’s iconography. The 
  following are the Major Arcana’s cards and the associated 
  Archetype from the M&M rulebook which provides their statistics: 
  The Fool: 
  Kung Fu Killer (Acrobatic Combat Style) 
  The Magus:  
  Mystic 
  High Priestess: 
  Puppeteer 
  Empress: 
  Psionic 
  Emperor: 
  Psionic 
  Hierophant: 
  Brain in a Jar (treat as unmoving figure on 
  flying throne) 
  Lovers: 
  Shapeshifter 
  Chariot: 
  Speedster 
  Adjustment: 
  Mimic 
  Hermit: 
  Kung Fu Killer (Stealthy Combat Style) 
  Wheel of Fortune: 
  Not used (Zodiac is worried about possible 
  abilities) 
  Lust: 
  Vampire Lord 
  Hanged Man: 
  Not used (Zodiac is very spooked by the 
  “vibe” he gets from this card 
  Death: 
  Weapon-Master (Scythe +5) 
  Art: 
  Gadgeteer (equipment looks archaic – 
  blaster is a flintlock, jetpack is Da Vinci 
  wings, force field is loud Jacob’s Ladder 
  effect, and so on) 
  Devil: 
  Savage Man-Beast 
  Tower: 
  Powerhouse 
  Star: 
  Energy Controller (Radiation Control) 
  Moon: 
  Energy Controller (Light Control) 
  Sun: 
  Energy Controller (Element Control: Fire) 
  The Aeon: 
  Energy Controller (Gravity Control) 
  The Universe: 
  Not used (Zodiac is concerned that this 
  may be beyond his control) 
  
   
   
  Appendix 
  p122 
   
   
   
   
   
  Feats 
  Ace (General, Ranked) 
   
  You can apply appropriate personal combat feats to vehicles 
  you control instead of gaining the effects of those feats for 
  yourself. You may purchase one such feat, or one rank in such a 
  ranked feat, for every rank you possess in this feat. You do not 
  get to apply the benefits of such feats outside a vehicle unless 
  you purchase those feats separately outside of the Ace feat as 
  well. 
  Example: Rocket Ranger has Dodge Focus 1 and Ace 3 
  (Dodge Focus 2, Evasion 1). Outside of a vehicle, 
  Rocket Ranger only gets the benefit of one rank of 
  Dodge Focus, increasing his personal defense by +6 
  with a full defense action, and being just as vulnerable 
  to the effects of an area effect attack as any other 
  target. Inside a vehicle, however, the Ranger can get 
  +8 to the defense of the vehicle, and a Reflex Save to 
  completely avoid the effects of an area effect attack. 
   
  Combination Attack (Combat, Ranked) 
   
  You are a fighting machine, able to combine complex 
  maneuvers, or pummel a target with a flurry of blows. Take a full 
  round action and make an attack roll. For every five points 
  starting down from your total, you may perform the equivalent of 
  a standard action requiring an attack roll (e.g., attack, trip, 
  block), with the incremental total substituting for any actual roll 
  of the die. This ends when you either fail in an action (for 
  example – your incremental total is less than the opponent’s 
  defense) or when you have performed a number of combat 
  actions equal to your rank in this feat plus one (minimum of two 
  maneuvers possible). Multiple attacks that require Toughness 
  saves from the same opponent, such as a flurry of blows, are 
  resolved with a single save, as with an autofire attack. You may 
  not have more ranks in this feat than ½ the campaign’s power 
  level. 
  Example: Ben is playing Anthem (Combination Attack 
  3) who is facing Pendragon’s old enemy: The Fomorian. 
  Though Anthem wins initiative, Ben delays until The 
  Fomorian reaches his character. Ben then makes a 
  combat roll for Anthem, getting a total of 32 (Anthem is 
  very good in a fight). As The Fomorian had ended his 
  charge with an attack, Ben decides to block first and 
  then counterattack. The Fomorian’s attack is a lucky roll 
  totaling 30, so it’s fortuitous that Ben chose the 32 as a 
  block. Incrementing down, (32 – 5 = 27 – 5 = 22 – 5 
  = 17 – 5 = 12) Ben sees that he gets a few more 
  actions. Even though The Fomorian’s adjusted Defense 
  is a 12, Anthem only has the Combination Attack feat at 
  rank three, so his last action is the 17. Anthem blocks 
  The Fomorian’s punch, snaps off two impressive 
  punches of his own and then spins to kick The 
  Fomorian’s feet out from under the brute. The GM rolls 
  a toughness save against Anthem’s unarmed damage 
  bonus (with an additional +1 from the flurry), and then 
  an opposed DEX vs. STR roll for the trip (Anthem has 
  Improved Throw, and The Fomorian is much stronger 
  than he is agile). 
   
   
  Sweep Attack (Combat, Ranked) 
  You are expert enough of a fighter to attack multiple 
  opponents fluidly. Make an attack roll. Apply the result of that 
  roll against the Defense of every viable target within melee range 
  of you (5 ft normally) up to a number of opponents equal to your 
  rank in this feat plus one (a minimum of two targets). Usable with 
  any standard melee attack action (Disarm, Trip, etc), except 
  grapple. 
   
  Modifiers 
  Extra: Mastery +1  
   
  You can “fine tune” your use of any of the powers you use 
  that have this extra by adding and/or changing around modifiers 
  on the fly without the result being considered an Alternate Power. 
  To use with an existing Alternate Power, that AP must first also 
  be Dynamic (for a total of 3 pts for the AP). 
  Example: Rob is playing Cagliostro, who has Mystic 
  Blast with (Spell) Mastery. Rob decides to make his 
  Mystic Blast an Area Effect: Burst this round and is 
  willing to take a little extra time for it. He adds the 
  modifiers Area: Burst +1 and Action: Full Round -1 to 
  his normal Mystic Blast. Without Mastery, this new 
  version of Mystic Blast would have been considered a 
  new Alternate Power and would have required Extra 
  Effort and/or a Hero Point to add to his Magic Power for 
  this round. 
   
  Optional Rules 
  “Soft” Attacks 
   
  Given the broad range of results possible when rolling a 
  Toughness Save on a d20, it is quite possible to have lucky 
  human-strength combatants tearing apart brick and iron 
  structures, as well as some vehicles, with no more than their bare 
  hands. If this is a possibility that doesn’t fit with your style of 
  game, and you don’t want to resort to the blanket rule that 
  human strength attacks are simply ineffective in such cases 
  (problematic when dealing with some characters… and some 
  players), simply assume that non-living materials have the 
  Impervious advantage on their Toughness Saves – but only 
  against unarmed attacks. Claws don’t necessarily count as 
  unarmed attacks, and picking up a club or rock certainly 
  circumvents the limitation. Human strength attackers can still use 
  feats such as Power Attack, or special combat maneuvers like 
  Slam, to push their Damage bonus to an effective level versus 
  their target, and superhumanly strong attackers will have damage 
  bonuses that easily surpass the Toughness of stone and iron and 
  such anyway.  
   
  Particularly evil GMs may also want to treat such a futile 
  attack in a manner similar to Slam attacks – with the attacker 
  potentially hurting himself with his own attacks against the 
  unyielding target.   
  
   
   
  Appendix
  p123 
  Breaking Stuff 
   
  The basic M&M rules list a number of materials and their 
  individual Toughness Saves for one inch of that material, and tells 
  what increasing thickness will do when attempting to damage the 
  material in question. But most things characters will find lying 
  around the battlefield will be complex items, composites of 
  different materials. At the very least, most of these items will not 
  be simple plates of the material of set thicknesses. Below is a 
  sample list of things for characters to shatter, smash, spindle, and 
  mutilate. Most of the items in the list will simply have a 
  Toughness Save. Some, however, will also have a number in 
  parentheses beside the SV bonus – this is the modifier for the 
  amount by which the damage threshold must be exceeded to 
  inflict damage, exactly the same as a doubling of the material’s 
  thickness causes under the basic rules. 
   
  Item 
  Toughness Save 
  Aircraft, Jet Engine 
  +9 
  Aircraft, Landing Gear 
  +6 
  Aircraft, Propeller 
  +5 
  Aircraft, Wing 
  +6 
  Automobile, Engine 
  +9 
  Automobile, Fuel Tank 
  +6 
  Automobile, Tires 
  +4 
  Barrel, Wood 
  +4 
  Boulder 
  +6(+3) 
  Bridge, Large (5-ft) 
  +9(+4) 
  Bridge, Small (5-ft) 
  +8(+2) 
  Chain, Battleship 
  +15 (+3) 
  Chain, Handcuffs 
  +10 
  Chain, Steel 
  +12 
  Computer, Mainframe 
  +4 
  Computer, Personal 
  +3 
  Dirt (5 cubic feet) 
  +0(+7) 
  Door, Airlock 
  +12(+4) 
  Door, Metal/Fire 
  +8(+2) 
  Door, Wood, Exterior 
  +3(+1) 
  Door, Wood, Interior 
  +3 
  Door, Safe 
  +12(+2) 
  Door, Vault 
  +15(+3) 
  Drum, Steel, 35-gallon 
  +8 
  Flagpole 
  +5 
  Furniture, Metal 
  +5 
  Furniture, Plastic 
  +2 
  Furniture, Wood 
  +4 
  Glass, Bulletproof 
  +5 
  I-Beam 
  +11(+1) 
  Lamppost 
  +7 
  Manhole Cover 
  +9 
  Railroad Tracks 
  +10 
  Roadway (5-ft) 
  +7(+4) 
  Telephone Booth 
  +5(+2) 
  Telephone Pole 
  +6 
  Tree, Small 
  +6 
  Tree, Large 
  +8 
  Wall, Brick 
  +5(+4) 
  Wall, Concrete 
  +7(+4) 
  Wall, Home, Exterior 
  +4(+1) 
  Wall, Home, Interior 
  +2 
  Wall, Reinforced Ferroconcrete 
  +13 
  Tactical Movement 
   
  The basic rules of M&M second edition do not cover tactical 
  movement, which is to say, character movement rules designed 
  to be used with miniatures and a “battlemat.” Though many of 
  the rules, as written, cover a number of instances (basic 
  movement, power ranges, etc.) easily translated to miniature 
  scale combat, some do not. Movement powers, such as Flight and 
  Teleportation, are assumed to involve amounts of movement that 
  make a reasonably scaled battlemat problematic in use. This is 
  most certainly true for Full Movement, but Standard Movement 
  can easily be abstracted to relative rates – and comparative 
  movement between characters, the perception of speed among 
  the players, is more important for our purposes than exacting 
  mathematical accuracy (this is a game, not an engineering class). 
  Should you disagree with that assertion, feel free to ignore the 
  following remedy, as these are, of course, only optional. 
   
  The basic rules reiterate the standard d20 movement rate 
  for a normal-sized humanoid: 30 feet per move action. Given that 
  on a standard battle mat a square (sometimes hexes, depending 
  on the kind of mat – we’ll just use “squares” though, since that’s 
  more the d20 idiom) is roughly equivalent to five feet, that means 
  the normal human moves six squares with move action, twelve 
  with an accelerated or double move action. In the real world, the 
  average human maintains about a 4 mph run (hey, we’ve seen 
  The Fugitive…Tommy Lee wouldn’t lie to us). We can keep that 
  comparison in mind when we start looking at the movement 
  powers. Flight and Speed both start out at rank one with a 10 
  mph rate. Approximating, we can say that this is about twice the 
  norm or around twelve squares. Swimming puts in at about a 
  quarter of that (2.5 mph for Swimming at full move, for 
  example), which we can round up from 1.5 squares to 2 squares. 
  Burrowing starts off at 10 feet and Teleport rates increments of 
  100 feet per rank, or 2 squares and 20 squares, respectively. 
  Using these comparisons as our rubric, we can do some quick 
  multiplication and easily derive a few tactical movement rates. 
  Keep in mind that: 
  (1) These rates are only for standard and double moves. An all-
  out move refers to the Progression Table in M&M for that 
  actual rate of speed, and immediately leaves the arena of 
  tactical scale (and suffers all of the combat adjustments for 
  all-out movement); 
  (2) All other rules concerning movement (acceleration, Slam 
  attack damage, etc.), stay unchanged; and  
  (3) At higher ranks of power, we will still have rates of speed 
  that exceed the size capacity of the average battlemat (the 
  largest any of the BlackWyrm crew owns is about 60 squares 
  long, for example) – adjust play as necessary. 
   
  For Flight and Speed powers, tactical movement is equal to 
  [6*(Rank+1)] squares. Swimming and Burrowing use 2 for the 
  multiplier, instead of 6, and both Leaping and Teleportation keep 
  to the listed rates in rulebook – as they already distinguish 
  between standard and all-out movement. Or, for those math 
  averse among the audience – a handy, dandy table for the first 
  ten ranks and their associated squares of movement: 
   
  Rank 
  Flight/Speed 
  Swim/Burrow 
  1 
  12 
  4 
  2 
  18 
  6 
  3 
  24 
  8 
  4 
  30 
  10 
  5 
  36 
  12 
  6 
  42 
  14 
  7 
  48 
  16 
  8 
  54 
  18 
  9 
  60 
  20 
  10 
  66 
  22 
   
  
   
   
  Appendix 
  p122 
   
   
   
   
   
   
   
  For those craving closure, here is what happened to the characters in this book according to the timeline of the BlackWyrm Games 
  universe. You are, of course, completely free to alter these endings to fit your game. 
   
  The Sentinels 
   
  The original Sentinels disbanded in 1954 following a pyrrhic 
  victory against Carnifex and the public condemnation of the team 
  at Senator Joseph McCarthy’s hands for failing to throw Cagliostro 
  to HUAC’s dogs. 
  Anthem 
   
  Alexander Steele is still active in the modern era. Looking 
  about half his actual age, Alex is the nominal director of Group 
  Zero and one of the Powers-That-Be in the U.S. shadow 
  community. 
  Cagliostro 
   
  Cagliostro has never publicly shown his face after the 
  disbanding of the team in ’54, especially since it took him years to 
  recover from the physical toll of the binding spell he cast on 
  Carnifex. However, he still shows up from time to time to help his 
  old friends. The warding spells on Fortress were a contribution 
  from him, for example. 
  Doc Steel 
   
  Ulysses Steele, while no longer active in the costumed 
  community, is still extant in the modern era, and provides 
  considerable assistance to “the cause” even without his direct 
  participation. He is the financial backer of the modern incarnation 
  of the Sentinels, a political and financial ally to any number of 
  heroes, and the father of Sentinels’ members Hardcore and 
  Technomancer. 
  Jack B. Quick 
   
  Jack suffered a debilitating injury in the fight with Carnifex, 
  one that never really healed. He retired from adventuring after 
  the team disbanded, returning to his native Boston to raise a 
  family. He is the father of The Blur, member of the ’60s Sentinels, 
  and the grandfather of the modern era heroine Speed Demon. He 
  passed away peacefully in his sleep, presumably of natural 
  causes, in 1985. 
  Silent Knight 
   
  The majority of the men who wore the Silent Knight mask 
  perished during WWII, the Korean conflict, and the beginning of 
  the Cold War. The last of these men, Robert Marston, died 
  fighting Carnifex in 1954. 
  Thunderbird 
   
  Daniels was killed fighting Carnifex in 1954. His son, Paul, 
  briefly used The Medallion of the Ancients to fight crime under 
  the name Raindancer in the late 1960s, only to perish at the 
  hands of the fiendish Dr. Grimm. Following Paul’s death, the 
  medallion disappeared, its current whereabouts unknown. 
  Tom Thumb 
   
  Tom Thumb was killed in 1945. He intentionally set off a 
  prototype atomic bomb stolen by the Japanese in order to 
  prevent them from using it on America. The same explosion killed 
  Hachiman and Kamikaze. 
  Brownstone 
   
  Steele Omnitech purchased the Sentinels’ brownstone from 
  the government in 1964. It was eventually demolished in 1976 to 
  make way for a park and playground. The contents of its trophy 
  room and archive are kept at Fortress. 
  Rocketplane 
   
  “Betty” hangs in the Smithsonian. A holographic replica is 
  projected on the first floor of Fortress’ museum/trophy room. 
  John Bull 
   
  James Richardson died heroically in 1960. Hospitalized for 
  the strain his powers had put on his heart, Richardson was 
  present when a fire gutted the hospital where he was staying. He 
  held up a section of the structure long enough to allow the rest of 
  the patients to escape, a herculean effort which finally induced a 
  massive and fatal heart attack. 
  Glorianna 
   
  Eliza Marleyoak married Mallory Drake (Pendragon) and 
  retired from adventuring in 1947. She was the proud and beloved 
  mother of four, grandmother of ten, and great-grandmother of 
  eighteen when she passed away in 1998. Her funeral was 
  attended by many, many people, including heads of state, all of 
  whom were treated to a beautiful and hauntingly mournful song 
  the source of which no one was able to identify. Her husband 
  simply told those gathered that all of his wife’s friends were 
  saying goodbye.  
  The Gryphon 
   
  Following an attempt by the Hag to drain his memories in 
  1951, The Gryphon forcibly realized the truth of his abilities. He 
  threw a godlike tantrum, leveling a sizable amount of London 
  before coming to his senses and deciding to leave Earth and the 
  physical realm entirely. Presumably he still exists somewhere in 
  the cosmos, far, far away, exploring places Man cannot yet reach. 
  Pendragon 
   
  Mallory Drake married Eliza Marleyoak in 1947. He was the 
  first and longest director of Section 9, the British Agency 
  responsible for managing the United Kingdom’s metahuman 
  resources during the Cold War. Though retired and quite 
  advanced in years, he still surprisingly spry and vigorous. His 
  government occasionally asks him to consult on matters involving 
  his old bailiwick, much to the chagrin of the current head of 
  Section 9, Nigel Cavender. 
  The Ultranaut 
   
  The Saeduun probe was recovered by its makers during a 
  clandestine expedition to Earth in the early 1960s. Presumably, its 
  observations of Earth people and culture added immensely to 
  Saeduun studies of the Earth; however, whether it was repaired 
  and returned to service is unknown. 
  Amadeus 
   
  Severinson Blakeney’s last known mission was for Group 
  Zero, infiltrating the TUNDRA weather control facility in Siberia in 
  1966. The facility was destroyed in a massive explosion, narrowly 
  averting its use and the escalation of hostilities into a third World 
  War. As Amadeus never reported back to the Group to receive 
  the second part of his sizable fee, he has always been presumed 
  KIA. 
  Cogito 
   
  Disgusted with his inability to help society cure itself of its 
  many ills, and thoroughly disillusioned with mankind in general, 
  Cogito refit the prototype spacecraft The Galileo for interstellar 
  travel and left Earth for parts unknown in 1954. He was  
  
   
   
  Appendix
  p123 
  accompanied by a small group of adventurous souls, including 
  daredevil Matthew Tangent, explorer Kid Galahad, the human 
  computer known as Cipherman, and Cogito’s fiancée, Laurel 
  Wilde. 
  Doc Epoch 
   
  Epoch disappeared following the destruction of Null Point in 
  relative time 1954. Though he has appeared a few times since 
  then to help right temporal wrongs, the strange nature of time 
  travel doesn’t preclude those excursions from predating his 
  disappearance. 
  Archimedes Jones 
   
  Archie Jones grew into his potential, surviving the 
  destruction of Null Point and joining ’60s era adventuring team 
  Danger, Inc. Outliving his teammates, Archie used drugs and 
  cybernetics to retard his aging and maintain his edge in an ever 
  more dangerous world. He suffered a nervous breakdown in 
  1998, following the airing of a cable special on defunct hero-
  teams that, while presented as respectful and even-handed, 
  painted him and his old friends in Danger, Inc. as second-rate 
  losers. He next appeared as Archimedes, the leader of a 
  destructive and anti-social group labeled the Slaughterhouse Six 
  by the press. Currently, Archie is incarcerated with the rest of the 
  Six in the hidden federal prison called Neverland. 
  Samson Smith 
   
  Samson Smith is believed killed by the destruction of Null 
  Point in 1954. 
  Matthew Tangent 
   
  Following the closing of the interface between this world and 
  the world controlled by the Emperor of Heaven, Tangent lost a 
  great deal of drive and purpose. He tinkered with spacecraft 
  designs and was involved in the construction of the prototype The 
  Galileo. When Cogito told him of his plans to leave Earth, Tangent 
  jumped at the chance to find a new purpose and enthusiastically 
  joined the “expedition.” As with the rest of the crew, his 
  whereabouts following the launch are unknown. 
  Folding Dragon 
   
  Chien Tsung was instrumental in destabilizing his father’s 
  “Celestial Empire” prior to losing contact with his homeworld 
  forever when the interface closed for the last time in 1948. Tsung 
  was killed fighting the Umbra-possessed Praetorian shortly 
  thereafter, sacrificing himself to buy Archie enough time to 
  detonate the device that sealed the rift to the Shadowlands.  
  Zara the Dinosaur Slayer 
   
  Sara Eccleston married Jackson Wilde in 1957. They were 
  both killed in a plane crash in the Amazon while searching for 
  their mutual friend Quentin McKenzie in 1961. 
  Null Point 
   
  Null Point was destroyed in a mysterious explosion in 1954. 
  Neither Archimedes nor Doc Steel nor any of the other interested 
  parties investigating has ever determined the cause. 
  The Fearless Five 
   
  The Fearless Five continued working as a team up until the 
  Umbra/Praetorian incident, where all five were lost in a temporal 
  vortex. Their current whereabouts (or final temporal destinations) 
  are unknown. 
  Gunslinger 
   
  The ghost of Jebediah Sawyer was finally laid to rest when 
  Gunslinger, aided by members of the Covenant, managed to 
  destroy The Hellfire Kid in 1950. 
  Quincy Harkness 
   
  Quincy Harkness was killed destroying the Bloodstone of 
  Amra’Zahn, an artifact of immense power coveted by Die 
  Nachtkinder which would have allowed them to shed the innate  
  weaknesses of their vampiric states while losing none of their 
  abilities. His daughter, Lady Katherine Harkness, accrued quite a 
  reputation as a monster hunter in her own right before joining 
  Danger, Inc. in the ’60s. 
  Avery Hawkins 
   
  Hawkins survived long enough to see all of his teammates 
  pass away. In 1965, while facing a giant robot weapon 
  constructed for FENRIS by Baron Von Sturm, Hawkins crashed his 
  plane into the behemoth to bring it down before it was able to 
  smash through a populated area. He was killed in the effort and 
  later buried with full honors in Arlington. 
  Angelo Benzetti 
   
  Benzetti was killed in a fierce aerial battle against an 
  overwhelming number of enemies in Mig Alley during the Korean 
  War. 
  Cassandra Jennings 
   
  Jennings died on the day Japan signed its surrender. She 
  was hit by a drunk driver while crossing a busy intersection in 
  Houston. 
  Samuel Lincoln  
   
  Lincoln was murdered in 1964 while visiting relatives in 
  Alabama. His murder was tied to southern radical and violent 
  metahuman Son of the South, whose associate Rebel Yell 
  eventually buckled before the FBI and testified against him for 
  that and many other crimes, before himself entering Witness 
  Protection. Son of the South is continuing to serve his five 
  consecutive life sentences today at Fort Sunderland. 
  Percy Tidwell 
   
  Tidwell succumbed to liver failure in 1963. Given his drinking 
  habits, this came as little surprise to anyone that knew him. 
  Kid Galahad 
   
  Wick eventually grew tired of his travels and adventures, 
  returned to the States, and managed to sue his uncle for his 
  rightful inheritance. This “retirement” didn’t actually last long, as 
  when he found out that his old friend Matt Tangent was leaving 
  Earth for the stars he persuaded the crew to allow him to join as 
  well – even donating a sizable amount of the capital required for 
  the extensive refit. He left aboard The Galileo in 1954. 
  Quentin McKenzie 
   
  McKenzie disappeared in 1948 while searching the Amazon 
  for the Seven Cities of Cibola. Unbeknownst to the rest of the 
  world until the late ’60s, he finally actually found his questing 
  beast. Marrying a princess of one of the cities, McKenzie had a 
  son who inherited the animal powers of his mother. This child 
  grew up enraptured by his father’s tales of the outside world, and 
  eventually left Cibola to explore so-called civilization. Razca 
  McKenzie worked with the ’60s era Sentinels as the hero called 
  Puma and was able to put to rest many long-standing concerns 
  about his father. 
  Old Glory 
   
  Old Glory sporadically appeared throughout the ’50s and 
  ’60s. However, his last known public sighting was confronting Lt. 
  William Calley on the steps leading to his court martial over the 
  My Lai incident. Hovering in the air, never saying a word that 
  anyone other than Calley heard, he reduced the officer to tears 
  and then vanished. Though he has appeared a rare few times 
  after that to aid a hero or two, Old Glory has yet to show his face 
  to the American people at large since that day. 
  The Orphans 
   
  Of the Orphans, only Juliet survived the war. She went on to 
  enter theater and then politics. Today, she is the Grande Old 
  Dame on UNSOCIS (The United Nations Special Operating 
  Commission on International Security). 
  
   
   
  Appendix 
  p124 
  Sea Devil 
   
  Taggras wandered the oceans for years after being forced to 
  give up his throne, never making any one place his home for very 
  long. He was a member of the ’60s era Sentinels, eventually 
  leaving the team once he finally reconciled with his sister and his 
  people. He has been the Atlantean Ambassador Plenipotentiary to 
  the United Nations for the last twenty years. 
  The Scorpion 
   
  Pilsney went out in a blaze of glory in 1946, taking contract 
  killer and wannabe crime lord Madame Guillotine, most of her 
  organization, and an entire city block along with him. 
  Jackson Wilde 
   
  Wilde reluctantly said goodbye to his little sister Laurel in 
  1954, when she left Earth with her fiancée Cogito. He married his 
  long-time paramour Sara Eccleston in 1957. Wilde and his wife 
  were killed in a plane crash in 1961 while searching for their 
  friend Quentin McKenzie, leaving behind several children to be 
  raised by their many relatives. 
  The Pickman Museum 
   
  The Pickman Museum is still in business today, and still 
  enjoys its unique relationship to the Wilde family. 
  Blut und Eisen 
   
  Blut was incapacitated by a Covenant strike team in 1944. 
  Eisen escaped with his master in tow, hiding Blut during the many 
  years it took for the monster to recover. Today, Blut still struggles 
  to bring Die Nachtkinder under control, Eisen faithful at his side. 
  Donner 
   
  Donner was burned out by the powers he summoned 
  fighting Thunderbird in the sky above Jormungandr in 1944. 
  Der Falken 
   
  Der Falken was killed by Avery Hawkins in a final aerial duel 
  during the Battle of the Bulge. 
  Eisen Vogel 
   
  The Russians captured the remaining Eisen Vogel prototypes 
  when they took Berlin in 1945. They reverse-engineered a great 
  deal of their Cold War rocketry knowledge from its technical 
  marvels. 
  Der Feuerzahn 
   
  Firefang was banished from Earth, trapped in some 
  nameless netherworld, by a ritual that marked one of the few 
  moments of cooperation between The Covenant and The Veil. As 
  he faded from this reality, the old wyrm cursed Lazarus Arcane, 
  leader of The Covenant present and driving power behind the 
  ritual. What part this curse played in Arcane’s later fall from grace 
  is open to speculation. 
  Veronika Von Frankenstein 
   
  Von Frankenstein was originally presumed killed when The 
  American Eagles led a bombing run that completely destroyed 
  Castle Frankenstein in late ’44. However, she had actually 
  escaped to South America to help build FENRIS into the terror in 
  proved throughout the 1960s. Though Von Frankenstein and her 
  many clones proved troublesome for many heroes during that 
  time, she hasn’t been seen since Danger, Inc. blew up FENRIS’ 
  main base in the Andes Mountains in 1969. 
  Die Schocktruppen 
   
  Von Frankenstein was unable to ever duplicate her success 
  in creating her reanimated soldiers after The Sentinels destroyed 
  her amassed army and Cagliostro magically nullified her 
  alchemical catalysts. 
  Grendel 
   
  Grendel was killed by Pendragon in 1945 during the push 
  into Berlin to try to capture Hitler.  
  Jaegerin 
   
  Jaegerin was captured by allied troops in Berlin in ’45. She 
  spent several years in a British prison before being freed by 
  FENRIS. She is believed to have died in the same explosion that 
  claimed Von Frankenstein. 
  Jotun 
   
  Jotun was killed during the Battle of the Bulge. Beaten 
  unconscious by Ultranaut, Jotun’s prone and normal-sized form 
  was riddled with machine gun fire by panicky American soldiers. 
  Parzifal 
   
  Parzifal was killed by Doc Steel in hand-to-hand combat 
  outside of Berlin in 1945. The surviving newsreel footage of this 
  incident is quite famous. 
  Schreckmacher 
   
  Goetz was killed by one of the Silent Knights in 1944 when 
  the Knight in question fired an incendiary round into Goetz’s gas 
  tanks. 
  Der Schwartzenritter 
   
  Steiner escaped the fall of the Reich, but was later ousted 
  from FENRIS by a cabal he had seriously underestimated. While 
  on the run from Nazi hunters, Steiner bargained with the entity 
  contacted through the Grendel amulet he had taken from Thüle’s 
  body in Berlin in ’45. Not knowing the proper limitations to place 
  on the invocation, Steiner was possessed by the entity and 
  became the terrifying powerhouse called Carnifex. Bound into the 
  mystical axe he carried, Carnifex is currently in a secure and 
  heavily warded chamber deep within the bowels of Neverland. 
  Manfred Von Sturm 
   
  Von Sturm survived the war and escaped Europe to take 
  part in the building of FENRIS. His last clone was shot by John 
  Phoenix of Danger, Inc. in 1967, and his body dumped in a vat of 
  molten metal.  
  Die Spinne 
   
  Werner was killed by one of the Silent Knights while 
  attempting to assassinate FDR, Churchill, and Stalin at the Yalta 
  Conference. 
  Dr. Ernst Thüle 
   
  Devastated and distraught over Hitler’s suicide, Thüle took 
  his own life with Hitler’s gun moments after his idol’s death in 
  that dirty little bunker in Berlin. 
  Die Valkyrie 
   
  The Valkyrie had a high mortality rate during the war. 
  Eventually, Thüle ran out of the time, resources, and volunteers 
  needed to make new ones. 
  Ungeheuer 
   
  After his part in the brutal purge of the Warsaw Ghetto 
  following the uprisings in ’44, Ungeheuer was hunted and killed 
  by Covenant member and deadly monster hunter, Helston Dredd. 
  Dredd lost friends in the purge and this hunt was quite personal. 
  Wunderkind 
   
  Hartmann escaped allied forces alongside Von Frankenstein. 
  He was instrumental in a number of FENRIS’ technical operations 
  in the ’60s, and proved a thorn in the side of Archimedes Jones 
  and the rest of Danger, Inc. He is believed to have died in the 
  same explosion that killed Von Frankenstein and Jaegerin.  
  Zeitgeist 
   
  Schroeder died of lung cancer in 1970. Withered and unable 
  to move, he died humiliated, covered in his own waste, having 
  spent agonizing months being eaten up by a disease he had 
  foreseen for years but could never figure out how to avoid. 
  
   
   
  Appendix
  p125 
  Jormundgandr 
   
  Jormungandr was sunk by the Sentinels, Sea Devil, and the 
  Defenders of the Crown in 1944. Sections of its superstructure 
  are thought to still sit intact on the floor of the Laurentian Abyssal 
  in the Atlantic, the surface above having been the location of its 
  final battle. 
  The Kage Do 
   
  Some semblance of the Kage Do still exists, though their 
  sorcerers are mostly dead. The order still performs 
  assassinations, but the rituals behind the killings are no more. 
  Iretzumi/Sovikha and the majority of the power players were lost 
  when Cagliostro and Glorianna sealed the Shadowlands around 
  them in ’45. 
  Hachiman 
   
  Hachiman was killed in 1945. He and Kamikaze had led a 
  contingent of Japanese soldiers that stole a prototype atomic 
  bomb, and then died when Tom Thumb detonated the device to 
  keep it from being used on America. 
  Kamikaze 
   
  Noriko died with her beloved Hachiman aboard a plane 
  above the Pacific when Tom Thumb reconnected the detonator to 
  the atomic device she was stealing. 
  Oni 
   
  Oni was contacted by the Clan of the Kymaera, a group of 
  shapeshifters that were able to prove to him that he was 
  descended from one of their members. He happily joined the only 
  real family he would ever know, and produced many children 
  before finally dying in a fight with a splinter group of the Clan, 
  The Dragon’s Teeth. 
  Tetsujin 
   
  Tetsujin is still active today as a high-priced mercenary 
  called The Steel Samurai. 
  Abraxas 
   
  Abraxas died in 1953, his age finally catching up to him. 
  Upon his death, a spoilsport plan to introduce a technomantic 
  plague was activated – and barely stopped by Cagliostro. 
  The Alchemist 
   
  The Alchemist is still extant. During the ’60s, in the absence 
  of his old sparring partner Cagliostro, The Alchemist became 
  obsessed with destroying the spirit of the hero Dynamo, and 
  hence came into conflict with that era’s Sentinels. Today, he 
  seldom operates openly; instead, he occasionally helps younger 
  malcontents and powered thugs get started in a life of crime, 
  acting in a way as an obscene, albeit hidden, opposite number to 
  Ulysses Steele. 
  Amazon 
   
  Over time, Morrigan matured. While her philosophy never 
  changed, her methods did. By the 1980s, she was fighting on the 
  side of the angels as a valuable member of the team The 
  Pantheon. She died in 1990 with most of her teammates, 
  stopping her former friend and team leader Empyrean from 
  conquering the Earth. 
  Baron Brass 
   
  Manfred Von Sturm, the man of whom he was an alchemical 
  clone, killed Brass in 1949. 
  Dagon 
   
  Dagon was deposed in 1945. He wandered the seas 
  thereafter, with a fanatical contingent of loyalists and a few 
  Atlantean combat vessels he seized during his escape when the 
  Kingdom was restored. He acted as a pirate and terrorist for hire 
  for many years following his fall. Today, he is one of the hidden 
  powers behind the new Haven, a.k.a. The People’s Paradise of 
  Makoroa. 
  Atlantean Empire 
   
  The empire fell and the Kingdom was restored in 1945. 
  Queen Lissandra took the throne after hardliners in the city 
  refused to serve Taggras – a man who had brought surface 
  dwellers into the hidden city and caused substantial destruction in 
  the process, regardless of his reasons. Though not an official 
  member of the United Nations, Atlantis is today a peaceful and 
  productive part of the global community. 
  Dr. Diablo 
   
  Diablo’s fortunes rose and fell with great frequency in the 
  decades following the war. Succumbing to his dementia, or 
  possibly the senility brought on by his advanced age, he was 
  attempting to recreate some of his earlier experiments when he 
  died at the hands of a few of his experimental subjects in the late 
  ’90s. 
  Dr. Prometheus 
   
  Anton Loveless is still very active today. He recently returned 
  from a decades long (in the view of the rest of the world) 
  excursion to an alternate Earth. He and his genetically engineered 
  “children,” The Prometheans are causing the authorities and a 
  number of hero-types considerable difficulties. 
  Dr. Scarab 
   
  Amenhoten continued his attempts to seize control of the 
  “inferior” civilizations of the world, until 1966. That year, the 
  Serpent Queen took over one of Scarab’s many bases of 
  operation in the Egyptian desert. Enraged, he attacked her. To his 
  credit, the fight actually lasted for over a minute… before she 
  devoured him. 
  The Sky Pyramid 
   
  The Sky Pyramid was finally destroyed by the ’60s era 
  Sentinels when Dr. Scarab attempted to take control of the Pillars 
  of Vril hidden in Antarctica. 
  The Element of Crime 
   
  Tony had a change of heart while serving overseas during 
  the war. He came to regret his criminal past, and has spent the 
  last few decades acting covertly for various legal authorities as a 
  hidden asset. 
  The Emperor of Heaven 
   
  Xian Tse Tsung was last seen trying to restore order to his 
  empire after his son Chien fomented a revolution. The result of 
  that revolution is unknown, as contact with the Emperor’s 
  alternate Earth was lost in 1948. Presumably, age has caught up 
  with the Emperor by today. 
  Evergreen 
   
  Evergreen made peace with her many pathologies in 1964, 
  and became one with Arcadia in that year. She passed on the 
  scepter of the Erl King to the heroine Wildflower. 
  Fantasia 
   
  DuPris eventually retired in the early ’70s. Ownership of The 
  Heart’s Desire was passed to one of her daughters. Today, one of 
  DuPris’ granddaughters runs the establishment. 
  Scaleface 
   
  DuPris’ bodyguard was killed protecting her during Prince 
  Suchibahn’s attempted coup of the island in 1965. 
  Gilgamesh 
   
  Gilgamesh is still extant. The modern age has yet to lose his 
  interest and so he continues his occasional attention-grabbing 
  schemes to force heroes to hunt him down and fight him. 
  The Hag 
   
  Felicity continued to ply her trade, switching clients from 
  Germany to Russia after the war. She made the mistake of 
  attempting to work her powers on The Gryphon in 1951. Her  
  
   
   
  Appendix 
  p126 
  mind was quite literally overloaded, leaving her a vegetable. She 
  died in a mental hospital in 1974, having never recovered from 
  the incident. 
  The Iron Skull 
   
  Jankowski was killed in 1959 when he attempted to “muscle” 
  the Magi out of his territory. 
  Madrigal 
   
  Halliwell was killed in 1953, when the Magi moved to absorb 
  the Brotherhood. 
  The Brotherhood of Silence 
   
  The order was absorbed into the Magi in 1953. The 
  Hangman’s Guild separated completely at that time, managed to 
  evade the Magi’s many attempts to destroy them, and continue to 
  operate to this day. 
  Haven 
   
  Today, Makoroa is known as The People’s Paradise of 
  Makoroa. While Prince Mansihara is the face the world sees for 
  the island’s leadership, Haven is actually run from behind the 
  scenes by a cabal of powerful metahuman criminals: Dagon, 
  Empyrean, Hammersmith, Dr. Phobos, and Spector. For a price, 
  any criminal can hide comfortably on the island. For a substantial 
  investment, said criminal can actually become a Makoroan citizen. 
  Many governments know of the cabal’s existence, but are 
  unwilling to pay the price the cabal’s power and technology would 
  exact should authorities move against the island. 
  Malice A. Forethought 
   
  Fontana retired from “the business” in the early ’60s after 
  serving one more prison sentence than he could stomach. He 
  died of congestive heart failure in 1977. His granddaughter 
  carries on the family tradition of malfeasance under the name 
  Lament. 
  Maximus Rex 
   
  Maximus Rex is believed to have been killed when The 
  Primacy took over Wakefield in 1964. 
  Saurian Dominion 
   
  The remnants of the Dominion on this Earth are believed to 
  have been wiped out by the Primacy’s shock troops in 1964. The 
  Dominion on its home world is believed to still exist. 
  Wakefield Island 
   
  Wakefield continues to exist under international quarantine. 
  The island’s interface settled for a time during the ’60s on an 
  alternate Earth where intelligent apes had evolved and controlled 
  a global dictatorship called The Primacy. Kraga Khan, leader of 
  The Primacy, attempted to stage multiple invasions from the 
  interface on Wakefield, earning him the name The Sinister Simian 
  from the world’s press in the process. Today, the island’s 
  interface is in a state of flux and hasn’t settled on any one 
  alternate for any real length of time after moving away from the 
  Primacy’s homeworld in 1980. 
  Morpheus 
   
  Morpheus was murdered by Dr. Grimm in 1965. His restless 
  ghost continued on, tormenting the dreaming and waking world 
  alike until being put to rest by Johnny Karma and Dr. Rune in ’69. 
  The Needle 
   
  The Needle disappeared in 1950 while experimenting with 
  dimensional travel applications of his powers. His final fate is the 
  focus of considerable speculation in the underworld. 
  Nic of Time 
   
  Nicole used her watch one too many times and finally came 
  to her grandfather’s attention. The Hierophant recovered the 
  watch, which had become a totem-like object for him. Nicole is 
  believed to be one of the humanoid servitors always by The 
  Hierophant’s side. 
  Requiem 
   
  Meijer died in prison in 1959. He shared his notes and ideas 
  with his cellmate who used the knowledge to become the criminal 
  Crescendo in the ’60s. Today, Crescendo’s granddaughter and 
  Meijer’s grandson carry out a vicious rivalry as the criminals 
  Crescendo (II) and Coda, respectively. 
  Rex Mundi 
   
  Rex Mundi continues to be the driving force and leadership 
  behind the Magi. 
  Salamanca 
   
  Salamanca eventually grew disenchanted with his whole 
  one-man crusade. He returned to Caernas permanently at some 
  point in the late ’60s. He is known to have taken over a trading 
  house in the imperial city of Highcrown under an assumed name 
  and false history. He occasionally visits Earth for pleasure – as 
  Caernas has no cinema. 
  Fetish 
   
  Presumably Fetish is still in Salamanca’s possession, as it 
  hasn’t been seen on Earth since his departure. 
  The Sky Galleon 
   
  Salamanca used The Everkeen Blade as the foundation of his 
  merchant house’s trading fleet. It is still in service today, though 
  playing a much more sedate role and looking different enough as 
  not to draw the wrong kind of attention. 
  See Hexe 
   
  Gertruda vanished when Dagon was deposed. She has 
  infrequently popped up over the years to cause trouble for 
  Atlantis and remote surface targets. The Atlanteans believe she is 
  somehow to blame for the monstrous humanoid engine of 
  destruction called Kraken. 
  Simple Simon 
   
  Simple Simon built himself a sizable organization over the 
  years. He continued to operate his small criminal empire 
  practically untouched until well into the 1960s. Despite 
  interference from a number of competitors, his success was 
  unhampered until he entered a “holy war” of a personal rivalry 
  with the motif-villain Dr. Grimm in 1966. Both men had a fixation 
  on nursery rhymes and fairy tales, but very different styles and 
  philosophies. Their brutal conflict took years and eventually 
  resulted in Grimm going to prison, but the damage done to 
  Simon’s operations put him out of business after he’d been left 
  vulnerable to both the Wilde family and Danger, Inc. After several 
  attempts to rebuild, he went into a sort of retirement in the early 
  ’80s, coming out again at an advanced age to pull one last job for 
  his “retirement fund.” For the outcome of that job, read Wendy 
  Wildstar’s entry in The Algernon Files, Volume 1. 
  Esmeralda Griffith 
   
  Griffith’s strange cellular structure continued to mutate as 
  she grew older. By 1953, she developed a particularly debilitating 
  form of skin cancer that defied conventional treatment. She died 
  within the year, her body taking up residence in Moreau’s 
  laboratory cold storage. 
  Harcourt Jekyll 
   
  Jekyll left the auspices of the Magi following the death of his 
  friend and associate, Esmeralda Griffith. He formed his own short-
  lived gang of brutal thieves and thugs-for-hire in 1954, but lasted 
  only a year as his own boss before being gunned down by the 
  authorities following a failed hostage situation in Boston. Legend 
  has it that his abnormally large and dense skull sits on a shelf in 
  Rex Mundi’s study. Legend further has it that the self-proclaimed 
  crime boss of London’s underworld, Black Annie Kelso, is related 
  to the brute. 
  
   
   
  Appendix
  p127 
  Etienne Moreau 
   
  Etienne Moreau eventually developed an addiction to 
  painkillers during his self-medicating attempts to deal with his 
  persistent, chronic migraines. More and more reckless over time 
  when procuring his drugs, Moreau was eventually captured by the 
  authorities in 1958 and put in prison. He only lasted six months in 
  the general population before agreeing to turn state’s evidence 
  against various Magi functionaries – and was found dead in his 
  cell the morning after agreeing to the Justice Department’s terms. 
  The Beast Men 
   
  As Moreau stopped performing his standard experiments 
  when he went to prison in 1958, and the beast men have life 
  spans of only a few years, the last of the breed died out by the 
  end of the 1950s. Autopsies and notes on several of Moreau’s 
  procedures were used by the government during their ill-fated 
  Myrmidon-series of supersoldier projects – notably Project 3, 
  which resulted in the creation of the Hypersapiens. 
  Zavier Zodiac 
   
  Zodiac was assassinated in 1952 by an agent of Rex Mundi. 
  This agent, who spent years working her way into Zodiac’s 
  confidence and then his bed, garroted her unsuspecting lover – 
  his precious cards mere inches from his fingertips. Following his 
  death, his mental constructs all ceased to exist within moments. 
  The Crowley deck is now in the possession of Rex Mundi, who 
  occasionally likes to play an intricate game of mock solitaire with 
  the cards. 
  The Tarot Cartel 
   
  Following the death of Zavier Zodiac, and the subsequent 
  disappearance of all of his “lieutenants,” the cartel, personnel, 
  and operations, were forcibly absorbed wholesale into the Magi. 
   
  
   
   
  Appendix 
  p128 
   
   
   
   
   
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  distribute; (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional 
  content clearly 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, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, 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 Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  “Use,” “Used,” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may 
  be applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game Content, You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a 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 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15. Copyright Notice: Open Game License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc. 
  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. 
  Mutants & Masterminds, Second Edition, Copyright 2005, Green 
  Ronin Publishing; Author Steve Kenson. 
  The Fires of War: The Algernon Files Volume 2, Copyright 2005, 
  BlackWyrm Games; Author Aaron Sullivan. 
  
   
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/2nd Edition/Mutants & Masterminds - 2nd Edition - Black Wyrm Games - Sourcebook - The Algernon Files Vol 2 - Fires of War.pdf